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GameController.cpp
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GameController.cpp
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//
// Created by Austin Forry on 9/14/15.
//
#include "GameController.h"
/*
* HANDLE GAME LOGIC AND PASSING GAMESTATE
*/
// Constructor
GameController::GameController(GameState* state, NetworkClient* client, pthread_mutex_t* game_state_mutex)
{
this->state = state;
this->client = client;
this->game_state_mutex = game_state_mutex;
client->set_controller(this);
}
void GameController::update(GameState* new_state)
{
delete state;
state = new_state;
}
std::vector<Vehicle*>* GameController::getVehicles()
{
std::vector<Vehicle*>* vehicles;
pthread_mutex_lock(game_state_mutex);
vehicles = state->getPlayers();
pthread_mutex_unlock(game_state_mutex);
return vehicles;
}
std::vector<Base*>* GameController::getBases()
{
std::vector<Base*>* bases;
pthread_mutex_lock(game_state_mutex);
bases = state->getBases();
pthread_mutex_unlock(game_state_mutex);
return bases;
}
std::vector<Bullet*>* GameController::getBullets()
{
std::vector<Bullet*>* bullets;
pthread_mutex_lock(game_state_mutex);
bullets = state->getBullets();
pthread_mutex_unlock(game_state_mutex);
return bullets;
}
std::vector<Shield*> *GameController::getShields() {
std::vector<Shield*>* shields;
pthread_mutex_lock(game_state_mutex);
shields = state->getShields();
pthread_mutex_unlock(game_state_mutex);
return shields;
}
std::vector<Generator*> *GameController::getGenerators() {
std::vector<Generator*>* gens;
pthread_mutex_lock(game_state_mutex);
gens = state->getGenerators();
pthread_mutex_unlock(game_state_mutex);
return gens;
}
std::vector<Powerup*> *GameController::getPowerups() {
std::vector<Powerup*>* powerups;
pthread_mutex_lock(game_state_mutex);
powerups = state->getPowerups();
pthread_mutex_unlock(game_state_mutex);
return powerups;
}
std::vector<Rocket*> *GameController::getRockets() {
std::vector<Rocket*>* rockets;
pthread_mutex_lock(game_state_mutex);
rockets = state->getRockets();
pthread_mutex_unlock(game_state_mutex);
return rockets;
}
std::vector<GravityWell*> *GameController::getGravityWells() {
std::vector<GravityWell*>* gravityWells;
pthread_mutex_lock(game_state_mutex);
gravityWells = state->getGravityWells();
pthread_mutex_unlock(game_state_mutex);
return gravityWells;
}
int GameController::getGameOver()
{
int gameOver;
pthread_mutex_lock(game_state_mutex);
gameOver = state->getGameOver();
pthread_mutex_unlock(game_state_mutex);
return gameOver;
}
int GameController::getSecToRestart()
{
int secToRestart;
pthread_mutex_lock(game_state_mutex);
secToRestart = state->getSecToRestart();
pthread_mutex_unlock(game_state_mutex);
return secToRestart;
}
// passes call to move vehicle to network client
void GameController::moveVehicle(double direction)
{
client->move_command(direction);
}
// passes call to turn vehicle to network client
void GameController::turnVehicle(double direction)
{
client->turn_command(direction);
}
// passes call to fire weapon to network client
void GameController::fireWeapon()
{
client->fire_command();
}
// passes call to activate powerup to network client
void GameController::activatePowerup()
{
client->activate_powerup_command();
}