This commit is contained in:
Masashi 2025-12-18 22:28:54 +05:30
commit d1782e1265
4 changed files with 221 additions and 27 deletions

View file

@ -43,7 +43,6 @@ typedef int socklen_t;
#define BTN_USE_MEDKIT (1u << 4)
#define BTN_JUMP (1u << 5)
// ============== DIRECTIONAL LIGHT ==============
typedef struct {
Vector3 direction; // Normalized light direction
Vector3 color; // RGB color (0-1 range)
@ -53,7 +52,6 @@ typedef struct {
float shadowIntensity; // How dark shadows are (0-1)
} DirectionalLight;
// ============== TERRAIN SHADER ==============
typedef struct {
Shader shader;
int locViewPos;
@ -86,7 +84,6 @@ static void unload_terrain_shader(TerrainShader *ts) {
}
}
// ============== END TERRAIN SHADER ==============
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,
@ -284,9 +281,7 @@ static Mesh generate_terrain_mesh(void) {
UploadMesh(&mesh, false);
return mesh;
}
// ============== END SIMPLEX NOISE ==============
// ============== LIGHTING HELPERS ==============
// apply_directional_lighting: Basic Lambertian diffuse lighting
// Applies directional light with diffuse component based on surface normal
static Color apply_directional_lighting(Color baseColor, Vector3 normal,
@ -389,7 +384,6 @@ static Vector3 v3_normalize(Vector3 v) {
return (Vector3){v.x / len, v.y / len, v.z / len};
}
// ============== VECTOR3 HELPERS ==============
static Vector3 v3(float x, float y, float z) {
Vector3 v = {x, y, z};
return v;
@ -412,9 +406,6 @@ static Vector3 v3_norm(Vector3 a) {
return v3(0, 0, 1);
return v3(a.x / l, a.y / l, a.z / l);
}
// ============== END VECTOR3 HELPERS ==============
// ============== ENHANCED LIGHTING & AMBIENT OCCLUSION ==============
// calculate_ambient_occlusion: Estimates how occluded a point is based on
// terrain curvature Samples heights in cardinal directions and computes horizon
@ -504,8 +495,6 @@ static Color apply_phong_lighting_per_pixel(Color baseColor, Vector3 normal,
return (Color){r, g, b, baseColor.a};
}
// ============== END ENHANCED LIGHTING & AMBIENT OCCLUSION ==============
static void set_nonblocking(int sock) {
#ifdef _WIN32
u_long mode = 1;
@ -523,7 +512,8 @@ typedef enum MsgType : uint8_t {
MSG_INPUT = 3,
MSG_SNAPSHOT = 4,
MSG_SHOOT = 5,
MSG_ITEMS = 6
MSG_ITEMS = 6,
MSG_ROOM_STATE = 7
} MsgType;
typedef struct MsgHello {
@ -582,6 +572,14 @@ typedef struct MsgItems {
uint8_t count;
ItemNet items[MAX_ITEMS];
} MsgItems;
typedef struct MsgRoomState {
uint8_t type;
uint8_t state;
float countdownRemaining;
uint8_t winnerId;
char winnerName[USERNAME_MAX];
} MsgRoomState;
#pragma pack(pop)
typedef struct RemotePlayer {
@ -711,12 +709,17 @@ int main(void) {
RemotePlayer rp[MAX_PLAYERS] = {0};
WorldItem wi[MAX_ITEMS] = {0};
// Room state
int roomState = 0;
float countdownRemaining = 0.0f;
char winnerName[USERNAME_MAX] = {0};
Vector3 camPos = v3(0, 5.0f, 6);
float yaw = 0.0f, pitch = 0.0f;
float recoilYaw = 0.0f, recoilPitch = 0.0f, crossSpread = 0.0f;
int scoped = 0;
float fireCooldown = 0.0f;
float recoilYaw = 0.0f, recoilPitch = 0.0f, crossSpread = 0.0f;
int scoped = 0;
float fireCooldown = 0.0f;
int shotsInBurst = 0;
float burstResetTimer = 0.0f;
@ -829,6 +832,14 @@ int main(void) {
wi[i].qty = m->items[i].qty;
wi[i].pos = v3(m->items[i].x, m->items[i].y, m->items[i].z);
}
} else if (type == MSG_ROOM_STATE && n >= (int)sizeof(MsgRoomState)) {
const MsgRoomState *rs = (const MsgRoomState *)buf;
roomState = rs->state;
countdownRemaining = rs->countdownRemaining;
memset(winnerName, 0, USERNAME_MAX);
if (rs->winnerId < 255) {
strncpy(winnerName, rs->winnerName, USERNAME_MAX - 1);
}
}
}
@ -1068,6 +1079,30 @@ int main(void) {
DrawFPS(sw - 90, 10);
// Room state overlay
if (roomState == 0) { // Waiting
DrawRectangle(sw / 2 - 150, sh / 2 - 50, 300, 100, (Color){0, 0, 0, 200});
DrawText("WAITING FOR PLAYERS", sw / 2 - 120, sh / 2 - 30, 24, RAYWHITE);
DrawText("Need at least 2 players", sw / 2 - 100, sh / 2 - 5, 18,
(Color){200, 200, 200, 255});
} else if (roomState == 1) { // Counting down
DrawRectangle(sw / 2 - 150, sh / 2 - 50, 300, 100, (Color){0, 0, 0, 200});
DrawText("GAME STARTING SOON", sw / 2 - 120, sh / 2 - 30, 24,
(Color){255, 255, 80, 255});
DrawText(TextFormat("%.1f seconds", countdownRemaining), sw / 2 - 60,
sh / 2 - 5, 20, RAYWHITE);
} else if (roomState == 3) { // Finished
DrawRectangle(sw / 2 - 200, sh / 2 - 50, 400, 100, (Color){0, 0, 0, 200});
DrawText("GAME FINISHED", sw / 2 - 80, sh / 2 - 30, 28,
(Color){255, 80, 80, 255});
if (winnerName[0]) {
DrawText(TextFormat("Winner: %s", winnerName), sw / 2 - 100, sh / 2 - 5,
24, (Color){255, 255, 80, 255});
} else {
DrawText("No winner", sw / 2 - 50, sh / 2 - 5, 24, RAYWHITE);
}
}
// Crosshair
{
int cx = sw / 2, cy = sh / 2;
@ -1078,7 +1113,8 @@ int main(void) {
DrawRectangle(cx + gap, cy - thick / 2, len, thick, col);
DrawRectangle(cx - thick / 2, cy - gap - len, thick, len, col);
DrawRectangle(cx - thick / 2, cy + gap, thick, len, col);
DrawCircleLines(cx, cy, scoped ? 1.5f : 3.0f, (Color){240, 240, 245, 160});
DrawCircleLines(cx, cy, scoped ? 1.5f : 3.0f,
(Color){240, 240, 245, 160});
}
EndDrawing();