This commit is contained in:
Masashi 2025-12-18 19:07:53 +05:30
commit 83334091ba
6 changed files with 260 additions and 430 deletions

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game/client Executable file

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@ -1,9 +1,3 @@
// client.c - raylib client (C99)
// Features: username prompt, inverted A/D, inverted pitch, recoil, crosshair
// widening, spray, inventory UI toggle on E, pick/drop/use items, renders
// dropped items from server. Build (Linux example):
// gcc client.c -O2 -o client -lraylib -lm -lpthread -ldl -lrt -lX11
#include "raylib.h"
#include <math.h>
#include <stdint.h>
@ -26,32 +20,28 @@ typedef int socklen_t;
#define CLOSESOCK close
#endif
#define PROTOCOL_VERSION 4
#define PROTOCOL_VERSION 5
#define SERVER_PORT 27015
#define MAX_PLAYERS 16
#define USERNAME_MAX 16
#define WEAPON_PISTOL 0
#define WEAPON_RIFLE 1
#define WEAPON_COUNT 2
#define INV_SLOTS 6
#define MAX_ITEMS 64
// Inventory item types (must match server)
// Item types
#define ITEM_NONE 0
#define ITEM_MEDKIT 1
#define ITEM_ARMORPLATE 2
#define ITEM_AMMO_PISTOL 3
#define ITEM_AMMO_RIFLE 4
#define ITEM_AMMO_PISTOL 2
#define ITEM_AMMO_RIFLE 3
// MsgInput.buttons bits
#define MAX_ITEMS 64
// Input buttons
#define BTN_RELOAD (1u << 0)
#define BTN_WPN1 (1u << 1)
#define BTN_WPN2 (1u << 2)
#define BTN_SWITCH_PISTOL (1u << 1)
#define BTN_SWITCH_RIFLE (1u << 2)
#define BTN_PICK (1u << 3)
#define BTN_DROP (1u << 4)
#define BTN_USE (1u << 5)
#define BTN_USE_MEDKIT (1u << 4)
static void set_nonblocking(int sock) {
#ifdef _WIN32
@ -70,8 +60,7 @@ typedef enum MsgType : uint8_t {
MSG_INPUT = 3,
MSG_SNAPSHOT = 4,
MSG_SHOOT = 5,
MSG_HIT = 6,
MSG_ITEMS = 7
MSG_ITEMS = 6
} MsgType;
typedef struct MsgHello {
@ -94,8 +83,7 @@ typedef struct MsgInput {
float moveZ;
float yaw;
float pitch;
uint8_t buttons; // BTN_*
uint8_t slotIndex; // 0..INV_SLOTS-1 (for DROP/USE)
uint8_t buttons;
} MsgInput;
typedef struct MsgShoot {
@ -108,16 +96,15 @@ typedef struct PlayerStateNet {
uint8_t id;
uint8_t alive;
int16_t hp;
int16_t armor; // NEW
float x, y, z;
float yaw, pitch;
uint8_t weapon;
int16_t ammoMag[WEAPON_COUNT];
int16_t ammoRes[WEAPON_COUNT];
uint8_t invType[INV_SLOTS];
int16_t invQty[INV_SLOTS];
int16_t pistolMag;
int16_t rifleMag;
int16_t pistolAmmo;
int16_t rifleAmmo;
int16_t medkits;
char username[USERNAME_MAX];
} PlayerStateNet;
@ -129,13 +116,6 @@ typedef struct MsgSnapshot {
PlayerStateNet p[MAX_PLAYERS];
} MsgSnapshot;
typedef struct MsgHit {
uint8_t type;
uint8_t shooterId;
uint8_t victimId;
int16_t victimHp;
} MsgHit;
typedef struct ItemNet {
uint16_t id;
uint8_t type;
@ -155,16 +135,15 @@ typedef struct RemotePlayer {
int present;
int alive;
int hp;
int armor;
Vector3 pos;
float yaw, pitch;
uint8_t weapon;
int16_t ammoMag[WEAPON_COUNT];
int16_t ammoRes[WEAPON_COUNT];
uint8_t invType[INV_SLOTS];
int16_t invQty[INV_SLOTS];
int16_t pistolMag;
int16_t rifleMag;
int16_t pistolAmmo;
int16_t rifleAmmo;
int16_t medkits;
char username[USERNAME_MAX];
} RemotePlayer;
@ -207,8 +186,6 @@ static const char *ItemName(uint8_t t) {
switch (t) {
case ITEM_MEDKIT:
return "Medkit";
