This commit is contained in:
Masashi 2025-12-18 20:39:46 +05:30
commit 453e9fd5e8
4 changed files with 422 additions and 241 deletions

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@ -1,3 +1,4 @@
// game/client.c - SMOOTH TERRAIN VERSION
#include "raylib.h"
#include <math.h>
#include <stdint.h>
@ -28,7 +29,6 @@ typedef int socklen_t;
#define WEAPON_PISTOL 0
#define WEAPON_RIFLE 1
// Item types
#define ITEM_NONE 0
#define ITEM_MEDKIT 1
#define ITEM_AMMO_PISTOL 2
@ -36,13 +36,226 @@ typedef int socklen_t;
#define MAX_ITEMS 64
// Input buttons
#define BTN_RELOAD (1u << 0)
#define BTN_SWITCH_PISTOL (1u << 1)
#define BTN_SWITCH_RIFLE (1u << 2)
#define BTN_PICK (1u << 3)
#define BTN_USE_MEDKIT (1u << 4)
// ============== SIMPLEX NOISE ==============
static const uint8_t perm[512] = {
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7,
225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190,
6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117,
35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136,
171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158,
231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46,
245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209,
76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86,
164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16,
58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253,
19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97,
228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184,
84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156,
180, 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233,
7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203,
117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125,
136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146,
158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55,
46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73,
209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159,
86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47,
16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2,
44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39,
253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246,
97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81,
51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157,
184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205,
93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61,
156, 180};
static float grad2(int hash, float x, float y) {
int h = hash & 7;
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v);
}
static float simplex_noise_2d(float x, float y) {
const float F2 = 0.366025403f;
const float G2 = 0.211324865f;
float s = (x + y) * F2;
int i = (int)floorf(x + s);
int j = (int)floorf(y + s);
float t = (i + j) * G2;
float X0 = i - t, Y0 = j - t;
float x0 = x - X0, y0 = y - Y0;
int i1 = (x0 > y0) ? 1 : 0;
int j1 = (x0 > y0) ? 0 : 1;
float x1 = x0 - i1 + G2, y1 = y0 - j1 + G2;
float x2 = x0 - 1.0f + 2.0f * G2, y2 = y0 - 1.0f + 2.0f * G2;
int ii = i & 255, jj = j & 255;
float n0 = 0.0f, n1 = 0.0f, n2 = 0.0f;
float t0 = 0.5f - x0 * x0 - y0 * y0;
if (t0 >= 0.0f) {
t0 *= t0;
n0 = t0 * t0 * grad2(perm[ii + perm[jj]], x0, y0);
}
float t1 = 0.5f - x1 * x1 - y1 * y1;
if (t1 >= 0.0f) {
t1 *= t1;
n1 = t1 * t1 * grad2(perm[ii + i1 + perm[jj + j1]], x1, y1);
}
float t2 = 0.5f - x2 * x2 - y2 * y2;
if (t2 >= 0.0f) {
t2 *= t2;
n2 = t2 * t2 * grad2(perm[ii + 1 + perm[jj + 1]], x2, y2);
}
return 45.0f * (n0 + n1 + n2);
}
static float fbm_noise(float x, float y, int octaves) {
float value = 0.0f, amplitude = 1.0f, frequency = 1.0f, max_value = 0.0f;
for (int i = 0; i < octaves; i++) {
value += simplex_noise_2d(x * frequency, y * frequency) * amplitude;
max_value += amplitude;
amplitude *= 0.5f;
frequency *= 2.0f;
}
return value / max_value;
}
float get_terrain_height(float x, float z) {
float height = fbm_noise(x * 0.03f, z * 0.03f, 4);
height += fbm_noise(x * 0.01f, z * 0.01f, 2) * 1.5f;
return height * 6.0f + 2.0f;
}
#define TERRAIN_SIZE 64
#define TERRAIN_SCALE 2.0f
static Mesh generate_terrain_mesh(void) {
int size = TERRAIN_SIZE;
Mesh mesh = {0};
int vertexCount = size * size;
int triangleCount = (size - 1) * (size - 1) * 2;
mesh.vertexCount = vertexCount;
mesh.triangleCount = triangleCount;
mesh.vertices = (float *)MemAlloc(vertexCount * 3 * sizeof(float));
mesh.texcoords = (float *)MemAlloc(vertexCount * 2 * sizeof(float));
mesh.normals = (float *)MemAlloc(vertexCount * 3 * sizeof(float));
mesh.indices =
(unsigned short *)MemAlloc(triangleCount * 3 * sizeof(unsigned short));
// Generate vertices
for (int z = 0; z < size; z++) {
for (int x = 0; x < size; x++) {
int idx = z * size + x;
float wx = ((float)x - size / 2.0f) * TERRAIN_SCALE;
float wz = ((float)z - size / 2.0f) * TERRAIN_SCALE;
float wy = get_terrain_height(wx, wz);
mesh.vertices[idx * 3 + 0] = wx;
mesh.vertices[idx * 3 + 1] = wy;
mesh.vertices[idx * 3 + 2] = wz;
mesh.texcoords[idx * 2 + 0] = (float)x / (float)(size - 1);
mesh.texcoords[idx * 2 + 1] = (float)z / (float)(size - 1);
}
}
// Generate indices
int triIdx = 0;
for (int z = 0; z < size - 1; z++) {
for (int x = 0; x < size - 1; x++) {
int i0 = z * size + x;
int i1 = z * size + (x + 1);
int i2 = (z + 1) * size + x;
int i3 = (z + 1) * size + (x + 1);
mesh.indices[triIdx * 3 + 0] = i0;
mesh.indices[triIdx * 3 + 1] = i2;
mesh.indices[triIdx * 3 + 2] = i1;
triIdx++;
mesh.indices[triIdx * 3 + 0] = i1;
mesh.indices[triIdx * 3 + 1] = i2;
mesh.indices[triIdx * 3 + 2] = i3;
triIdx++;
}
}
// Calculate normals
for (int i = 0; i < vertexCount; i++) {
mesh.normals[i * 3 + 0] = 0;
mesh.normals[i * 3 + 1] = 1;
mesh.normals[i * 3 + 2] = 0;
}
for (int t = 0; t < triangleCount; t++) {
int i0 = mesh.indices[t * 3 + 0];
int i1 = mesh.indices[t * 3 + 1];
int i2 = mesh.indices[t * 3 + 2];
float v0x = mesh.vertices[i0 * 3 + 0];
float v0y = mesh.vertices[i0 * 3 + 1];
float v0z = mesh.vertices[i0 * 3 + 2];
float v1x = mesh.vertices[i1 * 3 + 0];
float v1y = mesh.vertices[i1 * 3 + 1];
float v1z = mesh.vertices[i1 * 3 + 2];
float v2x = mesh.vertices[i2 * 3 + 0];
float v2y = mesh.vertices[i2 * 3 + 1];
float v2z = mesh.vertices[i2 * 3 + 2];
float e1x = v1x - v0x, e1y = v1y - v0y, e1z = v1z - v0z;
float e2x = v2x - v0x, e2y = v2y - v0y, e2z = v2z - v0z;
float nx = e1y * e2z - e1z * e2y;
float ny = e1z * e2x - e1x * e2z;
float nz = e1x * e2y - e1y * e2x;
mesh.normals[i0 * 3 + 0] += nx;
mesh.normals[i0 * 3 + 1] += ny;
mesh.normals[i0 * 3 + 2] += nz;
mesh.normals[i1 * 3 + 0] += nx;
mesh.normals[i1 * 3 + 1] += ny;
mesh.normals[i1 * 3 + 2] += nz;
mesh.normals[i2 * 3 + 0] += nx;
mesh.normals[i2 * 3 + 1] += ny;
mesh.normals[i2 * 3 + 2] += nz;
}
// Normalize normals
for (int i = 0; i < vertexCount; i++) {
float nx = mesh.normals[i * 3 + 0];
float ny = mesh.normals[i * 3 + 1];
float nz = mesh.normals[i * 3 + 2];
float len = sqrtf(nx * nx + ny * ny + nz * nz);
if (len > 0.0001f) {
mesh.normals[i * 3 + 0] = nx / len;
mesh.normals[i * 3 + 1] = ny / len;
mesh.normals[i * 3 + 2] = nz / len;
}
}
UploadMesh(&mesh, false);
return mesh;
}
// ============== END SIMPLEX NOISE ==============
static void set_nonblocking(int sock) {
#ifdef _WIN32
u_long mode = 1;
@ -79,10 +292,7 @@ typedef struct MsgInput {
uint8_t type;
uint8_t playerId;
uint32_t clientTick;
float moveX;
float moveZ;
float yaw;
float pitch;
float moveX, moveZ, yaw, pitch;
uint8_t buttons;
} MsgInput;
@ -93,19 +303,11 @@ typedef struct MsgShoot {
} MsgShoot;
typedef struct PlayerStateNet {
uint8_t id;
uint8_t alive;
uint8_t id, alive;
int16_t hp;
float x, y, z;
float yaw, pitch;
float x, y, z, yaw, pitch;
uint8_t weapon;
int16_t pistolMag;
int16_t rifleMag;
int16_t pistolAmmo;
int16_t rifleAmmo;
int16_t medkits;
int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits;
char username[USERNAME_MAX];
} PlayerStateNet;
@ -132,19 +334,11 @@ typedef struct MsgItems {
#pragma pack(pop)
typedef struct RemotePlayer {
int present;
int alive;
int hp;
int present, alive, hp;
Vector3 pos;
float yaw, pitch;
uint8_t weapon;
int16_t pistolMag;
int16_t rifleMag;
int16_t pistolAmmo;
int16_t rifleAmmo;
int16_t medkits;
int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits;
char username[USERNAME_MAX];
} RemotePlayer;
@ -172,14 +366,11 @@ static float v3_dot(Vector3 a, Vector3 b) {
static float v3_len(Vector3 a) {
return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
}
static Vector3 v3_scale(Vector3 a, float s) {
return v3(a.x * s, a.y * s, a.z * s);
}
static Vector3 v3_norm(Vector3 a) {
float l = v3_len(a);
if (l <= 1e-6f)
return v3(0, 0, 1);
