Compare commits
8 commits
0151eb65ef
...
57d8c7a2b7
| Author | SHA1 | Date | |
|---|---|---|---|
| 57d8c7a2b7 | |||
| d1782e1265 | |||
| 7b8e798662 | |||
| de14cb8f14 | |||
| 7fc4e9cd3c | |||
| 6b8564cb0c | |||
| a092c10017 | |||
| 75ee5a6da8 |
7 changed files with 668 additions and 140 deletions
BIN
game/client
Executable file
BIN
game/client
Executable file
Binary file not shown.
401
game/client.c
401
game/client.c
|
|
@ -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
1
game/libfishsoup
Symbolic link
|
|
@ -0,0 +1 @@
|
|||
../libfishsoup
|
||||
BIN
game/server
Executable file
BIN
game/server
Executable file
Binary file not shown.
277
game/server.c
277
game/server.c
|
|
@ -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
86
game/terrain.fs
Normal file
|
|
@ -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
31
game/terrain.vs
Normal file
|
|
@ -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);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue