From e0277a8807ac9297361cb9bcb5b8370b87cc8627 Mon Sep 17 00:00:00 2001 From: Masashi Date: Sat, 20 Dec 2025 03:10:01 +0530 Subject: [PATCH] HMMMMMMMMMMMMMMMMMMMM --- game/client_backup.sui | 549 +++++++++++++++++++++++++++++++++++++++++ 1 file changed, 549 insertions(+) create mode 100644 game/client_backup.sui diff --git a/game/client_backup.sui b/game/client_backup.sui new file mode 100644 index 0000000..096511e --- /dev/null +++ b/game/client_backup.sui @@ -0,0 +1,549 @@ +# Suicmez port of game/client.c + +# Constants +const PROTOCOL_VERSION = 67 +const SERVER_PORT = 27015 +const MAX_PLAYERS = 16 +const USERNAME_MAX = 16 +const TERRAIN_SIZE = 256 +const TERRAIN_SCALE = 1.0 +const TERRAIN_MIN = - (TERRAIN_SIZE * TERRAIN_SCALE / 2.0) +const TERRAIN_MAX = TERRAIN_SIZE * TERRAIN_SCALE / 2.0 + +const WEAPON_PISTOL = 0 +const WEAPON_RIFLE = 1 + +const ITEM_NONE = 0 +const ITEM_MEDKIT = 1 +const ITEM_AMMO_PISTOL = 2 +const ITEM_AMMO_RIFLE = 3 + +const MAX_ITEMS = 64 + +const BTN_RELOAD = (1 << 0) +const BTN_SWITCH_PISTOL = (1 << 1) +const BTN_SWITCH_RIFLE = (1 << 2) +const BTN_PICK = (1 << 3) +const BTN_USE_MEDKIT = (1 << 4) +const BTN_JUMP = (1 << 5) + +# Structs +struct DirectionalLight + direction: suic_vector3 + color: suic_vector3 + intensity: float + ambient_intensity: float + shadow_bias: float + shadow_intensity: float +end + +struct TerrainShader + shader: suic_shader_handle + loc_view_pos: int + loc_light_dir: int + loc_light_color: int + loc_light_intensity: int + loc_ambient_intensity: int + loc_terrain_color: int +end + +# Network message types +enum MsgType + MSG_HELLO + MSG_WELCOME + MSG_INPUT + MSG_SNAPSHOT + MSG_SHOOT + MSG_ITEMS + MSG_ROOM_STATE +end + +struct MsgHello + type_: u8 + protocol: u32 + username: string +end + +struct MsgWelcome + type_: u8 + player_id: u8 + server_tick: u32 +end + +struct MsgInput + type_: u8 + player_id: u8 + client_tick: u32 + move_x: float + move_z: float + yaw: float + pitch: float + buttons: u8 +end + +struct MsgShoot + type_: u8 + player_id: u8 + client_tick: u32 +end + +struct PlayerStateNet + id: u8 + alive: u8 + hp: i16 + x: float + y: float + z: float + yaw: float + pitch: float + weapon: u8 + pistol_mag: i16 + rifle_mag: i16 + pistol_ammo: i16 + rifle_ammo: i16 + medkits: i16 + reload_time_left: i16 + username: string +end + +struct MsgSnapshot + type_: u8 + server_tick: u32 + count: u8 + p: [PlayerStateNet] +end + +struct ItemNet + id: u16 + type_: u8 + qty: i16 + x: float + y: float + z: float +end + +struct MsgItems + type_: u8 + server_tick: u32 + count: u8 + items: [ItemNet] +end + +struct MsgRoomState + type_: u8 + state: u8 + countdown_remaining: float + winner_id: u8 + winner_name: string +end + +struct RemotePlayer + present: int + alive: int + hp: int + pos: suic_vector3 + prev_pos: suic_vector3 + yaw: float + pitch: float + weapon: u8 + pistol_mag: i16 + rifle_mag: i16 + pistol_ammo: i16 + rifle_ammo: i16 + medkits: i16 + reload_time_left: i16 + username: [u8; 16] +end + +struct WorldItem + present: int + id: u16 + type_: u8 + qty: i16 + pos: suic_vector3 +end + +# Main function +fn main() -> int do + let sw = 1280 + let sh = 720 + suic_init_window(sw, sh, "Voxel Shooter - Client (Suicmez)") + suic_set_target_fps(120) + + # Username prompt + let my_name = [0; 16] + suic_username_prompt(my_name) + + suic_disable_cursor() + + # Generate terrain mesh + let terrain_mesh = suic_generate_terrain_mesh() + let terrain_model = suic_load_model_from_mesh(terrain_mesh) + + # Setup directional light + let dir_light = DirectionalLight { + direction: suic_vector3 { x: -0.8, y: -1.0, z: -0.6 }, + color: suic_vector3 { x: 1.0, y: 1.0, z: 1.0 }, + intensity: 1.2, + ambient_intensity: 0.3, + shadow_bias: 0.005, + shadow_intensity: 0.4 + } + + let sock = suic_udp_socket_create() + if sock < 0 do + return 1 + end + suic_udp_set_nonblocking(sock) + + let my_id = 255 + let client_tick = 0 + + let rp = [RemotePlayer { present: 0 }; 16] + let wi = [WorldItem { present: 0 }; 64] + + # Room state + let room_state = 0 + let countdown_remaining = 0.0 + let winner_name = [0; 16] + + let cam_pos = suic_vector3 { x: 0, y: 5.0, z: 6 } + let yaw = 0.0 + let pitch = 0.0 + + let prev_body_pos = suic_vector3 { x: 0, y: 5.0, z: 6 } + let current_target_body = suic_vector3 { x: 0, y: 5.0, z: 6 } + let interp_timer = 0.0 + + let recoil_yaw = 0.0 + let recoil_pitch = 0.0 + let cross_spread = 0.0 + let scoped = 0 + let fire_cooldown = 0.0 + let shots_in_burst = 0 + let burst_reset_timer = 0.0 + + let pistol_fire_rate = 4.0 + let rifle_fire_rate = 12.0 + let recoil_return = 18.0 + let cross_return = 14.0 + let pistol_kick_pitch = 0.010 + let pistol_kick_yaw = 0.004 + let rifle_kick_pitch = 0.018 + let rifle_kick_yaw = 0.010 + let pistol_cross_kick = 2.0 + let rifle_cross_kick = 4.0 + let pistol_spray_grow = 0.4 + let rifle_spray_grow = 1.2 + let burst_reset_time = 0.18 + + let hello_buf = [0; 21] # sizeof(MsgHello) + suic_msg_hello_pack(hello_buf, MSG_HELLO, PROTOCOL_VERSION, my_name) + suic_udp_sendto(sock, hello_buf, 21, "127.0.0.1", SERVER_PORT) + + while not suic_window_should_close() do + client_tick = client_tick + 1 + let dt = suic_get_frame_time() + + fire_cooldown = fire_cooldown - dt + if fire_cooldown < 0.0 do fire_cooldown = 0.0 end + burst_reset_timer = burst_reset_timer - dt + if burst_reset_timer <= 0.0 do shots_in_burst = 0 end + + let k = 1.0 - suic_expf(-recoil_return * dt) + recoil_yaw = recoil_yaw + (0.0 - recoil_yaw) * k + recoil_pitch = recoil_pitch + (0.0 - recoil_pitch) * k + + k = 1.0 - suic_expf(-cross_return * dt) + cross_spread = cross_spread + (0.0 - cross_spread) * k + if cross_spread < 0.01 do cross_spread = 0.0 end + + # Network receive + let buf = [0; 1400] + let from_host = [0; 256] + let from_port = 0 + let n = suic_udp_recvfrom(sock, buf, 1400, from_host, from_port) + if n > 0 do + let type_ = buf[0] + if type_ == MSG_WELCOME do + my_id = suic_msg_welcome_unpack(buf) + end else if type_ == MSG_SNAPSHOT do + suic_msg_snapshot_unpack(buf, rp, 16) + if my_id != 255 and rp[my_id].present do + prev_body_pos = current_target_body + current_target_body = rp[my_id].pos + interp_timer = 0.0 + end + end else if type_ == MSG_ITEMS do + suic_msg_items_unpack(buf, wi, 64) + end else if type_ == MSG_ROOM_STATE do + suic_msg_room_state_unpack(buf, &room_state, &countdown_remaining, winner_name) + end + end + + # Interpolate camera position + if my_id != 255 and rp[my_id].present do + let interp_factor = interp_timer / (1.0 / 20.0) + if interp_factor > 1.0 do interp_factor = 1.0 end + let interp_body = suic_vector3 { + x: prev_body_pos.x * (1.0 - interp_factor) + current_target_body.x * interp_factor, + y: prev_body_pos.y * (1.0 - interp_factor) + current_target_body.y * interp_factor, + z: prev_body_pos.z * (1.0 - interp_factor) + current_target_body.z * interp_factor + } + cam_pos.x = interp_body.x + cam_pos.y = interp_body.y + 1.0 + cam_pos.z = interp_body.z + 0.0001 + + # Prevent camera from clipping into terrain + let terrain_h = suic_get_terrain_height(cam_pos.x, cam_pos.z) + cam_pos.y = suic_fmaxf(cam_pos.y, terrain_h + 1.5) + end + interp_timer = interp_timer + dt + + let md = suic_get_mouse_delta() + let sens = 0.0025 + yaw = yaw - md.x * sens + pitch = pitch - md.y * sens + if pitch < -1.5 do pitch = -1.5 end + if pitch > 1.5 do pitch = 1.5 end + + let view_yaw = yaw + recoil_yaw + let view_pitch = pitch + recoil_pitch + if view_pitch < -1.5 do view_pitch = -1.5 end + if view_pitch > 1.5 do view_pitch = 1.5 end + + let move_x = 0.0 + let move_z = 0.0 + if suic_is_key_down(KEY_W) do move_z = move_z + 1.0 end + if suic_is_key_down(KEY_A) do move_x = move_x + 1.0 end + if suic_is_key_down(KEY_S) do move_z = move_z - 1.0 end + if suic_is_key_down(KEY_D) do move_x = move_x - 1.0 end + + let buttons = 0 + if suic_is_key_pressed(KEY_ONE) do buttons = buttons bitor BTN_SWITCH_PISTOL end + if suic_is_key_pressed(KEY_TWO) do buttons = buttons bitor BTN_SWITCH_RIFLE end + if suic_is_key_pressed(KEY_R) do buttons = buttons bitor BTN_RELOAD end + if suic_is_key_pressed(KEY_F) do buttons = buttons bitor BTN_PICK end + if suic_is_key_pressed(KEY_H) do buttons = buttons bitor BTN_USE_MEDKIT end + if suic_is_key_pressed(KEY_SPACE) do buttons = buttons bitor BTN_JUMP end + if suic_is_key_pressed(KEY_Z) do scoped = not scoped end + + if my_id != 255 do + let in_buf = [0; 23] # sizeof(MsgInput) + suic_msg_input_pack(in_buf, MSG_INPUT, my_id, client_tick, move_x, move_z, view_yaw, view_pitch, buttons as u8) + suic_udp_sendto(sock, in_buf, 23, "127.0.0.1", SERVER_PORT) + end + + if my_id != 255 and suic_is_mouse_button_down(MOUSE_BUTTON_LEFT) and fire_cooldown <= 0.0 and rp[my_id].present do + let wpn = rp[my_id].weapon + let rate = rifle_fire_rate + if wpn == WEAPON_PISTOL do rate = pistol_fire_rate end + fire_cooldown = 1.0 / rate + + shots_in_burst = shots_in_burst + 1 + burst_reset_timer = burst_reset_time + + if wpn == WEAPON_PISTOL do + recoil_pitch = recoil_pitch + pistol_kick_pitch + recoil_yaw = recoil_yaw + (suic_get_random_value(-1000, 1000) as float / 1000.0) * pistol_kick_yaw + cross_spread = cross_spread + pistol_cross_kick + shots_in_burst as float * pistol_spray_grow + end else do + recoil_pitch = recoil_pitch + rifle_kick_pitch + recoil_yaw = recoil_yaw + (suic_get_random_value(-1000, 1000) as float / 1000.0) * rifle_kick_yaw + cross_spread = cross_spread + rifle_cross_kick + shots_in_burst as float * rifle_spray_grow + end + + let sh_buf = [0; 6] # sizeof(MsgShoot) + suic_msg_shoot_pack(sh_buf, MSG_SHOOT, my_id, client_tick) + suic_udp_sendto(sock, sh_buf, 6, "127.0.0.1", SERVER_PORT) + end + + let forward = suic_vector3 { + x: suic_sinf(view_yaw) * suic_cosf(view_pitch), + y: suic_sinf(view_pitch), + z: suic_cosf(view_yaw) * suic_cosf(view_pitch) + } + + # Offset camera position: 0.3m in front, 0.2m below + cam_pos = suic_vector3 { + x: cam_pos.x + forward.x * 0.3, + y: cam_pos.y + forward.y * 0.3 - 0.2, + z: cam_pos.z + forward.z * 0.3 + } + + # Ensure camera doesn't clip into terrain after offset + let terrain_h = suic_get_terrain_height(cam_pos.x, cam_pos.z) + cam_pos.y = suic_fmaxf(cam_pos.y, terrain_h + 1.5) + + suic_begin_drawing() + suic_clear_background(135, 206, 235, 255) # Sky blue + + let fovy = 75.0 + if scoped do fovy = 30.0 end + suic_begin_mode3d(cam_pos.x, cam_pos.y, cam_pos.z, forward.x, forward.y, forward.z, suic_vector3 { x: 0, y: 1, z: 0 }, fovy, 0) + + # Draw terrain + suic_draw_model(terrain_model, 0, 0, 0, 1.0, 1.0, 1.0, 80, 140, 70, 255) + + # Draw border + suic_draw_cube(0, 0, 0, 256.0, 1000.0, 256.0, 255, 0, 0, 100) + + # Items + let i = 0 + while i < 64 do + if wi[i].present do + let ic = suic_color { r: 220, g: 220, b: 220, a: 255 } + if wi[i].type_ == ITEM_MEDKIT do + ic = suic_color { r: 120, g: 255, b: 120, a: 255 } + end else do + if wi[i].type_ == ITEM_AMMO_PISTOL do + ic = suic_color { r: 255, g: 220, b: 120, a: 255 } + end else do + if wi[i].type_ == ITEM_AMMO_RIFLE do + ic = suic_color { r: 255, g: 180, b: 120, a: 255 } + end + end + end + + # Apply basic lighting + let item_normal = suic_vector3 { x: 0, y: 1, z: 0 } + let lit_color = suic_apply_lighting_with_shadows(ic, item_normal, wi[i].pos, dir_light.direction, dir_light.intensity, dir_light.ambient_intensity, dir_light.shadow_bias) + suic_draw_sphere(wi[i].pos.x, wi[i].pos.y, wi[i].pos.z, 0.3, lit_color.r, lit_color.g, lit_color.b, lit_color.a) + end + i = i + 1 + end + + # Players + let i = 0 + while i < 16 do + if rp[i].present do + let interp_factor = interp_timer / (1.0 / 20.0) + if interp_factor > 1.0 do interp_factor = 1.0 end + let p = suic_vector3 { + x: rp[i].prev_pos.x * (1.0 - interp_factor) + rp[i].pos.x * interp_factor, + y: rp[i].prev_pos.y * (1.0 - interp_factor) + rp[i].pos.y * interp_factor, + z: rp[i].prev_pos.z * (1.0 - interp_factor) + rp[i].pos.z * interp_factor + } + let c = suic_color { r: 255, g: 80, b: 80, a: 255 } + if i == my_id do + c = suic_color { r: 80, g: 180, b: 255, a: 255 } + end + if not rp[i].alive do + c = suic_color { r: 120, g: 120, b: 120, a: 255 } + end + + # Apply basic lighting + let player_normal = suic_vector3 { x: 0, y: 1, z: 0 } + let lit_player_color = suic_apply_lighting_with_shadows(c, player_normal, p, dir_light.direction, dir_light.intensity, dir_light.ambient_intensity, dir_light.shadow_bias) + suic_draw_capsule(p.x, p.y - 0.5, p.z, p.x, p.y + 0.5, p.z, 0.35, 8, 8, lit_player_color.r, lit_player_color.g, lit_player_color.b, lit_player_color.a) + end + i = i + 1 + end + + suic_end_mode3d() + + # Nameplates - removed for debugging + + # HUD + if my_id == 255 or not rp[my_id].present do + suic_draw_text("Connecting...", 10, 10, 20, 255, 255, 255, 255) + end + if my_id != 255 and rp[my_id].present do + suic_draw_rectangle(10, 10, 280, 110, 0, 0, 0, 120) + suic_draw_text("HP", 20, 20, 20, 255, 255, 255, 255) + let health_bar_width = (rp[my_id].hp * 220) / 100 + let health_color = suic_color { r: 255, g: 80, b: 80, a: 120 } + if rp[my_id].hp > 60 do + health_color = suic_color { r: 80, g: 255, b: 80, a: 120 } + end else do + if rp[my_id].hp > 30 do + health_color = suic_color { r: 255, g: 200, b: 80, a: 120 } + end + end + suic_draw_rectangle(20, 45, 220, 20, 40, 40, 40, 255) + suic_draw_rectangle(20, 45, health_bar_width, 20, health_color.r, health_color.g, health_color.b, health_color.a) + suic_draw_text(suic_text_format("%d", rp[my_id].hp), 250, 47, 18, 255, 255, 255, 255) + let medkit_color_r = 120 + let medkit_color_g = 120 + let medkit_color_b = 120 + if rp[my_id].medkits > 0 do + medkit_color_g = 255 + medkit_color_b = 120 + end + suic_draw_text(suic_text_format("Medkits: %d (H to use)", rp[my_id].medkits), 20, 75, 18, 120, medkit_color_g, medkit_color_b, 120) + suic_draw_text("1=Pistol 2=Rifle R=Reload F=Pick SPACE=Jump", 20, 95, 12, 150, 150, 150, 150) + + let weapon_name = "RIFLE" + let weapon_color = suic_color { r: 255, g: 150, b: 100, a: 255 } + let current_mag = rp[my_id].rifle_mag + let reserve_ammo = rp[my_id].rifle_ammo + if rp[my_id].weapon == WEAPON_PISTOL do + weapon_name = "PISTOL" + weapon_color = suic_color { r: 100, g: 200, b: 255, a: 255 } + current_mag = rp[my_id].pistol_mag + reserve_ammo = rp[my_id].pistol_ammo + end + + suic_draw_rectangle(sw - 260, sh - 120, 250, 110, 0, 0, 0, 180) + suic_draw_text(weapon_name, sw - 250, sh - 110, 28, weapon_color.r, weapon_color.g, weapon_color.b, weapon_color.a) + suic_draw_text(suic_text_format("%d", current_mag), sw - 250, sh - 75, 40, 255, 255, 255, 255) + suic_draw_text(suic_text_format("/ %d", reserve_ammo), sw - 140, sh - 65, 24, 180, 180, 180, 255) + if rp[my_id].reload_time_left > 0 do + suic_draw_text("RELOADING...", sw - 250, sh - 30, 20, 255, 200, 80, 255) + end else if current_mag == 0 do + suic_draw_text("RELOAD!", sw - 250, sh - 30, 20, 255, 80, 80, 255) + end + end + + suic_draw_fps(sw - 90, 10) + + # Room state overlay + if room_state == 0 do # Waiting + suic_draw_rectangle(sw / 2 - 150, sh / 2 - 50, 350, 100, 0, 0, 0, 200) + suic_draw_text("WAITING FOR PLAYERS", sw / 2 - 120, sh / 2 - 30, 24, 255, 255, 255, 255) + suic_draw_text("Need at least 2 players", sw / 2 - 100, sh / 2 - 5, 18, 200, 200, 200, 255) + end + if room_state == 1 do # Counting down + suic_draw_rectangle(sw / 2 - 150, sh / 2 - 50, 350, 100, 0, 0, 0, 200) + suic_draw_text("GAME STARTING SOON", sw / 2 - 120, sh / 2 - 30, 24, 255, 255, 80, 255) + suic_draw_text(suic_text_format("%.1f seconds", countdown_remaining), sw / 2 - 60, sh / 2 - 5, 20, 255, 255, 255, 255) + end + if room_state == 3 do # Finished + suic_draw_rectangle(sw / 2 - 200, sh / 2 - 50, 450, 100, 0, 0, 0, 200) + suic_draw_text("GAME FINISHED", sw / 2 - 80, sh / 2 - 30, 28, 255, 80, 80, 255) + if winner_name[0] do + suic_draw_text(suic_text_format("Winner: %s", winner_name), sw / 2 - 100, sh / 2 - 5, 24, 255, 255, 80, 255) + end + if not winner_name[0] do + suic_draw_text("No winner", sw / 2 - 50, sh / 2 - 5, 24, 255, 255, 255, 255) + end + end + + # Crosshair + let cx = sw / 2 + let cy = sh / 2 + let gap = 6 + cross_spread as int + let len = 10 + let radius = 3.0 + if scoped do + gap = 2 + len = 5 + radius = 1.5 + end + let thick = 2 + let col = suic_color { r: 240, g: 240, b: 245, a: 220 } + suic_draw_line(cx - gap - len, cy - thick / 2, cx - gap, cy - thick / 2, col.r, col.g, col.b, col.a) + suic_draw_line(cx + gap, cy - thick / 2, cx + gap + len, cy - thick / 2, col.r, col.g, col.b, col.a) + suic_draw_line(cx - thick / 2, cy - gap - len, cx - thick / 2, cy - gap, col.r, col.g, col.b, col.a) + suic_draw_line(cx - thick / 2, cy + gap, cx - thick / 2, cy + gap + len, col.r, col.g, col.b, col.a) + suic_draw_circle(cx, cy, radius, 240, 240, 245, 160) + + suic_end_drawing() + end + + suic_unload_model(terrain_model) + suic_unload_mesh(terrain_mesh) + suic_close_window() + suic_udp_socket_close(sock) + 0 +end