case ITEM_ARMORPLATE:
return "Armor plate";
case ITEM_AMMO_PISTOL:
return "Pistol ammo";
case ITEM_AMMO_RIFLE:
@ -218,7 +195,6 @@ static const char *ItemName(uint8_t t) {
}
}
// Simple username input (ASCII-ish)
static void ui_username_prompt(char outName[USERNAME_MAX]) {
memset(outName, 0, USERNAME_MAX);
while (!WindowShouldClose()) {
@ -285,28 +261,17 @@ int main(void) {
RemotePlayer rp[MAX_PLAYERS] = {0};
WorldItem wi[MAX_ITEMS] = {0};
// view/camera
Vector3 camPos = v3(0, 1.7f, 6);
float yaw = 0.0f;
float pitch = 0.0f;
// recoil/crosshair
float recoilYaw = 0.0f, recoilPitch = 0.0f;
float crossSpread = 0.0f;
// firing
float fireCooldown = 0.0f;
int shotsInBurst = 0;
float burstResetTimer = 0.0f;
// inventory UI
int invOpen = 0;
int selectedSlot = 0;
// desired weapon
int desiredWeapon = WEAPON_RIFLE;
// tuning
const float pistolFireRate = 4.0f;
const float rifleFireRate = 12.0f;
const float recoilReturn = 18.0f;
@ -325,7 +290,6 @@ int main(void) {
const float burstResetTime = 0.18f;
// HELLO
MsgHello hello = {0};
hello.type = MSG_HELLO;
hello.protocol = PROTOCOL_VERSION;
@ -337,7 +301,6 @@ int main(void) {
clientTick++;
float dt = GetFrameTime();
// timers
fireCooldown -= dt;
if (fireCooldown < 0.0f)
fireCooldown = 0.0f;
@ -345,13 +308,11 @@ int main(void) {
if (burstResetTimer <= 0.0f)
shotsInBurst = 0;
// recoil return
{
float k = 1.0f - expf(-recoilReturn * dt);
recoilYaw += (0.0f - recoilYaw) * k;
recoilPitch += (0.0f - recoilPitch) * k;
}
// crosshair return
{
float k = 1.0f - expf(-crossReturn * dt);
crossSpread += (0.0f - crossSpread) * k;
@ -359,7 +320,7 @@ int main(void) {
crossSpread = 0.0f;
}
// receive packets
// Receive packets
for (;;) {
uint8_t buf[1400];
struct sockaddr_in from = {0};
@ -395,20 +356,15 @@ int main(void) {
p->present = 1;
p->alive = ps->alive;
p->hp = ps->hp;
p->armor = ps->armor;
p->pos = v3(ps->x, ps->y, ps->z);
p->yaw = ps->yaw;
p->pitch = ps->pitch;
p->weapon = ps->weapon;
for (int w = 0; w < WEAPON_COUNT; w++) {
p->ammoMag[w] = ps->ammoMag[w];
p->ammoRes[w] = ps->ammoRes[w];
}
for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
p->invType[sidx] = ps->invType[sidx];
p->invQty[sidx] = ps->invQty[sidx];
}
p->pistolMag = ps->pistolMag;
p->rifleMag = ps->rifleMag;
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);
@ -418,7 +374,6 @@ int main(void) {
Vector3 body = rp[myId].pos;
camPos.x = body.x;
camPos.z = body.z + 0.0001f;
desiredWeapon = rp[myId].weapon;
}
} else if (type == MSG_ITEMS && n >= (int)sizeof(MsgItems)) {
MsgItems *m = (MsgItems *)buf;
@ -435,25 +390,7 @@ int main(void) {
}
}
// toggle inventory UI on E
if (IsKeyPressed(KEY_E))
invOpen = !invOpen;
// select slot 1..6
if (IsKeyPressed(KEY_ONE))
selectedSlot = 0;
if (IsKeyPressed(KEY_TWO))
selectedSlot = 1;
if (IsKeyPressed(KEY_THREE))
selectedSlot = 2;
if (IsKeyPressed(KEY_FOUR))
selectedSlot = 3;
if (IsKeyPressed(KEY_FIVE))
selectedSlot = 4;
if (IsKeyPressed(KEY_SIX))
selectedSlot = 5;
// mouse look: yaw fixed, pitch inverted
// Mouse look
Vector2 md = GetMouseDelta();
const float sens = 0.0025f;
yaw -= md.x * sens;
@ -463,7 +400,6 @@ int main(void) {
if (pitch > 1.5f)