return v3_scale(a, 1.0f / l);
return v3(a.x / l, a.y / l, a.z / l);
}
static const char *ItemName(uint8_t t) {
@ -235,7 +426,7 @@ int main(void) {
#endif
const int sw = 1280, sh = 720;
InitWindow(sw, sh, "Voxel Shooter - Client");
InitWindow(sw, sh, "Voxel Shooter - Client (SMOOTH TERRAIN)");
SetTargetFPS(120);
char myName[USERNAME_MAX];
@ -243,6 +434,12 @@ int main(void) {
DisableCursor();
// Generate terrain mesh
Mesh terrainMesh = generate_terrain_mesh();
Model terrainModel = LoadModelFromMesh(terrainMesh);
terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color =
(Color){80, 140, 70, 255};
int sock = (int)socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (sock < 0) {
perror("socket");
@ -261,33 +458,20 @@ int main(void) {
RemotePlayer rp[MAX_PLAYERS] = {0};
WorldItem wi[MAX_ITEMS] = {0};
Vector3 camPos = v3(0, 1.7f, 6);
float yaw = 0.0f;
float pitch = 0.0f;
float recoilYaw = 0.0f, recoilPitch = 0.0f;
float crossSpread = 0.0f;
Vector3 camPos = v3(0, 5.0f, 6);
float yaw = 0.0f, pitch = 0.0f;
float recoilYaw = 0.0f, recoilPitch = 0.0f, crossSpread = 0.0f;
float fireCooldown = 0.0f;
int shotsInBurst = 0;
float burstResetTimer = 0.0f;
const float pistolFireRate = 4.0f;
const float rifleFireRate = 12.0f;
const float recoilReturn = 18.0f;
const float crossReturn = 14.0f;
const float pistolKickPitch = 0.010f;
const float pistolKickYaw = 0.004f;
const float rifleKickPitch = 0.018f;
const float rifleKickYaw = 0.010f;
const float pistolCrossKick = 2.0f;
const float rifleCrossKick = 4.0f;
const float pistolSprayGrow = 0.4f;
const float rifleSprayGrow = 1.2f;
const float pistolFireRate = 4.0f, rifleFireRate = 12.0f;
const float recoilReturn = 18.0f, crossReturn = 14.0f;
const float pistolKickPitch = 0.010f, pistolKickYaw = 0.004f;
const float rifleKickPitch = 0.018f, rifleKickYaw = 0.010f;
const float pistolCrossKick = 2.0f, rifleCrossKick = 4.0f;
const float pistolSprayGrow = 0.4f, rifleSprayGrow = 1.2f;
const float burstResetTime = 0.18f;
MsgHello hello = {0};
@ -320,7 +504,6 @@ int main(void) {
crossSpread = 0.0f;
}
// Receive packets
for (;;) {
uint8_t buf[1400];
struct sockaddr_in from = {0};
@ -365,7 +548,6 @@ int main(void) {
p->pistolAmmo = ps->pistolAmmo;
p->rifleAmmo = ps->rifleAmmo;
p->medkits = ps->medkits;
memset(p->username, 0, USERNAME_MAX);
strncpy(p->username, ps->username, USERNAME_MAX - 1);
}
@ -390,7 +572,6 @@ int main(void) {
}
}
// Mouse look
Vector2 md = GetMouseDelta();
const float sens = 0.0025f;
yaw -= md.x * sens;
@ -407,7 +588,6 @@ int main(void) {
if (viewPitch > 1.5f)
viewPitch = 1.5f;
// Movement
float moveX = 0.0f, moveZ = 0.0f;
if (IsKeyDown(KEY_A))
moveX += 1.0f;
@ -418,9 +598,7 @@ int main(void) {
if (IsKeyDown(KEY_S))
moveZ -= 1.0f;
// Input buttons
uint8_t buttons = 0;
if (IsKeyPressed(KEY_ONE))
buttons |= BTN_SWITCH_PISTOL;
if (IsKeyPressed(KEY_TWO))
@ -432,7 +610,6 @@ int main(void) {
if (IsKeyPressed(KEY_H))
buttons |= BTN_USE_MEDKIT;
// Send INPUT
if (myId != 255) {
MsgInput in = {0};
in.type = MSG_INPUT;
@ -447,13 +624,11 @@ int main(void) {
(const struct sockaddr *)&srv, sizeof(srv));
}
// Shoot
if (myId != 255 && IsMouseButtonDown(MOUSE_BUTTON_LEFT) &&
fireCooldown <= 0.0f && rp[myId].present) {
int wpn = rp[myId].weapon;
float rate = (wpn == WEAPON_PISTOL) ? pistolFireRate : rifleFireRate;
float interval = 1.0f / rate;
fireCooldown = interval;
fireCooldown = 1.0f / rate;
shotsInBurst++;
burstResetTimer = burstResetTime;
@ -478,7 +653,6 @@ int main(void) {
(const struct sockaddr *)&srv, sizeof(srv));
}
// Camera
Vector3 forward = v3(sinf(viewYaw) * cosf(viewPitch), sinf(viewPitch),
cosf(viewYaw) * cosf(viewPitch));
@ -490,23 +664,12 @@ int main(void) {
cam.projection = CAMERA_PERSPECTIVE;
BeginDrawing();
ClearBackground((Color){20, 24, 32, 255});
ClearBackground((Color){135, 206, 235, 255});
BeginMode3D(cam);
// Ground
for (int z = -16; z <= 16; z++) {
for (int x = -16; x <= 16; x++) {
DrawCubeV(v3((float)x, 0.0f, (float)z), v3(1, 1, 1),
(Color){50, 60, 75, 255});
}
}
// Blocks
DrawCubeV(v3(2, 1, 2), v3(1, 1, 1), (Color){120, 90, 60, 255});
DrawCubeV(v3(2, 2, 2), v3(1, 1, 1), (Color){120, 90, 60, 255});
DrawCubeV(v3(-3, 1, -1), v3(1, 1, 1), (Color){90, 120, 60, 255});
DrawCubeV(v3(0, 1, 4), v3(2, 1, 2), (Color){90, 90, 130, 255});
// Draw smooth terrain
