gam
This commit is contained in:
parent
7b8e798662
commit
d1782e1265
4 changed files with 221 additions and 27 deletions
BIN
game/client
BIN
game/client
Binary file not shown.
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@ -43,7 +43,6 @@ typedef int socklen_t;
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#define BTN_USE_MEDKIT (1u << 4)
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#define BTN_JUMP (1u << 5)
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// ============== DIRECTIONAL LIGHT ==============
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typedef struct {
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Vector3 direction; // Normalized light direction
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Vector3 color; // RGB color (0-1 range)
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@ -53,7 +52,6 @@ typedef struct {
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float shadowIntensity; // How dark shadows are (0-1)
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} DirectionalLight;
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// ============== TERRAIN SHADER ==============
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typedef struct {
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Shader shader;
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int locViewPos;
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@ -86,7 +84,6 @@ static void unload_terrain_shader(TerrainShader *ts) {
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}
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}
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// ============== END TERRAIN SHADER ==============
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static const uint8_t perm[512] = {
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151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7,
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225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190,
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@ -284,9 +281,7 @@ static Mesh generate_terrain_mesh(void) {
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UploadMesh(&mesh, false);
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return mesh;
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}
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// ============== END SIMPLEX NOISE ==============
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// ============== LIGHTING HELPERS ==============
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// apply_directional_lighting: Basic Lambertian diffuse lighting
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// Applies directional light with diffuse component based on surface normal
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static Color apply_directional_lighting(Color baseColor, Vector3 normal,
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@ -389,7 +384,6 @@ static Vector3 v3_normalize(Vector3 v) {
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return (Vector3){v.x / len, v.y / len, v.z / len};
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}
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// ============== VECTOR3 HELPERS ==============
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static Vector3 v3(float x, float y, float z) {
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Vector3 v = {x, y, z};
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return v;
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@ -412,9 +406,6 @@ static Vector3 v3_norm(Vector3 a) {
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return v3(0, 0, 1);
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return v3(a.x / l, a.y / l, a.z / l);
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}
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// ============== END VECTOR3 HELPERS ==============
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// ============== ENHANCED LIGHTING & AMBIENT OCCLUSION ==============
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// calculate_ambient_occlusion: Estimates how occluded a point is based on
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// terrain curvature Samples heights in cardinal directions and computes horizon
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@ -504,8 +495,6 @@ static Color apply_phong_lighting_per_pixel(Color baseColor, Vector3 normal,
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return (Color){r, g, b, baseColor.a};
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}
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// ============== END ENHANCED LIGHTING & AMBIENT OCCLUSION ==============
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static void set_nonblocking(int sock) {
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#ifdef _WIN32
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u_long mode = 1;
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@ -523,7 +512,8 @@ typedef enum MsgType : uint8_t {
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MSG_INPUT = 3,
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MSG_SNAPSHOT = 4,
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MSG_SHOOT = 5,
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MSG_ITEMS = 6
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MSG_ITEMS = 6,
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MSG_ROOM_STATE = 7
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} MsgType;
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typedef struct MsgHello {
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@ -582,6 +572,14 @@ typedef struct MsgItems {
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uint8_t count;
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ItemNet items[MAX_ITEMS];
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} MsgItems;
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typedef struct MsgRoomState {
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uint8_t type;
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uint8_t state;
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float countdownRemaining;
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uint8_t winnerId;
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char winnerName[USERNAME_MAX];
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} MsgRoomState;
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#pragma pack(pop)
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typedef struct RemotePlayer {
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@ -711,6 +709,11 @@ int main(void) {
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RemotePlayer rp[MAX_PLAYERS] = {0};
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WorldItem wi[MAX_ITEMS] = {0};
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// Room state
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int roomState = 0;
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float countdownRemaining = 0.0f;
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char winnerName[USERNAME_MAX] = {0};
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Vector3 camPos = v3(0, 5.0f, 6);
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float yaw = 0.0f, pitch = 0.0f;
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@ -829,6 +832,14 @@ int main(void) {
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wi[i].qty = m->items[i].qty;
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wi[i].pos = v3(m->items[i].x, m->items[i].y, m->items[i].z);
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}
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} else if (type == MSG_ROOM_STATE && n >= (int)sizeof(MsgRoomState)) {
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const MsgRoomState *rs = (const MsgRoomState *)buf;
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roomState = rs->state;
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countdownRemaining = rs->countdownRemaining;
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memset(winnerName, 0, USERNAME_MAX);
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if (rs->winnerId < 255) {
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strncpy(winnerName, rs->winnerName, USERNAME_MAX - 1);
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}
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}
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}
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@ -1068,6 +1079,30 @@ int main(void) {
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DrawFPS(sw - 90, 10);
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// Room state overlay
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if (roomState == 0) { // Waiting
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DrawRectangle(sw / 2 - 150, sh / 2 - 50, 300, 100, (Color){0, 0, 0, 200});
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DrawText("WAITING FOR PLAYERS", sw / 2 - 120, sh / 2 - 30, 24, RAYWHITE);
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DrawText("Need at least 2 players", sw / 2 - 100, sh / 2 - 5, 18,
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(Color){200, 200, 200, 255});
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} else if (roomState == 1) { // Counting down
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DrawRectangle(sw / 2 - 150, sh / 2 - 50, 300, 100, (Color){0, 0, 0, 200});
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DrawText("GAME STARTING SOON", sw / 2 - 120, sh / 2 - 30, 24,
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(Color){255, 255, 80, 255});
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DrawText(TextFormat("%.1f seconds", countdownRemaining), sw / 2 - 60,
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sh / 2 - 5, 20, RAYWHITE);
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} else if (roomState == 3) { // Finished
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DrawRectangle(sw / 2 - 200, sh / 2 - 50, 400, 100, (Color){0, 0, 0, 200});
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DrawText("GAME FINISHED", sw / 2 - 80, sh / 2 - 30, 28,
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(Color){255, 80, 80, 255});
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if (winnerName[0]) {
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DrawText(TextFormat("Winner: %s", winnerName), sw / 2 - 100, sh / 2 - 5,
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24, (Color){255, 255, 80, 255});
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} else {
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DrawText("No winner", sw / 2 - 50, sh / 2 - 5, 24, RAYWHITE);
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}
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}
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// Crosshair
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{
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int cx = sw / 2, cy = sh / 2;
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@ -1078,7 +1113,8 @@ int main(void) {
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DrawRectangle(cx + gap, cy - thick / 2, len, thick, col);
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DrawRectangle(cx - thick / 2, cy - gap - len, thick, len, col);
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DrawRectangle(cx - thick / 2, cy + gap, thick, len, col);
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DrawCircleLines(cx, cy, scoped ? 1.5f : 3.0f, (Color){240, 240, 245, 160});
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DrawCircleLines(cx, cy, scoped ? 1.5f : 3.0f,
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(Color){240, 240, 245, 160});
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}
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EndDrawing();
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BIN
game/server
BIN
game/server
Binary file not shown.
180
game/server.c
180
game/server.c
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@ -29,7 +29,7 @@ typedef int socklen_t;
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#define MAX_PLAYERS 16
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#define USERNAME_MAX 16
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#define TICK_HZ 30
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#define TICK_HZ 20
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#define DT (1.0f / (float)TICK_HZ)
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#define WEAPON_PISTOL 0
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@ -49,11 +49,15 @@ typedef int socklen_t;
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#define BTN_USE_MEDKIT (1u << 4)
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#define BTN_JUMP (1u << 5)
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#define ROOM_STATE_WAITING 0
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#define ROOM_STATE_COUNTING_DOWN 1
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#define ROOM_STATE_RUNNING 2
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#define ROOM_STATE_FINISHED 3
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#define CAT_WORLD (1u << 0)
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#define CAT_PLAYER (1u << 1)
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#define CAT_ITEM (1u << 2)
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// ============== SIMPLEX NOISE ==============
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static const uint8_t perm[512] = {
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151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7,
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225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190,
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@ -167,7 +171,6 @@ static void generate_smooth_terrain(void) {
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printf("Generated smooth heightmap terrain %dx%d\n", size, size);
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}
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// ============== END SIMPLEX NOISE ==============
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static double now_seconds(void) {
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#ifdef _WIN32
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@ -204,7 +207,8 @@ typedef enum MsgType : uint8_t {
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MSG_INPUT = 3,
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MSG_SNAPSHOT = 4,
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MSG_SHOOT = 5,
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MSG_ITEMS = 6
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MSG_ITEMS = 6,
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MSG_ROOM_STATE = 7
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} MsgType;
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typedef struct MsgHello {
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@ -263,6 +267,14 @@ typedef struct MsgItems {
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uint8_t count;
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ItemNet items[MAX_ITEMS];
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} MsgItems;
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typedef struct MsgRoomState {
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uint8_t type;
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uint8_t state;
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float countdownRemaining;
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uint8_t winnerId;
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char winnerName[USERNAME_MAX];
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} MsgRoomState;
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#pragma pack(pop)
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typedef struct Item {
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@ -291,6 +303,13 @@ typedef struct Player {
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dGeomID geom;
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} Player;
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typedef struct RoomState {
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int state;
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double countdownEndTime;
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int winnerId;
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int playerCount;
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} RoomState;
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static int addr_equal(const struct sockaddr_in *a,
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const struct sockaddr_in *b) {
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return (a->sin_family == b->sin_family) && (a->sin_port == b->sin_port) &&
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@ -319,6 +338,7 @@ static dSpaceID gSpace;
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static dJointGroupID gContactGroup;
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static Item gItems[MAX_ITEMS];
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static uint16_t gNextItemId = 1;
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static RoomState gRoomState;
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static void item_destroy(Item *it) {
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if (it->geom) {
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@ -397,10 +417,25 @@ static void ode_init_world(void) {
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dGeomSetCategoryBits(gTerrainGeom, CAT_WORLD);
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dGeomSetCollideBits(gTerrainGeom, CAT_PLAYER);
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item_spawn(ITEM_MEDKIT, 1, 10.0f, 10.0f);
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item_spawn(ITEM_MEDKIT, 1, -15.0f, 20.0f);
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item_spawn(ITEM_AMMO_RIFLE, 30, 5.0f, -10.0f);
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item_spawn(ITEM_AMMO_PISTOL, 12, -10.0f, -15.0f);
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// Spawn initial random loot
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for (int i = 0; i < 4; i++) {
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float x = (float)(rand() % 200 - 100);
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float z = (float)(rand() % 200 - 100);
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uint8_t type;
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int qty;
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int type_idx = rand() % 3;
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if (type_idx == 0) {
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type = ITEM_MEDKIT;
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qty = 1;
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} else if (type_idx == 1) {
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type = ITEM_AMMO_PISTOL;
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qty = 10 + (rand() % 6);
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} else {
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type = ITEM_AMMO_RIFLE;
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qty = 20 + (rand() % 11);
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}
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item_spawn(type, qty, x, z);
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}
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}
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static void ode_shutdown_world(void) {
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@ -422,8 +457,9 @@ static void player_ode_create(Player *p, int spawnIndex) {
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dBodySetLinearDamping(p->body, 0.05);
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dBodySetAngularDamping(p->body, 0.99);
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float sx = (float)(spawnIndex * 4 - 8);
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float sz = (float)(spawnIndex * 3 - 6);
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// Random spawn position
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float sx = (float)(rand() % 200 - 100); // -100 to 99
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float sz = (float)(rand() % 200 - 100);
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float sy = get_terrain_height(sx, sz) + 3.0f;
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dBodySetPosition(p->body, sx, sy, sz);
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@ -553,6 +589,12 @@ int main(void) {
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srand((unsigned)time(NULL));
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// Initialize room state
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gRoomState.state = ROOM_STATE_WAITING;
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gRoomState.countdownEndTime = 0.0;
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gRoomState.winnerId = -1;
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gRoomState.playerCount = 0;
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ode_init_world();
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int sock = (int)socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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@ -612,6 +654,9 @@ int main(void) {
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continue;
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if (pid < 0) {
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// Only allow joining if room is not running
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if (gRoomState.state == ROOM_STATE_RUNNING)
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continue;
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for (int i = 0; i < MAX_PLAYERS; i++)
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if (!players[i].inUse) {
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pid = i;
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@ -631,6 +676,7 @@ int main(void) {
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p->medkits = 2;
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p->rng = 0xA341316Cu ^ (uint32_t)(i * 2654435761u);
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player_ode_create(p, i);
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gRoomState.playerCount++;
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printf("Player %d joined as '%s'\n", pid, p->username);
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break;
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}
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@ -715,7 +761,7 @@ int main(void) {
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} else if (type == MSG_SHOOT && n >= (int)sizeof(MsgShoot)) {
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const MsgShoot *m = (const MsgShoot *)buf;
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if (pid >= 0 && m->playerId == (uint8_t)pid && players[pid].inUse &&
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players[pid].alive) {
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players[pid].alive && gRoomState.state == ROOM_STATE_RUNNING) {
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Player *sh = &players[pid];
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const double now = now_seconds();
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double fireInterval =
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@ -783,6 +829,37 @@ int main(void) {
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if (players[victim].hp <= 0) {
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players[victim].hp = 0;
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players[victim].alive = 0;
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// Drop loot
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const dReal *pos = dBodyGetPosition(players[victim].body);
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float x = (float)pos[0], z = (float)pos[2];
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if (players[victim].pistolAmmo > 0) {
