Refactored code heavily to be able to use a state stack - main function now does the basic init, looping, and shutdown, and each state is a pointer to an object that has its own event handling, rendering, etc
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a77a8575c5
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2
Makefile
2
Makefile
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@ -4,7 +4,7 @@ PROJECT=graphgame
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CXX=g++
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CXX=g++
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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LDFLAGS=`sdl-config --libs`
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LDFLAGS=`sdl-config --libs`
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OBJECTS=drawutils.o gamecore.o graph.o main.o mainevent.o mathutils.o gamedata.o sdlrenderer.o
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OBJECTS=drawutils.o game.o graph.o main.o mainevent.o mathutils.o gamedata.o sdlrenderer.o
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all: $(PROJECT)
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all: $(PROJECT)
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52
game.cpp
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52
game.cpp
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@ -0,0 +1,52 @@
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#include "game.h"
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#include "mathutils.h"
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#include "debug.h"
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#include <SDL.h>
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int Game::NODE_RADIUS = 12;
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Game::~Game()
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{
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renderer.cleanup();
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}
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void Game::execute(stack<GameState*> &state_stack) throw(StateExit)
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{
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SDL_Event event;
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while(SDL_PollEvent(&event))
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handle_event(&event);
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renderer.render(data);
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}
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bool Game::init()
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{
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return renderer.init();
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}
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void Game::on_exit()
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{
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throw StateExit();
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}
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void Game::on_lbutton_down(int x, int y)
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{
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data.do_vertex(x, y, NODE_RADIUS);
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}
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void Game::on_rbutton_down(int mX, int mY)
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{
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data.clear_current_vertex();
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}
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void Game::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
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{
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if (sym == SDLK_q && mod & KMOD_CTRL) throw StateExit();
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if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
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if (sym == SDLK_m) data.set_mode(MODE_MOVE);
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}
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@ -1,23 +1,28 @@
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/* This is the heart of the application.
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/* This is the heart of the application - the main game state where we are
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This contains the basic game looping code, sets up event handlers, etc.
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actually playing.
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All the hard work will eventually get farmed out to other objects, for now,
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This contains the basic game logic.
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we're doing almost everything in here.
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*/
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*/
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#ifndef _GAME_H_
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#define _GAME_H_
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#ifndef _GAME_CORE_H_
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#define _GAME_CORE_H_
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#include "mainevent.h"
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#include "gamedata.h"
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#include "gamedata.h"
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#include "sdlrenderer.h"
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#include "sdlrenderer.h"
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#include "gamestate.h"
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#include <stack>
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class GameCore : public MainEvent
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using std::stack;
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class Game : public GameState
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{
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{
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public:
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public:
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GameCore();
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Game() {}
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int execute();
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~Game();
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bool init();
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void execute(stack<GameState*> &state_stack) throw(StateExit);
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protected:
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protected:
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// event handlers
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// event handlers
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@ -26,14 +31,8 @@ class GameCore : public MainEvent
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void on_rbutton_down(int mX, int mY);
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void on_rbutton_down(int mX, int mY);
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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private:
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private:
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bool init();
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void render();
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void render();
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void cleanup();
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bool is_running;
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SDLRenderer renderer;
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SDLRenderer renderer;
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@ -44,5 +43,4 @@ class GameCore : public MainEvent
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static int MAX_MOVE_DISTANCE;
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static int MAX_MOVE_DISTANCE;
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};
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};
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#endif
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#endif
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71
gamecore.cpp
71
gamecore.cpp
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@ -1,71 +0,0 @@
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#include "gamecore.h"
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#include "mathutils.h"
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#include "debug.h"
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#include <SDL.h>
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int GameCore::NODE_RADIUS = 12;
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GameCore::GameCore()
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{
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is_running = true;
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}
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int GameCore::execute()
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{
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if (!init()) return 1;
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SDL_Event event;
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while (is_running)
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{
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while(SDL_PollEvent(&event))
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handle_event(&event);
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// iterate();
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renderer.render(data);
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}
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cleanup();
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return 0;
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}
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bool GameCore::init()
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{
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false;
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SDL_WM_SetCaption("TreeWars","TreeWars");
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return renderer.init();
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}
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void GameCore::cleanup()
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{
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renderer.cleanup();
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SDL_Quit();
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}
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void GameCore::on_exit()
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{
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is_running = false;
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}
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void GameCore::on_lbutton_down(int x, int y)
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{
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data.do_vertex(x, y, NODE_RADIUS);
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}
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void GameCore::on_rbutton_down(int mX, int mY)
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{
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data.clear_current_vertex();
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}
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void GameCore::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
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{
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if (sym == SDLK_q && mod & KMOD_CTRL) is_running = false;
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if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
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if (sym == SDLK_m) data.set_mode(MODE_MOVE);
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}
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0
gamestate.cpp
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0
gamestate.cpp
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29
gamestate.h
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29
gamestate.h
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/* Abstract instance of a game state.
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This contains the basic functions for game looping code,
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and has a fully-functional event handler we can overload later
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*/
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#ifndef _GAME_STATE_H_
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#define _GAME_STATE_H_
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#include "mainevent.h"
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#include <exception>
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#include <stack>
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using std::exception;
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using std::stack;
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class StateExit : public exception {};
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class GameState : public MainEvent
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{
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public:
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GameState() {}
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~GameState() {}
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virtual bool init() = 0;
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virtual void execute(stack<GameState*> &game_state) throw(StateExit) = 0;
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};
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#endif
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42
main.cpp
42
main.cpp
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@ -1,9 +1,43 @@
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/* Do basic initialization, get the loop going */
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/* Do basic initialization, get the loop going */
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#include "gamecore.h"
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#include "gamestate.h"
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#include "game.h"
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#include <SDL.h>
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int main()
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int main(int argc, char** argv)
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{
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{
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GameCore game_core;
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// Barebones setup for our game
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return game_core.execute();
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false;
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SDL_WM_SetCaption("TreeWars","TreeWars");
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stack<GameState*> state_stack;
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// initialize the stack by initting and pushing the initial state(s)
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GameState* tmpstate = new Game();
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if (!tmpstate->init()) exit(1);
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state_stack.push(tmpstate);
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while (!state_stack.empty())
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{
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GameState* state = state_stack.top();
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try {
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state->execute(state_stack);
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} catch (StateExit& e) {
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// remove the old state
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state_stack.pop();
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delete state;
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// init the new state, discarding it if we fail
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while (!(state_stack.empty() || state_stack.top()->init()))
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{
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state_stack.pop();
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delete state;
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}
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}
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}
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SDL_Quit();
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return 0;
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}
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}
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