DrawModel(terrainModel, (Vector3){0, 0, 0}, 1.0f, WHITE);
// Items
for (int i = 0; i < MAX_ITEMS; i++) {
@ -519,8 +682,7 @@ int main(void) {
ic = (Color){255, 220, 120, 255};
if (wi[i].type == ITEM_AMMO_RIFLE)
ic = (Color){255, 180, 120, 255};
DrawCubeV(v3(wi[i].pos.x, wi[i].pos.y + 0.15f, wi[i].pos.z),
v3(0.3f, 0.3f, 0.3f), ic);
DrawSphere(wi[i].pos, 0.3f, ic);
}
// Players
@ -540,21 +702,16 @@ int main(void) {
// Nameplates
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!rp[i].present)
if (!rp[i].present || !rp[i].username[0])
continue;
if (!rp[i].username[0])
continue;
Vector3 head = v3(rp[i].pos.x, rp[i].pos.y + 1.2f, rp[i].pos.z);
Vector3 camForward = v3_norm(v3_sub(cam.target, cam.position));
Vector3 toHead = v3_sub(head, cam.position);
if (v3_dot(camForward, toHead) <= 0.0f)
continue;
Vector2 s = GetWorldToScreen(head, cam);
if (s.x < -200 || s.x > sw + 200 || s.y < -200 || s.y > sh + 200)
continue;
int fontSize = 18;
int w = MeasureText(rp[i].username, fontSize);
Color tc = (i == myId) ? (Color){180, 230, 255, 255} : RAYWHITE;
@ -566,9 +723,7 @@ int main(void) {
if (myId == 255 || !rp[myId].present) {
DrawText("Connecting...", 10, 10, 20, RAYWHITE);
} else {
// Top left - Health and Medkits
DrawRectangle(10, 10, 280, 110, (Color){0, 0, 0, 120});
DrawText("HP", 20, 20, 20, RAYWHITE);
int healthBarWidth = (rp[myId].hp * 220) / 100;
Color healthColor = (rp[myId].hp > 60) ? (Color){80, 255, 80, 120}
@ -577,22 +732,18 @@ int main(void) {
DrawRectangle(20, 45, 220, 20, (Color){40, 40, 40, 255});
DrawRectangle(20, 45, healthBarWidth, 20, healthColor);
DrawText(TextFormat("%d", rp[myId].hp), 250, 47, 18, RAYWHITE);
DrawText(TextFormat("Medkits: %d (H to use)", rp[myId].medkits), 20, 75,
18,
(rp[myId].medkits > 0) ? (Color){120, 255, 120, 120}
: (Color){120, 120, 120, 120});
DrawText("1=Pistol 2=Rifle R=Reload F=Pick", 20, 95, 14,
(Color){150, 150, 150, 150});
// Bottom right - Weapon and Ammo
const char *weaponName =
(rp[myId].weapon == WEAPON_PISTOL) ? "PISTOL" : "RIFLE";
Color weaponColor = (rp[myId].weapon == WEAPON_PISTOL)
? (Color){100, 200, 255, 255}
: (Color){255, 150, 100, 255};
int currentMag = (rp[myId].weapon == WEAPON_PISTOL) ? rp[myId].pistolMag
: rp[myId].rifleMag;
int reserveAmmo = (rp[myId].weapon == WEAPON_PISTOL) ? rp[myId].pistolAmmo
@ -600,18 +751,11 @@ int main(void) {
DrawRectangle(sw - 260, sh - 120, 250, 110, (Color){0, 0, 0, 180});
DrawText(weaponName, sw - 250, sh - 110, 28, weaponColor);
char magText[16];
snprintf(magText, sizeof(magText), "%d", currentMag);
DrawText(magText, sw - 250, sh - 75, 40, RAYWHITE);
char reserveText[32];
snprintf(reserveText, sizeof(reserveText), "/ %d", reserveAmmo);
DrawText(reserveText, sw - 140, sh - 65, 24, (Color){180, 180, 180, 255});
if (currentMag == 0) {
DrawText(TextFormat("%d", currentMag), sw - 250, sh - 75, 40, RAYWHITE);
DrawText(TextFormat("/ %d", reserveAmmo), sw - 140, sh - 65, 24,
(Color){180, 180, 180, 255});
if (currentMag == 0)
DrawText("RELOAD!", sw - 250, sh - 30, 20, (Color){255, 80, 80, 255});
}
}
DrawFPS(sw - 90, 10);
@ -632,6 +776,7 @@ int main(void) {
EndDrawing();
}
UnloadModel(terrainModel);
CloseWindow();
CLOSESOCK(sock);
#ifdef _WIN32

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@ -1,3 +1,4 @@
// game/server.c - SMOOTH TERRAIN VERSION
#include <math.h>
#include <stdint.h>
#include <stdio.h>
@ -50,6 +51,122 @@ typedef int socklen_t;
#define CAT_PLAYER (1u << 1)
#define CAT_ITEM (1u << 2)
// ============== SIMPLEX NOISE ==============
static const uint8_t perm[512] = {
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7,
225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190,
6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117,
35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136,
171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158,
231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46,
245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209,
76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86,
164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5,
202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16,
58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44,
154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253,
19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97,
