diff --git a/game/build_client.sh b/game/build_client.sh new file mode 100755 index 0000000..5b8fecc --- /dev/null +++ b/game/build_client.sh @@ -0,0 +1,28 @@ +#!/bin/bash +# Build the game client using the split modules + +set -e + +cd "$(dirname "$0")" + +# Get raylib compile and link flags +RAYLIB_CFLAGS=$(pkg-config --cflags raylib 2>/dev/null || echo "-I/usr/include") +RAYLIB_LIBS=$(pkg-config --libs raylib 2>/dev/null || echo "-lraylib -lm") + +echo "Compiling game modules..." +gcc -c suic_math.c -I../libsuicmez $RAYLIB_CFLAGS -o suic_math.o +gcc -c suic_terrain.c -I../libsuicmez $RAYLIB_CFLAGS -o suic_terrain.o +gcc -c suic_lighting.c -I../libsuicmez $RAYLIB_CFLAGS -o suic_lighting.o +gcc -c suic_net.c -I../libsuicmez $RAYLIB_CFLAGS -o suic_net.o +gcc -c suic_ui.c -I../libsuicmez $RAYLIB_CFLAGS -o suic_ui.o +gcc -c suic_game_client.c -I../libsuicmez $RAYLIB_CFLAGS -o suic_game_client.o + +echo "Compiling main entry point..." +gcc -c main.c -I../libsuicmez $RAYLIB_CFLAGS -o main.o + +echo "Linking..." +gcc main.o suic_math.o suic_terrain.o suic_lighting.o suic_net.o suic_ui.o suic_game_client.o \ + $RAYLIB_LIBS -lm -o game_client + +echo "Successfully built: game_client" +echo "Run with: ./game_client" diff --git a/game/client b/game/client deleted file mode 100755 index 989692a..0000000 Binary files a/game/client and /dev/null differ diff --git a/game/client.c b/game/client.c index eb6df46..65835e2 100644 --- a/game/client.c +++ b/game/client.c @@ -1,1174 +1,60 @@ -#include "raylib.h" -#include -#include +#include "libsuicmez/libsuicmez.h" #include +#include +#include #include -#ifdef _WIN32 -#define WIN32_LEAN_AND_MEAN -#include -#include -#pragma comment(lib, "ws2_32.lib") -typedef int socklen_t; -#define CLOSESOCK closesocket -#else -#include -#include -#include -#include -#include -#define CLOSESOCK close -#endif +void* gc_alloc(const TypeInfo* type, size_t size); +void gc_init(void); +void gc_shutdown(void); -#define PROTOCOL_VERSION 67 -#define SERVER_PORT 27015 -#define MAX_PLAYERS 16 -#define USERNAME_MAX 16 - -#define WEAPON_PISTOL 0 -#define WEAPON_RIFLE 1 - -#define ITEM_NONE 0 -#define ITEM_MEDKIT 1 -#define ITEM_AMMO_PISTOL 2 -#define ITEM_AMMO_RIFLE 3 - -#define MAX_ITEMS 64 - -#define BTN_RELOAD (1u << 0) -#define BTN_SWITCH_PISTOL (1u << 1) -#define BTN_SWITCH_RIFLE (1u << 2) -#define BTN_PICK (1u << 3) -#define BTN_USE_MEDKIT (1u << 4) -#define BTN_JUMP (1u << 5) - -typedef struct { - Vector3 direction; // Normalized light direction - Vector3 color; // RGB color (0-1 range) - float intensity; // Light intensity multiplier - float ambientIntensity; // Ambient light strength - float shadowBias; // Shadow bias to prevent z-fighting - float shadowIntensity; // How dark shadows are (0-1) -} DirectionalLight; - -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; +// Helper for allocating arrays +static void* suic_alloc_array(const TypeInfo* type, size_t elem_size, size_t len, void* init_data) { + void* ptr = gc_alloc(type, elem_size * len); + if (init_data) memcpy(ptr, init_data, elem_size * len); + return ptr; } -static void unload_terrain_shader(TerrainShader *ts) { - if (ts && ts->shader.id != 0) { - UnloadShader(ts->shader); - ts->shader.id = 0; - } +// Helper for allocating structs +static void* suic_alloc_struct(const TypeInfo* type, size_t size, void* init_data) { + void* ptr = gc_alloc(type, size); + if (init_data) memcpy(ptr, init_data, size); + return ptr; } -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, - 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, - 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, - 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, - 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, - 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, - 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, - 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, - 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, - 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, - 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, - 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, - 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, - 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, - 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, - 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, - 180, 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, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, - 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, - 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, - 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, - 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, - 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, - 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, - 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, - 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, - 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, - 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, - 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, - 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, - 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, - 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, - 156, 180}; -static float grad2(int hash, float x, float y) { - int h = hash & 7; - float u = h < 4 ? x : y; - float v = h < 4 ? y : x; - return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v); -} +; +; -static float simplex_noise_2d(float x, float y) { - const float F2 = 0.366025403f; - const float G2 = 0.211324865f; - float s = (x + y) * F2; - int i = (int)floorf(x + s); - int j = (int)floorf(y + s); - float t = (i + j) * G2; - float X0 = i - t, Y0 = j - t; - float x0 = x - X0, y0 = y - Y0; - int i1 = (x0 > y0) ? 1 : 0; - int j1 = (x0 > y0) ? 0 : 1; - float x1 = x0 - i1 + G2, y1 = y0 - j1 + G2; - float x2 = x0 - 1.0f + 2.0f * G2, y2 = y0 - 1.0f + 2.0f * G2; - int ii = i & 255, jj = j & 255; - float n0 = 0.0f, n1 = 0.0f, n2 = 0.0f; - float t0 = 0.5f - x0 * x0 - y0 * y0; - if (t0 >= 0.0f) { - t0 *= t0; - n0 = t0 * t0 * grad2(perm[ii + perm[jj]], x0, y0); - } - float t1 = 0.5f - x1 * x1 - y1 * y1; - if (t1 >= 0.0f) { - t1 *= t1; - n1 = t1 * t1 * grad2(perm[ii + i1 + perm[jj + j1]], x1, y1); - } - float t2 = 0.5f - x2 * x2 - y2 * y2; - if (t2 >= 0.0f) { - t2 *= t2; - n2 = t2 * t2 * grad2(perm[ii + 1 + perm[jj + 1]], x2, y2); - } - return 45.0f * (n0 + n1 + n2); -} -static float fbm_noise(float x, float y, int octaves) { - float value = 0.0f, amplitude = 1.0f, frequency = 1.0f, max_value = 0.0f; - for (int i = 0; i < octaves; i++) { - value += simplex_noise_2d(x * frequency, y * frequency) * amplitude; - max_value += amplitude; - amplitude *= 0.5f; - frequency *= 2.0f; - } - return value / max_value; -} -float get_terrain_height(float x, float z) { - 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 * 4.0f + 2.0f; -} -#define TERRAIN_SIZE 256 -#define TERRAIN_SCALE 1.0f -#define TERRAIN_MIN (-TERRAIN_SIZE * TERRAIN_SCALE / 2.0f) -#define TERRAIN_MAX (TERRAIN_SIZE * TERRAIN_SCALE / 2.0f) +int suic_main(void); -static Mesh generate_terrain_mesh(void) { - int size = TERRAIN_SIZE; - Mesh mesh = {0}; - int vertexCount = size * size; - int triangleCount = (size - 1) * (size - 1) * 2; - - mesh.vertexCount = vertexCount; - mesh.triangleCount = triangleCount; - - mesh.vertices = (float *)MemAlloc(vertexCount * 3 * sizeof(float)); - mesh.texcoords = (float *)MemAlloc(vertexCount * 2 * sizeof(float)); - mesh.normals = (float *)MemAlloc(vertexCount * 3 * sizeof(float)); - mesh.indices = - (unsigned short *)MemAlloc(triangleCount * 3 * sizeof(unsigned short)); - - // Generate vertices - 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; - float wy = get_terrain_height(wx, wz); - - mesh.vertices[idx * 3 + 0] = wx; - mesh.vertices[idx * 3 + 1] = wy; - mesh.vertices[idx * 3 + 2] = wz; - - mesh.texcoords[idx * 2 + 0] = (float)x / (float)(size - 1); - mesh.texcoords[idx * 2 + 1] = (float)z / (float)(size - 1); +int suic_main(void) { + suic_init_window(1280, 720, suic_alloc_array(NULL, sizeof(char), 21, "Voxel Shooter Client")); + suic_set_target_fps(120); + suic_disable_cursor(); + while ((suic_window_should_close() == false)) { + float dt = suic_get_frame_time(); + suic_begin_drawing(); + suic_clear_background(135, 206, 235, 255); + DrawFPS(10, 10); + suic_end_drawing(); } - } - - // Generate indices - int triIdx = 0; - for (int z = 0; z < size - 1; z++) { - for (int x = 0; x < size - 1; x++) { - int i0 = z * size + x; - int i1 = z * size + (x + 1); - int i2 = (z + 1) * size + x; - int i3 = (z + 1) * size + (x + 1); - - mesh.indices[triIdx * 3 + 0] = i0; - mesh.indices[triIdx * 3 + 1] = i2; - mesh.indices[triIdx * 3 + 2] = i1; - triIdx++; - - mesh.indices[triIdx * 3 + 0] = i1; - mesh.indices[triIdx * 3 + 1] = i2; - mesh.indices[triIdx * 3 + 2] = i3; - triIdx++; - } - } - - // 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; - - // 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]; - - // 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); - - // Normal from height field: (-dh/dx, 1, -dh/dz) then normalized - float nx = -dh_dx; - float ny = 1.0f; - float nz = -dh_dz; - - float len = sqrtf(nx * nx + ny * ny + nz * nz); - if (len > 0.0001f) { - 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; + suic_close_window(); + return 0; } -// 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, - DirectionalLight light) { - // Normalize light direction (it's already normalized, but for safety) - Vector3 lightDir = light.direction; - - // Calculate diffuse component: dot product of negative light direction and - // surface normal We use negative because light travels opposite to its - // direction vector - float diff = fmaxf(0.0f, -(lightDir.x * normal.x + lightDir.y * normal.y + - lightDir.z * normal.z)); - - // Combine diffuse with ambient light - // Ambient provides minimum brightness even in shadow - float brightness = light.ambientIntensity + - (diff * light.intensity * (1.0f - light.ambientIntensity)); - - // Apply brightness multiplier to base color - int r = (int)(baseColor.r * brightness); - int g = (int)(baseColor.g * brightness); - int b = (int)(baseColor.b * brightness); - - // Clamp RGB to valid range [0, 255] - if (r > 255) - r = 255; - if (g > 255) - g = 255; - if (b > 255) - b = 255; - - return (Color){r, g, b, baseColor.a}; +int main(int argc, char* argv[]) { + // Initialize GC + gc_init(); + // init globals + // init event loop + int result = suic_main(); + // Shutdown GC + gc_shutdown(); + return result; } -// calculate_shadow_factor: Distance-based shadow softening -// Objects at higher elevations or farther from ground get softer, less -// pronounced shadows This simulates how shadows fade with distance and -// atmospheric scattering -static float calculate_shadow_factor(Vector3 worldPos, Vector3 lightDir, - float maxShadowDistance) { - // Calculate height above ground (approximate) - float distFromLight = fmaxf(0.0f, worldPos.y - 2.0f); - - // Fade out shadow strength with distance (max 15% darkening) - float shadowIntensity = - fmaxf(0.0f, 1.0f - (distFromLight / maxShadowDistance)); - return 1.0f - (shadowIntensity * 0.15f); -} - -// calculate_temporal_shadow: Time-based shadow variance for anti-aliasing -// Simulates subtle shadow movement to avoid banding artifacts -static float calculate_temporal_shadow(Vector3 worldPos, float timePhase) { - // Add subtle time-based variation to shadow boundaries - float noiseVal = - sinf(worldPos.x * 0.5f + timePhase) * cosf(worldPos.z * 0.5f + timePhase); - return 1.0f + (noiseVal * 0.02f); // Very subtle variation -} - -// apply_lighting_with_shadows: Full lighting calculation with shadows -// Combines directional light, ambient light, shadows, and temporal variation -static Color apply_lighting_with_shadows(Color baseColor, Vector3 normal, - Vector3 worldPos, - DirectionalLight light) { - // Calculate base shadow factor (distance-based) - float shadowFactor = - calculate_shadow_factor(worldPos, light.direction, 10.0f); - - // Apply shadow to intensity - float adjustedIntensity = light.intensity * shadowFactor; - - // Calculate diffuse component with adjusted intensity - Vector3 lightDir = light.direction; - float diff = fmaxf(0.0f, -(lightDir.x * normal.x + lightDir.y * normal.y + - lightDir.z * normal.z)); - - // Combine with ambient using adjusted intensity - float brightness = light.ambientIntensity + (diff * adjustedIntensity * - (1.0f - light.ambientIntensity)); - - // Apply brightness to base color - int r = (int)(baseColor.r * brightness); - int g = (int)(baseColor.g * brightness); - int b = (int)(baseColor.b * brightness); - - // Clamp values 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 Vector3 v3_normalize(Vector3 v) { - float len = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); - if (len < 0.0001f) - return (Vector3){0, 1, 0}; - return (Vector3){v.x / len, v.y / len, v.z / len}; -} - -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 Vector3 v3_mul(Vector3 a, float s) { - return v3(a.x * s, a.y * s, a.z * s); -} -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 - 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_ITEMS = 6, - MSG_ROOM_STATE = 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, moveZ, yaw, pitch; - uint8_t buttons; -} MsgInput; - -typedef struct MsgShoot { - uint8_t type; - uint8_t playerId; - uint32_t clientTick; -} MsgShoot; - -typedef struct PlayerStateNet { - uint8_t id, alive; - int16_t hp; - float x, y, z, yaw, pitch; - uint8_t weapon; - int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits; - int16_t reloadTimeLeft; - char username[USERNAME_MAX]; -} PlayerStateNet; - -typedef struct MsgSnapshot { - uint8_t type; - uint32_t serverTick; - uint8_t count; - PlayerStateNet p[MAX_PLAYERS]; -} MsgSnapshot; - -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; - -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 { - int present, alive, hp; - Vector3 pos; - Vector3 prevPos; - float yaw, pitch; - uint8_t weapon; - int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits; - int16_t reloadTimeLeft; - char username[USERNAME_MAX]; -} RemotePlayer; - -typedef struct WorldItem { - int present; - uint16_t id; - uint8_t type; - int16_t qty; - Vector3 pos; -} WorldItem; - -static const char *ItemName(uint8_t t) { - switch (t) { - case ITEM_MEDKIT: - return "Medkit"; - case ITEM_AMMO_PISTOL: - return "Pistol ammo"; - case ITEM_AMMO_RIFLE: - return "Rifle ammo"; - default: - return "-"; - } -} - -static void ui_username_prompt(char outName[USERNAME_MAX]) { - memset(outName, 0, USERNAME_MAX); - while (!WindowShouldClose()) { - int ch = GetCharPressed(); - while (ch > 0) { - int len = (int)strlen(outName); - if (ch >= 32 && ch <= 126) { - if (len < USERNAME_MAX - 1) { - outName[len] = (char)ch; - outName[len + 1] = '\0'; - } - } - ch = GetCharPressed(); - } - if (IsKeyPressed(KEY_BACKSPACE)) { - int len = (int)strlen(outName); - if (len > 0) - outName[len - 1] = '\0'; - } - if (IsKeyPressed(KEY_ENTER) && strlen(outName) > 0) - return; - - BeginDrawing(); - ClearBackground((Color){20, 24, 32, 255}); - DrawText("Enter username (press ENTER):", 60, 80, 28, RAYWHITE); - DrawRectangle(60, 130, 420, 48, (Color){40, 48, 64, 255}); - DrawRectangleLines(60, 130, 420, 48, (Color){120, 140, 170, 255}); - DrawText(outName[0] ? outName : "_", 72, 142, 24, - (Color){230, 230, 240, 255}); - EndDrawing(); - } -} - -int main(void) { -#ifdef _WIN32 - WSADATA wsa; - WSAStartup(MAKEWORD(2, 2), &wsa); -#endif - - const int sw = 1280, sh = 720; - InitWindow(sw, sh, "Voxel Shooter - Client (SMOOTH TERRAIN WITH SHADOWS)"); - SetTargetFPS(120); - - char myName[USERNAME_MAX]; - ui_username_prompt(myName); - - DisableCursor(); - - // Generate terrain mesh - Mesh terrainMesh = generate_terrain_mesh(); - Model terrainModel = LoadModelFromMesh(terrainMesh); - terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = - (Color){80, 140, 70, 255}; - - // Setup directional light - DirectionalLight dirLight = {0}; - dirLight.direction = - v3_normalize(v3(-0.8f, -1.0f, -0.6f)); // Coming from upper-left-back - dirLight.color = v3(1.0f, 1.0f, 1.0f); - dirLight.intensity = 1.2f; - dirLight.ambientIntensity = 0.3f; - 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"); - return 1; - } - set_nonblocking(sock); - - struct sockaddr_in srv = {0}; - srv.sin_family = AF_INET; - srv.sin_port = htons(SERVER_PORT); - inet_pton(AF_INET, "127.0.0.1", &srv.sin_addr); - - uint8_t myId = 255; - uint32_t clientTick = 0; - - 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; - - Vector3 prevBodyPos = v3(0, 5.0f, 6); - Vector3 currentTargetBody = v3(0, 5.0f, 6); - float interpTimer = 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; - - const float pistolFireRate = 4.0f, rifleFireRate = 12.0f; - const float recoilReturn = 18.0f, crossReturn = 14.0f; - const float pistolKickPitch = 0.010f, pistolKickYaw = 0.004f; - const float rifleKickPitch = 0.018f, rifleKickYaw = 0.010f; - const float pistolCrossKick = 2.0f, rifleCrossKick = 4.0f; - const float pistolSprayGrow = 0.4f, rifleSprayGrow = 1.2f; - const float burstResetTime = 0.18f; - - MsgHello hello = {0}; - hello.type = MSG_HELLO; - hello.protocol = PROTOCOL_VERSION; - strncpy(hello.username, myName, USERNAME_MAX - 1); - sendto(sock, (const char *)&hello, (int)sizeof(hello), 0, - (const struct sockaddr *)&srv, sizeof(srv)); - - while (!WindowShouldClose()) { - clientTick++; - float dt = GetFrameTime(); - - fireCooldown -= dt; - if (fireCooldown < 0.0f) - fireCooldown = 0.0f; - burstResetTimer -= dt; - if (burstResetTimer <= 0.0f) - shotsInBurst = 0; - - { - float k = 1.0f - expf(-recoilReturn * dt); - recoilYaw += (0.0f - recoilYaw) * k; - recoilPitch += (0.0f - recoilPitch) * k; - } - { - float k = 1.0f - expf(-crossReturn * dt); - crossSpread += (0.0f - crossSpread) * k; - if (crossSpread < 0.01f) - crossSpread = 0.0f; - } - - 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]; - if (type == MSG_WELCOME && n >= (int)sizeof(MsgWelcome)) { - MsgWelcome *w = (MsgWelcome *)buf; - myId = w->playerId; - } else if (type == MSG_SNAPSHOT && n >= (int)sizeof(MsgSnapshot)) { - MsgSnapshot *s = (MsgSnapshot *)buf; - for (int i = 0; i < MAX_PLAYERS; i++) - rp[i].present = 0; - - for (int i = 0; i < (int)s->count && i < MAX_PLAYERS; i++) { - PlayerStateNet *ps = &s->p[i]; - if (ps->id >= MAX_PLAYERS) - continue; - - RemotePlayer *p = &rp[ps->id]; - p->prevPos = p->pos; - p->present = 1; - p->alive = ps->alive; - p->hp = ps->hp; - p->pos = v3(ps->x, ps->y, ps->z); - p->yaw = ps->yaw; - p->pitch = ps->pitch; - p->weapon = ps->weapon; - p->pistolMag = ps->pistolMag; - p->rifleMag = ps->rifleMag; - 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); - } - - if (myId != 255 && rp[myId].present) { - prevBodyPos = currentTargetBody; - currentTargetBody = rp[myId].pos; - interpTimer = 0.0f; - } - } else if (type == MSG_ITEMS && n >= (int)sizeof(MsgItems)) { - MsgItems *m = (MsgItems *)buf; - for (int i = 0; i < MAX_ITEMS; i++) - wi[i].present = 0; - - for (int i = 0; i < (int)m->count && i < MAX_ITEMS; i++) { - wi[i].present = 1; - wi[i].id = m->items[i].id; - wi[i].type = m->items[i].type; - 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); - } - } - } - - // Interpolate camera position - if (myId != 255 && rp[myId].present) { - float interpFactor = interpTimer / (1.0f / 20.0f); - if (interpFactor > 1.0f) - interpFactor = 1.0f; - Vector3 interpBody = v3_add(v3_mul(prevBodyPos, 1.0f - interpFactor), - v3_mul(currentTargetBody, interpFactor)); - camPos.x = interpBody.x; - camPos.y = interpBody.y + 1.0f; - camPos.z = interpBody.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); - } - interpTimer += dt; - - Vector2 md = GetMouseDelta(); - const float sens = 0.0025f; - yaw -= md.x * sens; - pitch -= md.y * sens; - if (pitch < -1.5f) - pitch = -1.5f; - if (pitch > 1.5f) - pitch = 1.5f; - - float viewYaw = yaw + recoilYaw; - float viewPitch = pitch + recoilPitch; - if (viewPitch < -1.5f) - viewPitch = -1.5f; - if (viewPitch > 1.5f) - viewPitch = 1.5f; - - float moveX = 0.0f, moveZ = 0.0f; - if (IsKeyDown(KEY_A)) - moveX += 1.0f; - if (IsKeyDown(KEY_D)) - moveX -= 1.0f; - if (IsKeyDown(KEY_W)) - moveZ += 1.0f; - if (IsKeyDown(KEY_S)) - moveZ -= 1.0f; - - uint8_t buttons = 0; - if (IsKeyPressed(KEY_ONE)) - buttons |= BTN_SWITCH_PISTOL; - if (IsKeyPressed(KEY_TWO)) - buttons |= BTN_SWITCH_RIFLE; - if (IsKeyPressed(KEY_R)) - buttons |= BTN_RELOAD; - if (IsKeyPressed(KEY_F)) - buttons |= BTN_PICK; - if (IsKeyPressed(KEY_H)) - buttons |= BTN_USE_MEDKIT; - if (IsKeyPressed(KEY_SPACE)) - buttons |= BTN_JUMP; - if (IsKeyPressed(KEY_Z)) - scoped = !scoped; - - 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; - sendto(sock, (const char *)&in, (int)sizeof(in), 0, - (const struct sockaddr *)&srv, sizeof(srv)); - } - - if (myId != 255 && IsMouseButtonDown(MOUSE_BUTTON_LEFT) && - fireCooldown <= 0.0f && rp[myId].present) { - int wpn = rp[myId].weapon; - float rate = (wpn == WEAPON_PISTOL) ? pistolFireRate : rifleFireRate; - fireCooldown = 1.0f / rate; - - shotsInBurst++; - burstResetTimer = burstResetTime; - - if (wpn == 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)); - } - - Vector3 forward = v3(sinf(viewYaw) * cosf(viewPitch), sinf(viewPitch), - cosf(viewYaw) * cosf(viewPitch)); - - // Offset camera position: 0.3m in front, 0.2m below - camPos = v3_add(camPos, v3_mul(forward, 0.3f)); - camPos.y -= 0.2f; - - // Ensure camera doesn't clip into terrain after offset - float terrain_h = get_terrain_height(camPos.x, camPos.z); - camPos.y = fmaxf(camPos.y, terrain_h + 1.5f); - - Camera3D cam = {0}; - cam.position = camPos; - cam.target = v3_add(camPos, forward); - cam.up = v3(0, 1, 0); - cam.fovy = scoped ? 30.0f : 75.0f; - cam.projection = CAMERA_PERSPECTIVE; - - BeginDrawing(); - ClearBackground((Color){135, 206, 235, 255}); - - BeginMode3D(cam); - - // 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}; - - // 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 = - (Color){80, 140, 70, 255}; - DrawModel(terrainModel, (Vector3){0, 0, 0}, 1.0f, WHITE); - - // Draw border - float borderSize = TERRAIN_MAX - TERRAIN_MIN; - DrawCube((Vector3){0, 0, 0}, borderSize, 1000, borderSize, (Color){255, 0, 0, 100}); - - // 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; - Color ic = (Color){220, 220, 220, 255}; - if (wi[i].type == ITEM_MEDKIT) - ic = (Color){120, 255, 120, 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}; - - // Apply basic lighting to items - Vector3 itemNormal = v3(0, 1, 0); - Color litColor = - apply_lighting_with_shadows(ic, itemNormal, wi[i].pos, dirLight); - DrawSphere(wi[i].pos, 0.3f, litColor); - } - - // Players with basic lighting - for (int i = 0; i < MAX_PLAYERS; i++) { - if (!rp[i].present) - continue; - float interpFactor = interpTimer / (1.0f / 20.0f); - if (interpFactor > 1.0f) - interpFactor = 1.0f; - Vector3 p = v3_add(v3_mul(rp[i].prevPos, 1.0f - interpFactor), - v3_mul(rp[i].pos, interpFactor)); - Color c = - (i == myId) ? (Color){80, 180, 255, 255} : (Color){255, 80, 80, 255}; - if (!rp[i].alive) - c = (Color){120, 120, 120, 255}; - - // Apply basic lighting to players - Vector3 playerNormal = v3(0, 1, 0); - Color litPlayerColor = - 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); - } - - EndMode3D(); - - // Nameplates - for (int i = 0; i < MAX_PLAYERS; i++) { - if (!rp[i].present || !rp[i].username[0]) - continue; - float interpFactor = interpTimer / (1.0f / 20.0f); - if (interpFactor > 1.0f) - interpFactor = 1.0f; - Vector3 p = v3_add(v3_mul(rp[i].prevPos, 1.0f - interpFactor), - v3_mul(rp[i].pos, interpFactor)); - Vector3 head = v3(p.x, p.y + 1.2f, p.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 { - DrawRectangle(10, 10, 280, 110, (Color){0, 0, 0, 120}); - DrawText("HP", 20, 20, 20, RAYWHITE); - int healthBarWidth = (rp[myId].hp * 220) / 100; - Color healthColor = (rp[myId].hp > 60) ? (Color){80, 255, 80, 120} - : (rp[myId].hp > 30) ? (Color){255, 200, 80, 120} - : (Color){255, 80, 80, 120}; - DrawRectangle(20, 45, 220, 20, (Color){40, 40, 40, 255}); - DrawRectangle(20, 45, healthBarWidth, 20, healthColor); - DrawText(TextFormat("%d", rp[myId].hp), 250, 47, 18, RAYWHITE); - DrawText(TextFormat("Medkits: %d (H to use)", rp[myId].medkits), 20, 75, - 18, - (rp[myId].medkits > 0) ? (Color){120, 255, 120, 120} - : (Color){120, 120, 120, 120}); - DrawText("1=Pistol 2=Rifle R=Reload F=Pick SPACE=Jump", 20, 95, 12, - (Color){150, 150, 150, 150}); - - const char *weaponName = - (rp[myId].weapon == WEAPON_PISTOL) ? "PISTOL" : "RIFLE"; - Color weaponColor = (rp[myId].weapon == WEAPON_PISTOL) - ? (Color){100, 200, 255, 255} - : (Color){255, 150, 100, 255}; - int currentMag = (rp[myId].weapon == WEAPON_PISTOL) ? rp[myId].pistolMag - : rp[myId].rifleMag; - int reserveAmmo = (rp[myId].weapon == WEAPON_PISTOL) ? rp[myId].pistolAmmo - : rp[myId].rifleAmmo; - - DrawRectangle(sw - 260, sh - 120, 250, 110, (Color){0, 0, 0, 180}); - DrawText(weaponName, sw - 250, sh - 110, 28, weaponColor); - 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 (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, 350, 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, 350, 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, 450, 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 = 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, scoped ? 1.5f : 3.0f, - (Color){240, 240, 245, 160}); - } - - EndDrawing(); - } - - UnloadModel(terrainModel); - unload_terrain_shader(&terrainShader); - CloseWindow(); - CLOSESOCK(sock); -#ifdef _WIN32 - WSACleanup(); -#endif - return 0; -} diff --git a/game/client.o b/game/client.o deleted file mode 100644 index c6e1085..0000000 Binary files a/game/client.o and /dev/null differ diff --git a/game/client.sui b/game/client.sui index e69de29..7f90f69 100644 --- a/game/client.sui +++ b/game/client.sui @@ -0,0 +1,22 @@ +fn main() -> int do + init_window(1280, 720, "Voxel Shooter Client") + defer close_window() + set_target_fps(120) + disable_cursor() + + # Main loop + while window_should_close() == false do + let dt = get_frame_time() + + # Rendering + begin_drawing() + clear_background(135, 206, 235, 255) + + # Draw FPS + draw_fps(10, 10) + + end_drawing() + end + + 0 +end \ No newline at end of file diff --git a/game/game_client b/game/game_client new file mode 100755 index 0000000..58f9058 Binary files /dev/null and b/game/game_client differ diff --git a/game/main.c b/game/main.c new file mode 100644 index 0000000..4eb2849 --- /dev/null +++ b/game/main.c @@ -0,0 +1,41 @@ +/** + * Game Client Main Entry Point + * Uses the split modules: suic_game_client, suic_terrain, suic_lighting, suic_net, suic_ui + */ + +#include "suic_game_client.h" +#include "suic_ui.h" +#include "raylib.h" + +int main(void) { + const int screenW = 1280, screenH = 720; + InitWindow(screenW, screenH, "Voxel Shooter - Client"); + SetTargetFPS(120); + + /* Get username */ + char username[SUIC_NET_USERNAME_MAX] = {0}; + suic_ui_username_prompt(username, SUIC_NET_USERNAME_MAX); + + /* Initialize game subsystems */ + suic_game_init(username, "127.0.0.1", 27015); + + /* Main loop */ + while (!WindowShouldClose()) { + float dt = GetFrameTime(); + + suic_game_handle_input(dt); + suic_game_update(dt); + + BeginDrawing(); + ClearBackground((Color){135, 206, 235, 255}); + + suic_game_render(); + + EndDrawing(); + } + + suic_game_shutdown(); + CloseWindow(); + + return 0; +} diff --git a/game/main.o b/game/main.o new file mode 100644 index 0000000..e3057a3 Binary files /dev/null and b/game/main.o differ diff --git a/game/runtime.h b/game/runtime.h new file mode 100644 index 0000000..8e97b2f --- /dev/null +++ b/game/runtime.h @@ -0,0 +1,21 @@ +#include +#include +#include "../libsuicmez/suicmez_gc.h" + +void* gc_alloc(const TypeInfo* type, size_t size); +void gc_init(void); +void gc_shutdown(void); + +// Helper for allocating arrays +void* suic_alloc_array(const TypeInfo* type, size_t elem_size, size_t len, void* init_data) { + void* ptr = gc_alloc(type, elem_size * len); + if (init_data) memcpy(ptr, init_data, elem_size * len); + return ptr; +} + +// Helper for allocating structs +void* suic_alloc_struct(const TypeInfo* type, size_t size, void* init_data) { + void* ptr = gc_alloc(type, size); + if (init_data) memcpy(ptr, init_data, size); + return ptr; +} \ No newline at end of file diff --git a/game/runtime.h.gch b/game/runtime.h.gch new file mode 100644 index 0000000..6bdc97a Binary files /dev/null and b/game/runtime.h.gch differ diff --git a/game/suic_app.c b/game/suic_app.c new file mode 100644 index 0000000..c024e0c --- /dev/null +++ b/game/suic_app.c @@ -0,0 +1,28 @@ +#include "suic_app.h" +#include "../libsuicmez/libsuicmez.h" +#include "runtime.h" + +void suic_app_init(int width, int height, const char* title) { + suic_init_window(width, height, (char*)title); + suic_set_target_fps(120); + suic_disable_cursor(); +} + +bool suic_app_should_close(void) { + return suic_window_should_close(); +} + +void suic_app_frame_begin(void) { + suic_begin_drawing(); + suic_clear_background(135, 206, 235, 255); +} + +void suic_app_frame_end(void) { + draw_fps(10, 40); + suic_end_drawing(); +} + +void suic_app_shutdown(void) { + suic_close_window(); +} + diff --git a/game/suic_app.h b/game/suic_app.h new file mode 100644 index 0000000..f7a5cb6 --- /dev/null +++ b/game/suic_app.h @@ -0,0 +1,25 @@ +#pragma once +#include +#include + +/* ---- Lifecycle ---- */ +void suic_runtime_init(void); +void suic_runtime_shutdown(void); + +/* ---- Window / Loop ---- */ +void suic_app_init(int width, int height, const char* title); +bool suic_app_should_close(void); +void suic_app_frame_begin(void); +void suic_app_frame_end(void); +void suic_app_shutdown(void); + +/* ---- Drawing ---- */ +void suic_draw_hello(void); + +/* ---- Gameplay helpers ---- */ +const char* suic_item_name(uint8_t t); +struct Color* suic_apply_directional_lighting( + struct Color* baseColor, + struct Vector3* normal, + struct DirectionalLight* light +); diff --git a/game/suic_game.sui b/game/suic_game.sui new file mode 100644 index 0000000..114b231 --- /dev/null +++ b/game/suic_game.sui @@ -0,0 +1,19 @@ +fn main() -> int do + suic_runtime_init() + defer suic_runtime_shutdown() + + # Initialize application / window + suic_app_init(1280, 720, "Voxel Shooter - Client") + defer suic_app_shutdown() + + # Main loop + while not suic_app_should_close() do + suic_app_frame_begin() + + suic_draw_hello() + + suic_app_frame_end() + end + + 0 +end diff --git a/game/suic_game_client.c b/game/suic_game_client.c new file mode 100644 index 0000000..f6d6cdc --- /dev/null +++ b/game/suic_game_client.c @@ -0,0 +1,280 @@ +#include "suic_game_client.h" +#include "raylib.h" +#include +#include + +/* ===== GAME STATE ===== */ + +static SuicVec3 g_camPos = {0, 5.0f, 6}; +static float g_yaw = 0.0f, g_pitch = 0.0f; +static SuicVec3 g_prevBodyPos = {0, 5.0f, 6}; +static SuicVec3 g_currentTargetBody = {0, 5.0f, 6}; +static float g_interpTimer = 0.0f; + +static float g_recoilYaw = 0.0f, g_recoilPitch = 0.0f, g_crossSpread = 0.0f; +static bool g_scoped = false; +static float g_fireCooldown = 0.0f; +static int g_shotsInBurst = 0; +static float g_burstResetTimer = 0.0f; +static uint32_t g_clientTick = 0; + +static SuicDirectionalLight g_light; + +/* Weapon constants */ +static const float PISTOL_FIRE_RATE = 4.0f, RIFLE_FIRE_RATE = 12.0f; +static const float RECOIL_RETURN = 18.0f, CROSS_RETURN = 14.0f; +static const float PISTOL_KICK_PITCH = 0.010f, PISTOL_KICK_YAW = 0.004f; +static const float RIFLE_KICK_PITCH = 0.018f, RIFLE_KICK_YAW = 0.010f; +static const float PISTOL_CROSS_KICK = 2.0f, RIFLE_CROSS_KICK = 4.0f; +static const float PISTOL_SPRAY_GROW = 0.4f, RIFLE_SPRAY_GROW = 1.2f; +static const float BURST_RESET_TIME = 0.18f; + +/* ===== LIFECYCLE ===== */ + +void suic_game_init(const char* username, const char* serverIp, int port) { + suic_terrain_init(); + suic_net_init(serverIp, port); + suic_net_send_hello(username); + g_light = suic_light_create_default(); + g_camPos = suic_v3(0, 5.0f, 6); + g_yaw = 0.0f; + g_pitch = 0.0f; + DisableCursor(); +} + +void suic_game_shutdown(void) { + suic_terrain_cleanup(); + suic_net_shutdown(); +} + +/* ===== INPUT HANDLING ===== */ + +void suic_game_handle_input(float dt) { + g_clientTick++; + + /* Cooldowns */ + g_fireCooldown -= dt; + if (g_fireCooldown < 0.0f) g_fireCooldown = 0.0f; + g_burstResetTimer -= dt; + if (g_burstResetTimer <= 0.0f) g_shotsInBurst = 0; + + /* Recoil recovery */ + float k = 1.0f - expf(-RECOIL_RETURN * dt); + g_recoilYaw += (0.0f - g_recoilYaw) * k; + g_recoilPitch += (0.0f - g_recoilPitch) * k; + + float k2 = 1.0f - expf(-CROSS_RETURN * dt); + g_crossSpread += (0.0f - g_crossSpread) * k2; + if (g_crossSpread < 0.01f) g_crossSpread = 0.0f; + + /* Mouse look */ + Vector2 md = GetMouseDelta(); + const float sens = 0.0025f; + g_yaw -= md.x * sens; + g_pitch -= md.y * sens; + if (g_pitch < -1.5f) g_pitch = -1.5f; + if (g_pitch > 1.5f) g_pitch = 1.5f; + + /* Movement input */ + float moveX = 0.0f, moveZ = 0.0f; + if (IsKeyDown(KEY_A)) moveX += 1.0f; + if (IsKeyDown(KEY_D)) moveX -= 1.0f; + if (IsKeyDown(KEY_W)) moveZ += 1.0f; + if (IsKeyDown(KEY_S)) moveZ -= 1.0f; + + /* Buttons */ + uint8_t buttons = 0; + if (IsKeyPressed(KEY_ONE)) buttons |= SUIC_BTN_SWITCH_PISTOL; + if (IsKeyPressed(KEY_TWO)) buttons |= SUIC_BTN_SWITCH_RIFLE; + if (IsKeyPressed(KEY_R)) buttons |= SUIC_BTN_RELOAD; + if (IsKeyPressed(KEY_F)) buttons |= SUIC_BTN_PICK; + if (IsKeyPressed(KEY_H)) buttons |= SUIC_BTN_USE_MEDKIT; + if (IsKeyPressed(KEY_SPACE)) buttons |= SUIC_BTN_JUMP; + if (IsKeyPressed(KEY_Z)) g_scoped = !g_scoped; + + uint8_t myId = suic_net_get_my_id(); + float viewYaw = g_yaw + g_recoilYaw; + float viewPitch = g_pitch + g_recoilPitch; + if (viewPitch < -1.5f) viewPitch = -1.5f; + if (viewPitch > 1.5f) viewPitch = 1.5f; + + if (myId != 255) { + suic_net_send_input(myId, g_clientTick, moveX, moveZ, viewYaw, viewPitch, buttons); + } + + /* Shooting */ + if (myId != 255 && IsMouseButtonDown(MOUSE_BUTTON_LEFT) && g_fireCooldown <= 0.0f && + suic_net_player_present(myId)) { + int wpn = suic_net_player_weapon(myId); + float rate = (wpn == SUIC_WEAPON_PISTOL) ? PISTOL_FIRE_RATE : RIFLE_FIRE_RATE; + g_fireCooldown = 1.0f / rate; + + g_shotsInBurst++; + g_burstResetTimer = BURST_RESET_TIME; + + if (wpn == SUIC_WEAPON_PISTOL) { + g_recoilPitch += PISTOL_KICK_PITCH; + g_recoilYaw += (((float)GetRandomValue(-1000, 1000)) / 1000.0f) * PISTOL_KICK_YAW; + g_crossSpread += PISTOL_CROSS_KICK + g_shotsInBurst * PISTOL_SPRAY_GROW; + } else { + g_recoilPitch += RIFLE_KICK_PITCH; + g_recoilYaw += (((float)GetRandomValue(-1000, 1000)) / 1000.0f) * RIFLE_KICK_YAW; + g_crossSpread += RIFLE_CROSS_KICK + g_shotsInBurst * RIFLE_SPRAY_GROW; + } + + suic_net_send_shoot(myId, g_clientTick); + } +} + +/* ===== UPDATE ===== */ + +void suic_game_update(float dt) { + suic_net_poll(); + + uint8_t myId = suic_net_get_my_id(); + if (myId != 255 && suic_net_player_present(myId)) { + g_prevBodyPos = g_currentTargetBody; + g_currentTargetBody = suic_v3(suic_net_player_x(myId), + suic_net_player_y(myId), + suic_net_player_z(myId)); + g_interpTimer = 0.0f; + } + + /* Interpolate camera */ + if (myId != 255 && suic_net_player_present(myId)) { + float interpFactor = g_interpTimer / (1.0f / 20.0f); + if (interpFactor > 1.0f) interpFactor = 1.0f; + SuicVec3 interpBody = suic_v3_add(suic_v3_mul(g_prevBodyPos, 1.0f - interpFactor), + suic_v3_mul(g_currentTargetBody, interpFactor)); + g_camPos.x = interpBody.x; + g_camPos.y = interpBody.y + 1.0f; + g_camPos.z = interpBody.z + 0.0001f; + + float terrain_h = suic_terrain_height(g_camPos.x, g_camPos.z); + g_camPos.y = fmaxf(g_camPos.y, terrain_h + 1.5f); + } + g_interpTimer += dt; + + /* Forward offset */ + float viewYaw = g_yaw + g_recoilYaw; + float viewPitch = g_pitch + g_recoilPitch; + SuicVec3 forward = suic_v3(sinf(viewYaw) * cosf(viewPitch), sinf(viewPitch), + cosf(viewYaw) * cosf(viewPitch)); + g_camPos = suic_v3_add(g_camPos, suic_v3_mul(forward, 0.3f)); + g_camPos.y -= 0.2f; + + float terrain_h = suic_terrain_height(g_camPos.x, g_camPos.z); + g_camPos.y = fmaxf(g_camPos.y, terrain_h + 1.5f); +} + +/* ===== RENDERING ===== */ + +void suic_game_render(void) { + int sw = GetScreenWidth(); + int sh = GetScreenHeight(); + uint8_t myId = suic_net_get_my_id(); + + float viewYaw = g_yaw + g_recoilYaw; + float viewPitch = g_pitch + g_recoilPitch; + if (viewPitch < -1.5f) viewPitch = -1.5f; + if (viewPitch > 1.5f) viewPitch = 1.5f; + + SuicVec3 forward = suic_v3(sinf(viewYaw) * cosf(viewPitch), sinf(viewPitch), + cosf(viewYaw) * cosf(viewPitch)); + + Camera3D cam = {0}; + cam.position = (Vector3){g_camPos.x, g_camPos.y, g_camPos.z}; + cam.target = (Vector3){g_camPos.x + forward.x, g_camPos.y + forward.y, g_camPos.z + forward.z}; + cam.up = (Vector3){0, 1, 0}; + cam.fovy = g_scoped ? 30.0f : 75.0f; + cam.projection = CAMERA_PERSPECTIVE; + + BeginMode3D(cam); + + /* Terrain */ + suic_terrain_draw(g_camPos); + + /* Border */ + float borderSize = SUIC_TERRAIN_MAX - SUIC_TERRAIN_MIN; + DrawCube((Vector3){0, 0, 0}, borderSize, 1000, borderSize, (Color){255, 0, 0, 100}); + + /* Items */ + for (int i = 0; i < SUIC_NET_MAX_ITEMS; i++) { + if (!suic_net_item_present(i)) continue; + Color ic = (Color){220, 220, 220, 255}; + uint8_t itemType = suic_net_item_type(i); + if (itemType == SUIC_ITEM_MEDKIT) ic = (Color){120, 255, 120, 255}; + if (itemType == SUIC_ITEM_AMMO_PISTOL) ic = (Color){255, 220, 120, 255}; + if (itemType == SUIC_ITEM_AMMO_RIFLE) ic = (Color){255, 180, 120, 255}; + + SuicVec3 itemPos = suic_v3(suic_net_item_x(i), suic_net_item_y(i), suic_net_item_z(i)); + SuicVec3 itemNormal = suic_v3(0, 1, 0); + SuicColor litColor = suic_light_apply_shadows((SuicColor){ic.r, ic.g, ic.b, ic.a}, + itemNormal, itemPos, &g_light); + DrawSphere((Vector3){itemPos.x, itemPos.y, itemPos.z}, 0.3f, + (Color){litColor.r, litColor.g, litColor.b, litColor.a}); + } + + /* Players */ + for (int i = 0; i < SUIC_NET_MAX_PLAYERS; i++) { + if (!suic_net_player_present(i)) continue; + float interpFactor = g_interpTimer / (1.0f / 20.0f); + if (interpFactor > 1.0f) interpFactor = 1.0f; + SuicVec3 prev = suic_v3(suic_net_player_prev_x(i), suic_net_player_prev_y(i), suic_net_player_prev_z(i)); + SuicVec3 curr = suic_v3(suic_net_player_x(i), suic_net_player_y(i), suic_net_player_z(i)); + SuicVec3 p = suic_v3_add(suic_v3_mul(prev, 1.0f - interpFactor), suic_v3_mul(curr, interpFactor)); + + Color c = (i == myId) ? (Color){80, 180, 255, 255} : (Color){255, 80, 80, 255}; + if (!suic_net_player_alive(i)) c = (Color){120, 120, 120, 255}; + + SuicVec3 playerNormal = suic_v3(0, 1, 0); + SuicColor litColor = suic_light_apply_shadows((SuicColor){c.r, c.g, c.b, c.a}, + playerNormal, p, &g_light); + DrawCapsule((Vector3){p.x, p.y - 0.5f, p.z}, (Vector3){p.x, p.y + 0.5f, p.z}, 0.35f, 8, 8, + (Color){litColor.r, litColor.g, litColor.b, litColor.a}); + } + + EndMode3D(); + + /* Nameplates */ + for (int i = 0; i < SUIC_NET_MAX_PLAYERS; i++) { + if (!suic_net_player_present(i)) continue; + float interpFactor = g_interpTimer / (1.0f / 20.0f); + if (interpFactor > 1.0f) interpFactor = 1.0f; + SuicVec3 prev = suic_v3(suic_net_player_prev_x(i), suic_net_player_prev_y(i), suic_net_player_prev_z(i)); + SuicVec3 curr = suic_v3(suic_net_player_x(i), suic_net_player_y(i), suic_net_player_z(i)); + SuicVec3 p = suic_v3_add(suic_v3_mul(prev, 1.0f - interpFactor), suic_v3_mul(curr, interpFactor)); + + suic_ui_draw_nameplate(sw, sh, p.x, p.y, p.z, suic_net_player_username(i), i == myId, + g_camPos.x, g_camPos.y, g_camPos.z, + g_camPos.x + forward.x, g_camPos.y + forward.y, g_camPos.z + forward.z); + } + + /* HUD */ + if (myId == 255 || !suic_net_player_present(myId)) { + DrawText("Connecting...", 10, 10, 20, RAYWHITE); + } else { + int weapon = suic_net_player_weapon(myId); + int mag = (weapon == SUIC_WEAPON_PISTOL) ? suic_net_player_pistol_mag(myId) + : suic_net_player_rifle_mag(myId); + int reserve = (weapon == SUIC_WEAPON_PISTOL) ? suic_net_player_pistol_ammo(myId) + : suic_net_player_rifle_ammo(myId); + suic_ui_draw_hud(suic_net_player_hp(myId), weapon, mag, reserve, + suic_net_player_medkits(myId), suic_net_player_reload_time(myId)); + } + + DrawFPS(sw - 90, 10); + + /* Room state */ + suic_ui_draw_room_state(sw, sh, suic_net_room_state(), suic_net_countdown(), suic_net_winner_name()); + + /* Crosshair */ + suic_ui_draw_crosshair(sw, sh, g_crossSpread, g_scoped); +} + +/* ===== ACCESSORS ===== */ + +SuicVec3 suic_game_get_camera_pos(void) { return g_camPos; } +float suic_game_get_yaw(void) { return g_yaw; } +float suic_game_get_pitch(void) { return g_pitch; } +bool suic_game_is_scoped(void) { return g_scoped; } diff --git a/game/suic_game_client.h b/game/suic_game_client.h new file mode 100644 index 0000000..20880bb --- /dev/null +++ b/game/suic_game_client.h @@ -0,0 +1,27 @@ +#pragma once +#include "suic_math.h" +#include "suic_terrain.h" +#include "suic_lighting.h" +#include "suic_net.h" +#include "suic_ui.h" +#include + +/** + * High-level game client API. + * Ties together terrain, networking, lighting, and rendering. + */ + +/* Game lifecycle */ +void suic_game_init(const char* username, const char* serverIp, int port); +void suic_game_update(float dt); +void suic_game_render(void); +void suic_game_shutdown(void); + +/* Camera state */ +SuicVec3 suic_game_get_camera_pos(void); +float suic_game_get_yaw(void); +float suic_game_get_pitch(void); +bool suic_game_is_scoped(void); + +/* Input state */ +void suic_game_handle_input(float dt); diff --git a/game/suic_game_client.o b/game/suic_game_client.o new file mode 100644 index 0000000..53111cf Binary files /dev/null and b/game/suic_game_client.o differ diff --git a/game/suic_gameplay.c b/game/suic_gameplay.c new file mode 100644 index 0000000..9ec4781 --- /dev/null +++ b/game/suic_gameplay.c @@ -0,0 +1,39 @@ +#include "suic_app.h" +#include "runtime.h" +#include + +const char* suic_item_name(uint8_t t) { + if (t == 1) return "Medkit"; + if (t == 2) return "Pistol ammo"; + if (t == 3) return "Rifle ammo"; + return "-"; +} + +struct Color* suic_apply_directional_lighting( + struct Color* baseColor, + struct Vector3* normal, + struct DirectionalLight* light +) { + struct Vector3* lightDir = light->direction; + + float diff = fmaxf( + 0.0f, + -(lightDir->x * normal->x + + lightDir->y * normal->y + + lightDir->z * normal->z) + ); + + float brightness = + light->ambientIntensity + + diff * light->intensity * (1.0f - light->ambientIntensity); + + uint8_t r = (uint8_t)(baseColor->r * brightness); + uint8_t g = (uint8_t)(baseColor->g * brightness); + uint8_t b = (uint8_t)(baseColor->b * brightness); + + return suic_alloc_struct( + &sui_typeinfo_Color, + sizeof(struct Color), + &(struct Color){ r, g, b, baseColor->a } + ); +} \ No newline at end of file diff --git a/game/suic_lighting.c b/game/suic_lighting.c new file mode 100644 index 0000000..94a3239 --- /dev/null +++ b/game/suic_lighting.c @@ -0,0 +1,150 @@ +#include "suic_lighting.h" +#include "suic_terrain.h" +#include + +/* ===== LIGHT CREATION ===== */ + +SuicDirectionalLight suic_light_create(float dir_x, float dir_y, float dir_z, + float intensity, float ambient) { + SuicDirectionalLight light = {0}; + light.direction = suic_v3_norm(suic_v3(dir_x, dir_y, dir_z)); + light.color = suic_v3(1.0f, 1.0f, 1.0f); + light.intensity = intensity; + light.ambientIntensity = ambient; + light.shadowBias = 0.005f; + light.shadowIntensity = 0.4f; + return light; +} + +SuicDirectionalLight suic_light_create_default(void) { + return suic_light_create(-0.8f, -1.0f, -0.6f, 1.2f, 0.3f); +} + +/* ===== BASIC LIGHTING ===== */ + +SuicColor suic_light_apply(SuicColor base, SuicVec3 normal, SuicDirectionalLight* light) { + SuicVec3 lightDir = light->direction; + + /* Diffuse: Lambertian */ + float diff = fmaxf(0.0f, -(lightDir.x * normal.x + lightDir.y * normal.y + + lightDir.z * normal.z)); + + float brightness = light->ambientIntensity + + (diff * light->intensity * (1.0f - light->ambientIntensity)); + + int r = (int)(base.r * brightness); + int g = (int)(base.g * brightness); + int b = (int)(base.b * brightness); + + if (r > 255) r = 255; + if (g > 255) g = 255; + if (b > 255) b = 255; + + return (SuicColor){r, g, b, base.a}; +} + +/* ===== SHADOW CALCULATIONS ===== */ + +float suic_shadow_factor(SuicVec3 worldPos, SuicVec3 lightDir, float maxDist) { + float distFromLight = fmaxf(0.0f, worldPos.y - 2.0f); + float shadowIntensity = fmaxf(0.0f, 1.0f - (distFromLight / maxDist)); + return 1.0f - (shadowIntensity * 0.15f); +} + +float suic_shadow_temporal(SuicVec3 worldPos, float timePhase) { + float noiseVal = sinf(worldPos.x * 0.5f + timePhase) * + cosf(worldPos.z * 0.5f + timePhase); + return 1.0f + (noiseVal * 0.02f); +} + +/* ===== LIGHTING WITH SHADOWS ===== */ + +SuicColor suic_light_apply_shadows(SuicColor base, SuicVec3 normal, SuicVec3 worldPos, + SuicDirectionalLight* light) { + float shadowFactor = suic_shadow_factor(worldPos, light->direction, 10.0f); + float adjustedIntensity = light->intensity * shadowFactor; + + SuicVec3 lightDir = light->direction; + float diff = fmaxf(0.0f, -(lightDir.x * normal.x + lightDir.y * normal.y + + lightDir.z * normal.z)); + + float brightness = light->ambientIntensity + + (diff * adjustedIntensity * (1.0f - light->ambientIntensity)); + + int r = (int)(base.r * brightness); + int g = (int)(base.g * brightness); + int b = (int)(base.b * brightness); + + if (r > 255) r = 255; + if (g > 255) g = 255; + if (b > 255) b = 255; + + return (SuicColor){r, g, b, base.a}; +} + +/* ===== AMBIENT OCCLUSION ===== */ + +float suic_ao_calculate(SuicVec3 worldPos, SuicVec3 normal) { + float sampleRadius = 3.0f; + float aoAccum = 0.0f; + int numSamples = 8; + float centerHeight = worldPos.y; + float pi = 3.14159265f; + + for (int i = 0; i < numSamples; i++) { + float angle = (2.0f * pi * (float)i) / (float)numSamples; + float sx = worldPos.x + cosf(angle) * sampleRadius; + float sz = worldPos.z + sinf(angle) * sampleRadius; + float sh = suic_terrain_height(sx, sz); + + float heightDiff = sh - centerHeight; + if (heightDiff > 0.1f) { + float aoAmount = fminf(1.0f, heightDiff / 2.0f); + aoAccum += aoAmount; + } + } + + float aoFactor = 1.0f - (aoAccum / (float)numSamples) * 0.6f; + return fmaxf(0.2f, aoFactor); +} + +/* ===== PHONG LIGHTING ===== */ + +SuicColor suic_light_apply_phong(SuicColor base, SuicVec3 normal, SuicVec3 worldPos, + SuicVec3 camPos, SuicDirectionalLight* light) { + SuicVec3 lightDir = suic_v3_norm(light->direction); + SuicVec3 normal_n = suic_v3_norm(normal); + SuicVec3 viewDir = suic_v3_norm(suic_v3_sub(camPos, worldPos)); + + /* Diffuse */ + float diffuse = fmaxf(0.0f, -suic_v3_dot(lightDir, normal_n)); + + /* Specular: Blinn-Phong */ + SuicVec3 negLight = suic_v3(-lightDir.x, -lightDir.y, -lightDir.z); + SuicVec3 halfVec = suic_v3_norm(suic_v3_add(suic_v3_norm(negLight), viewDir)); + float specular = powf(fmaxf(0.0f, suic_v3_dot(halfVec, normal_n)), 32.0f) * 0.5f; + + /* Ambient occlusion */ + float ao = suic_ao_calculate(worldPos, normal_n); + + /* Shadow */ + float shadowFactor = suic_shadow_factor(worldPos, light->direction, 10.0f); + + /* Combine */ + float brightness = light->ambientIntensity * ao; + brightness += diffuse * light->intensity * shadowFactor * + (1.0f - light->ambientIntensity) * ao; + brightness += specular * light->intensity * shadowFactor * 0.6f; + + brightness = fminf(1.0f, brightness); + + int r = (int)(base.r * brightness); + int g = (int)(base.g * brightness); + int b = (int)(base.b * brightness); + + if (r > 255) r = 255; + if (g > 255) g = 255; + if (b > 255) b = 255; + + return (SuicColor){r, g, b, base.a}; +} diff --git a/game/suic_lighting.h b/game/suic_lighting.h new file mode 100644 index 0000000..680a9c9 --- /dev/null +++ b/game/suic_lighting.h @@ -0,0 +1,44 @@ +#pragma once +#include "suic_math.h" +#include + +/** + * Lighting system API. + * Supports directional lighting, shadows, ambient occlusion, and Phong shading. + */ + +typedef struct SuicColor { + uint8_t r, g, b, a; +} SuicColor; + +typedef struct SuicDirectionalLight { + SuicVec3 direction; + SuicVec3 color; + float intensity; + float ambientIntensity; + float shadowBias; + float shadowIntensity; +} SuicDirectionalLight; + +/* Light creation */ +SuicDirectionalLight suic_light_create(float dir_x, float dir_y, float dir_z, + float intensity, float ambient); +SuicDirectionalLight suic_light_create_default(void); + +/* Basic lighting */ +SuicColor suic_light_apply(SuicColor base, SuicVec3 normal, SuicDirectionalLight* light); + +/* Lighting with shadows */ +SuicColor suic_light_apply_shadows(SuicColor base, SuicVec3 normal, SuicVec3 worldPos, + SuicDirectionalLight* light); + +/* Phong lighting (with specular) */ +SuicColor suic_light_apply_phong(SuicColor base, SuicVec3 normal, SuicVec3 worldPos, + SuicVec3 camPos, SuicDirectionalLight* light); + +/* Shadow calculations */ +float suic_shadow_factor(SuicVec3 worldPos, SuicVec3 lightDir, float maxDist); +float suic_shadow_temporal(SuicVec3 worldPos, float timePhase); + +/* Ambient occlusion */ +float suic_ao_calculate(SuicVec3 worldPos, SuicVec3 normal); diff --git a/game/suic_lighting.o b/game/suic_lighting.o new file mode 100644 index 0000000..ae4e273 Binary files /dev/null and b/game/suic_lighting.o differ diff --git a/game/suic_math.c b/game/suic_math.c new file mode 100644 index 0000000..1325301 --- /dev/null +++ b/game/suic_math.c @@ -0,0 +1,38 @@ +#include "suic_math.h" +#include + +SuicVec3 suic_v3(float x, float y, float z) { + return (SuicVec3){x, y, z}; +} + +SuicVec3 suic_v3_add(SuicVec3 a, SuicVec3 b) { + return suic_v3(a.x + b.x, a.y + b.y, a.z + b.z); +} + +SuicVec3 suic_v3_sub(SuicVec3 a, SuicVec3 b) { + return suic_v3(a.x - b.x, a.y - b.y, a.z - b.z); +} + +SuicVec3 suic_v3_mul(SuicVec3 a, float s) { + return suic_v3(a.x * s, a.y * s, a.z * s); +} + +float suic_v3_dot(SuicVec3 a, SuicVec3 b) { + return a.x * b.x + a.y * b.y + a.z * b.z; +} + +float suic_v3_len(SuicVec3 a) { + return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z); +} + +SuicVec3 suic_v3_norm(SuicVec3 a) { + float l = suic_v3_len(a); + if (l <= 1e-6f) return suic_v3(0, 0, 1); + return suic_v3(a.x / l, a.y / l, a.z / l); +} + +SuicVec3 suic_v3_normalize(SuicVec3 v) { + float len = sqrtf(v.x * v.x + v.y * v.y + v.z * v.z); + if (len < 0.0001f) return suic_v3(0, 1, 0); + return suic_v3(v.x / len, v.y / len, v.z / len); +} diff --git a/game/suic_math.h b/game/suic_math.h new file mode 100644 index 0000000..e6609d6 --- /dev/null +++ b/game/suic_math.h @@ -0,0 +1,25 @@ +#pragma once +#include + +/** + * Vector3 math utilities for game code. + * Designed to be callable from .sui via transpiler bindings. + */ + +typedef struct SuicVec3 { + float x, y, z; +} SuicVec3; + +/* Construction */ +SuicVec3 suic_v3(float x, float y, float z); + +/* Arithmetic */ +SuicVec3 suic_v3_add(SuicVec3 a, SuicVec3 b); +SuicVec3 suic_v3_sub(SuicVec3 a, SuicVec3 b); +SuicVec3 suic_v3_mul(SuicVec3 a, float s); + +/* Dot/Length/Normalize */ +float suic_v3_dot(SuicVec3 a, SuicVec3 b); +float suic_v3_len(SuicVec3 a); +SuicVec3 suic_v3_norm(SuicVec3 a); +SuicVec3 suic_v3_normalize(SuicVec3 v); diff --git a/game/suic_math.o b/game/suic_math.o new file mode 100644 index 0000000..1dd8bc9 Binary files /dev/null and b/game/suic_math.o differ diff --git a/game/suic_net.c b/game/suic_net.c new file mode 100644 index 0000000..0f170ff --- /dev/null +++ b/game/suic_net.c @@ -0,0 +1,337 @@ +#include "suic_net.h" +#include +#include + +#ifdef _WIN32 +#define WIN32_LEAN_AND_MEAN +#include +#include +#pragma comment(lib, "ws2_32.lib") +typedef int socklen_t; +#define CLOSESOCK closesocket +#else +#include +#include +#include +#include +#include +#define CLOSESOCK close +#endif + +#define PROTOCOL_VERSION 67 + +/* ===== MESSAGE TYPES ===== */ + +#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_ITEMS = 6, + MSG_ROOM_STATE = 7 +} MsgType; + +typedef struct MsgHello { + uint8_t type; + uint32_t protocol; + char username[SUIC_NET_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, moveZ, yaw, pitch; + uint8_t buttons; +} MsgInput; + +typedef struct MsgShoot { + uint8_t type; + uint8_t playerId; + uint32_t clientTick; +} MsgShoot; + +typedef struct PlayerStateNet { + uint8_t id, alive; + int16_t hp; + float x, y, z, yaw, pitch; + uint8_t weapon; + int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits; + int16_t reloadTimeLeft; + char username[SUIC_NET_USERNAME_MAX]; +} PlayerStateNet; + +typedef struct MsgSnapshot { + uint8_t type; + uint32_t serverTick; + uint8_t count; + PlayerStateNet p[SUIC_NET_MAX_PLAYERS]; +} MsgSnapshot; + +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[SUIC_NET_MAX_ITEMS]; +} MsgItems; + +typedef struct MsgRoomState { + uint8_t type; + uint8_t state; + float countdownRemaining; + uint8_t winnerId; + char winnerName[SUIC_NET_USERNAME_MAX]; +} MsgRoomState; +#pragma pack(pop) + +/* ===== LOCAL PLAYER DATA ===== */ + +typedef struct RemotePlayer { + int present, alive, hp; + float x, y, z; + float prevX, prevY, prevZ; + float yaw, pitch; + uint8_t weapon; + int16_t pistolMag, rifleMag, pistolAmmo, rifleAmmo, medkits; + int16_t reloadTimeLeft; + char username[SUIC_NET_USERNAME_MAX]; +} RemotePlayer; + +typedef struct WorldItem { + int present; + uint16_t id; + uint8_t type; + int16_t qty; + float x, y, z; +} WorldItem; + +/* ===== STATIC STATE ===== */ + +static int g_sock = -1; +static struct sockaddr_in g_server = {0}; +static uint8_t g_myId = 255; +static RemotePlayer g_players[SUIC_NET_MAX_PLAYERS] = {0}; +static WorldItem g_items[SUIC_NET_MAX_ITEMS] = {0}; +static int g_roomState = 0; +static float g_countdown = 0.0f; +static char g_winnerName[SUIC_NET_USERNAME_MAX] = {0}; + +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 +} + +/* ===== PUBLIC API ===== */ + +int suic_net_init(const char* server_ip, int port) { +#ifdef _WIN32 + WSADATA wsa; + WSAStartup(MAKEWORD(2, 2), &wsa); +#endif + + g_sock = (int)socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); + if (g_sock < 0) { + perror("socket"); + return -1; + } + set_nonblocking(g_sock); + + memset(&g_server, 0, sizeof(g_server)); + g_server.sin_family = AF_INET; + g_server.sin_port = htons(port); + inet_pton(AF_INET, server_ip, &g_server.sin_addr); + + g_myId = 255; + memset(g_players, 0, sizeof(g_players)); + memset(g_items, 0, sizeof(g_items)); + + return 0; +} + +void suic_net_shutdown(void) { + if (g_sock >= 0) { + CLOSESOCK(g_sock); + g_sock = -1; + } +#ifdef _WIN32 + WSACleanup(); +#endif +} + +bool suic_net_is_connected(void) { + return g_myId != 255; +} + +void suic_net_send_hello(const char* username) { + MsgHello hello = {0}; + hello.type = MSG_HELLO; + hello.protocol = PROTOCOL_VERSION; + strncpy(hello.username, username, SUIC_NET_USERNAME_MAX - 1); + sendto(g_sock, (const char*)&hello, (int)sizeof(hello), 0, + (const struct sockaddr*)&g_server, sizeof(g_server)); +} + +void suic_net_send_input(uint8_t playerId, uint32_t clientTick, + float moveX, float moveZ, float yaw, float pitch, + uint8_t buttons) { + MsgInput in = {0}; + in.type = MSG_INPUT; + in.playerId = playerId; + in.clientTick = clientTick; + in.moveX = moveX; + in.moveZ = moveZ; + in.yaw = yaw; + in.pitch = pitch; + in.buttons = buttons; + sendto(g_sock, (const char*)&in, (int)sizeof(in), 0, + (const struct sockaddr*)&g_server, sizeof(g_server)); +} + +void suic_net_send_shoot(uint8_t playerId, uint32_t clientTick) { + MsgShoot msg = {0}; + msg.type = MSG_SHOOT; + msg.playerId = playerId; + msg.clientTick = clientTick; + sendto(g_sock, (const char*)&msg, (int)sizeof(msg), 0, + (const struct sockaddr*)&g_server, sizeof(g_server)); +} + +bool suic_net_poll(void) { + bool receivedAny = false; + + for (;;) { + uint8_t buf[1400]; + struct sockaddr_in from = {0}; + socklen_t fromLen = sizeof(from); + int n = (int)recvfrom(g_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; + } + + receivedAny = true; + uint8_t type = buf[0]; + + if (type == MSG_WELCOME && n >= (int)sizeof(MsgWelcome)) { + MsgWelcome* w = (MsgWelcome*)buf; + g_myId = w->playerId; + } else if (type == MSG_SNAPSHOT && n >= (int)sizeof(MsgSnapshot)) { + MsgSnapshot* s = (MsgSnapshot*)buf; + for (int i = 0; i < SUIC_NET_MAX_PLAYERS; i++) + g_players[i].present = 0; + + for (int i = 0; i < (int)s->count && i < SUIC_NET_MAX_PLAYERS; i++) { + PlayerStateNet* ps = &s->p[i]; + if (ps->id >= SUIC_NET_MAX_PLAYERS) continue; + + RemotePlayer* p = &g_players[ps->id]; + p->prevX = p->x; + p->prevY = p->y; + p->prevZ = p->z; + p->present = 1; + p->alive = ps->alive; + p->hp = ps->hp; + p->x = ps->x; + p->y = ps->y; + p->z = ps->z; + p->yaw = ps->yaw; + p->pitch = ps->pitch; + p->weapon = ps->weapon; + p->pistolMag = ps->pistolMag; + p->rifleMag = ps->rifleMag; + p->pistolAmmo = ps->pistolAmmo; + p->rifleAmmo = ps->rifleAmmo; + p->medkits = ps->medkits; + p->reloadTimeLeft = ps->reloadTimeLeft; + memset(p->username, 0, SUIC_NET_USERNAME_MAX); + strncpy(p->username, ps->username, SUIC_NET_USERNAME_MAX - 1); + } + } else if (type == MSG_ITEMS && n >= (int)sizeof(MsgItems)) { + MsgItems* m = (MsgItems*)buf; + for (int i = 0; i < SUIC_NET_MAX_ITEMS; i++) + g_items[i].present = 0; + + for (int i = 0; i < (int)m->count && i < SUIC_NET_MAX_ITEMS; i++) { + g_items[i].present = 1; + g_items[i].id = m->items[i].id; + g_items[i].type = m->items[i].type; + g_items[i].qty = m->items[i].qty; + g_items[i].x = m->items[i].x; + g_items[i].y = m->items[i].y; + g_items[i].z = m->items[i].z; + } + } else if (type == MSG_ROOM_STATE && n >= (int)sizeof(MsgRoomState)) { + const MsgRoomState* rs = (const MsgRoomState*)buf; + g_roomState = rs->state; + g_countdown = rs->countdownRemaining; + memset(g_winnerName, 0, SUIC_NET_USERNAME_MAX); + if (rs->winnerId < 255) { + strncpy(g_winnerName, rs->winnerName, SUIC_NET_USERNAME_MAX - 1); + } + } + } + + return receivedAny; +} + +uint8_t suic_net_get_my_id(void) { return g_myId; } + +/* Player accessors */ +bool suic_net_player_present(int i) { return i >= 0 && i < SUIC_NET_MAX_PLAYERS && g_players[i].present; } +bool suic_net_player_alive(int i) { return suic_net_player_present(i) && g_players[i].alive; } +int suic_net_player_hp(int i) { return suic_net_player_present(i) ? g_players[i].hp : 0; } +float suic_net_player_x(int i) { return suic_net_player_present(i) ? g_players[i].x : 0; } +float suic_net_player_y(int i) { return suic_net_player_present(i) ? g_players[i].y : 0; } +float suic_net_player_z(int i) { return suic_net_player_present(i) ? g_players[i].z : 0; } +float suic_net_player_prev_x(int i) { return suic_net_player_present(i) ? g_players[i].prevX : 0; } +float suic_net_player_prev_y(int i) { return suic_net_player_present(i) ? g_players[i].prevY : 0; } +float suic_net_player_prev_z(int i) { return suic_net_player_present(i) ? g_players[i].prevZ : 0; } +float suic_net_player_yaw(int i) { return suic_net_player_present(i) ? g_players[i].yaw : 0; } +float suic_net_player_pitch(int i) { return suic_net_player_present(i) ? g_players[i].pitch : 0; } +uint8_t suic_net_player_weapon(int i) { return suic_net_player_present(i) ? g_players[i].weapon : 0; } +int16_t suic_net_player_pistol_mag(int i) { return suic_net_player_present(i) ? g_players[i].pistolMag : 0; } +int16_t suic_net_player_rifle_mag(int i) { return suic_net_player_present(i) ? g_players[i].rifleMag : 0; } +int16_t suic_net_player_pistol_ammo(int i) { return suic_net_player_present(i) ? g_players[i].pistolAmmo : 0; } +int16_t suic_net_player_rifle_ammo(int i) { return suic_net_player_present(i) ? g_players[i].rifleAmmo : 0; } +int16_t suic_net_player_medkits(int i) { return suic_net_player_present(i) ? g_players[i].medkits : 0; } +int16_t suic_net_player_reload_time(int i) { return suic_net_player_present(i) ? g_players[i].reloadTimeLeft : 0; } +const char* suic_net_player_username(int i) { return suic_net_player_present(i) ? g_players[i].username : ""; } + +/* Item accessors */ +bool suic_net_item_present(int i) { return i >= 0 && i < SUIC_NET_MAX_ITEMS && g_items[i].present; } +uint16_t suic_net_item_id(int i) { return suic_net_item_present(i) ? g_items[i].id : 0; } +uint8_t suic_net_item_type(int i) { return suic_net_item_present(i) ? g_items[i].type : 0; } +int16_t suic_net_item_qty(int i) { return suic_net_item_present(i) ? g_items[i].qty : 0; } +float suic_net_item_x(int i) { return suic_net_item_present(i) ? g_items[i].x : 0; } +float suic_net_item_y(int i) { return suic_net_item_present(i) ? g_items[i].y : 0; } +float suic_net_item_z(int i) { return suic_net_item_present(i) ? g_items[i].z : 0; } + +/* Room state */ +int suic_net_room_state(void) { return g_roomState; } +float suic_net_countdown(void) { return g_countdown; } +const char* suic_net_winner_name(void) { return g_winnerName; } diff --git a/game/suic_net.h b/game/suic_net.h new file mode 100644 index 0000000..cf7cbed --- /dev/null +++ b/game/suic_net.h @@ -0,0 +1,81 @@ +#pragma once +#include +#include + +/** + * Network protocol API for game client. + * Abstracts UDP socket communication with the game server. + */ + +#define SUIC_NET_MAX_PLAYERS 16 +#define SUIC_NET_USERNAME_MAX 16 +#define SUIC_NET_MAX_ITEMS 64 + +/* Connection lifecycle */ +int suic_net_init(const char* server_ip, int port); +void suic_net_shutdown(void); +bool suic_net_is_connected(void); + +/* Sending */ +void suic_net_send_hello(const char* username); +void suic_net_send_input(uint8_t playerId, uint32_t clientTick, + float moveX, float moveZ, float yaw, float pitch, + uint8_t buttons); +void suic_net_send_shoot(uint8_t playerId, uint32_t clientTick); + +/* Receiving (poll-based) */ +bool suic_net_poll(void); +uint8_t suic_net_get_my_id(void); + +/* Player accessors */ +bool suic_net_player_present(int index); +bool suic_net_player_alive(int index); +int suic_net_player_hp(int index); +float suic_net_player_x(int index); +float suic_net_player_y(int index); +float suic_net_player_z(int index); +float suic_net_player_prev_x(int index); +float suic_net_player_prev_y(int index); +float suic_net_player_prev_z(int index); +float suic_net_player_yaw(int index); +float suic_net_player_pitch(int index); +uint8_t suic_net_player_weapon(int index); +int16_t suic_net_player_pistol_mag(int index); +int16_t suic_net_player_rifle_mag(int index); +int16_t suic_net_player_pistol_ammo(int index); +int16_t suic_net_player_rifle_ammo(int index); +int16_t suic_net_player_medkits(int index); +int16_t suic_net_player_reload_time(int index); +const char* suic_net_player_username(int index); + +/* Item accessors */ +bool suic_net_item_present(int index); +uint16_t suic_net_item_id(int index); +uint8_t suic_net_item_type(int index); +int16_t suic_net_item_qty(int index); +float suic_net_item_x(int index); +float suic_net_item_y(int index); +float suic_net_item_z(int index); + +/* Room state */ +int suic_net_room_state(void); +float suic_net_countdown(void); +const char* suic_net_winner_name(void); + +/* Button flags */ +#define SUIC_BTN_RELOAD (1u << 0) +#define SUIC_BTN_SWITCH_PISTOL (1u << 1) +#define SUIC_BTN_SWITCH_RIFLE (1u << 2) +#define SUIC_BTN_PICK (1u << 3) +#define SUIC_BTN_USE_MEDKIT (1u << 4) +#define SUIC_BTN_JUMP (1u << 5) + +/* Weapon types */ +#define SUIC_WEAPON_PISTOL 0 +#define SUIC_WEAPON_RIFLE 1 + +/* Item types */ +#define SUIC_ITEM_NONE 0 +#define SUIC_ITEM_MEDKIT 1 +#define SUIC_ITEM_AMMO_PISTOL 2 +#define SUIC_ITEM_AMMO_RIFLE 3 diff --git a/game/suic_net.o b/game/suic_net.o new file mode 100644 index 0000000..22f7ec8 Binary files /dev/null and b/game/suic_net.o differ diff --git a/game/suic_terrain.c b/game/suic_terrain.c new file mode 100644 index 0000000..1337d8e --- /dev/null +++ b/game/suic_terrain.c @@ -0,0 +1,283 @@ +#include "suic_terrain.h" +#include "raylib.h" +#include +#include +#include + +/* ===== SIMPLEX NOISE IMPLEMENTATION ===== */ + +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, + 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, + 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, + 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, + 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, + 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, + 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, + 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, + 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, + 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, + 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, + 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, + 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, + 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, + 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, + 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, + 180, 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, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, + 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, + 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, + 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, + 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, + 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, + 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, + 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, + 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, + 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, + 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, + 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, + 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, + 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, + 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, + 156, 180}; + +static float grad2(int hash, float x, float y) { + int h = hash & 7; + float u = h < 4 ? x : y; + float v = h < 4 ? y : x; + return ((h & 1) ? -u : u) + ((h & 2) ? -2.0f * v : 2.0f * v); +} + +float suic_simplex_noise_2d(float x, float y) { + const float F2 = 0.366025403f; + const float G2 = 0.211324865f; + float s = (x + y) * F2; + int i = (int)floorf(x + s); + int j = (int)floorf(y + s); + float t = (i + j) * G2; + float X0 = i - t, Y0 = j - t; + float x0 = x - X0, y0 = y - Y0; + int i1 = (x0 > y0) ? 1 : 0; + int j1 = (x0 > y0) ? 0 : 1; + float x1 = x0 - i1 + G2, y1 = y0 - j1 + G2; + float x2 = x0 - 1.0f + 2.0f * G2, y2 = y0 - 1.0f + 2.0f * G2; + int ii = i & 255, jj = j & 255; + float n0 = 0.0f, n1 = 0.0f, n2 = 0.0f; + float t0 = 0.5f - x0 * x0 - y0 * y0; + if (t0 >= 0.0f) { + t0 *= t0; + n0 = t0 * t0 * grad2(perm[ii + perm[jj]], x0, y0); + } + float t1 = 0.5f - x1 * x1 - y1 * y1; + if (t1 >= 0.0f) { + t1 *= t1; + n1 = t1 * t1 * grad2(perm[ii + i1 + perm[jj + j1]], x1, y1); + } + float t2 = 0.5f - x2 * x2 - y2 * y2; + if (t2 >= 0.0f) { + t2 *= t2; + n2 = t2 * t2 * grad2(perm[ii + 1 + perm[jj + 1]], x2, y2); + } + return 45.0f * (n0 + n1 + n2); +} + +float suic_fbm_noise(float x, float y, int octaves) { + float value = 0.0f, amplitude = 1.0f, frequency = 1.0f, max_value = 0.0f; + for (int i = 0; i < octaves; i++) { + value += suic_simplex_noise_2d(x * frequency, y * frequency) * amplitude; + max_value += amplitude; + amplitude *= 0.5f; + frequency *= 2.0f; + } + return value / max_value; +} + +float suic_terrain_height(float x, float z) { + float height = suic_fbm_noise(x * 0.05f, z * 0.05f, 2); + height += suic_fbm_noise(x * 0.01f, z * 0.01f, 2) * 1.5f; + return height * 4.0f + 2.0f; +} + +/* ===== TERRAIN MESH & MODEL ===== */ + +static Mesh g_terrainMesh = {0}; +static Model g_terrainModel = {0}; +static SuicTerrainShader g_terrainShader = {0}; +static bool g_terrainInitialized = false; + +static Mesh generate_terrain_mesh(void) { + int size = SUIC_TERRAIN_SIZE; + Mesh mesh = {0}; + + int vertexCount = size * size; + int triangleCount = (size - 1) * (size - 1) * 2; + + mesh.vertexCount = vertexCount; + mesh.triangleCount = triangleCount; + + mesh.vertices = (float *)MemAlloc(vertexCount * 3 * sizeof(float)); + mesh.texcoords = (float *)MemAlloc(vertexCount * 2 * sizeof(float)); + mesh.normals = (float *)MemAlloc(vertexCount * 3 * sizeof(float)); + mesh.indices = (unsigned short *)MemAlloc(triangleCount * 3 * sizeof(unsigned short)); + + /* Generate vertices */ + 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) * SUIC_TERRAIN_SCALE; + float wz = ((float)z - size / 2.0f) * SUIC_TERRAIN_SCALE; + float wy = suic_terrain_height(wx, wz); + + mesh.vertices[idx * 3 + 0] = wx; + mesh.vertices[idx * 3 + 1] = wy; + mesh.vertices[idx * 3 + 2] = wz; + + mesh.texcoords[idx * 2 + 0] = (float)x / (float)(size - 1); + mesh.texcoords[idx * 2 + 1] = (float)z / (float)(size - 1); + } + } + + /* Generate indices */ + int triIdx = 0; + for (int z = 0; z < size - 1; z++) { + for (int x = 0; x < size - 1; x++) { + int i0 = z * size + x; + int i1 = z * size + (x + 1); + int i2 = (z + 1) * size + x; + int i3 = (z + 1) * size + (x + 1); + + mesh.indices[triIdx * 3 + 0] = i0; + mesh.indices[triIdx * 3 + 1] = i2; + mesh.indices[triIdx * 3 + 2] = i1; + triIdx++; + + mesh.indices[triIdx * 3 + 0] = i1; + mesh.indices[triIdx * 3 + 1] = i2; + mesh.indices[triIdx * 3 + 2] = i3; + triIdx++; + } + } + + /* Calculate normals using height field gradient */ + for (int z = 0; z < size; z++) { + for (int x = 0; x < size; x++) { + int idx = z * size + x; + + 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 dh_dx = (h_right - h_left) / (2.0f * SUIC_TERRAIN_SCALE); + float dh_dz = (h_down - h_up) / (2.0f * SUIC_TERRAIN_SCALE); + + float nx = -dh_dx; + float ny = 1.0f; + float nz = -dh_dz; + + float len = sqrtf(nx * nx + ny * ny + nz * nz); + if (len > 0.0001f) { + 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; +} + +void suic_terrain_init(void) { + if (g_terrainInitialized) return; + + g_terrainMesh = generate_terrain_mesh(); + g_terrainModel = LoadModelFromMesh(g_terrainMesh); + g_terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = (Color){80, 140, 70, 255}; + + g_terrainShader = suic_terrain_shader_load(); + if (g_terrainShader.shaderId != 0) { + g_terrainModel.materials[0].shader.id = g_terrainShader.shaderId; + } + + g_terrainInitialized = true; +} + +void suic_terrain_draw(SuicVec3 cameraPos) { + if (!g_terrainInitialized) return; + + /* Set shader uniforms if shader is loaded */ + if (g_terrainShader.shaderId != 0) { + SuicVec3 lightDir = suic_v3_norm(suic_v3(-0.8f, -1.0f, -0.6f)); + SuicVec3 lightColor = suic_v3(1.0f, 1.0f, 1.0f); + suic_terrain_shader_set_uniforms(&g_terrainShader, cameraPos, lightDir, lightColor, 1.2f, 0.3f); + } + + g_terrainModel.materials[0].maps[MATERIAL_MAP_DIFFUSE].color = (Color){80, 140, 70, 255}; + DrawModel(g_terrainModel, (Vector3){0, 0, 0}, 1.0f, WHITE); +} + +void suic_terrain_cleanup(void) { + if (!g_terrainInitialized) return; + UnloadModel(g_terrainModel); + suic_terrain_shader_unload(&g_terrainShader); + g_terrainInitialized = false; +} + +/* ===== SHADER MANAGEMENT ===== */ + +SuicTerrainShader suic_terrain_shader_load(void) { + SuicTerrainShader ts = {0}; + Shader shader = LoadShader("terrain.vs", "terrain.fs"); + ts.shaderId = shader.id; + + if (shader.id != 0) { + ts.locViewPos = GetShaderLocation(shader, "viewPos"); + ts.locLightDir = GetShaderLocation(shader, "lightDir"); + ts.locLightColor = GetShaderLocation(shader, "lightColor"); + ts.locLightIntensity = GetShaderLocation(shader, "lightIntensity"); + ts.locAmbientIntensity = GetShaderLocation(shader, "ambientIntensity"); + ts.locTerrainColor = GetShaderLocation(shader, "terrainColor"); + } + + return ts; +} + +void suic_terrain_shader_unload(SuicTerrainShader* ts) { + if (ts && ts->shaderId != 0) { + Shader s = {ts->shaderId, NULL}; + UnloadShader(s); + ts->shaderId = 0; + } +} + +void suic_terrain_shader_set_uniforms(SuicTerrainShader* ts, SuicVec3 viewPos, + SuicVec3 lightDir, SuicVec3 lightColor, + float intensity, float ambient) { + if (!ts || ts->shaderId == 0) return; + + Shader shader = {ts->shaderId, NULL}; + float viewPosArray[3] = {viewPos.x, viewPos.y, viewPos.z}; + float lightDirArray[3] = {-lightDir.x, -lightDir.y, -lightDir.z}; + float lightColorArray[3] = {lightColor.x, lightColor.y, lightColor.z}; + float terrainColorArray[3] = {80.0f / 255.0f, 140.0f / 255.0f, 70.0f / 255.0f}; + + SetShaderValue(shader, ts->locViewPos, viewPosArray, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, ts->locLightDir, lightDirArray, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, ts->locLightColor, lightColorArray, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, ts->locLightIntensity, &intensity, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, ts->locAmbientIntensity, &ambient, SHADER_UNIFORM_FLOAT); + SetShaderValue(shader, ts->locTerrainColor, terrainColorArray, SHADER_UNIFORM_VEC3); +} diff --git a/game/suic_terrain.h b/game/suic_terrain.h new file mode 100644 index 0000000..274b9fc --- /dev/null +++ b/game/suic_terrain.h @@ -0,0 +1,43 @@ +#pragma once +#include "suic_math.h" +#include + +/** + * Terrain generation and rendering API. + * Uses simplex noise for procedural heightmap generation. + */ + +/* Terrain constants */ +#define SUIC_TERRAIN_SIZE 256 +#define SUIC_TERRAIN_SCALE 1.0f +#define SUIC_TERRAIN_MIN (-SUIC_TERRAIN_SIZE * SUIC_TERRAIN_SCALE / 2.0f) +#define SUIC_TERRAIN_MAX (SUIC_TERRAIN_SIZE * SUIC_TERRAIN_SCALE / 2.0f) + +/* Noise generation */ +float suic_simplex_noise_2d(float x, float y); +float suic_fbm_noise(float x, float y, int octaves); + +/* Terrain height query */ +float suic_terrain_height(float x, float z); + +/* Terrain lifecycle */ +void suic_terrain_init(void); +void suic_terrain_draw(SuicVec3 cameraPos); +void suic_terrain_cleanup(void); + +/* Shader management */ +typedef struct SuicTerrainShader { + unsigned int shaderId; + int locViewPos; + int locLightDir; + int locLightColor; + int locLightIntensity; + int locAmbientIntensity; + int locTerrainColor; +} SuicTerrainShader; + +SuicTerrainShader suic_terrain_shader_load(void); +void suic_terrain_shader_unload(SuicTerrainShader* ts); +void suic_terrain_shader_set_uniforms(SuicTerrainShader* ts, SuicVec3 viewPos, + SuicVec3 lightDir, SuicVec3 lightColor, + float intensity, float ambient); diff --git a/game/suic_terrain.o b/game/suic_terrain.o new file mode 100644 index 0000000..bbaa7ea Binary files /dev/null and b/game/suic_terrain.o differ diff --git a/game/suic_ui.c b/game/suic_ui.c new file mode 100644 index 0000000..c956d62 --- /dev/null +++ b/game/suic_ui.c @@ -0,0 +1,163 @@ +#include "suic_ui.h" +#include "suic_net.h" +#include "raylib.h" +#include +#include +#include + +/* ===== USERNAME PROMPT ===== */ + +void suic_ui_username_prompt(char* outName, int maxLen) { + memset(outName, 0, maxLen); + while (!WindowShouldClose()) { + int ch = GetCharPressed(); + while (ch > 0) { + int len = (int)strlen(outName); + if (ch >= 32 && ch <= 126) { + if (len < maxLen - 1) { + outName[len] = (char)ch; + outName[len + 1] = '\0'; + } + } + ch = GetCharPressed(); + } + if (IsKeyPressed(KEY_BACKSPACE)) { + int len = (int)strlen(outName); + if (len > 0) outName[len - 1] = '\0'; + } + if (IsKeyPressed(KEY_ENTER) && strlen(outName) > 0) + return; + + BeginDrawing(); + ClearBackground((Color){20, 24, 32, 255}); + DrawText("Enter username (press ENTER):", 60, 80, 28, RAYWHITE); + DrawRectangle(60, 130, 420, 48, (Color){40, 48, 64, 255}); + DrawRectangleLines(60, 130, 420, 48, (Color){120, 140, 170, 255}); + DrawText(outName[0] ? outName : "_", 72, 142, 24, (Color){230, 230, 240, 255}); + EndDrawing(); + } +} + +/* ===== HUD ===== */ + +void suic_ui_draw_hud(int hp, int weapon, int mag, int reserve, + int medkits, int reloadTimeLeft) { + int sw = GetScreenWidth(); + int sh = GetScreenHeight(); + + /* Health panel */ + DrawRectangle(10, 10, 280, 110, (Color){0, 0, 0, 120}); + DrawText("HP", 20, 20, 20, RAYWHITE); + int healthBarWidth = (hp * 220) / 100; + Color healthColor = (hp > 60) ? (Color){80, 255, 80, 120} + : (hp > 30) ? (Color){255, 200, 80, 120} + : (Color){255, 80, 80, 120}; + DrawRectangle(20, 45, 220, 20, (Color){40, 40, 40, 255}); + DrawRectangle(20, 45, healthBarWidth, 20, healthColor); + DrawText(TextFormat("%d", hp), 250, 47, 18, RAYWHITE); + DrawText(TextFormat("Medkits: %d (H to use)", medkits), 20, 75, 18, + (medkits > 0) ? (Color){120, 255, 120, 120} : (Color){120, 120, 120, 120}); + DrawText("1=Pistol 2=Rifle R=Reload F=Pick SPACE=Jump", 20, 95, 12, + (Color){150, 150, 150, 150}); + + /* Weapon panel */ + const char* weaponName = (weapon == SUIC_WEAPON_PISTOL) ? "PISTOL" : "RIFLE"; + Color weaponColor = (weapon == SUIC_WEAPON_PISTOL) + ? (Color){100, 200, 255, 255} + : (Color){255, 150, 100, 255}; + + DrawRectangle(sw - 260, sh - 120, 250, 110, (Color){0, 0, 0, 180}); + DrawText(weaponName, sw - 250, sh - 110, 28, weaponColor); + DrawText(TextFormat("%d", mag), sw - 250, sh - 75, 40, RAYWHITE); + DrawText(TextFormat("/ %d", reserve), sw - 140, sh - 65, 24, (Color){180, 180, 180, 255}); + if (reloadTimeLeft > 0) + DrawText("RELOADING...", sw - 250, sh - 30, 20, (Color){255, 200, 80, 255}); + else if (mag == 0) + DrawText("RELOAD!", sw - 250, sh - 30, 20, (Color){255, 80, 80, 255}); +} + +/* ===== CROSSHAIR ===== */ + +void suic_ui_draw_crosshair(int screenW, int screenH, float spread, bool scoped) { + int cx = screenW / 2, cy = screenH / 2; + int gap = scoped ? 2 : 6 + (int)spread; + int len = scoped ? 5 : 10; + int 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, scoped ? 1.5f : 3.0f, (Color){240, 240, 245, 160}); +} + +/* ===== ROOM STATE ===== */ + +void suic_ui_draw_room_state(int screenW, int screenH, int state, + float countdown, const char* winnerName) { + if (state == 0) { /* Waiting */ + DrawRectangle(screenW / 2 - 150, screenH / 2 - 50, 350, 100, (Color){0, 0, 0, 200}); + DrawText("WAITING FOR PLAYERS", screenW / 2 - 120, screenH / 2 - 30, 24, RAYWHITE); + DrawText("Need at least 2 players", screenW / 2 - 100, screenH / 2 - 5, 18, + (Color){200, 200, 200, 255}); + } else if (state == 1) { /* Counting down */ + DrawRectangle(screenW / 2 - 150, screenH / 2 - 50, 350, 100, (Color){0, 0, 0, 200}); + DrawText("GAME STARTING SOON", screenW / 2 - 120, screenH / 2 - 30, 24, + (Color){255, 255, 80, 255}); + DrawText(TextFormat("%.1f seconds", countdown), screenW / 2 - 60, + screenH / 2 - 5, 20, RAYWHITE); + } else if (state == 3) { /* Finished */ + DrawRectangle(screenW / 2 - 200, screenH / 2 - 50, 450, 100, (Color){0, 0, 0, 200}); + DrawText("GAME FINISHED", screenW / 2 - 80, screenH / 2 - 30, 28, + (Color){255, 80, 80, 255}); + if (winnerName && winnerName[0]) { + DrawText(TextFormat("Winner: %s", winnerName), screenW / 2 - 100, screenH / 2 - 5, + 24, (Color){255, 255, 80, 255}); + } else { + DrawText("No winner", screenW / 2 - 50, screenH / 2 - 5, 24, RAYWHITE); + } + } +} + +/* ===== NAMEPLATES ===== */ + +void suic_ui_draw_nameplate(int screenW, int screenH, float worldX, float worldY, float worldZ, + const char* username, bool isLocalPlayer, + float camPosX, float camPosY, float camPosZ, + float camTargetX, float camTargetY, float camTargetZ) { + if (!username || !username[0]) return; + + Vector3 head = {worldX, worldY + 1.2f, worldZ}; + Vector3 camPos = {camPosX, camPosY, camPosZ}; + Vector3 camTarget = {camTargetX, camTargetY, camTargetZ}; + + /* Check if in front of camera */ + Vector3 camForward = {camTarget.x - camPos.x, camTarget.y - camPos.y, camTarget.z - camPos.z}; + float len = sqrtf(camForward.x * camForward.x + camForward.y * camForward.y + camForward.z * camForward.z); + if (len > 0) { + camForward.x /= len; + camForward.y /= len; + camForward.z /= len; + } + + Vector3 toHead = {head.x - camPos.x, head.y - camPos.y, head.z - camPos.z}; + float dot = camForward.x * toHead.x + camForward.y * toHead.y + camForward.z * toHead.z; + if (dot <= 0.0f) return; + + Camera3D cam = {0}; + cam.position = camPos; + cam.target = camTarget; + cam.up = (Vector3){0, 1, 0}; + cam.fovy = 75.0f; + cam.projection = CAMERA_PERSPECTIVE; + + Vector2 s = GetWorldToScreen(head, cam); + if (s.x < -200 || s.x > screenW + 200 || s.y < -200 || s.y > screenH + 200) + return; + + int fontSize = 18; + int w = MeasureText(username, fontSize); + Color tc = isLocalPlayer ? (Color){180, 230, 255, 255} : RAYWHITE; + DrawText(username, (int)(s.x - w / 2), (int)(s.y - fontSize), fontSize, tc); +} diff --git a/game/suic_ui.h b/game/suic_ui.h new file mode 100644 index 0000000..091c301 --- /dev/null +++ b/game/suic_ui.h @@ -0,0 +1,28 @@ +#pragma once +#include +#include + +/** + * UI rendering API for game client. + * HUD, crosshair, room state overlays, username prompt. + */ + +/* Username prompt (blocking) */ +void suic_ui_username_prompt(char* outName, int maxLen); + +/* HUD */ +void suic_ui_draw_hud(int hp, int weapon, int mag, int reserve, + int medkits, int reloadTimeLeft); + +/* Crosshair */ +void suic_ui_draw_crosshair(int screenW, int screenH, float spread, bool scoped); + +/* Room state overlay */ +void suic_ui_draw_room_state(int screenW, int screenH, int state, + float countdown, const char* winnerName); + +/* Nameplates */ +void suic_ui_draw_nameplate(int screenW, int screenH, float worldX, float worldY, float worldZ, + const char* username, bool isLocalPlayer, + float camPosX, float camPosY, float camPosZ, + float camTargetX, float camTargetY, float camTargetZ); diff --git a/game/suic_ui.o b/game/suic_ui.o new file mode 100644 index 0000000..3eecd50 Binary files /dev/null and b/game/suic_ui.o differ diff --git a/soup/server.c b/soup/server.c index b341dca..b9e24ad 100644 --- a/soup/server.c +++ b/soup/server.c @@ -4,9 +4,6 @@ #include #include -void* gc_alloc(const TypeInfo* type, size_t size); -void gc_init(void); -void gc_shutdown(void); // Helper for allocating arrays static void* suic_alloc_array(const TypeInfo* type, size_t elem_size, size_t len, void* init_data) { @@ -22,12 +19,12 @@ static void* suic_alloc_struct(const TypeInfo* type, size_t size, void* init_dat return ptr; } - - +void* gc_alloc(const TypeInfo* type, size_t size); +void gc_init(void); +void gc_shutdown(void); int suic_main(void); - int suic_main(void) { char* SERVER_HOST = suic_alloc_array(NULL, sizeof(char), 10, "127.0.0.1"); int SERVER_PORT = 8888; diff --git a/tests/arrays.c b/tests/arrays.c index 7e33cc5..644f914 100644 --- a/tests/arrays.c +++ b/tests/arrays.c @@ -51,7 +51,7 @@ int suic_main(void); int suic_main(void) { int* arr = suic_alloc_array(NULL, sizeof(int), 4, (int[]){1, 2, 3, 4}); - int x = arr[0]; + int x = arr[2]; return x; } diff --git a/tests/arrays.o b/tests/arrays.o index ec5d2dd..6366f74 100755 Binary files a/tests/arrays.o and b/tests/arrays.o differ diff --git a/tests/arrays.sui b/tests/arrays.sui index 85d4c46..566c859 100644 --- a/tests/arrays.sui +++ b/tests/arrays.sui @@ -2,6 +2,6 @@ fn main() -> int do let arr = [1, 2, 3, 4]; # let empty = []; - let x = arr[0]; + let x = arr[1]; x end