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