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int qty = players[victim].pistolAmmo;
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if (qty > 12)
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qty = 12; // Max per drop
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item_spawn(ITEM_AMMO_PISTOL, qty,
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x + frand_signed(&players[victim].rng) * 2.0f,
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z + frand_signed(&players[victim].rng) * 2.0f);
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players[victim].pistolAmmo -= qty;
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}
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if (players[victim].rifleAmmo > 0) {
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int qty = players[victim].rifleAmmo;
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if (qty > 30)
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qty = 30;
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item_spawn(ITEM_AMMO_RIFLE, qty,
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x + frand_signed(&players[victim].rng) * 2.0f,
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z + frand_signed(&players[victim].rng) * 2.0f);
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players[victim].rifleAmmo -= qty;
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}
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if (players[victim].medkits > 0) {
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int qty = players[victim].medkits;
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if (qty > 2)
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qty = 2;
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item_spawn(ITEM_MEDKIT, qty,
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x + frand_signed(&players[victim].rng) * 2.0f,
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z + frand_signed(&players[victim].rng) * 2.0f);
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players[victim].medkits -= qty;
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}
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printf("Player %d died and dropped loot\n", victim);
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}
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}
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}
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@ -790,6 +867,66 @@ int main(void) {
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}
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}
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// Room state management
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{
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double now = now_seconds();
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if (gRoomState.state == ROOM_STATE_WAITING) {
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// Count active players
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int activePlayers = 0;
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for (int i = 0; i < MAX_PLAYERS; i++) {
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if (players[i].inUse)
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activePlayers++;
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}
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gRoomState.playerCount = activePlayers;
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if (activePlayers >= 2) {
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gRoomState.state = ROOM_STATE_COUNTING_DOWN;
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gRoomState.countdownEndTime = now + 10.0; // 10 seconds
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printf("Starting countdown for game start\n");
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}
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} else if (gRoomState.state == ROOM_STATE_COUNTING_DOWN) {
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if (now >= gRoomState.countdownEndTime) {
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gRoomState.state = ROOM_STATE_RUNNING;
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// Respawn and heal all players
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for (int i = 0; i < MAX_PLAYERS; i++) {
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if (players[i].inUse) {
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players[i].alive = 1;
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players[i].hp = 100;
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player_ode_create(&players[i], i); // Recreate body
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}
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}
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printf("Game started!\n");
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}
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} else if (gRoomState.state == ROOM_STATE_RUNNING) {
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// Check win condition
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int aliveCount = 0;
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int lastAlive = -1;
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for (int i = 0; i < MAX_PLAYERS; i++) {
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if (players[i].inUse && players[i].alive) {
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aliveCount++;
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lastAlive = i;
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}
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}
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if (aliveCount <= 1) {
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gRoomState.state = ROOM_STATE_FINISHED;
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gRoomState.winnerId = lastAlive;
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printf("Game finished! Winner: %s\n",
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lastAlive >= 0 ? players[lastAlive].username : "None");
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}
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} else if (gRoomState.state == ROOM_STATE_FINISHED) {
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// Wait a bit, then reset
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static double finishTime = 0.0;
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if (finishTime == 0.0)
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finishTime = now;
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if (now - finishTime > 5.0) { // 5 seconds after finish
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gRoomState.state = ROOM_STATE_WAITING;
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||||
gRoomState.winnerId = -1;
|
||||
finishTime = 0.0;
|
||||
// Remove dead players or something? For now, keep them
|
||||
printf("Room resetting to waiting\n");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
double t = now_seconds();
|
||||
if (t >= nextTick) {
|
||||
nextTick += DT;
|
||||
|
|
@ -923,6 +1060,27 @@ int main(void) {
|
|||
}
|
||||
broadcast(sock, players, &im, (int)sizeof(im));
|
||||
}
|
||||
|
||||
// Send room state every few ticks
|
||||
static uint32_t roomStateTickDiv = 0;
|
||||
roomStateTickDiv++;
|
||||
if (roomStateTickDiv >= 30) { // Every 30 ticks, about 0.5s
|
||||
roomStateTickDiv = 0;
|
||||
MsgRoomState rs = {0};
|
||||
rs.type = MSG_ROOM_STATE;
|
||||
rs.state = (uint8_t)gRoomState.state;
|
||||
rs.countdownRemaining =
|
||||
(gRoomState.state == ROOM_STATE_COUNTING_DOWN)
|
||||
? (float)(gRoomState.countdownEndTime - now_seconds())
|
||||
: 0.0f;
|
||||
rs.winnerId =
|
||||
(gRoomState.winnerId >= 0) ? (uint8_t)gRoomState.winnerId : 255;
|
||||
if (gRoomState.winnerId >= 0) {
|
||||
strncpy(rs.winnerName, players[gRoomState.winnerId].username,
|
||||
USERNAME_MAX - 1);
|
||||
}
|
||||
broadcast(sock, players, &rs, (int)sizeof(rs));
|
||||
}
|
||||
}
|
||||
|
||||
double now = now_seconds();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue