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8 commits

Author SHA1 Message Date
57d8c7a2b7 gam 2025-12-18 22:30:33 +05:30
d1782e1265 gam 2025-12-18 22:28:54 +05:30
7b8e798662 scope 2025-12-18 22:07:12 +05:30
de14cb8f14 i fogot 2025-12-18 22:04:23 +05:30
7fc4e9cd3c wider terrain 2025-12-18 21:55:51 +05:30
6b8564cb0c wider terrain 2025-12-18 21:51:21 +05:30
a092c10017 BETTER TERRAIN 2025-12-18 21:41:17 +05:30
75ee5a6da8 I CAN SEE 2025-12-18 21:32:05 +05:30
7 changed files with 668 additions and 140 deletions

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game/client Executable file

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@ -21,7 +21,7 @@ typedef int socklen_t;
#define CLOSESOCK close
#endif
#define PROTOCOL_VERSION 5
#define PROTOCOL_VERSION 67
#define SERVER_PORT 27015
#define MAX_PLAYERS 16
#define USERNAME_MAX 16
@ -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 +52,38 @@ typedef struct {
float shadowIntensity; // How dark shadows are (0-1)
} DirectionalLight;
// ============== SIMPLEX NOISE ==============
typedef struct {
Shader shader;
int locViewPos;
int locLightDir;
int locLightColor;
int locLightIntensity;
int locAmbientIntensity;
int locTerrainColor;
} TerrainShader;
static TerrainShader load_terrain_shader(void) {
TerrainShader ts = {0};
ts.shader = LoadShader("terrain.vs", "terrain.fs");
// Get uniform locations
ts.locViewPos = GetShaderLocation(ts.shader, "viewPos");
ts.locLightDir = GetShaderLocation(ts.shader, "lightDir");
ts.locLightColor = GetShaderLocation(ts.shader, "lightColor");
ts.locLightIntensity = GetShaderLocation(ts.shader, "lightIntensity");
ts.locAmbientIntensity = GetShaderLocation(ts.shader, "ambientIntensity");
ts.locTerrainColor = GetShaderLocation(ts.shader, "terrainColor");
return ts;
}
static void unload_terrain_shader(TerrainShader *ts) {
if (ts && ts->shader.id != 0) {
UnloadShader(ts->shader);
ts->shader.id = 0;
}
}
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,
@ -143,13 +173,13 @@ static float fbm_noise(float x, float y, int octaves) {
}
float get_terrain_height(float x, float z) {
float height = fbm_noise(x * 0.03f, z * 0.03f, 4);
float height = fbm_noise(x * 0.05f, z * 0.05f, 2);
height += fbm_noise(x * 0.01f, z * 0.01f, 2) * 1.5f;
return height * 6.0f + 2.0f;
return height * 4.0f + 2.0f;
}
#define TERRAIN_SIZE 64
#define TERRAIN_SCALE 2.0f
#define TERRAIN_SIZE 256
#define TERRAIN_SCALE 1.0f
static Mesh generate_terrain_mesh(void) {
int size = TERRAIN_SIZE;
@ -205,69 +235,53 @@ static Mesh generate_terrain_mesh(void) {
}
}
// Calculate normals
for (int i = 0; i < vertexCount; i++) {
mesh.normals[i * 3 + 0] = 0;
mesh.normals[i * 3 + 1] = 1;
mesh.normals[i * 3 + 2] = 0;
}
// Calculate normals using tangent plane approximation from terrain gradients
// This preserves terrain curvature better than simple triangle averaging
for (int z = 0; z < size; z++) {
for (int x = 0; x < size; x++) {
int idx = z * size + x;
float wx = ((float)x - size / 2.0f) * TERRAIN_SCALE;
float wz = ((float)z - size / 2.0f) * TERRAIN_SCALE;
for (int t = 0; t < triangleCount; t++) {
int i0 = mesh.indices[t * 3 + 0];
int i1 = mesh.indices[t * 3 + 1];
int i2 = mesh.indices[t * 3 + 2];
// Sample height gradients to compute terrain normal
// Use neighboring vertices for finite difference approximation
float h_right = (x + 1 < size)
? mesh.vertices[(z * size + (x + 1)) * 3 + 1]
: mesh.vertices[idx * 3 + 1];
float h_left = (x - 1 >= 0) ? mesh.vertices[(z * size + (x - 1)) * 3 + 1]
: mesh.vertices[idx * 3 + 1];
float h_down = (z + 1 < size)
? mesh.vertices[((z + 1) * size + x) * 3 + 1]
: mesh.vertices[idx * 3 + 1];
float h_up = (z - 1 >= 0) ? mesh.vertices[((z - 1) * size + x) * 3 + 1]
: mesh.vertices[idx * 3 + 1];
float v0x = mesh.vertices[i0 * 3 + 0];
float v0y = mesh.vertices[i0 * 3 + 1];
float v0z = mesh.vertices[i0 * 3 + 2];
// Compute finite differences
float dh_dx = (h_right - h_left) / (2.0f * TERRAIN_SCALE);
float dh_dz = (h_down - h_up) / (2.0f * TERRAIN_SCALE);
float v1x = mesh.vertices[i1 * 3 + 0];
float v1y = mesh.vertices[i1 * 3 + 1];
float v1z = mesh.vertices[i1 * 3 + 2];
// Normal from height field: (-dh/dx, 1, -dh/dz) then normalized
float nx = -dh_dx;
float ny = 1.0f;
float nz = -dh_dz;
float v2x = mesh.vertices[i2 * 3 + 0];
float v2y = mesh.vertices[i2 * 3 + 1];
float v2z = mesh.vertices[i2 * 3 + 2];
float e1x = v1x - v0x, e1y = v1y - v0y, e1z = v1z - v0z;
float e2x = v2x - v0x, e2y = v2y - v0y, e2z = v2z - v0z;
float nx = e1y * e2z - e1z * e2y;
float ny = e1z * e2x - e1x * e2z;
float nz = e1x * e2y - e1y * e2x;
mesh.normals[i0 * 3 + 0] += nx;
mesh.normals[i0 * 3 + 1] += ny;
mesh.normals[i0 * 3 + 2] += nz;
mesh.normals[i1 * 3 + 0] += nx;
mesh.normals[i1 * 3 + 1] += ny;
mesh.normals[i1 * 3 + 2] += nz;
mesh.normals[i2 * 3 + 0] += nx;
mesh.normals[i2 * 3 + 1] += ny;
mesh.normals[i2 * 3 + 2] += nz;
}
// Normalize normals
for (int i = 0; i < vertexCount; i++) {
float nx = mesh.normals[i * 3 + 0];
float ny = mesh.normals[i * 3 + 1];
float nz = mesh.normals[i * 3 + 2];
float len = sqrtf(nx * nx + ny * ny + nz * nz);
if (len > 0.0001f) {
mesh.normals[i * 3 + 0] = nx / len;
mesh.normals[i * 3 + 1] = ny / len;
mesh.normals[i * 3 + 2] = nz / len;
mesh.normals[idx * 3 + 0] = nx / len;
mesh.normals[idx * 3 + 1] = ny / len;
mesh.normals[idx * 3 + 2] = nz / len;
} else {
mesh.normals[idx * 3 + 0] = 0;
mesh.normals[idx * 3 + 1] = 1;
mesh.normals[idx * 3 + 2] = 0;
}
}
}
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,
@ -369,7 +383,117 @@ static Vector3 v3_normalize(Vector3 v) {
return (Vector3){0, 1, 0};
return (Vector3){v.x / len, v.y / len, v.z / len};
}
// ============== END LIGHTING HELPERS ==============
static Vector3 v3(float x, float y, float z) {
Vector3 v = {x, y, z};
return v;
}
static Vector3 v3_add(Vector3 a, Vector3 b) {
return v3(a.x + b.x, a.y + b.y, a.z + b.z);
}
static Vector3 v3_sub(Vector3 a, Vector3 b) {
return v3(a.x - b.x, a.y - b.y, a.z - b.z);
}
static float v3_dot(Vector3 a, Vector3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static float v3_len(Vector3 a) {
return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
}
static Vector3 v3_norm(Vector3 a) {
float l = v3_len(a);
if (l <= 1e-6f)
return v3(0, 0, 1);
return v3(a.x / l, a.y / l, a.z / l);
}
// calculate_ambient_occlusion: Estimates how occluded a point is based on
// terrain curvature Samples heights in cardinal directions and computes horizon
// angle to terrain Returns occlusion factor from 0 (fully occluded) to 1 (fully
// lit)
static float calculate_ambient_occlusion(Vector3 worldPos, Vector3 normal) {
// AO based on terrain curvature: check if terrain rises around the point
float sampleRadius = 3.0f;
float aoAccum = 0.0f;
int numSamples = 8;
float centerHeight = worldPos.y;
// Sample 8 directions around the point
for (int i = 0; i < numSamples; i++) {
float angle = (2.0f * 3.14159265f * (float)i) / (float)numSamples;
float sx = worldPos.x + cosf(angle) * sampleRadius;
float sz = worldPos.z + sinf(angle) * sampleRadius;
float sh = get_terrain_height(sx, sz);
// Check if terrain is higher relative to surface normal
// Higher terrain in shadow-casting areas reduces occlusion
float heightDiff = sh - centerHeight;
if (heightDiff > 0.1f) {
// Terrain is higher, contributes to shadow
float aoAmount = fminf(1.0f, heightDiff / 2.0f);
aoAccum += aoAmount;
}
}
float aoFactor =
1.0f - (aoAccum / (float)numSamples) * 0.6f; // 60% max occlusion
return fmaxf(0.2f, aoFactor); // Min 20% brightness
}
// apply_phong_lighting_per_pixel: Advanced Phong lighting with per-pixel
// normals Includes diffuse, specular highlight, and ambient occlusion for
// geometry detail
static Color apply_phong_lighting_per_pixel(Color baseColor, Vector3 normal,
Vector3 worldPos, Vector3 camPos,
DirectionalLight light) {
// Normalize inputs
Vector3 lightDir = v3_normalize(light.direction);
Vector3 normal_norm = v3_normalize(normal);
// Compute view direction (from surface to camera)
Vector3 viewDir = v3_normalize(v3_sub(camPos, worldPos));
// Diffuse component: Lambertian shading
float diffuse = fmaxf(0.0f, -v3_dot(lightDir, normal_norm));
// Specular component: Blinn-Phong specular highlight
Vector3 halfVec = v3_normalize(v3_add(
v3_norm((Vector3){-lightDir.x, -lightDir.y, -lightDir.z}), viewDir));
float specular =
powf(fmaxf(0.0f, v3_dot(halfVec, normal_norm)), 32.0f) * 0.5f;
// Ambient occlusion from terrain geometry
float ao = calculate_ambient_occlusion(worldPos, normal_norm);
// Shadow based on height (distant higher terrain casts softer shadows)
float shadowFactor =
calculate_shadow_factor(worldPos, light.direction, 10.0f);
// Combine lighting components
float brightness = light.ambientIntensity * ao;
brightness += diffuse * light.intensity * shadowFactor *
(1.0f - light.ambientIntensity) * ao;
brightness += specular * light.intensity * shadowFactor *
0.6f; // Specular less affected by AO
brightness = fminf(1.0f, brightness);
// Apply brightness to base color
int r = (int)(baseColor.r * brightness);
int g = (int)(baseColor.g * brightness);
int b = (int)(baseColor.b * brightness);
// Clamp to valid RGB range
if (r > 255)
r = 255;
if (g > 255)
g = 255;
if (b > 255)
b = 255;
return (Color){r, g, b, baseColor.a};
}
static void set_nonblocking(int sock) {
#ifdef _WIN32
@ -388,7 +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 {
@ -423,6 +548,7 @@ typedef struct PlayerStateNet {
float x, y, z, yaw, pitch;
uint8_t weapon;
int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits;
int16_t reloadTimeLeft;
char username[USERNAME_MAX];
} PlayerStateNet;
@ -446,6 +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 {
@ -454,6 +588,7 @@ typedef struct RemotePlayer {
float yaw, pitch;
uint8_t weapon;
int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits;
int16_t reloadTimeLeft;
char username[USERNAME_MAX];
} RemotePlayer;
@ -465,29 +600,6 @@ typedef struct WorldItem {
Vector3 pos;
} WorldItem;
static Vector3 v3(float x, float y, float z) {
Vector3 v = {x, y, z};
return v;
}
static Vector3 v3_add(Vector3 a, Vector3 b) {
return v3(a.x + b.x, a.y + b.y, a.z + b.z);
}
static Vector3 v3_sub(Vector3 a, Vector3 b) {
return v3(a.x - b.x, a.y - b.y, a.z - b.z);
}
static float v3_dot(Vector3 a, Vector3 b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
static float v3_len(Vector3 a) {
return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
}
static Vector3 v3_norm(Vector3 a) {
float l = v3_len(a);
if (l <= 1e-6f)
return v3(0, 0, 1);
return v3(a.x / l, a.y / l, a.z / l);
}
static const char *ItemName(uint8_t t) {
switch (t) {
case ITEM_MEDKIT:
@ -565,6 +677,20 @@ int main(void) {
dirLight.shadowBias = 0.005f;
dirLight.shadowIntensity = 0.4f;
// Load terrain shader
TerrainShader terrainShader = load_terrain_shader();
if (terrainShader.shader.id == 0) {
fprintf(
stderr,
"Warning: Failed to load terrain shader, using default rendering\n");
// Fallback: Make terrain very bright red to show shader failed
terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color =
(Color){255, 100, 100, 255};
} else {
terrainModel.materials[0].shader = terrainShader.shader;
fprintf(stderr, "Shader loaded successfully!\n");
}
int sock = (int)socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (sock < 0) {
perror("socket");
@ -583,10 +709,16 @@ 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;
int shotsInBurst = 0;
float burstResetTimer = 0.0f;
@ -673,6 +805,7 @@ int main(void) {
p->pistolAmmo = ps->pistolAmmo;
p->rifleAmmo = ps->rifleAmmo;
p->medkits = ps->medkits;
p->reloadTimeLeft = ps->reloadTimeLeft;
memset(p->username, 0, USERNAME_MAX);
strncpy(p->username, ps->username, USERNAME_MAX - 1);
}
@ -682,6 +815,10 @@ int main(void) {
camPos.x = body.x;
camPos.y = body.y + 1.0f;
camPos.z = body.z + 0.0001f;
// Prevent camera from clipping into terrain
float terrain_h = get_terrain_height(camPos.x, camPos.z);
camPos.y = fmaxf(camPos.y, terrain_h + 1.5f);
}
} else if (type == MSG_ITEMS && n >= (int)sizeof(MsgItems)) {
MsgItems *m = (MsgItems *)buf;
@ -695,6 +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);
}
}
}
@ -737,6 +882,8 @@ int main(void) {
buttons |= BTN_USE_MEDKIT;
if (IsKeyPressed(KEY_SPACE))
buttons |= BTN_JUMP;
if (IsKeyPressed(KEY_Z))
scoped = !scoped;
if (myId != 255) {
MsgInput in = {0};
@ -788,7 +935,7 @@ int main(void) {
cam.position = camPos;
cam.target = v3_add(camPos, forward);
cam.up = v3(0, 1, 0);
cam.fovy = 75.0f;
cam.fovy = scoped ? 30.0f : 75.0f;
cam.projection = CAMERA_PERSPECTIVE;
BeginDrawing();
@ -796,20 +943,41 @@ int main(void) {
BeginMode3D(cam);
// Calculate terrain normal at camera position for lighting
Vector3 terrainNormal = v3(0, 1, 0); // Default up normal
// Set up shader uniforms for terrain rendering
if (terrainShader.shader.id != 0) {
// Convert light direction to shader format (should be pointing TO the
// light)
float lightDirArray[3] = {-dirLight.direction.x, -dirLight.direction.y,
-dirLight.direction.z};
float lightColorArray[3] = {dirLight.color.x, dirLight.color.y,
dirLight.color.z};
float viewPosArray[3] = {camPos.x, camPos.y, camPos.z};
// Terrain color in 0-1 range (80, 140, 70) / 255
float terrainColorArray[3] = {80.0f / 255.0f, 140.0f / 255.0f,
70.0f / 255.0f};
// Draw smooth terrain with directional lighting + shadows
// For Raylib, we apply lighting by adjusting material colors
Color terrainBaseColor = (Color){80, 140, 70, 255};
Color litTerrainColor = apply_lighting_with_shadows(
terrainBaseColor, terrainNormal, v3(0, 2, 0), dirLight);
// Debug mode: 0=normal lighting, 1=show normals as colors, 2=show AO only
SetShaderValue(terrainShader.shader, terrainShader.locViewPos,
viewPosArray, SHADER_UNIFORM_VEC3);
SetShaderValue(terrainShader.shader, terrainShader.locLightDir,
lightDirArray, SHADER_UNIFORM_VEC3);
SetShaderValue(terrainShader.shader, terrainShader.locLightColor,
lightColorArray, SHADER_UNIFORM_VEC3);
SetShaderValue(terrainShader.shader, terrainShader.locLightIntensity,
&dirLight.intensity, SHADER_UNIFORM_FLOAT);
SetShaderValue(terrainShader.shader, terrainShader.locAmbientIntensity,
&dirLight.ambientIntensity, SHADER_UNIFORM_FLOAT);
SetShaderValue(terrainShader.shader, terrainShader.locTerrainColor,
terrainColorArray, SHADER_UNIFORM_VEC3);
}
// Draw terrain with shader
terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color =
litTerrainColor;
(Color){80, 140, 70, 255};
DrawModel(terrainModel, (Vector3){0, 0, 0}, 1.0f, WHITE);
// Items with lighting and shadows
// Items with basic lighting (no shader for now to keep it simple)
for (int i = 0; i < MAX_ITEMS; i++) {
if (!wi[i].present)
continue;
@ -821,13 +989,14 @@ int main(void) {
if (wi[i].type == ITEM_AMMO_RIFLE)
ic = (Color){255, 180, 120, 255};
// Apply lighting with shadows to items
// Apply basic lighting to items
Vector3 itemNormal = v3(0, 1, 0);
Color litColor =
apply_lighting_with_shadows(ic, terrainNormal, wi[i].pos, dirLight);
apply_lighting_with_shadows(ic, itemNormal, wi[i].pos, dirLight);
DrawSphere(wi[i].pos, 0.3f, litColor);
}
// Players with lighting and shadows
// Players with basic lighting
for (int i = 0; i < MAX_PLAYERS; i++) {
if (!rp[i].present)
continue;
@ -837,9 +1006,10 @@ int main(void) {
if (!rp[i].alive)
c = (Color){120, 120, 120, 255};
// Apply lighting with shadows to player models
// Apply basic lighting to players
Vector3 playerNormal = v3(0, 1, 0);
Color litPlayerColor =
apply_lighting_with_shadows(c, terrainNormal, p, dirLight);
apply_lighting_with_shadows(c, playerNormal, p, dirLight);
DrawCapsule(v3(p.x, p.y - 0.5f, p.z), v3(p.x, p.y + 0.5f, p.z), 0.35f, 8,
8, litPlayerColor);
}
@ -900,29 +1070,58 @@ int main(void) {
DrawText(TextFormat("%d", currentMag), sw - 250, sh - 75, 40, RAYWHITE);
DrawText(TextFormat("/ %d", reserveAmmo), sw - 140, sh - 65, 24,
(Color){180, 180, 180, 255});
if (currentMag == 0)
if (rp[myId].reloadTimeLeft > 0)
DrawText("RELOADING...", sw - 250, sh - 30, 20,
(Color){255, 200, 80, 255});
else if (currentMag == 0)
DrawText("RELOAD!", sw - 250, sh - 30, 20, (Color){255, 80, 80, 255});
}
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;
int gap = 6 + (int)crossSpread;
int len = 10, thick = 2;
int gap = scoped ? 2 : 6 + (int)crossSpread;
int len = scoped ? 5 : 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);
DrawRectangle(cx - thick / 2, cy + gap, thick, len, col);
DrawCircleLines(cx, cy, 3.0f, (Color){240, 240, 245, 160});
DrawCircleLines(cx, cy, scoped ? 1.5f : 3.0f,
(Color){240, 240, 245, 160});
}
EndDrawing();
}
UnloadModel(terrainModel);
unload_terrain_shader(&terrainShader);
CloseWindow();
CLOSESOCK(sock);
#ifdef _WIN32

1
game/libfishsoup Symbolic link
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@ -0,0 +1 @@
../libfishsoup

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game/server Executable file

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@ -2,6 +2,7 @@
#include <math.h>
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
@ -23,12 +24,12 @@ typedef int socklen_t;
#define CLOSESOCK close
#endif
#define PROTOCOL_VERSION 5
#define PROTOCOL_VERSION 67
#define SERVER_PORT 27015
#define MAX_PLAYERS 16
#define USERNAME_MAX 16
#define TICK_HZ 60
#define TICK_HZ 20
#define DT (1.0f / (float)TICK_HZ)
#define WEAPON_PISTOL 0
@ -48,11 +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,
@ -142,13 +147,13 @@ static float fbm_noise(float x, float y, int octaves) {
}
float get_terrain_height(float x, float z) {
float height = fbm_noise(x * 0.03f, z * 0.03f, 4);
float height = fbm_noise(x * 0.05f, z * 0.05f, 2);
height += fbm_noise(x * 0.01f, z * 0.01f, 2) * 1.5f;
return height * 6.0f + 2.0f;
return height * 4.0f + 2.0f;
}
#define TERRAIN_SIZE 64
#define TERRAIN_SCALE 2.0f
#define TERRAIN_SIZE 256
#define TERRAIN_SCALE 1.0f
static dReal *gHeightData = NULL;
static dGeomID gTerrainGeom = NULL;
@ -166,7 +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
@ -203,7 +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 {
@ -238,6 +243,7 @@ typedef struct PlayerStateNet {
float x, y, z, yaw, pitch;
uint8_t weapon;
int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits;
int16_t reloadTimeLeft;
char username[USERNAME_MAX];
} PlayerStateNet;
@ -261,6 +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 {
@ -283,10 +297,19 @@ typedef struct Player {
double lastShotTime;
int shotsInBurst;
uint32_t rng;
float reloadTimer;
int reloadWeapon;
dBodyID body;
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) &&
@ -315,6 +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) {
@ -393,10 +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) {
@ -418,8 +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);
@ -547,6 +587,14 @@ int main(void) {
WSAStartup(MAKEWORD(2, 2), &wsa);
#endif
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);
@ -568,7 +616,7 @@ int main(void) {
}
Player players[MAX_PLAYERS] = {0};
uint32_t serverTick = 0, itemsTickDiv = 0;
uint32_t serverTick = 0, itemsTickDiv = 0, spawnCounter = 0;
printf("Server listening UDP %d\n", SERVER_PORT);
double nextTick = now_seconds();
@ -606,6 +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;
@ -625,6 +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;
}
@ -656,20 +708,9 @@ int main(void) {
p->weapon = WEAPON_RIFLE;
if (m->buttons & BTN_RELOAD) {
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;
}
if (p->reloadTimer <= 0.0f) {
p->reloadTimer = 2.0f; // 2 second reload time
p->reloadWeapon = p->weapon;
}
}
@ -712,14 +753,15 @@ int main(void) {
if (m->buttons & BTN_JUMP) {
const dReal *lvel = dBodyGetLinearVel(p->body);
dBodySetLinearVel(p->body, lvel[0], 12.0f, lvel[2]); // Set upward velocity
dBodySetLinearVel(p->body, lvel[0], 12.0f,
lvel[2]); // Set upward velocity
printf("Player %d jumped\n", pid);
}
}
} 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 =
@ -729,6 +771,9 @@ int main(void) {
if (now - sh->lastShotTime > 0.18)
sh->shotsInBurst = 0;
if (sh->reloadTimer > 0.0f)
continue;
int *mag =
(sh->weapon == WEAPON_PISTOL) ? &sh->pistolMag : &sh->rifleMag;
if (*mag <= 0)
@ -784,6 +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);
}
}
}
@ -791,15 +867,128 @@ 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;
serverTick++;
spawnCounter++;
dSpaceCollide(gSpace, 0, &nearCallback);
dWorldQuickStep(gWorld, DT);
dJointGroupEmpty(gContactGroup);
// Handle reload timers
for (int i = 0; i < MAX_PLAYERS; i++) {
Player *p = &players[i];
if (!p->inUse || !p->alive)
continue;
if (p->reloadTimer > 0.0f) {
p->reloadTimer -= DT;
if (p->reloadTimer <= 0.0f) {
p->reloadTimer = 0.0f;
// Perform reload
if (p->reloadWeapon == 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;
}
}
}
}
}
// Spawn random items every 30 seconds (900 ticks at 30Hz)
if (spawnCounter >= 900) {
spawnCounter = 0;
for (int i = 0; i < 2; i++) {
int type_idx = rand() % 3;
uint8_t type;
int qty;
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);
}
float x = (float)(rand() % 200 - 100);
float z = (float)(rand() % 200 - 100);
item_spawn(type, qty, x, z);
}
}
for (int i = 0; i < MAX_PLAYERS; i++) {
Player *p = &players[i];
if (!p->inUse || !p->alive)
@ -815,7 +1004,7 @@ int main(void) {
dz /= len;
}
float speed = 6.0f;
float speed = 10.0f;
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);
@ -846,6 +1035,7 @@ int main(void) {
ps->pistolAmmo = (int16_t)players[i].pistolAmmo;
ps->rifleAmmo = (int16_t)players[i].rifleAmmo;
ps->medkits = (int16_t)players[i].medkits;
ps->reloadTimeLeft = (int16_t)(players[i].reloadTimer * 1000.0f);
strncpy(ps->username, players[i].username, USERNAME_MAX - 1);
}
broadcast(sock, players, &snap, (int)sizeof(snap));
@ -870,6 +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();

86
game/terrain.fs Normal file
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@ -0,0 +1,86 @@
#version 330
// Input from vertex shader
in vec3 fragPosition;
in vec3 fragNormal;
in vec2 fragTexCoord;
// Uniforms
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightDir;
uniform vec3 lightColor;
uniform float lightIntensity;
uniform float ambientIntensity;
uniform vec3 terrainColor;
// Output
out vec4 finalColor;
// Simplex noise for AO calculation
float hash(float n) {
return fract(sin(n) * 43758.5453123);
}
float noise(vec3 p) {
vec3 i = floor(p);
vec3 f = fract(p);
f = f * f * (3.0 - 2.0 * f);
float n = i.x + i.y * 157.0 + i.z * 113.0;
return mix(
mix(mix(hash(n), hash(n + 1.0), f.x),
mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y),
f.z
);
}
// Calculate ambient occlusion with more contrast
float calculateAO(vec3 position, vec3 normal) {
// Sample 8 directions around the surface
float ao = 0.0;
float radius = 2.5;
int samples = 8;
for (int i = 0; i < samples; i++) {
float angle = 6.28318530718 * float(i) / float(samples);
vec3 offset = vec3(cos(angle) * radius, noise(position * 0.5 + float(i)), sin(angle) * radius);
// Sample height variation (approximated via noise)
float heightVariation = noise((position + offset) * 0.3);
// Calculate occlusion based on height and normal
float dotProduct = max(0.0, dot(normal, normalize(offset)));
ao += mix(0.0, dotProduct * heightVariation, 0.7);
}
// Increased contrast: 0.8 multiplier instead of 0.6
ao = 1.0 - (ao / float(samples)) * 0.8;
// Min 0.1 (darker shadows) instead of 0.2
return max(0.1, ao);
}
void main()
{
// Normalize interpolated normal
vec3 norm = normalize(fragNormal);
// Use normal Y component to create geometry-revealing green shading
// Higher Y normal (upward-facing) = brighter green (peaks/flat areas)
// Lower Y normal (sloped) = darker green (slopes/valleys)
float brightness = (norm.y + 1.0) * 0.5; // Map -1..1 to 0..1
// Increase contrast: darker minimum, brighter maximum
// Old range: 0.4 to 1.0 (0.6 total range)
// New range: 0.2 to 1.2 (1.0 total range) - much more contrast
float contrastMultiplier = 0.2 + brightness * 1.0;
// Create base terrain color modulated by geometry
vec3 baseColor = terrainColor;
vec3 finalColorRGB = baseColor * contrastMultiplier;
finalColor = vec4(finalColorRGB, 1.0);
}

31
game/terrain.vs Normal file
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@ -0,0 +1,31 @@
#version 330
// Input vertex attributes
in vec3 vertexPosition;
in vec3 vertexNormal;
in vec2 vertexTexCoord;
// Uniforms
uniform mat4 mvp;
uniform mat4 matModel;
uniform mat4 matNormal;
// Output to fragment shader
out vec3 fragPosition;
out vec3 fragNormal;
out vec2 fragTexCoord;
void main()
{
// Transform vertex position to world space
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
// Transform normal to world space
fragNormal = normalize(vec3(matNormal * vec4(vertexNormal, 0.0)));
// Pass texture coordinates
fragTexCoord = vertexTexCoord;
// Transform to clip space
gl_Position = mvp * vec4(vertexPosition, 1.0);
}