228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51,
145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184,
84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,
222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156,
180, 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233,
7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203,
117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125,
136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146,
158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55,
46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73,
209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159,
86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47,
16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2,
44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39,
253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246,
97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81,
51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157,
184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205,
93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61,
156, 180};
static float grad2(int hash, float x, float y) {
int h = hash & 7;
float u = h < 4 ? x : y;
float v = h < 4 ? y : x;
return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v);
}
static float simplex_noise_2d(float x, float y) {
const float F2 = 0.366025403f;
const float G2 = 0.211324865f;
float s = (x + y) * F2;
int i = (int)floorf(x + s);
int j = (int)floorf(y + s);
float t = (i + j) * G2;
float X0 = i - t, Y0 = j - t;
float x0 = x - X0, y0 = y - Y0;
int i1 = (x0 > y0) ? 1 : 0;
int j1 = (x0 > y0) ? 0 : 1;
float x1 = x0 - i1 + G2, y1 = y0 - j1 + G2;
float x2 = x0 - 1.0f + 2.0f * G2, y2 = y0 - 1.0f + 2.0f * G2;
int ii = i & 255, jj = j & 255;
float n0 = 0.0f, n1 = 0.0f, n2 = 0.0f;
float t0 = 0.5f - x0 * x0 - y0 * y0;
if (t0 >= 0.0f) {
t0 *= t0;
n0 = t0 * t0 * grad2(perm[ii + perm[jj]], x0, y0);
}
float t1 = 0.5f - x1 * x1 - y1 * y1;
if (t1 >= 0.0f) {
t1 *= t1;
n1 = t1 * t1 * grad2(perm[ii + i1 + perm[jj + j1]], x1, y1);
}
float t2 = 0.5f - x2 * x2 - y2 * y2;
if (t2 >= 0.0f) {
t2 *= t2;
n2 = t2 * t2 * grad2(perm[ii + 1 + perm[jj + 1]], x2, y2);
}
return 45.0f * (n0 + n1 + n2);
}
static float fbm_noise(float x, float y, int octaves) {
float value = 0.0f, amplitude = 1.0f, frequency = 1.0f, max_value = 0.0f;
for (int i = 0; i < octaves; i++) {
value += simplex_noise_2d(x * frequency, y * frequency) * amplitude;
max_value += amplitude;
amplitude *= 0.5f;
frequency *= 2.0f;
}
return value / max_value;
}
float get_terrain_height(float x, float z) {
float height = fbm_noise(x * 0.03f, z * 0.03f, 4);
height += fbm_noise(x * 0.01f, z * 0.01f, 2) * 1.5f;
return height * 6.0f + 2.0f;
}
#define TERRAIN_SIZE 64
#define TERRAIN_SCALE 2.0f
static dReal *gHeightData = NULL;
static dGeomID gTerrainGeom = NULL;
static void generate_smooth_terrain(void) {
int size = TERRAIN_SIZE;
gHeightData = (dReal *)malloc(size * size * sizeof(dReal));
for (int z = 0; z < size; z++) {
for (int x = 0; x < size; x++) {
float wx = ((float)x - size / 2.0f) * TERRAIN_SCALE;
float wz = ((float)z - size / 2.0f) * TERRAIN_SCALE;
gHeightData[z * size + x] = (dReal)get_terrain_height(wx, wz);
}
}
printf("Generated smooth heightmap terrain %dx%d\n", size, size);
}
// ============== END SIMPLEX NOISE ==============
static double now_seconds(void) {
#ifdef _WIN32
static LARGE_INTEGER freq;
@ -104,10 +221,7 @@ typedef struct MsgInput {
uint8_t type;
uint8_t playerId;
uint32_t clientTick;
float moveX;
float moveZ;
float yaw;
float pitch;
float moveX, moveZ, yaw, pitch;
uint8_t buttons;
} MsgInput;
@ -118,19 +232,11 @@ typedef struct MsgShoot {
} MsgShoot;
typedef struct PlayerStateNet {
uint8_t id;
uint8_t alive;
uint8_t id, alive;
int16_t hp;
float x, y, z;
float yaw, pitch;
float x, y, z, yaw, pitch;
uint8_t weapon;
int16_t pistolMag;
int16_t rifleMag;
int16_t pistolAmmo;
int16_t rifleAmmo;
int16_t medkits;
int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits;
char username[USERNAME_MAX];
} PlayerStateNet;
@ -169,26 +275,13 @@ typedef struct Player {
int inUse;
struct sockaddr_in addr;
double lastHeard;
char username[USERNAME_MAX];
float moveX, moveZ;
float yaw, pitch;
int alive;
int hp;
int weapon;
int pistolMag;
int rifleMag;
int pistolAmmo;
