136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
#define ASIO_STANDALONE
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#include <iostream>
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#include <getopt.h>
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#include <asio.hpp>
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#include <cstdlib>
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#include "opengl.hpp"
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#include "game_window.hpp"
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#include "network/server.hpp"
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#include "options.hpp"
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#include "sound/sound.hpp"
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#include "sound/sound_effects.hpp"
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#include "state/state_update_event.hpp"
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#include <sys/time.h>
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uint64_t optionsFlags;
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using asio::ip::tcp;
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int main(int argc, char *argv[])
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{
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bool devMode = false;
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bool soundEnabled = false;
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char port[]="3490";
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static struct option long_options[] =
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{
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/* These options set a flag. */
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// {"verbose", no_argument, &verbose_flag, 1},
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// {"brief", no_argument, &verbose_flag, 0},
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/* These options don’t set a flag.
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We distinguish them by their indices. */
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// {"add", no_argument, 0, 'a'},
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// {"append", no_argument, 0, 'b'},
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// {"delete", required_argument, 0, 'd'},
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{"autorun", required_argument, 0, 'a'},
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{"port", required_argument, 0, 'p'},
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{"sound", no_argument, 0, 's'},
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{"fullscreen",no_argument, 0, 'f'},
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{"dev", no_argument, 0, 'd'},
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{0, 0, 0, 0}
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};
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int option_index = 0;
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while(1){
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char c = getopt_long (argc, argv, "p:fads",
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long_options, &option_index);
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if (c == -1)
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break;
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switch (c)
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{
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case 'f':
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SET_FLAG(FULLSCREEN,true);
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break;
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case 'd':
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std::cout<<"enabling developer mode" << std::endl;
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devMode = true;
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break;
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case 'p':
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strcpy(port,optarg);
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break;
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case 's':
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soundEnabled = true;
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break;
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case 'a':
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SET_FLAG(TEST_AUTORUN, true);
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break;
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case '?':
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/* getopt_long already printed an error message. */
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break;
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default:
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abort();
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}
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}
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srand(time(NULL));
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sound::SoundEffects *sounds = nullptr;
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if (soundEnabled) {
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if (sound::initSound()) {
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sounds = new sound::SoundEffects();
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}
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}
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Game game;
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game.state()->setDeveloperMode(devMode);
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asio::io_service io_service;
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Server s(io_service, game.state(), atoi(port) );
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int x,y;
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if(ISSET_FLAG(FULLSCREEN)){
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x=1920,y=1080;
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}else{
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x=800,y=600;
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}
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GameWindow window(x, y, &game);
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window.set_maxfps(60.0);
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window.open();
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while(window.running()){
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window.poll();
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io_service.poll();
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//size_t numEvents = game.state()->currentStateUpdateEvents().size();
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//if (numEvents != 0) {
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// std::cout<<"game state update events: " << numEvents << std::endl;
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// for (game::StateUpdateEvent *evt : game.state()->currentStateUpdateEvents()) {
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// std::cout<< evt->description() << std::endl;
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// }
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//}
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if (sounds != nullptr) {
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// TODO: get time diff too
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sounds->advance(1/50.0f, game.state()->currentStateUpdateEvents());
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// TODO: use flag to now when to do this.
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sound::deleteOldSounds();
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}
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game.state()->applyAndClearAllOldStateUpdates();
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}
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return 0;
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}
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