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

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@ -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();

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@ -29,7 +29,7 @@ typedef int socklen_t;
#define MAX_PLAYERS 16
#define USERNAME_MAX 16
#define TICK_HZ 30
#define TICK_HZ 20
#define DT (1.0f / (float)TICK_HZ)
#define WEAPON_PISTOL 0
@ -49,11 +49,15 @@ typedef int socklen_t;
#define BTN_USE_MEDKIT (1u << 4)
#define BTN_JUMP (1u << 5)
#define ROOM_STATE_WAITING 0
#define ROOM_STATE_COUNTING_DOWN 1
#define ROOM_STATE_RUNNING 2
#define ROOM_STATE_FINISHED 3
#define CAT_WORLD (1u << 0)
#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,
@ -167,7 +171,6 @@ static void generate_smooth_terrain(void) {
printf("Generated smooth heightmap terrain %dx%d\n", size, size);
}
// ============== END SIMPLEX NOISE ==============
static double now_seconds(void) {
#ifdef _WIN32
@ -204,7 +207,8 @@ 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 {
@ -263,6 +267,14 @@ 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 Item {
@ -291,6 +303,13 @@ typedef struct Player {
dGeomID geom;
} Player;
typedef struct RoomState {
int state;
double countdownEndTime;
int winnerId;
int playerCount;
} RoomState;
static int addr_equal(const struct sockaddr_in *a,
const struct sockaddr_in *b) {
return (a->sin_family == b->sin_family) && (a->sin_port == b->sin_port) &&
@ -319,6 +338,7 @@ static dSpaceID gSpace;
static dJointGroupID gContactGroup;
static Item gItems[MAX_ITEMS];
static uint16_t gNextItemId = 1;
static RoomState gRoomState;
static void item_destroy(Item *it) {
if (it->geom) {
@ -397,10 +417,25 @@ static void ode_init_world(void) {
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);
// Spawn initial random loot
for (int i = 0; i < 4; i++) {
float x = (float)(rand() % 200 - 100);
float z = (float)(rand() % 200 - 100);
uint8_t type;
int qty;
int type_idx = rand() % 3;
if (type_idx == 0) {
type = ITEM_MEDKIT;
qty = 1;
} else if (type_idx == 1) {
type = ITEM_AMMO_PISTOL;
qty = 10 + (rand() % 6);
} else {
type = ITEM_AMMO_RIFLE;
qty = 20 + (rand() % 11);
}
item_spawn(type, qty, x, z);
}
}
static void ode_shutdown_world(void) {
@ -422,8 +457,9 @@ static void player_ode_create(Player *p, int spawnIndex) {
dBodySetLinearDamping(p->body, 0.05);
dBodySetAngularDamping(p->body, 0.99);
float sx = (float)(spawnIndex * 4 - 8);
float sz = (float)(spawnIndex * 3 - 6);
// Random spawn position
float sx = (float)(rand() % 200 - 100); // -100 to 99
float sz = (float)(rand() % 200 - 100);
float sy = get_terrain_height(sx, sz) + 3.0f;
dBodySetPosition(p->body, sx, sy, sz);
@ -553,6 +589,12 @@ int main(void) {
srand((unsigned)time(NULL));
// Initialize room state
gRoomState.state = ROOM_STATE_WAITING;
gRoomState.countdownEndTime = 0.0;
gRoomState.winnerId = -1;
gRoomState.playerCount = 0;
ode_init_world();
int sock = (int)socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
@ -612,6 +654,9 @@ int main(void) {
continue;
if (pid < 0) {
// Only allow joining if room is not running
if (gRoomState.state == ROOM_STATE_RUNNING)
continue;
for (int i = 0; i < MAX_PLAYERS; i++)
if (!players[i].inUse) {
pid = i;
@ -631,6 +676,7 @@ int main(void) {
p->medkits = 2;
p->rng = 0xA341316Cu ^ (uint32_t)(i * 2654435761u);
player_ode_create(p, i);
gRoomState.playerCount++;
printf("Player %d joined as '%s'\n", pid, p->username);
break;
}
@ -715,7 +761,7 @@ int main(void) {
} else if (type == MSG_SHOOT && n >= (int)sizeof(MsgShoot)) {
const MsgShoot *m = (const MsgShoot *)buf;
if (pid >= 0 && m->playerId == (uint8_t)pid && players[pid].inUse &&
players[pid].alive) {
players[pid].alive && gRoomState.state == ROOM_STATE_RUNNING) {
Player *sh = &players[pid];
const double now = now_seconds();
double fireInterval =
@ -783,6 +829,37 @@ int main(void) {
if (players[victim].hp <= 0) {
players[victim].hp = 0;
players[victim].alive = 0;
// Drop loot
const dReal *pos = dBodyGetPosition(players[victim].body);
float x = (float)pos[0], z = (float)pos[2];
if (players[victim].pistolAmmo > 0) {
int qty = players[victim].pistolAmmo;
if (qty > 12)
qty = 12; // Max per drop
item_spawn(ITEM_AMMO_PISTOL, qty,
x + frand_signed(&players[victim].rng) * 2.0f,
z + frand_signed(&players[victim].rng) * 2.0f);
players[victim].pistolAmmo -= qty;
}
if (players[victim].rifleAmmo > 0) {
int qty = players[victim].rifleAmmo;
if (qty > 30)
qty = 30;
item_spawn(ITEM_AMMO_RIFLE, qty,
x + frand_signed(&players[victim].rng) * 2.0f,
z + frand_signed(&players[victim].rng) * 2.0f);
players[victim].rifleAmmo -= qty;
}
if (players[victim].medkits > 0) {
int qty = players[victim].medkits;
if (qty > 2)
qty = 2;
item_spawn(ITEM_MEDKIT, qty,
x + frand_signed(&players[victim].rng) * 2.0f,
z + frand_signed(&players[victim].rng) * 2.0f);
players[victim].medkits -= qty;
}
printf("Player %d died and dropped loot\n", victim);
}
}
}
@ -790,6 +867,66 @@ int main(void) {
}
}
// Room state management
{
double now = now_seconds();
if (gRoomState.state == ROOM_STATE_WAITING) {
// Count active players
int activePlayers = 0;
for (int i = 0; i < MAX_PLAYERS; i++) {
if (players[i].inUse)
activePlayers++;
}
gRoomState.playerCount = activePlayers;
if (activePlayers >= 2) {
gRoomState.state = ROOM_STATE_COUNTING_DOWN;
gRoomState.countdownEndTime = now + 10.0; // 10 seconds
printf("Starting countdown for game start\n");
}
} else if (gRoomState.state == ROOM_STATE_COUNTING_DOWN) {
if (now >= gRoomState.countdownEndTime) {
gRoomState.state = ROOM_STATE_RUNNING;
// Respawn and heal all players
for (int i = 0; i < MAX_PLAYERS; i++) {
if (players[i].inUse) {
players[i].alive = 1;
players[i].hp = 100;
player_ode_create(&players[i], i); // Recreate body
}
}
printf("Game started!\n");
}
} else if (gRoomState.state == ROOM_STATE_RUNNING) {
// Check win condition
int aliveCount = 0;
int lastAlive = -1;
for (int i = 0; i < MAX_PLAYERS; i++) {
if (players[i].inUse && players[i].alive) {
aliveCount++;
lastAlive = i;
}
}
if (aliveCount <= 1) {
gRoomState.state = ROOM_STATE_FINISHED;
gRoomState.winnerId = lastAlive;
printf("Game finished! Winner: %s\n",
lastAlive >= 0 ? players[lastAlive].username : "None");
}
} else if (gRoomState.state == ROOM_STATE_FINISHED) {
// Wait a bit, then reset
static double finishTime = 0.0;
if (finishTime == 0.0)
finishTime = now;
if (now - finishTime > 5.0) { // 5 seconds after finish
gRoomState.state = ROOM_STATE_WAITING;
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();