pitch = 1.5f;
// apply recoil to view
float viewYaw = yaw + recoilYaw;
float viewPitch = pitch + recoilPitch;
if (viewPitch < -1.5f)
@ -471,7 +407,7 @@ int main(void) {
if (viewPitch > 1.5f)
viewPitch = 1.5f;
// movement (A/D inverted)
// Movement
float moveX = 0.0f, moveZ = 0.0f;
if (IsKeyDown(KEY_A))
moveX += 1.0f;
@ -482,32 +418,21 @@ int main(void) {
if (IsKeyDown(KEY_S))
moveZ -= 1.0f;
// input buttons
// Input buttons
uint8_t buttons = 0;
// weapon switch (separate from slot select)
if (IsKeyPressed(KEY_Z)) {
desiredWeapon = WEAPON_PISTOL;
buttons |= BTN_WPN1;
}
if (IsKeyPressed(KEY_X)) {
desiredWeapon = WEAPON_RIFLE;
buttons |= BTN_WPN2;
}
if (IsKeyPressed(KEY_ONE))
buttons |= BTN_SWITCH_PISTOL;
if (IsKeyPressed(KEY_TWO))
buttons |= BTN_SWITCH_RIFLE;
if (IsKeyPressed(KEY_R))
buttons |= BTN_RELOAD;
if (IsKeyPressed(KEY_F))
buttons |= BTN_PICK;
if (IsKeyPressed(KEY_G))
buttons |= BTN_DROP;
if (IsKeyPressed(KEY_C))
buttons |= BTN_USE; // use armor/medkit depending on selected slot
if (IsKeyPressed(KEY_V))
buttons |=
BTN_USE; // alternate use key (also triggers, server uses slot type)
if (IsKeyPressed(KEY_H))
buttons |= BTN_USE_MEDKIT;
// send INPUT
// Send INPUT
if (myId != 255) {
MsgInput in = {0};
in.type = MSG_INPUT;
@ -518,23 +443,22 @@ int main(void) {
in.yaw = viewYaw;
in.pitch = viewPitch;
in.buttons = buttons;
in.slotIndex = (uint8_t)selectedSlot;
sendto(sock, (const char *)&in, (int)sizeof(in), 0,
(const struct sockaddr *)&srv, sizeof(srv));
}
// shoot (hold LMB)
// Shoot
if (myId != 255 && IsMouseButtonDown(MOUSE_BUTTON_LEFT) &&
fireCooldown <= 0.0f) {
float rate =
(desiredWeapon == WEAPON_PISTOL) ? pistolFireRate : rifleFireRate;
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;
shotsInBurst++;
burstResetTimer = burstResetTime;
if (desiredWeapon == WEAPON_PISTOL) {
if (wpn == WEAPON_PISTOL) {
recoilPitch += pistolKickPitch;
recoilYaw +=
(((float)GetRandomValue(-1000, 1000)) / 1000.0f) * pistolKickYaw;
@ -554,7 +478,7 @@ int main(void) {
(const struct sockaddr *)&srv, sizeof(srv));
}
// camera
// Camera
Vector3 forward = v3(sinf(viewYaw) * cosf(viewPitch), sinf(viewPitch),
cosf(viewYaw) * cosf(viewPitch));
@ -570,7 +494,7 @@ int main(void) {
BeginMode3D(cam);
// ground
// 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),
@ -578,21 +502,19 @@ int main(void) {
}
}
// blocks
// 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});
// items (dropped/pickups)
// Items
for (int i = 0; i < MAX_ITEMS; i++) {
if (!wi[i].present)
continue;
Color ic = (Color){220, 220, 220, 255};
if (wi[i].type == ITEM_MEDKIT)
ic = (Color){120, 255, 120, 255};
if (wi[i].type == ITEM_ARMORPLATE)
ic = (Color){120, 180, 255, 255};
if (wi[i].type == ITEM_AMMO_PISTOL)
ic = (Color){255, 220, 120, 255};
if (wi[i].type == ITEM_AMMO_RIFLE)
@ -601,7 +523,7 @@ int main(void) {
v3(0.3f, 0.3f, 0.3f), ic);
}
// players
// Players
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!rp[i].present)
continue;
@ -616,7 +538,7 @@ int main(void) {
EndMode3D();
// nameplates
// Nameplates
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!rp[i].present)
continue;
@ -644,47 +566,62 @@ int main(void) {
if (myId == 255 || !rp[myId].present) {
DrawText("Connecting...", 10, 10, 20, RAYWHITE);
} else {
const char *wname =
// 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}
: (rp[myId].hp > 30) ? (Color){255, 200, 80, 120}
: (Color){255, 80, 80, 120};
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";
DrawText(TextFormat("Name: %s | HP: %d | Armor: %d | Weapon: %s", myName,
rp[myId].hp, rp[myId].armor, wname),
10, 10, 20, RAYWHITE);
Color weaponColor = (rp[myId].weapon == WEAPON_PISTOL)
? (Color){100, 200, 255, 255}
: (Color){255, 150, 100, 255};
DrawText(TextFormat("Ammo: P %d/%d | R %d/%d (E inv, F pick, G drop, "
"C/V use, R reload, Z/X switch)",
rp[myId].ammoMag[WEAPON_PISTOL],
rp[myId].ammoRes[WEAPON_PISTOL],
rp[myId].ammoMag[WEAPON_RIFLE],
rp[myId].ammoRes[WEAPON_RIFLE]),
10, 36, 18, (Color){200, 200, 210, 255});
int currentMag = (rp[myId].weapon == WEAPON_PISTOL) ? rp[myId].pistolMag
: rp[myId].rifleMag;
int reserveAmmo = (rp[myId].weapon == WEAPON_PISTOL) ? rp[myId].pistolAmmo
: rp[myId].rifleAmmo;
if (invOpen) {
DrawRectangle(20, 70, 420, 190, (Color){10, 10, 10, 180});
DrawRectangleLines(20, 70, 420, 190, (Color){200, 200, 210, 210});
DrawText("Inventory (slots 1-6)", 32, 80, 22, RAYWHITE);
DrawRectangle(sw - 260, sh - 120, 250, 110, (Color){0, 0, 0, 180});
DrawText(weaponName, sw - 250, sh - 110, 28, weaponColor);
for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
Color sc = (sidx == selectedSlot) ? (Color){80, 180, 255, 255}
: (Color){220, 220, 230, 255};
const char *nm = ItemName(rp[myId].invType[sidx]);
int qty = rp[myId].invQty[sidx];
DrawText(TextFormat("[%d] %s x%d", sidx + 1, nm, qty), 32,
110 + sidx * 22, 18, sc);
}
DrawText("Use: C or V | Drop: G | Pick: F", 32,
110 + INV_SLOTS * 22 + 6, 18, (Color){210, 210, 220, 255});
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("RELOAD!", sw - 250, sh - 30, 20, (Color){255, 80, 80, 255});
}
}
DrawFPS(sw - 90, 10);
// crosshair
// Crosshair
{
int cx = sw / 2, cy = sh / 2;
int gap = 6 + (int)crossSpread;
int len = 10, thick = 2;
Color col = (Color){240, 240, 245, 220};
DrawRectangle(cx - gap - len, cy - thick / 2, len, thick, col);
DrawRectangle(cx + gap, cy - thick / 2, len, thick, col);
DrawRectangle(cx - thick / 2, cy - gap - len, thick, len, col);

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7
game/run.sh Executable file
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@ -0,0 +1,7 @@
gcc -O3 client.c -o client -lm -lraylib
gcc -O3 server.c -o server -lm -lraylib -lode
./server &
server_pid=$!
./client
kill $server_pid

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game/server Executable file

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@ -1,7 +1,3 @@
// server.c - UDP authoritative server + ODE physics + ODE raycast bullets (C99)
// Adds: true spray, inventory capacity (6 slots), world pickups, drop/pick/use,
// armor+medkits. Build (Linux example): gcc server.c -O2 -o server -lode -lm
#include <math.h>
#include <stdint.h>
#include <stdio.h>
@ -26,7 +22,7 @@ typedef int socklen_t;
#define CLOSESOCK close
#endif
#define PROTOCOL_VERSION 4
#define PROTOCOL_VERSION 5
#define SERVER_PORT 27015
#define MAX_PLAYERS 16
#define USERNAME_MAX 16
@ -36,27 +32,20 @@ typedef int socklen_t;
#define WEAPON_PISTOL 0
#define WEAPON_RIFLE 1
#define WEAPON_COUNT 2
#define INV_SLOTS 6
#define MAX_ITEMS 64
// inventory item types
#define ITEM_NONE 0
#define ITEM_MEDKIT 1
#define ITEM_ARMORPLATE 2
#define ITEM_AMMO_PISTOL 3
#define ITEM_AMMO_RIFLE 4
#define ITEM_AMMO_PISTOL 2
#define ITEM_AMMO_RIFLE 3
// MsgInput.buttons bits
#define BTN_RELOAD (1u << 0)
#define BTN_WPN1 (1u << 1)
#define BTN_WPN2 (1u << 2)
#define BTN_SWITCH_PISTOL (1u << 1)
#define BTN_SWITCH_RIFLE (1u << 2)
#define BTN_PICK (1u << 3)
#define BTN_DROP (1u << 4)
#define BTN_USE (1u << 5)
#define BTN_USE_MEDKIT (1u << 4)
// Collision categories
#define CAT_WORLD (1u << 0)
#define CAT_PLAYER (1u << 1)
#define CAT_ITEM (1u << 2)
@ -96,8 +85,7 @@ typedef enum MsgType : uint8_t {
MSG_INPUT = 3,
MSG_SNAPSHOT = 4,
MSG_SHOOT = 5,
MSG_HIT = 6,
MSG_ITEMS = 7
MSG_ITEMS = 6
} MsgType;
typedef struct MsgHello {
@ -121,7 +109,6 @@ typedef struct MsgInput {
float yaw;
float pitch;
uint8_t buttons;
uint8_t slotIndex;
} MsgInput;
typedef struct MsgShoot {
@ -134,16 +121,15 @@ typedef struct PlayerStateNet {
uint8_t id;
uint8_t alive;
int16_t hp;
int16_t armor;
float x, y, z;
float yaw, pitch;
uint8_t weapon;
int16_t ammoMag[WEAPON_COUNT];
int16_t ammoRes[WEAPON_COUNT];
uint8_t invType[INV_SLOTS];
int16_t invQty[INV_SLOTS];
int16_t pistolMag;
int16_t rifleMag;
int16_t pistolAmmo;
int16_t rifleAmmo;
int16_t medkits;
char username[USERNAME_MAX];
} PlayerStateNet;
@ -155,13 +141,6 @@ typedef struct MsgSnapshot {
PlayerStateNet p[MAX_PLAYERS];
} MsgSnapshot;
typedef struct MsgHit {
uint8_t type;
uint8_t shooterId;
uint8_t victimId;
int16_t victimHp;
} MsgHit;
typedef struct ItemNet {
uint16_t id;
uint8_t type;
@ -183,7 +162,7 @@ typedef struct Item {
uint8_t type;
int qty;
float x, y, z;
dGeomID geom; // static pickup geom (no body)
dGeomID geom;
} Item;
typedef struct Player {
@ -198,14 +177,13 @@ typedef struct Player {
int alive;
int hp;
int armor;
int weapon;
int ammoMag[WEAPON_COUNT];
int ammoRes[WEAPON_COUNT];
uint8_t invType[INV_SLOTS];
int invQty[INV_SLOTS];
int pistolMag;
int rifleMag;
int pistolAmmo;
int rifleAmmo;
int medkits;
double lastShotTime;
int shotsInBurst;
@ -241,12 +219,10 @@ static void broadcast(int sock, const Player players[MAX_PLAYERS],
sendto_player(sock, &players[i], data, len);
}
// ----- ODE globals -----
static dWorldID gWorld;
static dSpaceID gSpace;
static dJointGroupID gContactGroup;
// items
static Item gItems[MAX_ITEMS];
static uint16_t gNextItemId = 1;
@ -257,6 +233,7 @@ 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) {
for (int i = 0; i < MAX_ITEMS; i++) {
if (!gItems[i].active) {
@ -272,11 +249,8 @@ static int item_spawn(uint8_t type, int qty, float x, float y, float z) {
it->geom = dCreateSphere(gSpace, 0.30);
dGeomSetPosition(it->geom, x, y + 0.3f, z);
// Mark as item and avoid physical contacts; also make raycasts ignore it.
dGeomSetCategoryBits(it->geom, CAT_ITEM);
dGeomSetCollideBits(it->geom, 0);
// Attach "user data" pointing to Item for identification if needed.
dGeomSetData(it->geom, it);
return i;
@ -285,55 +259,6 @@ static int item_spawn(uint8_t type, int qty, float x, float y, float z) {
return -1;
}
static int inv_add(Player *p, uint8_t type, int qty) {
// stacking limits
int maxStack = 99;
if (type == ITEM_MEDKIT)
maxStack = 3;
if (type == ITEM_ARMORPLATE)
maxStack = 5;
// try stack
for (int i = 0; i < INV_SLOTS; i++) {
if (p->invType[i] == type && p->invQty[i] < maxStack) {
int can = maxStack - p->invQty[i];
int take = (qty < can) ? qty : can;
p->invQty[i] += take;
qty -= take;
if (qty <= 0)
return 1;
}
}
// place into empty slots
for (int i = 0; i < INV_SLOTS; i++) {
if (p->invType[i] == ITEM_NONE) {
int take = (qty < maxStack) ? qty : maxStack;
p->invType[i] = type;
p->invQty[i] = take;
qty -= take;
if (qty <= 0)
return 1;
}
}
// no space
return 0;
}
static int inv_remove_one(Player *p, int slot) {
if (slot < 0 || slot >= INV_SLOTS)
return 0;
if (p->invType[slot] == ITEM_NONE || p->invQty[slot] <= 0)
return 0;
p->invQty[slot]--;
if (p->invQty[slot] <= 0) {
p->invQty[slot] = 0;
p->invType[slot] = ITEM_NONE;
}
return 1;
}
static void nearCallback(void *user, dGeomID o1, dGeomID o2) {
(void)user;
@ -342,7 +267,6 @@ static void nearCallback(void *user, dGeomID o1, dGeomID o2) {
return;
}
// Do not create contact joints involving item pickups
unsigned long c1 = dGeomGetCategoryBits(o1);
unsigned long c2 = dGeomGetCategoryBits(o2);
if ((c1 & CAT_ITEM) || (c2 & CAT_ITEM))
@ -396,10 +320,9 @@ static void ode_init_world(void) {
dGeomSetCollideBits(b, CAT_PLAYER);
}
// spawn some test pickups
// 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_ARMORPLATE, 1, 3.0f, 0.0f, -1.0f);
item_spawn(ITEM_AMMO_RIFLE, 30, 0.0f, 0.0f, 2.0f);
item_spawn(ITEM_AMMO_PISTOL, 12, -1.0f, 0.0f, -2.0f);
}
@ -445,7 +368,6 @@ static void player_ode_destroy(Player *p) {
}
}
// ---- ODE raycast ----
typedef struct RaycastCtx {
dGeomID ray;
dGeomID hitGeom;
@ -493,7 +415,6 @@ static int raycast_space(float ox, float oy, float oz, float dx, float dy,
return 1;
}
// ---- spray math helpers ----
static uint32_t xorshift32(uint32_t *s) {
uint32_t x = *s;
x ^= x << 13;
@ -582,7 +503,7 @@ int main(void) {
double nextTick = now_seconds();
for (;;) {
// receive
// Receive
for (;;) {
uint8_t buf[1400];
struct sockaddr_in from = {0};
@ -629,18 +550,13 @@ int main(void) {
p->alive = 1;
p->hp = 100;
p->armor = 0;
p->weapon = WEAPON_RIFLE;
p->ammoMag[WEAPON_PISTOL] = 12;
p->ammoRes[WEAPON_PISTOL] = 48;
p->ammoMag[WEAPON_RIFLE] = 30;
p->ammoRes[WEAPON_RIFLE] = 90;
for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
p->invType[sidx] = ITEM_NONE;
p->invQty[sidx] = 0;
}
p->pistolMag = 12;
p->rifleMag = 30;
p->pistolAmmo = 48;
p->rifleAmmo = 90;
p->medkits = 2;
p->lastShotTime = 0.0;
p->shotsInBurst = 0;
@ -673,24 +589,32 @@ int main(void) {
p->yaw = m->yaw;
p->pitch = clampf(m->pitch, -1.5f, 1.5f);
if (m->buttons & BTN_WPN1)
// Weapon switch
if (m->buttons & BTN_SWITCH_PISTOL)
p->weapon = WEAPON_PISTOL;
if (m->buttons & BTN_WPN2)
if (m->buttons & BTN_SWITCH_RIFLE)
p->weapon = WEAPON_RIFLE;
// reload
// Reload
if (m->buttons & BTN_RELOAD) {
int wpn = p->weapon;
int magSize = (wpn == WEAPON_PISTOL) ? 12 : 30;
int need = magSize - p->ammoMag[wpn];
if (need > 0 && p->ammoRes[wpn] > 0) {
int take = (p->ammoRes[wpn] < need) ? p->ammoRes[wpn] : need;
p->ammoRes[wpn] -= take;
p->ammoMag[wpn] += take;
if (p->weapon == WEAPON_PISTOL) {
int need = 12 - p->pistolMag;
if (need > 0 && p->pistolAmmo > 0) {
int take = (p->pistolAmmo < need) ? p->pistolAmmo : need;
p->pistolAmmo -= take;
p->pistolMag += take;
}
