add bombs, closes #24
This commit is contained in:
parent
a02ad6bd34
commit
70e3542910
61
src/game.cpp
61
src/game.cpp
@ -1,6 +1,7 @@
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#include "game.h"
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#include <stdlib.h>
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#include <math.h>
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void game_setup_team(team_t *team, uint8_t id) {
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team->id = id;
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@ -55,7 +56,7 @@ player_t *game_spawn_player(game_t *game, team_t *team) {
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return player;
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}
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player_t *game_spawn_player_id(game_t *game, team_t *team, uint8_t id) {
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player_t *game_spawn_player_id(game_t *game, team_t *team, uint16_t id) {
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player_t *player = _game_free_player(game);
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player->team = team;
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player->id = id;
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@ -83,6 +84,49 @@ void game_update_players(game_t *game, double dt) {
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}
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}
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void _explode_bomb(game_t *game, bomb_t *bomb, void(*explosion_callback)(
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double x, double y, double z)) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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player_t *player = &game->player[i];
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if (player->status == 0)
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return;
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double distance2 = pow(player->x - bomb->x, 2) + pow(player->y
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- bomb->y, 2) + pow(player->z - bomb->z, 2);
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if (distance2 < 10000.0) {
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explosion_callback(player->x, player->y, player->z);
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player->x = player->team->x + 100;
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player->y = player->team->y;
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player->z = player->team->z;
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player->vx = 0.;
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player->vy = 0.;
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player->vz = 0.;
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}
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}
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}
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void game_update_bombs(game_t *game, double dt, void(*explosion_callback)(
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double x, double y, double z)) {
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size_t i;
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for (i = 0; i < GAME_BOMB_COUNT; i++) {
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bomb_t *bomb = &game->bomb[i];
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if (bomb->status == 0)
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return;
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bomb->x += bomb->vx * dt;
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bomb->y += bomb->vy * dt;
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bomb->z += bomb->vz * dt;
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bomb->ttl -= dt;
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if (bomb->ttl < 0) {
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if (bomb->status == 1) {
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explosion_callback(bomb->x, bomb->y, bomb->z);
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bomb->status = 2;
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} else if (bomb->ttl < 0.8) {
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_explode_bomb(game, bomb, explosion_callback);
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bomb->status = 0;
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}
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}
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}
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}
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size_t game_active_team_players(game_t *game, team_t *team) {
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size_t i, count = 0;
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@ -108,7 +152,7 @@ team_t *game_team_with_least_players(game_t *game) {
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return team;
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}
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team_t *game_team(game_t *game, uint8_t id){
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team_t *game_team(game_t *game, uint16_t id) {
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size_t i;
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for (i = 0; i < GAME_TEAM_COUNT; i++) {
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if (game->team[i].id == id) {
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@ -118,7 +162,7 @@ team_t *game_team(game_t *game, uint8_t id){
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return NULL;
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}
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player_t *game_player(game_t *game, uint8_t id){
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player_t *game_player(game_t *game, uint16_t id) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if (game->player[i].id == id) {
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@ -127,3 +171,14 @@ player_t *game_player(game_t *game, uint8_t id){
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}
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return NULL;
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}
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bomb_t *game_spawn_bomb(game_t *game) {
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size_t i;
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for (i = 0; i < GAME_BOMB_COUNT; i++) {
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if (game->bomb[i].status == 0) {
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game->bomb[i].status = 1;
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return &game->bomb[i];
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}
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}
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return NULL;
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}
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27
src/game.h
27
src/game.h
@ -9,18 +9,26 @@ typedef struct game_t game_t;
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#define GAME_TEAM_COUNT 8
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#define GAME_PLAYER_COUNT 64
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#define GAME_BOMB_COUNT (GAME_PLAYER_COUNT * 4)
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struct player_t {
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uint8_t id;
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uint8_t status;
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uint16_t id;
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uint16_t status;
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double x, y, z;
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double rx, ry, rz, rw;
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double vx, vy, vz;
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team_t *team;
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};
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struct bomb_t {
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uint8_t status;
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double x, y, z;
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double vx, vy, vz;
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double ttl;
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};
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struct team_t {
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uint8_t id;
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uint16_t id;
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double x, y, z;
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float color[4];
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};
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@ -28,15 +36,20 @@ struct team_t {
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struct game_t {
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team_t team[GAME_TEAM_COUNT];
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player_t player[GAME_PLAYER_COUNT];
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int32_t max_player_id;
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bomb_t bomb[GAME_BOMB_COUNT];
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int16_t max_player_id;
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};
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extern void game_setup(game_t *game);
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extern team_t *game_team_with_least_players(game_t *game);
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extern player_t *game_spawn_player(game_t *game, team_t *team);
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extern player_t *game_spawn_player_id(game_t *game, team_t *team, uint8_t id);
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extern team_t *game_team(game_t *game, uint8_t id);
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extern player_t *game_player(game_t *game, uint8_t id);
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extern player_t *game_spawn_player_id(game_t *game, team_t *team, uint16_t id);
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extern team_t *game_team(game_t *game, uint16_t id);
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extern player_t *game_player(game_t *game, uint16_t id);
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extern bomb_t *game_bomb(game_t *game, uint16_t index);
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extern void game_update_players(game_t *game, double dt);
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extern bomb_t *game_spawn_bomb(game_t *game);
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extern void game_update_bombs(game_t *game, double dt,
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void(*explosion_callback)(double x, double y, double z));
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#endif
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244
src/main.cpp
244
src/main.cpp
@ -85,6 +85,18 @@ void draw_player(player_t *player) {
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glPopMatrix();
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}
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void draw_bomb(bomb_t *bomb) {
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if (bomb->status != 1)
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return;
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GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
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glMatrixMode( GL_MODELVIEW);
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glPushMatrix();
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glTranslated(bomb->x, bomb->y, bomb->z);
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gluSphere(quadratic, 3.f, 32, 32);
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glPopMatrix();
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}
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void setup_network(const char *remote) {
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if (enet_initialize() != 0) {
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fprintf(stderr, "An error occurred while initializing ENet.\n");
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@ -147,6 +159,8 @@ void setup_network(const char *remote) {
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#define MESSAGE_ACCEPT 2
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#define MESSAGE_PLAYER_UPDATE 3
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#define MESSAGE_PLAYER_ACCELERATE 4
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#define MESSAGE_BOMB_DROP 5
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#define MESSAGE_BOMB_UPDATE 6
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typedef struct message_t {
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uint16_t msg_id;
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@ -155,22 +169,22 @@ typedef struct message_t {
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typedef struct player_spawn_message_t {
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uint16_t msg_id;
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uint8_t team_id;
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uint8_t player_id;
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uint16_t player_id;
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} player_spawn_message_t;
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typedef struct player_kill_message_t {
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uint16_t msg_id;
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uint8_t player_id;
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uint16_t player_id;
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} player_kill_message_t;
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typedef struct accept_message_t {
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uint16_t msg_id;
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uint8_t player_id;
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uint16_t player_id;
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} accept_message_t;
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typedef struct player_update_message_t {
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uint16_t msg_id;
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uint8_t player_id;
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uint16_t player_id;
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unsigned int session;
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double x, y, z;
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double vx, vy, vz;
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@ -178,10 +192,25 @@ typedef struct player_update_message_t {
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typedef struct player_accelerate_message_t {
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uint16_t msg_id;
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uint8_t player_id;
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uint16_t player_id;
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double x, y, z;
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} player_accelerate_message_t;
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typedef struct bomb_drop_meesage_t {
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uint16_t msg_id;
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double x, y, z;
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double vx, vy, vz;
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double ttl;
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} bomb_drop_meesage_t;
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typedef struct bomb_update_meesage_t {
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uint16_t msg_id;
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uint16_t bomb_index;
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double x, y, z;
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double vx, vy, vz;
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double ttl;
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} bomb_update_meesage_t;
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void send_player_updates(game_t *game) {
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size_t i;
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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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@ -201,6 +230,68 @@ void send_player_updates(game_t *game) {
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}
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}
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void dispatch_message(enet_uint8 *data, size_t length, game_t *game) {
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message_t *msg = (message_t *) data;
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switch (msg->msg_id) {
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case MESSAGE_PLAYER_SPAWN: {
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player_spawn_message_t *sm = (player_spawn_message_t *) data;
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team_t *team = game_team(game, sm->team_id);
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player_t *player = game_spawn_player_id(game, team, sm->player_id);
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break;
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}
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case MESSAGE_PLAYER_KILL: {
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player_kill_message_t *sm = (player_kill_message_t *) data;
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player_t *player = game_player(game, sm->player_id);
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player->status = 0;
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player->team = 0;
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break;
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}
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case MESSAGE_ACCEPT: {
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accept_message_t *am = (accept_message_t *) data;
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local_player = game_player(game, am->player_id);
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printf("Spwan as %d.%d\n", local_player->team->id, local_player->id);
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break;
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}
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case MESSAGE_PLAYER_UPDATE: {
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player_update_message_t *um = (player_update_message_t *) data;
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player_t *player = game_player(game, um->player_id);
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player->x = um->x;
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player->y = um->y;
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player->z = um->z;
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player->vx = um->vx;
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player->vy = um->vy;
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player->vz = um->vz;
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break;
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}
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case MESSAGE_PLAYER_ACCELERATE: {
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player_accelerate_message_t *um = (player_accelerate_message_t *) data;
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player_t *player = game_player(game, um->player_id);
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player->vx += um->x;
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player->vy += um->y;
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player->vz += um->z;
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break;
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}
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case MESSAGE_BOMB_DROP: {
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bomb_drop_meesage_t *m = (bomb_drop_meesage_t *) data;
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bomb_t *bomb = game_spawn_bomb(game);
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if (bomb == NULL)
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return;
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bomb->x = m->x;
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bomb->y = m->y;
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bomb->z = m->z;
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bomb->vx = m->vx;
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bomb->vy = m->vy;
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bomb->vz = m->vz;
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bomb->ttl = m->ttl;
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if (client_peer == NULL) {
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ENetPacket * packet = enet_packet_create(data, length,
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ENET_PACKET_FLAG_RELIABLE);
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enet_host_broadcast(host, 0, packet);
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}
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break;
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}
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};
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}
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void service_network(game_t *game) {
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ENetEvent event;
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@ -253,63 +344,8 @@ void service_network(game_t *game) {
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break;
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case ENET_EVENT_TYPE_RECEIVE: {
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#if 0
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printf(
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"A packet of length %u was received from %s on channel %u.\n",
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event.packet->dataLength, event.packet->data,
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event.peer->data, event.channelID);
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#endif
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/* Clean up the packet now that we're done using it. */
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message_t *msg = (message_t *) event.packet->data;
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switch (msg->msg_id) {
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case MESSAGE_PLAYER_SPAWN: {
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player_spawn_message_t *sm =
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(player_spawn_message_t *) event.packet->data;
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team_t *team = game_team(game, sm->team_id);
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player_t *player = game_spawn_player_id(game, team,
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sm->player_id);
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}
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break;
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case MESSAGE_PLAYER_KILL: {
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player_kill_message_t *sm =
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(player_kill_message_t *) event.packet->data;
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player_t *player = game_player(game, sm->player_id);
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player->status = 0;
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player->team = 0;
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}
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break;
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case MESSAGE_ACCEPT: {
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accept_message_t *am = (accept_message_t *) event.packet->data;
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local_player = game_player(game, am->player_id);
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printf("Spwan as %d.%d\n", local_player->team->id,
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local_player->id);
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}
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break;
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case MESSAGE_PLAYER_UPDATE: {
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player_update_message_t *um =
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(player_update_message_t *) event.packet->data;
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player_t *player = game_player(game, um->player_id);
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player->x = um->x;
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player->y = um->y;
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player->z = um->z;
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player->vx = um->vx;
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player->vy = um->vy;
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player->vz = um->vz;
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}
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break;
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case MESSAGE_PLAYER_ACCELERATE: {
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player_accelerate_message_t *um =
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(player_accelerate_message_t *) event.packet->data;
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player_t *player = game_player(game, um->player_id);
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player->vx += um->x;
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player->vy += um->y;
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player->vz += um->z;
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}
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break;
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};
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dispatch_message(event.packet->data, event.packet->dataLength, game);
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enet_packet_destroy(event.packet);
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break;
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}
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case ENET_EVENT_TYPE_DISCONNECT:
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@ -335,20 +371,38 @@ void service_network(game_t *game) {
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}
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void accelerate(double x, double y, double z) {
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local_player->vx += x;
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local_player->vy += y;
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local_player->vz += z;
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if (client_peer) {
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void accelerate(game_t *game, double x, double y, double z) {
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player_accelerate_message_t msg;
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msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
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msg.player_id = local_player->id;
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msg.x = x;
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msg.y = y;
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msg.z = z;
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if (client_peer) {
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ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
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ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(client_peer, 0, packet);
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} else {
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dispatch_message((uint8_t*) &msg, sizeof(msg), game);
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}
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}
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void drop_bomb(game_t *game, double x, double y, double z, double ttl) {
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bomb_drop_meesage_t msg;
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msg.msg_id = MESSAGE_BOMB_DROP;
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msg.x = x;
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msg.y = y;
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msg.z = z;
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msg.vx = local_player->vx;
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msg.vy = local_player->vy;
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msg.vz = local_player->vz;
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msg.ttl = ttl;
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if (client_peer) {
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ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
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ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(client_peer, 0, packet);
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} else {
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dispatch_message((uint8_t*) &msg, sizeof(msg), game);
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}
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}
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@ -398,9 +452,14 @@ void setup_explosion() {
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textures[4]);
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}
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void explosion_callback(double x, double y, double z) {
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explosion.add(x, y, z);
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}
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int main(int argc, char ** argv) {
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int width, height, x, y, last_x, last_y;
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double time, last_time, phi = 0.0, theta = 0.0, last_player_update;
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double time, last_time, phi = 0.0, theta = 0.0, last_player_update,
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last_bomb;
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GLboolean running;
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int server = 0;
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@ -430,6 +489,8 @@ int main(int argc, char ** argv) {
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running = GL_TRUE;
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last_time = glfwGetTime();
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last_player_update = last_time;
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last_bomb = last_time;
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double camX, camY, camZ;
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glfwGetMousePos(&last_x, &last_y);
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||||
while (running) {
|
||||
// Get time and mouse position
|
||||
@ -447,27 +508,45 @@ int main(int argc, char ** argv) {
|
||||
last_x = x;
|
||||
last_y = y;
|
||||
|
||||
if (local_player) {
|
||||
camX = local_player->x;
|
||||
camY = local_player->y;
|
||||
camZ = local_player->z;
|
||||
} else {
|
||||
camX = 1000.0;
|
||||
camY = 1000.0;
|
||||
camZ = 1000.0;
|
||||
}
|
||||
|
||||
double rx = cos(phi) * cos(theta);
|
||||
double ry = sin(theta);
|
||||
double rz = sin(phi) * cos(theta);
|
||||
double v = 50.0f * dt;
|
||||
if (glfwGetKey('W')) {
|
||||
accelerate(rx * v, ry * v, rz * v);
|
||||
accelerate(&game, rx * v, ry * v, rz * v);
|
||||
} else if (glfwGetKey('S')) {
|
||||
accelerate(rx * -v, ry * -v, rz * -v);
|
||||
accelerate(&game, rx * -v, ry * -v, rz * -v);
|
||||
}
|
||||
|
||||
if (glfwGetKey('A')) {
|
||||
accelerate(rz * v, 0, -rx * v);
|
||||
accelerate(&game, rz * v, 0, -rx * v);
|
||||
} else if (glfwGetKey('D')) {
|
||||
accelerate(-rz * v, 0, rx * v);
|
||||
accelerate(&game, -rz * v, 0, rx * v);
|
||||
}
|
||||
|
||||
if (glfwGetKey(GLFW_KEY_SPACE)) {
|
||||
accelerate(local_player->vx * -dt, local_player->vy * -dt,
|
||||
accelerate(&game, local_player->vx * -dt, local_player->vy * -dt,
|
||||
local_player->vz * -dt);
|
||||
}
|
||||
|
||||
if (glfwGetKey(GLFW_KEY_LCTRL)) {
|
||||
if (time - last_bomb > 5.0) {
|
||||
last_bomb = time;
|
||||
drop_bomb(&game, local_player->x + rx - 20.0, local_player->y
|
||||
+ ry * -20.0, local_player->z + rz * -20.0, 5.0);
|
||||
}
|
||||
}
|
||||
|
||||
if (glfwGetKey(GLFW_KEY_ENTER)) {
|
||||
explosion.add(200.0, 200.0, 200.0);
|
||||
}
|
||||
@ -492,19 +571,9 @@ int main(int argc, char ** argv) {
|
||||
// Select and setup the modelview matrix
|
||||
glMatrixMode( GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
if (local_player) {
|
||||
gluLookAt(local_player->x, local_player->y,
|
||||
local_player->z, // Eye-position
|
||||
local_player->x + cos(phi) * cos(theta) * 10.0f,
|
||||
local_player->y + sin(theta) * 10.0f, local_player->z
|
||||
+ sin(phi) * cos(theta) * 10.0f, // View-point
|
||||
gluLookAt(camX, camY, camZ, camX + cos(phi) * cos(theta) * 10.0f, camY
|
||||
+ sin(theta) * 10.0f, camZ + sin(phi) * cos(theta) * 10.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
} else {
|
||||
gluLookAt(100.0f, 100.0f, 100.0f, // Eye-position
|
||||
100.0f + cos(phi) * cos(theta) * 10.0f, 100.0f + sin(theta)
|
||||
* 10.0f, 100.0f + sin(phi) * cos(theta) * 10.0f, // View-point
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
}
|
||||
|
||||
service_network(&game);
|
||||
if (server) {
|
||||
@ -515,6 +584,7 @@ int main(int argc, char ** argv) {
|
||||
}
|
||||
|
||||
game_update_players(&game, dt);
|
||||
game_update_bombs(&game, dt, explosion_callback);
|
||||
|
||||
glEnable( GL_LIGHT0);
|
||||
glEnable( GL_LIGHTING);
|
||||
@ -534,11 +604,13 @@ int main(int argc, char ** argv) {
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++)
|
||||
draw_player(&game.player[i]);
|
||||
|
||||
for (i = 0; i < GAME_BOMB_COUNT; i++)
|
||||
draw_bomb(&game.bomb[i]);
|
||||
|
||||
glDisable(GL_LIGHT0);
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_CULL_FACE);
|
||||
explosion.update(dt * 1000.0, local_player->x, local_player->y,
|
||||
local_player->z);
|
||||
explosion.update(dt * 1000.0, camX, camY, camZ);
|
||||
explosion.render();
|
||||
|
||||
// Swap buffers
|
||||
|
Loading…
Reference in New Issue
Block a user