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#ifndef ENGINE_H__
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#define ENGINE_H__
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#include <algorithm>
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#include <cmath>
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#include "../SQCSim-common/array2d.h"
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#include "../SQCSim-common/blockinfo.h"
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#include "../SQCSim-common/bullet.h"
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#include "../SQCSim-common/chunk.h"
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#include "../SQCSim-common/world.h"
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#include "../SQCSim-common/transformation.h"
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#include "../SQCSim-common/player.h"
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#include "define.h"
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#include "openglcontext.h"
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#include "texture.h"
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#include "shader.h"
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#include "skybox.h"
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#include "audio.h"
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#include "textureatlas.h"
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#include "connector.h"
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#include "renderer.h"
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#include "remoteplayer.h"
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class Engine : public OpenglContext {
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public:
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Engine();
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virtual ~Engine();
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virtual void DrawMenu();
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virtual void DrawSplachScreen();
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virtual void Init();
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virtual void DeInit();
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virtual void LoadResource();
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virtual void UnloadResource();
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virtual void Render(float elapsedTime);
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virtual void KeyPressEvent(unsigned char key);
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virtual void KeyReleaseEvent(unsigned char key);
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virtual void MouseMoveEvent(int x, int y);
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virtual void MousePressEvent(const MOUSE_BUTTON &button, int x, int y);
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virtual void MouseReleaseEvent(const MOUSE_BUTTON &button, int x, int y);
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private:
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int GetFps(float elapsedTime) const;
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int GetCountdown(float elapsedTime);
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bool LoadTexture(Texture& texture, const std::string& filename, bool useMipmaps = true, bool stopOnError = true);
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void InstantDamage();
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void SystemNotification(std::string systemLog);
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void KillNotification(Player killer, Player killed);
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void DisplayNotification(std::string message);
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void ProcessNotificationQueue();
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void DisplayCrosshair();
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void DisplayPovGun();
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void DisplayCurrentItem();
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void DisplayHud(int timer);
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void DisplayInfo(float elapsedTime, BlockType bloc);
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void DisplaySingleOrMultiplayerMenu();
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void DrawHud(float elapsedTime, BlockType bloc);
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void PrintText(float x, float y, const std::string& t, float charSizeMultiplier = 1.0f);
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Connector m_conn;
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Shader m_shader01;
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BlockInfo* m_blockinfo[BTYPE_LAST];
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TextureAtlas m_textureAtlas = TextureAtlas(BTYPE_LAST);
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World m_world = World();
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Renderer m_renderer = Renderer();
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Texture m_textureCrosshair;
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Texture m_textureFont;
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Texture m_textureGun;
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Texture m_texturePovGun;
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Texture m_textureSkybox;
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Texture m_textureSoloMultiMenu;
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Texture m_textureSoloText;
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Texture m_textureMultiText;
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Texture m_textureTitle;
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Skybox m_skybox;
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Audio m_audio = Audio(AUDIO_PATH "start.wav");
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irrklang::ISound* m_powpow,
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* m_scream;
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irrklang::ISound *m_whoosh[MAX_BULLETS];
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Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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Bullet* m_bullets[MAX_BULLETS];
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std::map<uint64_t, Player*> m_players;
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//Menu
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enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY,SINGLEMULTI };
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GameState m_gamestate = GameState::MAIN_MENU;
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Texture MenuTitleTexture;
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Texture MenuBGTexture;
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Texture MenuStartTexture;
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Texture MenuQuitTexture;
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Texture MenuOptionsTexture;
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Texture SplachScreenTexture;
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Texture MusicTexture; //TODO
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Texture OnOffBtnTexture;//TODO
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Texture BackBtnTexture;//TODO
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float m_scale;
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float m_time = 0;
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float m_time_SplashScreen = 0;
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float m_titleX = 0;
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float m_titleY = 0;
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float m_Width = 0;
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float m_Height = 0;
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int m_renderCount = 0;
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int m_countdown = COUNTDOWN;
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bool m_damage = false;
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bool m_wireframe = false;
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bool m_isSkybox = true;
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bool m_block = false;
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bool m_flash = true;
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bool m_displayCrosshair = true;
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bool m_displayHud = true;
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bool m_displayInfo = false;
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bool m_resetcountdown = false;
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bool m_soloMultiChoiceMade = false;
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bool m_stopcountdown = false;
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bool m_keyK = false;
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bool m_keyL = false;
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bool m_keyW = false;
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bool m_keyA = false;
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bool m_keyS = false;
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bool m_keyD = false;
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bool m_keySpace = false;
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bool m_mouseL = false;
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bool m_mouseR = false;
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bool m_mouseC = false;
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bool m_mouseWU = false;
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bool m_mouseWD = false;
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//Pour trouver ou est la souris
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float m_mousemx = 0;
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float m_mousemy = 0;
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bool m_networkgame = false;
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std::string m_messageNotification = "";
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};
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#endif // ENGINE_H__
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