} else {
int need = 30 - p->rifleMag;
if (need > 0 && p->rifleAmmo > 0) {
int take = (p->rifleAmmo < need) ? p->rifleAmmo : need;
p->rifleAmmo -= take;
p->rifleMag += take;
}
}
}
// pick
// 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,
@ -700,13 +624,20 @@ int main(void) {
int taken = 0;
if (it->type == ITEM_AMMO_PISTOL) {
p->ammoRes[WEAPON_PISTOL] += it->qty;
p->pistolAmmo += it->qty;
if (p->pistolAmmo > 120)
p->pistolAmmo = 120;
taken = 1;
} else if (it->type == ITEM_AMMO_RIFLE) {
p->ammoRes[WEAPON_RIFLE] += it->qty;
p->rifleAmmo += it->qty;
if (p->rifleAmmo > 300)
p->rifleAmmo = 300;
taken = 1;
} else if (it->type == ITEM_MEDKIT) {
p->medkits += it->qty;
if (p->medkits > 10)
p->medkits = 10;
taken = 1;
} else {
taken = inv_add(p, it->type, it->qty);
}
if (taken)
@ -714,38 +645,13 @@ int main(void) {
}
}
// drop selected slot
if (m->buttons & BTN_DROP) {
int slot = (m->slotIndex < INV_SLOTS) ? (int)m->slotIndex : 0;
uint8_t t = p->invType[slot];
if (t != ITEM_NONE && p->invQty[slot] > 0) {
const dReal *pos = dBodyGetPosition(p->body);
float ox = (float)pos[0];
float oy = (float)pos[1];
float oz = (float)pos[2];
// drop 1 unit
if (inv_remove_one(p, slot)) {
item_spawn(t, 1, ox, oy, oz);
}
}
}
// use selected slot (medkit/armor plate)
if (m->buttons & BTN_USE) {
int slot = (m->slotIndex < INV_SLOTS) ? (int)m->slotIndex : 0;
uint8_t t = p->invType[slot];
if (t == ITEM_MEDKIT && p->hp < 100 && p->invQty[slot] > 0) {
inv_remove_one(p, slot);
// Use medkit
if (m->buttons & BTN_USE_MEDKIT) {
if (p->medkits > 0 && p->hp < 100) {
p->medkits--;
p->hp += 25;
if (p->hp > 100)
p->hp = 100;
} else if (t == ITEM_ARMORPLATE && p->armor < 100 &&
p->invQty[slot] > 0) {
inv_remove_one(p, slot);
p->armor += 25;
if (p->armor > 100)
p->armor = 100;
}
}
}
@ -763,11 +669,12 @@ int main(void) {
if (now - sh->lastShotTime > 0.18)
sh->shotsInBurst = 0;
int wpn = sh->weapon;
if (sh->ammoMag[wpn] <= 0)
int *mag =
(sh->weapon == WEAPON_PISTOL) ? &sh->pistolMag : &sh->rifleMag;
if (*mag <= 0)
continue;
sh->ammoMag[wpn]--;
(*mag)--;
sh->shotsInBurst++;
sh->lastShotTime = now;
@ -780,8 +687,8 @@ int main(void) {
dir_from_yaw_pitch(sh->yaw, sh->pitch, &fx, &fy, &fz);
v3_normf(&fx, &fy, &fz);
float base = (wpn == WEAPON_PISTOL) ? 0.0035f : 0.0080f;
float grow = (wpn == WEAPON_PISTOL) ? 0.0010f : 0.0025f;
float base = (sh->weapon == WEAPON_PISTOL) ? 0.0035f : 0.0080f;
float grow = (sh->weapon == WEAPON_PISTOL) ? 0.0010f : 0.0025f;
float spread = base + grow * (float)sh->shotsInBurst;
if (spread > 0.08f)
spread = 0.08f;
@ -817,148 +724,127 @@ int main(void) {
if (victim >= 0 && victim != pid && players[victim].alive) {
int dmg = 25;
// armor absorbs first (simple model)
int absorb =
(players[victim].armor < dmg) ? players[victim].armor : dmg;
players[victim].armor -= absorb;
dmg -= absorb;
players[victim].hp -= dmg;
if (players[victim].hp <= 0) {
players[victim].hp = 0;
players[victim].alive = 0;
}
MsgHit ev = {0};
ev.type = MSG_HIT;
ev.shooterId = (uint8_t)pid;
ev.victimId = (uint8_t)victim;
ev.victimHp = (int16_t)players[victim].hp;
broadcast(sock, players, &ev, (int)sizeof(ev));
}
}
}
}
}
// fixed tick
// Tick
double t = now_seconds();
if (t < nextTick) {
#ifdef _WIN32
Sleep(1);
#else
struct timespec ts = {0, 1000000};
nanosleep(&ts, NULL);
#endif
continue;
}
nextTick += (1.0 / (double)TICK_HZ);
serverTick++;
if (t >= nextTick) {
nextTick += DT;
serverTick++;
// timeouts + movement
const float speed = 6.0f;
for (int i = 0; i < MAX_PLAYERS; i++) {
Player *p = &players[i];
if (!p->inUse)
continue;
dSpaceCollide(gSpace, 0, &nearCallback);
dWorldQuickStep(gWorld, DT);
dJointGroupEmpty(gContactGroup);
if (now_seconds() - p->lastHeard > 10.0) {
printf("Player %d timed out\n", i);
player_ode_destroy(p);
memset(p, 0, sizeof(*p));
continue;
}
if (!p->alive) {
dBodySetLinearVel(p->body, 0, 0, 0);
continue;
}
float cy = cosf(p->yaw), sy = sinf(p->yaw);
float fwdx = sy, fwdz = cy;
float rgtx = cy, rgtz = -sy;
float vx = (fwdx * p->moveZ + rgtx * p->moveX) * speed;
float vz = (fwdz * p->moveZ + rgtz * p->moveX) * speed;
const dReal *vcur = dBodyGetLinearVel(p->body);
dBodySetLinearVel(p->body, vx, vcur[1], vz);
dQuaternion q;
dQFromAxisAndAngle(q, 0, 1, 0, p->yaw);
dBodySetQuaternion(p->body, q);
dBodySetAngularVel(p->body, 0, 0, 0);
}
// step ODE
dJointGroupEmpty(gContactGroup);
dSpaceCollide(gSpace, 0, &nearCallback);
dWorldQuickStep(gWorld, DT);
// snapshot players
MsgSnapshot snap = {0};
snap.type = MSG_SNAPSHOT;
snap.serverTick = serverTick;
snap.count = 0;
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 = (uint8_t)players[i].alive;
ps->hp = (int16_t)players[i].hp;
ps->armor = (int16_t)players[i].armor;
ps->x = (float)pos[0];
ps->y = (float)pos[1];
ps->z = (float)pos[2];
ps->yaw = players[i].yaw;
ps->pitch = players[i].pitch;
ps->weapon = (uint8_t)players[i].weapon;
for (int w = 0; w < WEAPON_COUNT; w++) {
ps->ammoMag[w] = (int16_t)players[i].ammoMag[w];
ps->ammoRes[w] = (int16_t)players[i].ammoRes[w];
}
for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
ps->invType[sidx] = players[i].invType[sidx];
ps->invQty[sidx] = (int16_t)players[i].invQty[sidx];
}
memset(ps->username, 0, USERNAME_MAX);
strncpy(ps->username, players[i].username, USERNAME_MAX - 1);
}
broadcast(sock, players, &snap, (int)sizeof(MsgSnapshot));
// broadcast items at ~10Hz
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 && im.count < MAX_ITEMS; i++) {
if (!gItems[i].active)
for (int i = 0; i < MAX_PLAYERS; i++) {
Player *p = &players[i];
if (!p->inUse || !p->alive)
continue;
ItemNet *on = &im.items[im.count++];
on->id = gItems[i].id;
on->type = gItems[i].type;
on->qty = (int16_t)gItems[i].qty;
on->x = gItems[i].x;
on->y = gItems[i].y;
on->z = gItems[i].z;
const dReal *lvel = dBodyGetLinearVel(p->body);
const dReal *avel = dBodyGetAngularVel(p->body);
float dx = p->moveX;
float dz = p->moveZ;
float len = sqrtf(dx * dx + dz * dz);
if (len > 1e-6f) {
dx /= len;
dz /= len;
}
float speed = 5.0f;
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]);
}
broadcast(sock, players, &im, (int)sizeof(MsgItems));
// Send snapshot
MsgSnapshot snap = {0};
snap.type = MSG_SNAPSHOT;
snap.serverTick = serverTick;
snap.count = 0;
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;
ps->hp = (int16_t)players[i].hp;
ps->x = (float)pos[0];
ps->y = (float)pos[1];
ps->z = (float)pos[2];
ps->yaw = players[i].yaw;
ps->pitch = players[i].pitch;
ps->weapon = players[i].weapon;
ps->pistolMag = (int16_t)players[i].pistolMag;
ps->rifleMag = (int16_t)players[i].rifleMag;
ps->pistolAmmo = (int16_t)players[i].pistolAmmo;
ps->rifleAmmo = (int16_t)players[i].rifleAmmo;
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;
ItemNet *it = &im.items[im.count++];
it->id = gItems[i].id;
it->type = gItems[i].type;
it->qty = (int16_t)gItems[i].qty;
it->x = gItems[i].x;
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) {
printf("Player %d timed out\n", i);
player_ode_destroy(&players[i]);
memset(&players[i], 0, sizeof(Player));
}
}
// Sleep
double wait = nextTick - now_seconds();
if (wait > 0.0) {
#ifdef _WIN32
Sleep((DWORD)(wait * 1000.0));
#else
usleep((useconds_t)(wait * 1e6));
#endif
}
}