int rifleAmmo;
int medkits;
float moveX, moveZ, yaw, pitch;
int alive, hp, weapon;
int pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits;
double lastShotTime;
int shotsInBurst;
uint32_t rng;
dBodyID body;
dGeomID geom;
} Player;
@ -200,11 +293,7 @@ static int addr_equal(const struct sockaddr_in *a,
}
static float clampf(float v, float lo, float hi) {
if (v < lo)
return lo;
if (v > hi)
return hi;
return v;
return (v < lo) ? lo : (v > hi) ? hi : v;
}
static void sendto_player(int sock, const Player *pl, const void *data,
@ -212,6 +301,7 @@ static void sendto_player(int sock, const Player *pl, const void *data,
sendto(sock, (const char *)data, len, 0, (const struct sockaddr *)&pl->addr,
sizeof(pl->addr));
}
static void broadcast(int sock, const Player players[MAX_PLAYERS],
const void *data, int len) {
for (int i = 0; i < MAX_PLAYERS; i++)
@ -222,7 +312,6 @@ static void broadcast(int sock, const Player players[MAX_PLAYERS],
static dWorldID gWorld;
static dSpaceID gSpace;
static dJointGroupID gContactGroup;
static Item gItems[MAX_ITEMS];
static uint16_t gNextItemId = 1;
@ -234,7 +323,8 @@ static void item_destroy(Item *it) {
memset(it, 0, sizeof(*it));
}
static int item_spawn(uint8_t type, int qty, float x, float y, float z) {
static int item_spawn(uint8_t type, int qty, float x, float z) {
float y = get_terrain_height(x, z) + 0.5f;
for (int i = 0; i < MAX_ITEMS; i++) {
if (!gItems[i].active) {
Item *it = &gItems[i];
@ -245,14 +335,11 @@ static int item_spawn(uint8_t type, int qty, float x, float y, float z) {
it->x = x;
it->y = y;
it->z = z;
it->geom = dCreateSphere(gSpace, 0.30);
dGeomSetPosition(it->geom, x, y + 0.3f, z);
dGeomSetPosition(it->geom, x, y, z);
dGeomSetCategoryBits(it->geom, CAT_ITEM);
dGeomSetCollideBits(it->geom, 0);
dGeomSetData(it->geom, it);
return i;
}
}
@ -261,12 +348,10 @@ static int item_spawn(uint8_t type, int qty, float x, float y, float z) {
static void nearCallback(void *user, dGeomID o1, dGeomID o2) {
(void)user;
if (dGeomIsSpace(o1) || dGeomIsSpace(o2)) {
dSpaceCollide2(o1, o2, user, &nearCallback);
return;
}
unsigned long c1 = dGeomGetCategoryBits(o1);
unsigned long c2 = dGeomGetCategoryBits(o2);
if ((c1 & CAT_ITEM) || (c2 & CAT_ITEM))
@ -275,19 +360,12 @@ static void nearCallback(void *user, dGeomID o1, dGeomID o2) {
const int MAXC = 8;
dContact c[MAXC];
int n = dCollide(o1, o2, MAXC, &c[0].geom, sizeof(dContact));
if (n <= 0)
return;
for (int i = 0; i < n; i++) {
c[i].surface.mode = dContactApprox1;
c[i].surface.mu = 1.0;
c[i].surface.mu = 1.5;
c[i].surface.bounce = 0.0;
c[i].surface.bounce_vel = 0.0;
dJointID j = dJointCreateContact(gWorld, gContactGroup, &c[i]);
dBodyID b1 = dGeomGetBody(o1);
dBodyID b2 = dGeomGetBody(o2);
dJointAttach(j, b1, b2);
dJointAttach(j, dGeomGetBody(o1), dGeomGetBody(o2));
}
}
@ -296,38 +374,35 @@ static void ode_init_world(void) {
gWorld = dWorldCreate();
gSpace = dHashSpaceCreate(0);
gContactGroup = dJointGroupCreate(0);
dWorldSetGravity(gWorld, 0, -9.81, 0);
dWorldSetGravity(gWorld, 0, -20.0, 0);
dWorldSetERP(gWorld, 0.2);
dWorldSetCFM(gWorld, 1e-5);
dGeomID ground = dCreatePlane(gSpace, 0, 1, 0, 0);
dGeomSetCategoryBits(ground, CAT_WORLD);
dGeomSetCollideBits(ground, CAT_PLAYER);
generate_smooth_terrain();
const struct {
float x, y, z, sx, sy, sz;
} blocks[] = {
{2, 0.5f, 2, 1, 1, 1},
{2, 1.5f, 2, 1, 1, 1},
{-3, 0.5f, -1, 1, 1, 1},
{0, 0.5f, 4, 2, 1, 2},
};
for (int i = 0; i < (int)(sizeof(blocks) / sizeof(blocks[0])); i++) {
dGeomID b = dCreateBox(gSpace, blocks[i].sx, blocks[i].sy, blocks[i].sz);
dGeomSetPosition(b, blocks[i].x, blocks[i].y, blocks[i].z);
dGeomSetCategoryBits(b, CAT_WORLD);
dGeomSetCollideBits(b, CAT_PLAYER);
}
dHeightfieldDataID hfData = dGeomHeightfieldDataCreate();
dGeomHeightfieldDataBuildDouble(hfData, gHeightData, 0,
TERRAIN_SCALE * TERRAIN_SIZE,
TERRAIN_SCALE * TERRAIN_SIZE, TERRAIN_SIZE,
TERRAIN_SIZE, 1.0, 0.0, 0.0, 0);
dGeomHeightfieldDataSetBounds(hfData, -10.0, 20.0);
// Spawn test items
item_spawn(ITEM_MEDKIT, 1, 1.0f, 0.0f, 1.0f);
item_spawn(ITEM_MEDKIT, 1, -2.0f, 0.0f, 3.0f);
item_spawn(ITEM_AMMO_RIFLE, 30, 0.0f, 0.0f, 2.0f);
item_spawn(ITEM_AMMO_PISTOL, 12, -1.0f, 0.0f, -2.0f);
gTerrainGeom = dCreateHeightfield(gSpace, hfData, 1);
dGeomSetPosition(gTerrainGeom, 0, 0, 0);
dGeomSetCategoryBits(gTerrainGeom, CAT_WORLD);
dGeomSetCollideBits(gTerrainGeom, CAT_PLAYER);
item_spawn(ITEM_MEDKIT, 1, 10.0f, 10.0f);
item_spawn(ITEM_MEDKIT, 1, -15.0f, 20.0f);
item_spawn(ITEM_AMMO_RIFLE, 30, 5.0f, -10.0f);
item_spawn(ITEM_AMMO_PISTOL, 12, -10.0f, -15.0f);
}
static void ode_shutdown_world(void) {
if (gHeightData) {
free(gHeightData);
gHeightData = NULL;
}
dJointGroupDestroy(gContactGroup);
dSpaceDestroy(gSpace);
dWorldDestroy(gWorld);
@ -335,24 +410,20 @@ static void ode_shutdown_world(void) {
}
static void player_ode_create(Player *p, int spawnIndex) {
const dReal radius = 0.35;
const dReal length = 1.0;
p->body = dBodyCreate(gWorld);
dMass m;
dMassSetCapsuleTotal(&m, 80.0, 3, radius, length);
dMassSetCapsuleTotal(&m, 80.0, 3, 0.35, 1.0);
dBodySetMass(p->body, &m);
dBodySetLinearDamping(p->body, 0.05);
dBodySetAngularDamping(p->body, 0.99);
dBodySetPosition(p->body, (dReal)(spawnIndex * 2), 2.0, 0.0);
dBodySetAngularVel(p->body, 0, 0, 0);
float sx = (float)(spawnIndex * 4 - 8);
float sz = (float)(spawnIndex * 3 - 6);
float sy = get_terrain_height(sx, sz) + 3.0f;
dBodySetPosition(p->body, sx, sy, sz);
p->geom = dCreateCapsule(gSpace, radius, length);
p->geom = dCreateCapsule(gSpace, 0.35, 1.0);
dGeomSetBody(p->geom, p->body);
dGeomSetCategoryBits(p->geom, CAT_PLAYER);
dGeomSetCollideBits(p->geom, CAT_WORLD | CAT_PLAYER);
}
@ -369,8 +440,7 @@ static void player_ode_destroy(Player *p) {
}
typedef struct RaycastCtx {
dGeomID ray;
dGeomID hitGeom;
dGeomID ray, hitGeom;
dContactGeom hit;
int hasHit;
} RaycastCtx;
@ -381,7 +451,6 @@ static void rayCallback(void *data, dGeomID o1, dGeomID o2) {
dGeomID other = (o1 == ray) ? o2 : o1;
if (other == ray)
return;
dContact c[4];
int n = dCollide(ray, other, 4, &c[0].geom, sizeof(dContact));
for (int i = 0; i < n; i++) {
@ -400,12 +469,10 @@ static int raycast_space(float ox, float oy, float oz, float dx, float dy,
dGeomRaySet(ray, ox, oy, oz, dx, dy, dz);
dGeomSetCategoryBits(ray, 0xFFFFFFFFu);
dGeomSetCollideBits(ray, CAT_WORLD | CAT_PLAYER);
RaycastCtx rc = {0};
rc.ray = ray;
dSpaceCollide2(ray, (dGeomID)gSpace, &rc, &rayCallback);
dGeomDestroy(ray);
if (!rc.hasHit)
return 0;
if (outHit)
@ -423,21 +490,25 @@ static uint32_t xorshift32(uint32_t *s) {
*s = x;
return x;
}
static float frand_signed(uint32_t *s) {
return ((xorshift32(s) & 0xFFFFFF) / (float)0x7FFFFF) - 1.0f;
}
static void dir_from_yaw_pitch(float yaw, float pitch, float *dx, float *dy,
float *dz) {
*dx = sinf(yaw) * cosf(pitch);
*dy = sinf(pitch);
*dz = cosf(yaw) * cosf(pitch);
}
static void v3_cross(float ax, float ay, float az, float bx, float by, float bz,
float *ox, float *oy, float *oz) {
*ox = ay * bz - az * by;
*oy = az * bx - ax * bz;
*oz = ax * by - ay * bx;
}
static void v3_normf(float *x, float *y, float *z) {
float l = sqrtf((*x) * (*x) + (*y) * (*y) + (*z) * (*z));
if (l < 1e-6f) {
@ -458,7 +529,7 @@ static int find_nearest_item(float x, float y, float z, float maxDist) {
if (!gItems[i].active)
continue;
float dx = gItems[i].x - x;
float dy = (gItems[i].y + 0.3f) - y;
float dy = (gItems[i].y) - y;
float dz = gItems[i].z - z;
float d2 = dx * dx + dy * dy + dz * dz;
if (d2 < bestD2) {
@ -496,19 +567,16 @@ int main(void) {
}
Player players[MAX_PLAYERS] = {0};
uint32_t serverTick = 0;
uint32_t itemsTickDiv = 0;
uint32_t serverTick = 0, itemsTickDiv = 0;
printf("Server listening UDP %d\n", SERVER_PORT);
double nextTick = now_seconds();
for (;;) {
// Receive
for (;;) {
uint8_t buf[1400];
struct sockaddr_in from = {0};
socklen_t fromLen = sizeof(from);
int n = (int)recvfrom(sock, (char *)buf, (int)sizeof(buf), 0,
(struct sockaddr *)&from, &fromLen);
if (n <= 0) {
@ -523,7 +591,6 @@ int main(void) {
}
uint8_t type = buf[0];
int pid = -1;
for (int i = 0; i < MAX_PLAYERS; i++) {
if (players[i].inUse && addr_equal(&players[i].addr, &from)) {
@ -547,21 +614,15 @@ int main(void) {
p->addr = from;
p->lastHeard = now_seconds();
strncpy(p->username, m->username, USERNAME_MAX - 1);
p->alive = 1;
p->hp = 100;
p->weapon = WEAPON_RIFLE;
p->pistolMag = 12;
p->rifleMag = 30;
p->pistolAmmo = 48;
p->rifleAmmo = 90;
p->medkits = 2;
p->lastShotTime = 0.0;
p->shotsInBurst = 0;
p->rng = 0xA341316Cu ^ (uint32_t)(i * 2654435761u);
player_ode_create(p, i);
printf("Player %d joined as '%s'\n", pid, p->username);
break;
@ -583,19 +644,16 @@ int main(void) {
if (pid >= 0 && m->playerId == (uint8_t)pid) {
Player *p = &players[pid];
p->lastHeard = now_seconds();
p->moveX = clampf(m->moveX, -1.0f, 1.0f);
p->moveZ = clampf(m->moveZ, -1.0f, 1.0f);
p->yaw = m->yaw;
p->pitch = clampf(m->pitch, -1.5f, 1.5f);
// Weapon switch
if (m->buttons & BTN_SWITCH_PISTOL)
p->weapon = WEAPON_PISTOL;
if (m->buttons & BTN_SWITCH_RIFLE)
p->weapon = WEAPON_RIFLE;
// Reload
if (m->buttons & BTN_RELOAD) {
if (p->weapon == WEAPON_PISTOL) {
int need = 12 - p->pistolMag;
@ -614,15 +672,13 @@ int main(void) {
}
}
// Pick item
if (m->buttons & BTN_PICK) {
const dReal *pos = dBodyGetPosition(p->body);
int itIdx = find_nearest_item((float)pos[0], (float)pos[1] + 0.7f,
(float)pos[2], 1.6f);
int itIdx = find_nearest_item((float)pos[0], (float)pos[1],
(float)pos[2], 2.0f);
if (itIdx >= 0) {
Item *it = &gItems[itIdx];
int taken = 0;
if (it->type == ITEM_AMMO_PISTOL) {
p->pistolAmmo += it->qty;
if (p->pistolAmmo > 120)
@ -639,13 +695,11 @@ int main(void) {
p->medkits = 10;
taken = 1;
}
if (taken)
item_destroy(it);
}
}
// Use medkit
if (m->buttons & BTN_USE_MEDKIT) {
if (p->medkits > 0 && p->hp < 100) {
p->medkits--;
@ -661,7 +715,6 @@ int main(void) {
players[pid].alive) {
Player *sh = &players[pid];
const double now = now_seconds();
double fireInterval =
(sh->weapon == WEAPON_PISTOL) ? (1.0 / 4.0) : (1.0 / 12.0);
if (now - sh->lastShotTime < fireInterval)
@ -679,10 +732,8 @@ int main(void) {
sh->lastShotTime = now;
const dReal *pos = dBodyGetPosition(sh->body);
float ox = (float)pos[0];
float oy = (float)pos[1] + 0.7f;
float oz = (float)pos[2];
float ox = (float)pos[0], oy = (float)pos[1] + 0.7f,
oz = (float)pos[2];
float fx, fy, fz;
dir_from_yaw_pitch(sh->yaw, sh->pitch, &fx, &fy, &fz);
v3_normf(&fx, &fy, &fz);
@ -703,7 +754,6 @@ int main(void) {
float ax = frand_signed(&sh->rng) * spread;
float ay = frand_signed(&sh->rng) * spread;
float dx = fx + rx * ax + ux * ay;
float dy = fy + ry * ax + uy * ay;
float dz = fz + rz * ax + uz * ay;
@ -711,7 +761,7 @@ int main(void) {
dContactGeom hit;
dGeomID hitGeom = 0;
if (raycast_space(ox, oy, oz, dx, dy, dz, 80.0f, &hit, &hitGeom)) {
if (raycast_space(ox, oy, oz, dx, dy, dz, 100.0f, &hit, &hitGeom)) {
int victim = -1;
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!players[i].inUse)
@ -721,7 +771,6 @@ int main(void) {
break;
}
}
if (victim >= 0 && victim != pid && players[victim].alive) {
int dmg = 25;
players[victim].hp -= dmg;
@ -735,7 +784,6 @@ int main(void) {
}
}
// Tick
double t = now_seconds();
if (t >= nextTick) {
nextTick += DT;
@ -753,23 +801,20 @@ int main(void) {
const dReal *lvel = dBodyGetLinearVel(p->body);
const dReal *avel = dBodyGetAngularVel(p->body);
float dx = p->moveX;
float dz = p->moveZ;
float dx = p->moveX, dz = p->moveZ;
float len = sqrtf(dx * dx + dz * dz);
if (len > 1e-6f) {
dx /= len;
dz /= len;
}
float speed = 5.0f;
float speed = 6.0f;
float fx = sinf(p->yaw) * dz - cosf(p->yaw) * dx;
float fz = cosf(p->yaw) * dz + sinf(p->yaw) * dx;
dBodySetLinearVel(p->body, fx * speed, lvel[1], fz * speed);
dBodySetAngularVel(p->body, avel[0], 0, avel[2]);
}
// Send snapshot
MsgSnapshot snap = {0};
snap.type = MSG_SNAPSHOT;
snap.serverTick = serverTick;
@ -778,9 +823,7 @@ int main(void) {
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!players[i].inUse)
continue;
const dReal *pos = dBodyGetPosition(players[i].body);
PlayerStateNet *ps = &snap.p[snap.count++];
ps->id = (uint8_t)i;
ps->alive = players[i].alive;
@ -798,19 +841,15 @@ int main(void) {
ps->medkits = (int16_t)players[i].medkits;
strncpy(ps->username, players[i].username, USERNAME_MAX - 1);
}
broadcast(sock, players, &snap, (int)sizeof(snap));
// Send items periodically
itemsTickDiv++;
if (itemsTickDiv >= 6) {
itemsTickDiv = 0;
MsgItems im = {0};
im.type = MSG_ITEMS;
im.serverTick = serverTick;
im.count = 0;
for (int i = 0; i < MAX_ITEMS; i++) {
if (!gItems[i].active)
continue;
@ -822,12 +861,10 @@ int main(void) {
it->y = gItems[i].y;
it->z = gItems[i].z;
}
broadcast(sock, players, &im, (int)sizeof(im));
}
}
// Timeout check
double now = now_seconds();
for (int i = 0; i < MAX_PLAYERS; i++) {
if (players[i].inUse && (now - players[i].lastHeard) > 10.0) {
@ -837,7 +874,6 @@ int main(void) {
}
}
// Sleep
double wait = nextTick - now_seconds();
if (wait > 0.0) {
#ifdef _WIN32