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c880f9dff0
| Author | SHA1 | Date | |
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| c880f9dff0 | |||
| 7f6a704dac |
3 changed files with 1675 additions and 0 deletions
704
game/client.c
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704
game/client.c
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// client.c - raylib client (C99)
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// Features: username prompt, inverted A/D, inverted pitch, recoil, crosshair
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// widening, spray, inventory UI toggle on E, pick/drop/use items, renders
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// dropped items from server. Build (Linux example):
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// gcc client.c -O2 -o client -lraylib -lm -lpthread -ldl -lrt -lX11
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#include "raylib.h"
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#include <math.h>
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#include <stdint.h>
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#include <stdio.h>
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#include <string.h>
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#ifdef _WIN32
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#define WIN32_LEAN_AND_MEAN
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#include <winsock2.h>
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#include <ws2tcpip.h>
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#pragma comment(lib, "ws2_32.lib")
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typedef int socklen_t;
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#define CLOSESOCK closesocket
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#else
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#include <arpa/inet.h>
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#include <errno.h>
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#include <fcntl.h>
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#include <sys/socket.h>
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#include <unistd.h>
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#define CLOSESOCK close
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#endif
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#define PROTOCOL_VERSION 4
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#define SERVER_PORT 27015
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#define MAX_PLAYERS 16
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#define USERNAME_MAX 16
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#define WEAPON_PISTOL 0
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#define WEAPON_RIFLE 1
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#define WEAPON_COUNT 2
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#define INV_SLOTS 6
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#define MAX_ITEMS 64
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// Inventory item types (must match server)
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#define ITEM_NONE 0
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#define ITEM_MEDKIT 1
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#define ITEM_ARMORPLATE 2
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#define ITEM_AMMO_PISTOL 3
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#define ITEM_AMMO_RIFLE 4
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// MsgInput.buttons bits
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#define BTN_RELOAD (1u << 0)
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#define BTN_WPN1 (1u << 1)
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#define BTN_WPN2 (1u << 2)
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#define BTN_PICK (1u << 3)
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#define BTN_DROP (1u << 4)
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#define BTN_USE (1u << 5)
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static void set_nonblocking(int sock) {
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#ifdef _WIN32
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u_long mode = 1;
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ioctlsocket(sock, FIONBIO, &mode);
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#else
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int flags = fcntl(sock, F_GETFL, 0);
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fcntl(sock, F_SETFL, flags | O_NONBLOCK);
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#endif
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}
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#pragma pack(push, 1)
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typedef enum MsgType : uint8_t {
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MSG_HELLO = 1,
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MSG_WELCOME = 2,
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MSG_INPUT = 3,
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MSG_SNAPSHOT = 4,
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MSG_SHOOT = 5,
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MSG_HIT = 6,
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MSG_ITEMS = 7
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} MsgType;
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typedef struct MsgHello {
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uint8_t type;
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uint32_t protocol;
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char username[USERNAME_MAX];
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} MsgHello;
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typedef struct MsgWelcome {
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uint8_t type;
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uint8_t playerId;
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uint32_t serverTick;
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} MsgWelcome;
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typedef struct MsgInput {
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uint8_t type;
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uint8_t playerId;
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uint32_t clientTick;
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float moveX;
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float moveZ;
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float yaw;
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float pitch;
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uint8_t buttons; // BTN_*
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uint8_t slotIndex; // 0..INV_SLOTS-1 (for DROP/USE)
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} MsgInput;
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typedef struct MsgShoot {
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uint8_t type;
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uint8_t playerId;
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uint32_t clientTick;
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} MsgShoot;
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typedef struct PlayerStateNet {
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uint8_t id;
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uint8_t alive;
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int16_t hp;
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int16_t armor; // NEW
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float x, y, z;
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float yaw, pitch;
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uint8_t weapon;
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int16_t ammoMag[WEAPON_COUNT];
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int16_t ammoRes[WEAPON_COUNT];
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uint8_t invType[INV_SLOTS];
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int16_t invQty[INV_SLOTS];
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char username[USERNAME_MAX];
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} PlayerStateNet;
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typedef struct MsgSnapshot {
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uint8_t type;
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uint32_t serverTick;
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uint8_t count;
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PlayerStateNet p[MAX_PLAYERS];
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} MsgSnapshot;
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typedef struct MsgHit {
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uint8_t type;
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uint8_t shooterId;
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uint8_t victimId;
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int16_t victimHp;
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} MsgHit;
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typedef struct ItemNet {
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uint16_t id;
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uint8_t type;
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int16_t qty;
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float x, y, z;
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} ItemNet;
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typedef struct MsgItems {
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uint8_t type;
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uint32_t serverTick;
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uint8_t count;
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ItemNet items[MAX_ITEMS];
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} MsgItems;
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#pragma pack(pop)
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typedef struct RemotePlayer {
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int present;
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int alive;
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int hp;
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int armor;
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Vector3 pos;
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float yaw, pitch;
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uint8_t weapon;
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int16_t ammoMag[WEAPON_COUNT];
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int16_t ammoRes[WEAPON_COUNT];
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uint8_t invType[INV_SLOTS];
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int16_t invQty[INV_SLOTS];
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char username[USERNAME_MAX];
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} RemotePlayer;
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typedef struct WorldItem {
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int present;
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uint16_t id;
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uint8_t type;
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int16_t qty;
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Vector3 pos;
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} WorldItem;
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static Vector3 v3(float x, float y, float z) {
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Vector3 v = {x, y, z};
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return v;
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}
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static Vector3 v3_add(Vector3 a, Vector3 b) {
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return v3(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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static Vector3 v3_sub(Vector3 a, Vector3 b) {
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return v3(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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static float v3_dot(Vector3 a, Vector3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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static float v3_len(Vector3 a) {
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return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z);
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}
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static Vector3 v3_scale(Vector3 a, float s) {
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return v3(a.x * s, a.y * s, a.z * s);
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}
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static Vector3 v3_norm(Vector3 a) {
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float l = v3_len(a);
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if (l <= 1e-6f)
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return v3(0, 0, 1);
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return v3_scale(a, 1.0f / l);
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}
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static const char *ItemName(uint8_t t) {
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switch (t) {
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case ITEM_MEDKIT:
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return "Medkit";
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case ITEM_ARMORPLATE:
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return "Armor plate";
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case ITEM_AMMO_PISTOL:
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return "Pistol ammo";
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case ITEM_AMMO_RIFLE:
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return "Rifle ammo";
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default:
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return "-";
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}
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}
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// Simple username input (ASCII-ish)
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static void ui_username_prompt(char outName[USERNAME_MAX]) {
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memset(outName, 0, USERNAME_MAX);
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while (!WindowShouldClose()) {
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int ch = GetCharPressed();
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while (ch > 0) {
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int len = (int)strlen(outName);
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if (ch >= 32 && ch <= 126) {
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if (len < USERNAME_MAX - 1) {
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outName[len] = (char)ch;
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outName[len + 1] = '\0';
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}
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}
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ch = GetCharPressed();
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}
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if (IsKeyPressed(KEY_BACKSPACE)) {
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int len = (int)strlen(outName);
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if (len > 0)
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outName[len - 1] = '\0';
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}
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if (IsKeyPressed(KEY_ENTER) && strlen(outName) > 0)
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return;
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BeginDrawing();
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ClearBackground((Color){20, 24, 32, 255});
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DrawText("Enter username (press ENTER):", 60, 80, 28, RAYWHITE);
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DrawRectangle(60, 130, 420, 48, (Color){40, 48, 64, 255});
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DrawRectangleLines(60, 130, 420, 48, (Color){120, 140, 170, 255});
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DrawText(outName[0] ? outName : "_", 72, 142, 24,
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(Color){230, 230, 240, 255});
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EndDrawing();
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}
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}
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int main(void) {
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#ifdef _WIN32
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WSADATA wsa;
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WSAStartup(MAKEWORD(2, 2), &wsa);
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#endif
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const int sw = 1280, sh = 720;
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InitWindow(sw, sh, "Voxel Shooter - Client");
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SetTargetFPS(120);
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char myName[USERNAME_MAX];
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ui_username_prompt(myName);
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DisableCursor();
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int sock = (int)socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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if (sock < 0) {
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perror("socket");
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return 1;
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}
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set_nonblocking(sock);
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struct sockaddr_in srv = {0};
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srv.sin_family = AF_INET;
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srv.sin_port = htons(SERVER_PORT);
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inet_pton(AF_INET, "127.0.0.1", &srv.sin_addr);
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uint8_t myId = 255;
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uint32_t clientTick = 0;
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RemotePlayer rp[MAX_PLAYERS] = {0};
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WorldItem wi[MAX_ITEMS] = {0};
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// view/camera
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Vector3 camPos = v3(0, 1.7f, 6);
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float yaw = 0.0f;
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float pitch = 0.0f;
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// recoil/crosshair
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float recoilYaw = 0.0f, recoilPitch = 0.0f;
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float crossSpread = 0.0f;
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// firing
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float fireCooldown = 0.0f;
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int shotsInBurst = 0;
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float burstResetTimer = 0.0f;
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// inventory UI
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int invOpen = 0;
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int selectedSlot = 0;
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// desired weapon
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int desiredWeapon = WEAPON_RIFLE;
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// tuning
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const float pistolFireRate = 4.0f;
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const float rifleFireRate = 12.0f;
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const float recoilReturn = 18.0f;
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const float crossReturn = 14.0f;
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const float pistolKickPitch = 0.010f;
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const float pistolKickYaw = 0.004f;
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const float rifleKickPitch = 0.018f;
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const float rifleKickYaw = 0.010f;
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const float pistolCrossKick = 2.0f;
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const float rifleCrossKick = 4.0f;
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const float pistolSprayGrow = 0.4f;
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const float rifleSprayGrow = 1.2f;
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const float burstResetTime = 0.18f;
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// HELLO
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MsgHello hello = {0};
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hello.type = MSG_HELLO;
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hello.protocol = PROTOCOL_VERSION;
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strncpy(hello.username, myName, USERNAME_MAX - 1);
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sendto(sock, (const char *)&hello, (int)sizeof(hello), 0,
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(const struct sockaddr *)&srv, sizeof(srv));
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while (!WindowShouldClose()) {
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clientTick++;
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float dt = GetFrameTime();
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// timers
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fireCooldown -= dt;
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if (fireCooldown < 0.0f)
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fireCooldown = 0.0f;
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burstResetTimer -= dt;
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if (burstResetTimer <= 0.0f)
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shotsInBurst = 0;
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// recoil return
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{
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float k = 1.0f - expf(-recoilReturn * dt);
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recoilYaw += (0.0f - recoilYaw) * k;
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recoilPitch += (0.0f - recoilPitch) * k;
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}
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// crosshair return
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{
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float k = 1.0f - expf(-crossReturn * dt);
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crossSpread += (0.0f - crossSpread) * k;
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if (crossSpread < 0.01f)
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crossSpread = 0.0f;
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}
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// receive packets
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for (;;) {
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uint8_t buf[1400];
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struct sockaddr_in from = {0};
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socklen_t fromLen = sizeof(from);
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int n = (int)recvfrom(sock, (char *)buf, (int)sizeof(buf), 0,
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(struct sockaddr *)&from, &fromLen);
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if (n <= 0) {
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#ifdef _WIN32
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if (WSAGetLastError() == WSAEWOULDBLOCK)
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break;
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#else
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if (errno == EWOULDBLOCK || errno == EAGAIN)
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break;
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#endif
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break;
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}
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uint8_t type = buf[0];
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if (type == MSG_WELCOME && n >= (int)sizeof(MsgWelcome)) {
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MsgWelcome *w = (MsgWelcome *)buf;
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myId = w->playerId;
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} else if (type == MSG_SNAPSHOT && n >= (int)sizeof(MsgSnapshot)) {
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MsgSnapshot *s = (MsgSnapshot *)buf;
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for (int i = 0; i < MAX_PLAYERS; i++)
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rp[i].present = 0;
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for (int i = 0; i < (int)s->count && i < MAX_PLAYERS; i++) {
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PlayerStateNet *ps = &s->p[i];
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if (ps->id >= MAX_PLAYERS)
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continue;
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RemotePlayer *p = &rp[ps->id];
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p->present = 1;
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p->alive = ps->alive;
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p->hp = ps->hp;
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p->armor = ps->armor;
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p->pos = v3(ps->x, ps->y, ps->z);
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p->yaw = ps->yaw;
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p->pitch = ps->pitch;
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p->weapon = ps->weapon;
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for (int w = 0; w < WEAPON_COUNT; w++) {
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p->ammoMag[w] = ps->ammoMag[w];
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p->ammoRes[w] = ps->ammoRes[w];
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}
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for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
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p->invType[sidx] = ps->invType[sidx];
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p->invQty[sidx] = ps->invQty[sidx];
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}
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memset(p->username, 0, USERNAME_MAX);
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strncpy(p->username, ps->username, USERNAME_MAX - 1);
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}
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if (myId != 255 && rp[myId].present) {
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Vector3 body = rp[myId].pos;
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camPos.x = body.x;
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camPos.z = body.z + 0.0001f;
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desiredWeapon = rp[myId].weapon;
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}
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} else if (type == MSG_ITEMS && n >= (int)sizeof(MsgItems)) {
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MsgItems *m = (MsgItems *)buf;
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for (int i = 0; i < MAX_ITEMS; i++)
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wi[i].present = 0;
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for (int i = 0; i < (int)m->count && i < MAX_ITEMS; i++) {
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wi[i].present = 1;
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wi[i].id = m->items[i].id;
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wi[i].type = m->items[i].type;
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wi[i].qty = m->items[i].qty;
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wi[i].pos = v3(m->items[i].x, m->items[i].y, m->items[i].z);
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}
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}
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}
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// toggle inventory UI on E
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if (IsKeyPressed(KEY_E))
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invOpen = !invOpen;
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// select slot 1..6
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if (IsKeyPressed(KEY_ONE))
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selectedSlot = 0;
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if (IsKeyPressed(KEY_TWO))
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selectedSlot = 1;
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if (IsKeyPressed(KEY_THREE))
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selectedSlot = 2;
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if (IsKeyPressed(KEY_FOUR))
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selectedSlot = 3;
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if (IsKeyPressed(KEY_FIVE))
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selectedSlot = 4;
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if (IsKeyPressed(KEY_SIX))
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selectedSlot = 5;
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// mouse look: yaw fixed, pitch inverted
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Vector2 md = GetMouseDelta();
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const float sens = 0.0025f;
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yaw -= md.x * sens;
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pitch -= md.y * sens;
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if (pitch < -1.5f)
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pitch = -1.5f;
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if (pitch > 1.5f)
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pitch = 1.5f;
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// apply recoil to view
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float viewYaw = yaw + recoilYaw;
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float viewPitch = pitch + recoilPitch;
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if (viewPitch < -1.5f)
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viewPitch = -1.5f;
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if (viewPitch > 1.5f)
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viewPitch = 1.5f;
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||||
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||||
// movement (A/D inverted)
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||||
float moveX = 0.0f, moveZ = 0.0f;
|
||||
if (IsKeyDown(KEY_A))
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||||
moveX += 1.0f;
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||||
if (IsKeyDown(KEY_D))
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moveX -= 1.0f;
|
||||
if (IsKeyDown(KEY_W))
|
||||
moveZ += 1.0f;
|
||||
if (IsKeyDown(KEY_S))
|
||||
moveZ -= 1.0f;
|
||||
|
||||
// input buttons
|
||||
uint8_t buttons = 0;
|
||||
|
||||
// weapon switch (separate from slot select)
|
||||
if (IsKeyPressed(KEY_Z)) {
|
||||
desiredWeapon = WEAPON_PISTOL;
|
||||
buttons |= BTN_WPN1;
|
||||
}
|
||||
if (IsKeyPressed(KEY_X)) {
|
||||
desiredWeapon = WEAPON_RIFLE;
|
||||
buttons |= BTN_WPN2;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_R))
|
||||
buttons |= BTN_RELOAD;
|
||||
if (IsKeyPressed(KEY_F))
|
||||
buttons |= BTN_PICK;
|
||||
if (IsKeyPressed(KEY_G))
|
||||
buttons |= BTN_DROP;
|
||||
if (IsKeyPressed(KEY_C))
|
||||
buttons |= BTN_USE; // use armor/medkit depending on selected slot
|
||||
if (IsKeyPressed(KEY_V))
|
||||
buttons |=
|
||||
BTN_USE; // alternate use key (also triggers, server uses slot type)
|
||||
|
||||
// send INPUT
|
||||
if (myId != 255) {
|
||||
MsgInput in = {0};
|
||||
in.type = MSG_INPUT;
|
||||
in.playerId = myId;
|
||||
in.clientTick = clientTick;
|
||||
in.moveX = moveX;
|
||||
in.moveZ = moveZ;
|
||||
in.yaw = viewYaw;
|
||||
in.pitch = viewPitch;
|
||||
in.buttons = buttons;
|
||||
in.slotIndex = (uint8_t)selectedSlot;
|
||||
sendto(sock, (const char *)&in, (int)sizeof(in), 0,
|
||||
(const struct sockaddr *)&srv, sizeof(srv));
|
||||
}
|
||||
|
||||
// shoot (hold LMB)
|
||||
if (myId != 255 && IsMouseButtonDown(MOUSE_BUTTON_LEFT) &&
|
||||
fireCooldown <= 0.0f) {
|
||||
float rate =
|
||||
(desiredWeapon == WEAPON_PISTOL) ? pistolFireRate : rifleFireRate;
|
||||
float interval = 1.0f / rate;
|
||||
fireCooldown = interval;
|
||||
|
||||
shotsInBurst++;
|
||||
burstResetTimer = burstResetTime;
|
||||
|
||||
if (desiredWeapon == WEAPON_PISTOL) {
|
||||
recoilPitch += pistolKickPitch;
|
||||
recoilYaw +=
|
||||
(((float)GetRandomValue(-1000, 1000)) / 1000.0f) * pistolKickYaw;
|
||||
crossSpread += pistolCrossKick + shotsInBurst * pistolSprayGrow;
|
||||
} else {
|
||||
recoilPitch += rifleKickPitch;
|
||||
recoilYaw +=
|
||||
(((float)GetRandomValue(-1000, 1000)) / 1000.0f) * rifleKickYaw;
|
||||
crossSpread += rifleCrossKick + shotsInBurst * rifleSprayGrow;
|
||||
}
|
||||
|
||||
MsgShoot shmsg = {0};
|
||||
shmsg.type = MSG_SHOOT;
|
||||
shmsg.playerId = myId;
|
||||
shmsg.clientTick = clientTick;
|
||||
sendto(sock, (const char *)&shmsg, (int)sizeof(shmsg), 0,
|
||||
(const struct sockaddr *)&srv, sizeof(srv));
|
||||
}
|
||||
|
||||
// camera
|
||||
Vector3 forward = v3(sinf(viewYaw) * cosf(viewPitch), sinf(viewPitch),
|
||||
cosf(viewYaw) * cosf(viewPitch));
|
||||
|
||||
Camera3D cam = {0};
|
||||
cam.position = camPos;
|
||||
cam.target = v3_add(camPos, forward);
|
||||
cam.up = v3(0, 1, 0);
|
||||
cam.fovy = 75.0f;
|
||||
cam.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground((Color){20, 24, 32, 255});
|
||||
|
||||
BeginMode3D(cam);
|
||||
|
||||
// ground
|
||||
for (int z = -16; z <= 16; z++) {
|
||||
for (int x = -16; x <= 16; x++) {
|
||||
DrawCubeV(v3((float)x, 0.0f, (float)z), v3(1, 1, 1),
|
||||
(Color){50, 60, 75, 255});
|
||||
}
|
||||
}
|
||||
|
||||
// blocks
|
||||
DrawCubeV(v3(2, 1, 2), v3(1, 1, 1), (Color){120, 90, 60, 255});
|
||||
DrawCubeV(v3(2, 2, 2), v3(1, 1, 1), (Color){120, 90, 60, 255});
|
||||
DrawCubeV(v3(-3, 1, -1), v3(1, 1, 1), (Color){90, 120, 60, 255});
|
||||
DrawCubeV(v3(0, 1, 4), v3(2, 1, 2), (Color){90, 90, 130, 255});
|
||||
|
||||
// items (dropped/pickups)
|
||||
for (int i = 0; i < MAX_ITEMS; i++) {
|
||||
if (!wi[i].present)
|
||||
continue;
|
||||
Color ic = (Color){220, 220, 220, 255};
|
||||
if (wi[i].type == ITEM_MEDKIT)
|
||||
ic = (Color){120, 255, 120, 255};
|
||||
if (wi[i].type == ITEM_ARMORPLATE)
|
||||
ic = (Color){120, 180, 255, 255};
|
||||
if (wi[i].type == ITEM_AMMO_PISTOL)
|
||||
ic = (Color){255, 220, 120, 255};
|
||||
if (wi[i].type == ITEM_AMMO_RIFLE)
|
||||
ic = (Color){255, 180, 120, 255};
|
||||
DrawCubeV(v3(wi[i].pos.x, wi[i].pos.y + 0.15f, wi[i].pos.z),
|
||||
v3(0.3f, 0.3f, 0.3f), ic);
|
||||
}
|
||||
|
||||
// players
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
if (!rp[i].present)
|
||||
continue;
|
||||
Vector3 p = rp[i].pos;
|
||||
Color c =
|
||||
(i == myId) ? (Color){80, 180, 255, 255} : (Color){255, 80, 80, 255};
|
||||
if (!rp[i].alive)
|
||||
c = (Color){120, 120, 120, 255};
|
||||
DrawCapsule(v3(p.x, p.y - 0.5f, p.z), v3(p.x, p.y + 0.5f, p.z), 0.35f, 8,
|
||||
8, c);
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// nameplates
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
if (!rp[i].present)
|
||||
continue;
|
||||
if (!rp[i].username[0])
|
||||
continue;
|
||||
|
||||
Vector3 head = v3(rp[i].pos.x, rp[i].pos.y + 1.2f, rp[i].pos.z);
|
||||
Vector3 camForward = v3_norm(v3_sub(cam.target, cam.position));
|
||||
Vector3 toHead = v3_sub(head, cam.position);
|
||||
if (v3_dot(camForward, toHead) <= 0.0f)
|
||||
continue;
|
||||
|
||||
Vector2 s = GetWorldToScreen(head, cam);
|
||||
if (s.x < -200 || s.x > sw + 200 || s.y < -200 || s.y > sh + 200)
|
||||
continue;
|
||||
|
||||
int fontSize = 18;
|
||||
int w = MeasureText(rp[i].username, fontSize);
|
||||
Color tc = (i == myId) ? (Color){180, 230, 255, 255} : RAYWHITE;
|
||||
DrawText(rp[i].username, (int)(s.x - w / 2), (int)(s.y - fontSize),
|
||||
fontSize, tc);
|
||||
}
|
||||
|
||||
// HUD
|
||||
if (myId == 255 || !rp[myId].present) {
|
||||
DrawText("Connecting...", 10, 10, 20, RAYWHITE);
|
||||
} else {
|
||||
const char *wname =
|
||||
(rp[myId].weapon == WEAPON_PISTOL) ? "PISTOL" : "RIFLE";
|
||||
DrawText(TextFormat("Name: %s | HP: %d | Armor: %d | Weapon: %s", myName,
|
||||
rp[myId].hp, rp[myId].armor, wname),
|
||||
10, 10, 20, RAYWHITE);
|
||||
|
||||
DrawText(TextFormat("Ammo: P %d/%d | R %d/%d (E inv, F pick, G drop, "
|
||||
"C/V use, R reload, Z/X switch)",
|
||||
rp[myId].ammoMag[WEAPON_PISTOL],
|
||||
rp[myId].ammoRes[WEAPON_PISTOL],
|
||||
rp[myId].ammoMag[WEAPON_RIFLE],
|
||||
rp[myId].ammoRes[WEAPON_RIFLE]),
|
||||
10, 36, 18, (Color){200, 200, 210, 255});
|
||||
|
||||
if (invOpen) {
|
||||
DrawRectangle(20, 70, 420, 190, (Color){10, 10, 10, 180});
|
||||
DrawRectangleLines(20, 70, 420, 190, (Color){200, 200, 210, 210});
|
||||
DrawText("Inventory (slots 1-6)", 32, 80, 22, RAYWHITE);
|
||||
|
||||
for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
|
||||
Color sc = (sidx == selectedSlot) ? (Color){80, 180, 255, 255}
|
||||
: (Color){220, 220, 230, 255};
|
||||
const char *nm = ItemName(rp[myId].invType[sidx]);
|
||||
int qty = rp[myId].invQty[sidx];
|
||||
DrawText(TextFormat("[%d] %s x%d", sidx + 1, nm, qty), 32,
|
||||
110 + sidx * 22, 18, sc);
|
||||
}
|
||||
DrawText("Use: C or V | Drop: G | Pick: F", 32,
|
||||
110 + INV_SLOTS * 22 + 6, 18, (Color){210, 210, 220, 255});
|
||||
}
|
||||
}
|
||||
|
||||
DrawFPS(sw - 90, 10);
|
||||
|
||||
// crosshair
|
||||
{
|
||||
int cx = sw / 2, cy = sh / 2;
|
||||
int gap = 6 + (int)crossSpread;
|
||||
int len = 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});
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
CLOSESOCK(sock);
|
||||
#ifdef _WIN32
|
||||
WSACleanup();
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
0
game/output.md
Normal file
0
game/output.md
Normal file
971
game/server.c
Normal file
971
game/server.c
Normal file
|
|
@ -0,0 +1,971 @@
|
|||
// server.c - UDP authoritative server + ODE physics + ODE raycast bullets (C99)
|
||||
// Adds: true spray, inventory capacity (6 slots), world pickups, drop/pick/use,
|
||||
// armor+medkits. Build (Linux example): gcc server.c -O2 -o server -lode -lm
|
||||
|
||||
#include <math.h>
|
||||
#include <stdint.h>
|
||||
#include <stdio.h>
|
||||
#include <string.h>
|
||||
#include <time.h>
|
||||
|
||||
#include <ode/ode.h>
|
||||
|
||||
#ifdef _WIN32
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#include <winsock2.h>
|
||||
#include <ws2tcpip.h>
|
||||
#pragma comment(lib, "ws2_32.lib")
|
||||
typedef int socklen_t;
|
||||
#define CLOSESOCK closesocket
|
||||
#else
|
||||
#include <arpa/inet.h>
|
||||
#include <errno.h>
|
||||
#include <fcntl.h>
|
||||
#include <sys/socket.h>
|
||||
#include <unistd.h>
|
||||
#define CLOSESOCK close
|
||||
#endif
|
||||
|
||||
#define PROTOCOL_VERSION 4
|
||||
#define SERVER_PORT 27015
|
||||
#define MAX_PLAYERS 16
|
||||
#define USERNAME_MAX 16
|
||||
|
||||
#define TICK_HZ 60
|
||||
#define DT (1.0f / (float)TICK_HZ)
|
||||
|
||||
#define WEAPON_PISTOL 0
|
||||
#define WEAPON_RIFLE 1
|
||||
#define WEAPON_COUNT 2
|
||||
|
||||
#define INV_SLOTS 6
|
||||
#define MAX_ITEMS 64
|
||||
|
||||
// inventory item types
|
||||
#define ITEM_NONE 0
|
||||
#define ITEM_MEDKIT 1
|
||||
#define ITEM_ARMORPLATE 2
|
||||
#define ITEM_AMMO_PISTOL 3
|
||||
#define ITEM_AMMO_RIFLE 4
|
||||
|
||||
// MsgInput.buttons bits
|
||||
#define BTN_RELOAD (1u << 0)
|
||||
#define BTN_WPN1 (1u << 1)
|
||||
#define BTN_WPN2 (1u << 2)
|
||||
#define BTN_PICK (1u << 3)
|
||||
#define BTN_DROP (1u << 4)
|
||||
#define BTN_USE (1u << 5)
|
||||
|
||||
// Collision categories
|
||||
#define CAT_WORLD (1u << 0)
|
||||
#define CAT_PLAYER (1u << 1)
|
||||
#define CAT_ITEM (1u << 2)
|
||||
|
||||
static double now_seconds(void) {
|
||||
#ifdef _WIN32
|
||||
static LARGE_INTEGER freq;
|
||||
static int init = 0;
|
||||
LARGE_INTEGER t;
|
||||
if (!init) {
|
||||
QueryPerformanceFrequency(&freq);
|
||||
init = 1;
|
||||
}
|
||||
QueryPerformanceCounter(&t);
|
||||
return (double)t.QuadPart / (double)freq.QuadPart;
|
||||
#else
|
||||
struct timespec ts;
|
||||
clock_gettime(CLOCK_MONOTONIC, &ts);
|
||||
return (double)ts.tv_sec + (double)ts.tv_nsec / 1e9;
|
||||
#endif
|
||||
}
|
||||
|
||||
static void set_nonblocking(int sock) {
|
||||
#ifdef _WIN32
|
||||
u_long mode = 1;
|
||||
ioctlsocket(sock, FIONBIO, &mode);
|
||||
#else
|
||||
int flags = fcntl(sock, F_GETFL, 0);
|
||||
fcntl(sock, F_SETFL, flags | O_NONBLOCK);
|
||||
#endif
|
||||
}
|
||||
|
||||
#pragma pack(push, 1)
|
||||
typedef enum MsgType : uint8_t {
|
||||
MSG_HELLO = 1,
|
||||
MSG_WELCOME = 2,
|
||||
MSG_INPUT = 3,
|
||||
MSG_SNAPSHOT = 4,
|
||||
MSG_SHOOT = 5,
|
||||
MSG_HIT = 6,
|
||||
MSG_ITEMS = 7
|
||||
} MsgType;
|
||||
|
||||
typedef struct MsgHello {
|
||||
uint8_t type;
|
||||
uint32_t protocol;
|
||||
char username[USERNAME_MAX];
|
||||
} MsgHello;
|
||||
|
||||
typedef struct MsgWelcome {
|
||||
uint8_t type;
|
||||
uint8_t playerId;
|
||||
uint32_t serverTick;
|
||||
} MsgWelcome;
|
||||
|
||||
typedef struct MsgInput {
|
||||
uint8_t type;
|
||||
uint8_t playerId;
|
||||
uint32_t clientTick;
|
||||
float moveX;
|
||||
float moveZ;
|
||||
float yaw;
|
||||
float pitch;
|
||||
uint8_t buttons;
|
||||
uint8_t slotIndex;
|
||||
} MsgInput;
|
||||
|
||||
typedef struct MsgShoot {
|
||||
uint8_t type;
|
||||
uint8_t playerId;
|
||||
uint32_t clientTick;
|
||||
} MsgShoot;
|
||||
|
||||
typedef struct PlayerStateNet {
|
||||
uint8_t id;
|
||||
uint8_t alive;
|
||||
int16_t hp;
|
||||
int16_t armor;
|
||||
float x, y, z;
|
||||
float yaw, pitch;
|
||||
|
||||
uint8_t weapon;
|
||||
int16_t ammoMag[WEAPON_COUNT];
|
||||
int16_t ammoRes[WEAPON_COUNT];
|
||||
|
||||
uint8_t invType[INV_SLOTS];
|
||||
int16_t invQty[INV_SLOTS];
|
||||
|
||||
char username[USERNAME_MAX];
|
||||
} PlayerStateNet;
|
||||
|
||||
typedef struct MsgSnapshot {
|
||||
uint8_t type;
|
||||
uint32_t serverTick;
|
||||
uint8_t count;
|
||||
PlayerStateNet p[MAX_PLAYERS];
|
||||
} MsgSnapshot;
|
||||
|
||||
typedef struct MsgHit {
|
||||
uint8_t type;
|
||||
uint8_t shooterId;
|
||||
uint8_t victimId;
|
||||
int16_t victimHp;
|
||||
} MsgHit;
|
||||
|
||||
typedef struct ItemNet {
|
||||
uint16_t id;
|
||||
uint8_t type;
|
||||
int16_t qty;
|
||||
float x, y, z;
|
||||
} ItemNet;
|
||||
|
||||
typedef struct MsgItems {
|
||||
uint8_t type;
|
||||
uint32_t serverTick;
|
||||
uint8_t count;
|
||||
ItemNet items[MAX_ITEMS];
|
||||
} MsgItems;
|
||||
#pragma pack(pop)
|
||||
|
||||
typedef struct Item {
|
||||
int active;
|
||||
uint16_t id;
|
||||
uint8_t type;
|
||||
int qty;
|
||||
float x, y, z;
|
||||
dGeomID geom; // static pickup geom (no body)
|
||||
} Item;
|
||||
|
||||
typedef struct Player {
|
||||
int inUse;
|
||||
struct sockaddr_in addr;
|
||||
double lastHeard;
|
||||
|
||||
char username[USERNAME_MAX];
|
||||
|
||||
float moveX, moveZ;
|
||||
float yaw, pitch;
|
||||
|
||||
int alive;
|
||||
int hp;
|
||||
int armor;
|
||||
|
||||
int weapon;
|
||||
int ammoMag[WEAPON_COUNT];
|
||||
int ammoRes[WEAPON_COUNT];
|
||||
|
||||
uint8_t invType[INV_SLOTS];
|
||||
int invQty[INV_SLOTS];
|
||||
|
||||
double lastShotTime;
|
||||
int shotsInBurst;
|
||||
uint32_t rng;
|
||||
|
||||
dBodyID body;
|
||||
dGeomID geom;
|
||||
} Player;
|
||||
|
||||
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) &&
|
||||
(a->sin_addr.s_addr == b->sin_addr.s_addr);
|
||||
}
|
||||
|
||||
static float clampf(float v, float lo, float hi) {
|
||||
if (v < lo)
|
||||
return lo;
|
||||
if (v > hi)
|
||||
return hi;
|
||||
return v;
|
||||
}
|
||||
|
||||
static void sendto_player(int sock, const Player *pl, const void *data,
|
||||
int len) {
|
||||
sendto(sock, (const char *)data, len, 0, (const struct sockaddr *)&pl->addr,
|
||||
sizeof(pl->addr));
|
||||
}
|
||||
static void broadcast(int sock, const Player players[MAX_PLAYERS],
|
||||
const void *data, int len) {
|
||||
for (int i = 0; i < MAX_PLAYERS; i++)
|
||||
if (players[i].inUse)
|
||||
sendto_player(sock, &players[i], data, len);
|
||||
}
|
||||
|
||||
// ----- ODE globals -----
|
||||
static dWorldID gWorld;
|
||||
static dSpaceID gSpace;
|
||||
static dJointGroupID gContactGroup;
|
||||
|
||||
// items
|
||||
static Item gItems[MAX_ITEMS];
|
||||
static uint16_t gNextItemId = 1;
|
||||
|
||||
static void item_destroy(Item *it) {
|
||||
if (it->geom) {
|
||||
dGeomDestroy(it->geom);
|
||||
it->geom = 0;
|
||||
}
|
||||
memset(it, 0, sizeof(*it));
|
||||
}
|
||||
static int item_spawn(uint8_t type, int qty, float x, float y, float z) {
|
||||
for (int i = 0; i < MAX_ITEMS; i++) {
|
||||
if (!gItems[i].active) {
|
||||
Item *it = &gItems[i];
|
||||
it->active = 1;
|
||||
it->id = gNextItemId++;
|
||||
it->type = type;
|
||||
it->qty = qty;
|
||||
it->x = x;
|
||||
it->y = y;
|
||||
it->z = z;
|
||||
|
||||
it->geom = dCreateSphere(gSpace, 0.30);
|
||||
dGeomSetPosition(it->geom, x, y + 0.3f, z);
|
||||
|
||||
// Mark as item and avoid physical contacts; also make raycasts ignore it.
|
||||
dGeomSetCategoryBits(it->geom, CAT_ITEM);
|
||||
dGeomSetCollideBits(it->geom, 0);
|
||||
|
||||
// Attach "user data" pointing to Item for identification if needed.
|
||||
dGeomSetData(it->geom, it);
|
||||
|
||||
return i;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
static int inv_add(Player *p, uint8_t type, int qty) {
|
||||
// stacking limits
|
||||
int maxStack = 99;
|
||||
if (type == ITEM_MEDKIT)
|
||||
maxStack = 3;
|
||||
if (type == ITEM_ARMORPLATE)
|
||||
maxStack = 5;
|
||||
|
||||
// try stack
|
||||
for (int i = 0; i < INV_SLOTS; i++) {
|
||||
if (p->invType[i] == type && p->invQty[i] < maxStack) {
|
||||
int can = maxStack - p->invQty[i];
|
||||
int take = (qty < can) ? qty : can;
|
||||
p->invQty[i] += take;
|
||||
qty -= take;
|
||||
if (qty <= 0)
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
// place into empty slots
|
||||
for (int i = 0; i < INV_SLOTS; i++) {
|
||||
if (p->invType[i] == ITEM_NONE) {
|
||||
int take = (qty < maxStack) ? qty : maxStack;
|
||||
p->invType[i] = type;
|
||||
p->invQty[i] = take;
|
||||
qty -= take;
|
||||
if (qty <= 0)
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
// no space
|
||||
return 0;
|
||||
}
|
||||
|
||||
static int inv_remove_one(Player *p, int slot) {
|
||||
if (slot < 0 || slot >= INV_SLOTS)
|
||||
return 0;
|
||||
if (p->invType[slot] == ITEM_NONE || p->invQty[slot] <= 0)
|
||||
return 0;
|
||||
p->invQty[slot]--;
|
||||
if (p->invQty[slot] <= 0) {
|
||||
p->invQty[slot] = 0;
|
||||
p->invType[slot] = ITEM_NONE;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static void nearCallback(void *user, dGeomID o1, dGeomID o2) {
|
||||
(void)user;
|
||||
|
||||
if (dGeomIsSpace(o1) || dGeomIsSpace(o2)) {
|
||||
dSpaceCollide2(o1, o2, user, &nearCallback);
|
||||
return;
|
||||
}
|
||||
|
||||
// Do not create contact joints involving item pickups
|
||||
unsigned long c1 = dGeomGetCategoryBits(o1);
|
||||
unsigned long c2 = dGeomGetCategoryBits(o2);
|
||||
if ((c1 & CAT_ITEM) || (c2 & CAT_ITEM))
|
||||
return;
|
||||
|
||||
const int MAXC = 8;
|
||||
dContact c[MAXC];
|
||||
int n = dCollide(o1, o2, MAXC, &c[0].geom, sizeof(dContact));
|
||||
if (n <= 0)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < n; i++) {
|
||||
c[i].surface.mode = dContactApprox1;
|
||||
c[i].surface.mu = 1.0;
|
||||
c[i].surface.bounce = 0.0;
|
||||
c[i].surface.bounce_vel = 0.0;
|
||||
|
||||
dJointID j = dJointCreateContact(gWorld, gContactGroup, &c[i]);
|
||||
dBodyID b1 = dGeomGetBody(o1);
|
||||
dBodyID b2 = dGeomGetBody(o2);
|
||||
dJointAttach(j, b1, b2);
|
||||
}
|
||||
}
|
||||
|
||||
static void ode_init_world(void) {
|
||||
dInitODE();
|
||||
gWorld = dWorldCreate();
|
||||
gSpace = dHashSpaceCreate(0);
|
||||
gContactGroup = dJointGroupCreate(0);
|
||||
|
||||
dWorldSetGravity(gWorld, 0, -9.81, 0);
|
||||
dWorldSetERP(gWorld, 0.2);
|
||||
dWorldSetCFM(gWorld, 1e-5);
|
||||
|
||||
dGeomID ground = dCreatePlane(gSpace, 0, 1, 0, 0);
|
||||
dGeomSetCategoryBits(ground, CAT_WORLD);
|
||||
dGeomSetCollideBits(ground, CAT_PLAYER);
|
||||
|
||||
const struct {
|
||||
float x, y, z, sx, sy, sz;
|
||||
} blocks[] = {
|
||||
{2, 0.5f, 2, 1, 1, 1},
|
||||
{2, 1.5f, 2, 1, 1, 1},
|
||||
{-3, 0.5f, -1, 1, 1, 1},
|
||||
{0, 0.5f, 4, 2, 1, 2},
|
||||
};
|
||||
for (int i = 0; i < (int)(sizeof(blocks) / sizeof(blocks[0])); i++) {
|
||||
dGeomID b = dCreateBox(gSpace, blocks[i].sx, blocks[i].sy, blocks[i].sz);
|
||||
dGeomSetPosition(b, blocks[i].x, blocks[i].y, blocks[i].z);
|
||||
dGeomSetCategoryBits(b, CAT_WORLD);
|
||||
dGeomSetCollideBits(b, CAT_PLAYER);
|
||||
}
|
||||
|
||||
// spawn some test pickups
|
||||
item_spawn(ITEM_MEDKIT, 1, 1.0f, 0.0f, 1.0f);
|
||||
item_spawn(ITEM_MEDKIT, 1, -2.0f, 0.0f, 3.0f);
|
||||
item_spawn(ITEM_ARMORPLATE, 1, 3.0f, 0.0f, -1.0f);
|
||||
item_spawn(ITEM_AMMO_RIFLE, 30, 0.0f, 0.0f, 2.0f);
|
||||
item_spawn(ITEM_AMMO_PISTOL, 12, -1.0f, 0.0f, -2.0f);
|
||||
}
|
||||
|
||||
static void ode_shutdown_world(void) {
|
||||
dJointGroupDestroy(gContactGroup);
|
||||
dSpaceDestroy(gSpace);
|
||||
dWorldDestroy(gWorld);
|
||||
dCloseODE();
|
||||
}
|
||||
|
||||
static void player_ode_create(Player *p, int spawnIndex) {
|
||||
const dReal radius = 0.35;
|
||||
const dReal length = 1.0;
|
||||
|
||||
p->body = dBodyCreate(gWorld);
|
||||
|
||||
dMass m;
|
||||
dMassSetCapsuleTotal(&m, 80.0, 3, radius, length);
|
||||
dBodySetMass(p->body, &m);
|
||||
|
||||
dBodySetLinearDamping(p->body, 0.05);
|
||||
dBodySetAngularDamping(p->body, 0.99);
|
||||
|
||||
dBodySetPosition(p->body, (dReal)(spawnIndex * 2), 2.0, 0.0);
|
||||
dBodySetAngularVel(p->body, 0, 0, 0);
|
||||
|
||||
p->geom = dCreateCapsule(gSpace, radius, length);
|
||||
dGeomSetBody(p->geom, p->body);
|
||||
|
||||
dGeomSetCategoryBits(p->geom, CAT_PLAYER);
|
||||
dGeomSetCollideBits(p->geom, CAT_WORLD | CAT_PLAYER);
|
||||
}
|
||||
|
||||
static void player_ode_destroy(Player *p) {
|
||||
if (p->geom) {
|
||||
dGeomDestroy(p->geom);
|
||||
p->geom = 0;
|
||||
}
|
||||
if (p->body) {
|
||||
dBodyDestroy(p->body);
|
||||
p->body = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// ---- ODE raycast ----
|
||||
typedef struct RaycastCtx {
|
||||
dGeomID ray;
|
||||
dGeomID hitGeom;
|
||||
dContactGeom hit;
|
||||
int hasHit;
|
||||
} RaycastCtx;
|
||||
|
||||
static void rayCallback(void *data, dGeomID o1, dGeomID o2) {
|
||||
RaycastCtx *rc = (RaycastCtx *)data;
|
||||
dGeomID ray = rc->ray;
|
||||
dGeomID other = (o1 == ray) ? o2 : o1;
|
||||
if (other == ray)
|
||||
return;
|
||||
|
||||
dContact c[4];
|
||||
int n = dCollide(ray, other, 4, &c[0].geom, sizeof(dContact));
|
||||
for (int i = 0; i < n; i++) {
|
||||
if (!rc->hasHit || c[i].geom.depth < rc->hit.depth) {
|
||||
rc->hasHit = 1;
|
||||
rc->hit = c[i].geom;
|
||||
rc->hitGeom = other;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static int raycast_space(float ox, float oy, float oz, float dx, float dy,
|
||||
float dz, float maxDist, dContactGeom *outHit,
|
||||
dGeomID *outGeom) {
|
||||
dGeomID ray = dCreateRay(0, maxDist);
|
||||
dGeomRaySet(ray, ox, oy, oz, dx, dy, dz);
|
||||
dGeomSetCategoryBits(ray, 0xFFFFFFFFu);
|
||||
dGeomSetCollideBits(ray, CAT_WORLD | CAT_PLAYER);
|
||||
|
||||
RaycastCtx rc = {0};
|
||||
rc.ray = ray;
|
||||
dSpaceCollide2(ray, (dGeomID)gSpace, &rc, &rayCallback);
|
||||
dGeomDestroy(ray);
|
||||
|
||||
if (!rc.hasHit)
|
||||
return 0;
|
||||
if (outHit)
|
||||
*outHit = rc.hit;
|
||||
if (outGeom)
|
||||
*outGeom = rc.hitGeom;
|
||||
return 1;
|
||||
}
|
||||
|
||||
// ---- spray math helpers ----
|
||||
static uint32_t xorshift32(uint32_t *s) {
|
||||
uint32_t x = *s;
|
||||
x ^= x << 13;
|
||||
x ^= x >> 17;
|
||||
x ^= x << 5;
|
||||
*s = x;
|
||||
return x;
|
||||
}
|
||||
static float frand_signed(uint32_t *s) {
|
||||
return ((xorshift32(s) & 0xFFFFFF) / (float)0x7FFFFF) - 1.0f;
|
||||
}
|
||||
static void dir_from_yaw_pitch(float yaw, float pitch, float *dx, float *dy,
|
||||
float *dz) {
|
||||
*dx = sinf(yaw) * cosf(pitch);
|
||||
*dy = sinf(pitch);
|
||||
*dz = cosf(yaw) * cosf(pitch);
|
||||
}
|
||||
static void v3_cross(float ax, float ay, float az, float bx, float by, float bz,
|
||||
float *ox, float *oy, float *oz) {
|
||||
*ox = ay * bz - az * by;
|
||||
*oy = az * bx - ax * bz;
|
||||
*oz = ax * by - ay * bx;
|
||||
}
|
||||
static void v3_normf(float *x, float *y, float *z) {
|
||||
float l = sqrtf((*x) * (*x) + (*y) * (*y) + (*z) * (*z));
|
||||
if (l < 1e-6f) {
|
||||
*x = 0;
|
||||
*y = 0;
|
||||
*z = 1;
|
||||
return;
|
||||
}
|
||||
*x /= l;
|
||||
*y /= l;
|
||||
*z /= l;
|
||||
}
|
||||
|
||||
static int find_nearest_item(float x, float y, float z, float maxDist) {
|
||||
int best = -1;
|
||||
float bestD2 = maxDist * maxDist;
|
||||
for (int i = 0; i < MAX_ITEMS; i++) {
|
||||
if (!gItems[i].active)
|
||||
continue;
|
||||
float dx = gItems[i].x - x;
|
||||
float dy = (gItems[i].y + 0.3f) - y;
|
||||
float dz = gItems[i].z - z;
|
||||
float d2 = dx * dx + dy * dy + dz * dz;
|
||||
if (d2 < bestD2) {
|
||||
bestD2 = d2;
|
||||
best = i;
|
||||
}
|
||||
}
|
||||
return best;
|
||||
}
|
||||
|
||||
int main(void) {
|
||||
#ifdef _WIN32
|
||||
WSADATA wsa;
|
||||
WSAStartup(MAKEWORD(2, 2), &wsa);
|
||||
#endif
|
||||
|
||||
ode_init_world();
|
||||
|
||||
int sock = (int)socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
||||
if (sock < 0) {
|
||||
perror("socket");
|
||||
return 1;
|
||||
}
|
||||
set_nonblocking(sock);
|
||||
|
||||
struct sockaddr_in srv = {0};
|
||||
srv.sin_family = AF_INET;
|
||||
srv.sin_addr.s_addr = htonl(INADDR_ANY);
|
||||
srv.sin_port = htons(SERVER_PORT);
|
||||
|
||||
if (bind(sock, (struct sockaddr *)&srv, sizeof(srv)) < 0) {
|
||||
perror("bind");
|
||||
CLOSESOCK(sock);
|
||||
return 1;
|
||||
}
|
||||
|
||||
Player players[MAX_PLAYERS] = {0};
|
||||
uint32_t serverTick = 0;
|
||||
uint32_t itemsTickDiv = 0;
|
||||
|
||||
printf("Server listening UDP %d\n", SERVER_PORT);
|
||||
double nextTick = now_seconds();
|
||||
|
||||
for (;;) {
|
||||
// receive
|
||||
for (;;) {
|
||||
uint8_t buf[1400];
|
||||
struct sockaddr_in from = {0};
|
||||
socklen_t fromLen = sizeof(from);
|
||||
|
||||
int n = (int)recvfrom(sock, (char *)buf, (int)sizeof(buf), 0,
|
||||
(struct sockaddr *)&from, &fromLen);
|
||||
if (n <= 0) {
|
||||
#ifdef _WIN32
|
||||
if (WSAGetLastError() == WSAEWOULDBLOCK)
|
||||
break;
|
||||
#else
|
||||
if (errno == EWOULDBLOCK || errno == EAGAIN)
|
||||
break;
|
||||
#endif
|
||||
break;
|
||||
}
|
||||
|
||||
uint8_t type = buf[0];
|
||||
|
||||
int pid = -1;
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
if (players[i].inUse && addr_equal(&players[i].addr, &from)) {
|
||||
pid = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (type == MSG_HELLO && n >= (int)sizeof(MsgHello)) {
|
||||
const MsgHello *m = (const MsgHello *)buf;
|
||||
if (m->protocol != PROTOCOL_VERSION)
|
||||
continue;
|
||||
|
||||
if (pid < 0) {
|
||||
for (int i = 0; i < MAX_PLAYERS; i++)
|
||||
if (!players[i].inUse) {
|
||||
pid = i;
|
||||
Player *p = &players[i];
|
||||
memset(p, 0, sizeof(*p));
|
||||
p->inUse = 1;
|
||||
p->addr = from;
|
||||
p->lastHeard = now_seconds();
|
||||
strncpy(p->username, m->username, USERNAME_MAX - 1);
|
||||
|
||||
p->alive = 1;
|
||||
p->hp = 100;
|
||||
p->armor = 0;
|
||||
|
||||
p->weapon = WEAPON_RIFLE;
|
||||
p->ammoMag[WEAPON_PISTOL] = 12;
|
||||
p->ammoRes[WEAPON_PISTOL] = 48;
|
||||
p->ammoMag[WEAPON_RIFLE] = 30;
|
||||
p->ammoRes[WEAPON_RIFLE] = 90;
|
||||
|
||||
for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
|
||||
p->invType[sidx] = ITEM_NONE;
|
||||
p->invQty[sidx] = 0;
|
||||
}
|
||||
|
||||
p->lastShotTime = 0.0;
|
||||
p->shotsInBurst = 0;
|
||||
p->rng = 0xA341316Cu ^ (uint32_t)(i * 2654435761u);
|
||||
|
||||
player_ode_create(p, i);
|
||||
printf("Player %d joined as '%s'\n", pid, p->username);
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
players[pid].lastHeard = now_seconds();
|
||||
}
|
||||
|
||||
if (pid >= 0) {
|
||||
MsgWelcome w = {0};
|
||||
w.type = MSG_WELCOME;
|
||||
w.playerId = (uint8_t)pid;
|
||||
w.serverTick = serverTick;
|
||||
sendto(sock, (const char *)&w, (int)sizeof(w), 0,
|
||||
(struct sockaddr *)&from, sizeof(from));
|
||||
}
|
||||
} else if (type == MSG_INPUT && n >= (int)sizeof(MsgInput)) {
|
||||
const MsgInput *m = (const MsgInput *)buf;
|
||||
if (pid >= 0 && m->playerId == (uint8_t)pid) {
|
||||
Player *p = &players[pid];
|
||||
p->lastHeard = now_seconds();
|
||||
|
||||
p->moveX = clampf(m->moveX, -1.0f, 1.0f);
|
||||
p->moveZ = clampf(m->moveZ, -1.0f, 1.0f);
|
||||
p->yaw = m->yaw;
|
||||
p->pitch = clampf(m->pitch, -1.5f, 1.5f);
|
||||
|
||||
if (m->buttons & BTN_WPN1)
|
||||
p->weapon = WEAPON_PISTOL;
|
||||
if (m->buttons & BTN_WPN2)
|
||||
p->weapon = WEAPON_RIFLE;
|
||||
|
||||
// reload
|
||||
if (m->buttons & BTN_RELOAD) {
|
||||
int wpn = p->weapon;
|
||||
int magSize = (wpn == WEAPON_PISTOL) ? 12 : 30;
|
||||
int need = magSize - p->ammoMag[wpn];
|
||||
if (need > 0 && p->ammoRes[wpn] > 0) {
|
||||
int take = (p->ammoRes[wpn] < need) ? p->ammoRes[wpn] : need;
|
||||
p->ammoRes[wpn] -= take;
|
||||
p->ammoMag[wpn] += take;
|
||||
}
|
||||
}
|
||||
|
||||
// pick
|
||||
if (m->buttons & BTN_PICK) {
|
||||
const dReal *pos = dBodyGetPosition(p->body);
|
||||
int itIdx = find_nearest_item((float)pos[0], (float)pos[1] + 0.7f,
|
||||
(float)pos[2], 1.6f);
|
||||
if (itIdx >= 0) {
|
||||
Item *it = &gItems[itIdx];
|
||||
int taken = 0;
|
||||
|
||||
if (it->type == ITEM_AMMO_PISTOL) {
|
||||
p->ammoRes[WEAPON_PISTOL] += it->qty;
|
||||
taken = 1;
|
||||
} else if (it->type == ITEM_AMMO_RIFLE) {
|
||||
p->ammoRes[WEAPON_RIFLE] += it->qty;
|
||||
taken = 1;
|
||||
} else {
|
||||
taken = inv_add(p, it->type, it->qty);
|
||||
}
|
||||
|
||||
if (taken)
|
||||
item_destroy(it);
|
||||
}
|
||||
}
|
||||
|
||||
// drop selected slot
|
||||
if (m->buttons & BTN_DROP) {
|
||||
int slot = (m->slotIndex < INV_SLOTS) ? (int)m->slotIndex : 0;
|
||||
uint8_t t = p->invType[slot];
|
||||
if (t != ITEM_NONE && p->invQty[slot] > 0) {
|
||||
const dReal *pos = dBodyGetPosition(p->body);
|
||||
float ox = (float)pos[0];
|
||||
float oy = (float)pos[1];
|
||||
float oz = (float)pos[2];
|
||||
|
||||
// drop 1 unit
|
||||
if (inv_remove_one(p, slot)) {
|
||||
item_spawn(t, 1, ox, oy, oz);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// use selected slot (medkit/armor plate)
|
||||
if (m->buttons & BTN_USE) {
|
||||
int slot = (m->slotIndex < INV_SLOTS) ? (int)m->slotIndex : 0;
|
||||
uint8_t t = p->invType[slot];
|
||||
if (t == ITEM_MEDKIT && p->hp < 100 && p->invQty[slot] > 0) {
|
||||
inv_remove_one(p, slot);
|
||||
p->hp += 25;
|
||||
if (p->hp > 100)
|
||||
p->hp = 100;
|
||||
} else if (t == ITEM_ARMORPLATE && p->armor < 100 &&
|
||||
p->invQty[slot] > 0) {
|
||||
inv_remove_one(p, slot);
|
||||
p->armor += 25;
|
||||
if (p->armor > 100)
|
||||
p->armor = 100;
|
||||
}
|
||||
}
|
||||
}
|
||||
} 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) {
|
||||
Player *sh = &players[pid];
|
||||
const double now = now_seconds();
|
||||
|
||||
double fireInterval =
|
||||
(sh->weapon == WEAPON_PISTOL) ? (1.0 / 4.0) : (1.0 / 12.0);
|
||||
if (now - sh->lastShotTime < fireInterval)
|
||||
continue;
|
||||
if (now - sh->lastShotTime > 0.18)
|
||||
sh->shotsInBurst = 0;
|
||||
|
||||
int wpn = sh->weapon;
|
||||
if (sh->ammoMag[wpn] <= 0)
|
||||
continue;
|
||||
|
||||
sh->ammoMag[wpn]--;
|
||||
sh->shotsInBurst++;
|
||||
sh->lastShotTime = now;
|
||||
|
||||
const dReal *pos = dBodyGetPosition(sh->body);
|
||||
float ox = (float)pos[0];
|
||||
float oy = (float)pos[1] + 0.7f;
|
||||
float oz = (float)pos[2];
|
||||
|
||||
float fx, fy, fz;
|
||||
dir_from_yaw_pitch(sh->yaw, sh->pitch, &fx, &fy, &fz);
|
||||
v3_normf(&fx, &fy, &fz);
|
||||
|
||||
float base = (wpn == WEAPON_PISTOL) ? 0.0035f : 0.0080f;
|
||||
float grow = (wpn == WEAPON_PISTOL) ? 0.0010f : 0.0025f;
|
||||
float spread = base + grow * (float)sh->shotsInBurst;
|
||||
if (spread > 0.08f)
|
||||
spread = 0.08f;
|
||||
|
||||
float upx = 0, upy = 1, upz = 0;
|
||||
float rx, ry, rz;
|
||||
v3_cross(fx, fy, fz, upx, upy, upz, &rx, &ry, &rz);
|
||||
v3_normf(&rx, &ry, &rz);
|
||||
float ux, uy, uz;
|
||||
v3_cross(rx, ry, rz, fx, fy, fz, &ux, &uy, &uz);
|
||||
v3_normf(&ux, &uy, &uz);
|
||||
|
||||
float ax = frand_signed(&sh->rng) * spread;
|
||||
float ay = frand_signed(&sh->rng) * spread;
|
||||
|
||||
float dx = fx + rx * ax + ux * ay;
|
||||
float dy = fy + ry * ax + uy * ay;
|
||||
float dz = fz + rz * ax + uz * ay;
|
||||
v3_normf(&dx, &dy, &dz);
|
||||
|
||||
dContactGeom hit;
|
||||
dGeomID hitGeom = 0;
|
||||
if (raycast_space(ox, oy, oz, dx, dy, dz, 80.0f, &hit, &hitGeom)) {
|
||||
int victim = -1;
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
if (!players[i].inUse)
|
||||
continue;
|
||||
if (players[i].geom == hitGeom) {
|
||||
victim = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (victim >= 0 && victim != pid && players[victim].alive) {
|
||||
int dmg = 25;
|
||||
|
||||
// armor absorbs first (simple model)
|
||||
int absorb =
|
||||
(players[victim].armor < dmg) ? players[victim].armor : dmg;
|
||||
players[victim].armor -= absorb;
|
||||
dmg -= absorb;
|
||||
|
||||
players[victim].hp -= dmg;
|
||||
if (players[victim].hp <= 0) {
|
||||
players[victim].hp = 0;
|
||||
players[victim].alive = 0;
|
||||
}
|
||||
|
||||
MsgHit ev = {0};
|
||||
ev.type = MSG_HIT;
|
||||
ev.shooterId = (uint8_t)pid;
|
||||
ev.victimId = (uint8_t)victim;
|
||||
ev.victimHp = (int16_t)players[victim].hp;
|
||||
broadcast(sock, players, &ev, (int)sizeof(ev));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// fixed tick
|
||||
double t = now_seconds();
|
||||
if (t < nextTick) {
|
||||
#ifdef _WIN32
|
||||
Sleep(1);
|
||||
#else
|
||||
struct timespec ts = {0, 1000000};
|
||||
nanosleep(&ts, NULL);
|
||||
#endif
|
||||
continue;
|
||||
}
|
||||
nextTick += (1.0 / (double)TICK_HZ);
|
||||
serverTick++;
|
||||
|
||||
// timeouts + movement
|
||||
const float speed = 6.0f;
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
Player *p = &players[i];
|
||||
if (!p->inUse)
|
||||
continue;
|
||||
|
||||
if (now_seconds() - p->lastHeard > 10.0) {
|
||||
printf("Player %d timed out\n", i);
|
||||
player_ode_destroy(p);
|
||||
memset(p, 0, sizeof(*p));
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!p->alive) {
|
||||
dBodySetLinearVel(p->body, 0, 0, 0);
|
||||
continue;
|
||||
}
|
||||
|
||||
float cy = cosf(p->yaw), sy = sinf(p->yaw);
|
||||
float fwdx = sy, fwdz = cy;
|
||||
float rgtx = cy, rgtz = -sy;
|
||||
|
||||
float vx = (fwdx * p->moveZ + rgtx * p->moveX) * speed;
|
||||
float vz = (fwdz * p->moveZ + rgtz * p->moveX) * speed;
|
||||
|
||||
const dReal *vcur = dBodyGetLinearVel(p->body);
|
||||
dBodySetLinearVel(p->body, vx, vcur[1], vz);
|
||||
|
||||
dQuaternion q;
|
||||
dQFromAxisAndAngle(q, 0, 1, 0, p->yaw);
|
||||
dBodySetQuaternion(p->body, q);
|
||||
dBodySetAngularVel(p->body, 0, 0, 0);
|
||||
}
|
||||
|
||||
// step ODE
|
||||
dJointGroupEmpty(gContactGroup);
|
||||
dSpaceCollide(gSpace, 0, &nearCallback);
|
||||
dWorldQuickStep(gWorld, DT);
|
||||
|
||||
// snapshot players
|
||||
MsgSnapshot snap = {0};
|
||||
snap.type = MSG_SNAPSHOT;
|
||||
snap.serverTick = serverTick;
|
||||
snap.count = 0;
|
||||
|
||||
for (int i = 0; i < MAX_PLAYERS; i++) {
|
||||
if (!players[i].inUse)
|
||||
continue;
|
||||
|
||||
const dReal *pos = dBodyGetPosition(players[i].body);
|
||||
PlayerStateNet *ps = &snap.p[snap.count++];
|
||||
|
||||
ps->id = (uint8_t)i;
|
||||
ps->alive = (uint8_t)players[i].alive;
|
||||
ps->hp = (int16_t)players[i].hp;
|
||||
ps->armor = (int16_t)players[i].armor;
|
||||
|
||||
ps->x = (float)pos[0];
|
||||
ps->y = (float)pos[1];
|
||||
ps->z = (float)pos[2];
|
||||
ps->yaw = players[i].yaw;
|
||||
ps->pitch = players[i].pitch;
|
||||
|
||||
ps->weapon = (uint8_t)players[i].weapon;
|
||||
for (int w = 0; w < WEAPON_COUNT; w++) {
|
||||
ps->ammoMag[w] = (int16_t)players[i].ammoMag[w];
|
||||
ps->ammoRes[w] = (int16_t)players[i].ammoRes[w];
|
||||
}
|
||||
for (int sidx = 0; sidx < INV_SLOTS; sidx++) {
|
||||
ps->invType[sidx] = players[i].invType[sidx];
|
||||
ps->invQty[sidx] = (int16_t)players[i].invQty[sidx];
|
||||
}
|
||||
|
||||
memset(ps->username, 0, USERNAME_MAX);
|
||||
strncpy(ps->username, players[i].username, USERNAME_MAX - 1);
|
||||
}
|
||||
|
||||
broadcast(sock, players, &snap, (int)sizeof(MsgSnapshot));
|
||||
|
||||
// broadcast items at ~10Hz
|
||||
itemsTickDiv++;
|
||||
if (itemsTickDiv >= 6) {
|
||||
itemsTickDiv = 0;
|
||||
|
||||
MsgItems im = {0};
|
||||
im.type = MSG_ITEMS;
|
||||
im.serverTick = serverTick;
|
||||
im.count = 0;
|
||||
|
||||
for (int i = 0; i < MAX_ITEMS && im.count < MAX_ITEMS; i++) {
|
||||
if (!gItems[i].active)
|
||||
continue;
|
||||
ItemNet *on = &im.items[im.count++];
|
||||
on->id = gItems[i].id;
|
||||
on->type = gItems[i].type;
|
||||
on->qty = (int16_t)gItems[i].qty;
|
||||
on->x = gItems[i].x;
|
||||
on->y = gItems[i].y;
|
||||
on->z = gItems[i].z;
|
||||
}
|
||||
|
||||
broadcast(sock, players, &im, (int)sizeof(MsgItems));
|
||||
}
|
||||
}
|
||||
|
||||
CLOSESOCK(sock);
|
||||
ode_shutdown_world();
|
||||
#ifdef _WIN32
|
||||
WSACleanup();
|
||||
#endif
|
||||
return 0;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue