working multiplayer
This commit is contained in:
parent
a6fd2d9b3c
commit
b19f44ec32
@ -9,7 +9,8 @@ include_directories (${GREMLIN_SOURCE_DIR}/src)
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# define executable
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add_executable( gremlin
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main.cpp
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main
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game
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)
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# set dependencies
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19
src/common.h
Normal file
19
src/common.h
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@ -0,0 +1,19 @@
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#ifndef GREMLIN_COMMON_H
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#define GREMLIN_COMMON_H
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#ifdef _MSC_VER
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typedef __int8 int8_t;
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typedef unsigned __int8 uint8_t;
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typedef __int16 int16_t;
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typedef unsigned __int16 uint16_t;
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typedef __int32 int32_t;
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typedef unsigned __int32 uint32_t;
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typedef __int64 int64_t;
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typedef unsigned __int64 uint64_t;
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#else
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#include <stddef.h>
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#include <stdint.h>
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#include <stdbool.h>
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#endif
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#endif
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129
src/game.cpp
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129
src/game.cpp
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@ -0,0 +1,129 @@
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#include "game.h"
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#include <stdlib.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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team->color[0] = .5f + .5f * (id & (1 << 0));
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team->color[1] = .5f + .5f * (id & (1 << 1));
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team->color[2] = .5f + .5f * (id & (1 << 2));
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team->color[3] = 1.0f;
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team->x = 2000.0 * (id & (1 << 0));
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team->y = 2000.0 * (id & (1 << 1));
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team->z = 2000.0 * (id & (1 << 2));
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}
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void game_setup_player(player_t *player) {
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player->id = 0;
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player->status = 0;
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player->team = NULL;
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}
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void game_setup(game_t *game) {
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size_t i;
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for (i = 0; i < GAME_TEAM_COUNT; i++)
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game_setup_team(&game->team[i], i);
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for (i = 0; i < GAME_PLAYER_COUNT; i++)
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game_setup_player(&game->player[i]);
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game->max_player_id = 0;
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}
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player_t *_game_free_player(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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if (game->player[i].status == 0)
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return &game->player[i];
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}
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return NULL;
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}
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player_t *game_spawn_player(game_t *game, team_t *team) {
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player_t *player = _game_free_player(game);
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player->team = team;
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player->id = game->max_player_id++;
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player->status = 1;
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player->x = team->x + 100;
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player->y = team->y;
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player->z = 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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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 *player = _game_free_player(game);
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player->team = team;
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player->id = id;
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if (game->max_player_id < id)
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game->max_player_id = id;
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player->status = 1;
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player->x = team->x + 100;
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player->y = team->y;
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player->z = 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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return player;
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}
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void game_update_players(game_t *game, double dt) {
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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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player->x += player->vx * dt;
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player->y += player->vy * dt;
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player->z += player->vz * dt;
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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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for (i = 0; i < GAME_PLAYER_COUNT; i++) {
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if(game->player[i].status == 0)
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continue;
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if (game->player[i].team == team)
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count++;
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}
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return count;
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}
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team_t *game_team_with_least_players(game_t *game) {
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size_t i, count = -1;
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team_t *team = NULL;
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for (i = 0; i < GAME_TEAM_COUNT; i++) {
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size_t players = game_active_team_players(game, &game->team[i]);
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if (players < count) {
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count = players;
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team = &game->team[i];
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}
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}
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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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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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return &game->team[i];
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}
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}
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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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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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return &game->player[i];
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}
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}
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return NULL;
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}
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42
src/game.h
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42
src/game.h
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@ -0,0 +1,42 @@
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#ifndef GREMLIN_GAME_H
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#define GREMLIN_GAME_H
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#include "common.h"
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typedef struct team_t team_t;
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typedef struct player_t player_t;
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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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struct player_t {
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uint8_t id;
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uint8_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 team_t {
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uint8_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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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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};
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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 void game_update_players(game_t *game, double dt);
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#endif
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350
src/main.cpp
350
src/main.cpp
@ -6,26 +6,8 @@
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#include <enet/enet.h>
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#include <GL/glfw.h>
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#define MAX_PLAYERS_PER_TEAM 8
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#define MAX_TEAMS 8
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typedef struct team_t team_t;
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typedef struct player_t player_t;
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struct player_t {
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unsigned int session;
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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 team_t {
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player_t players[MAX_PLAYERS_PER_TEAM];
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double x, y, z;
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GLfloat color[4];
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};
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#include "common.h"
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#include "game.h"
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GLUquadricObj *quadratic;
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ENetHost *host;
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@ -80,98 +62,25 @@ void setup_opengl() {
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glfwSwapInterval(1);
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}
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void setup_team(team_t *team, size_t id) {
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team->color[0] = .5f + .5f * (id & (1 << 0));
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team->color[1] = .5f + .5f * (id & (1 << 1));
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team->color[2] = .5f + .5f * (id & (1 << 2));
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team->color[3] = 1.0f;
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team->x = 2000.0 * (id & (1 << 0));
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team->y = 2000.0 * (id & (1 << 1));
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team->z = 2000.0 * (id & (1 << 2));
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size_t i = 0;
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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team->players[i].session = 0;
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team->players[i].x = team->x + i * 50.;
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team->players[i].y = team->y;
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team->players[i].z = team->z;
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team->players[i].vx = i * 5.;
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team->players[i].vy = i * 5.;
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team->players[i].vz = i * 5.;
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}
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}
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void update_team(team_t *team, double dt) {
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size_t i;
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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if (team->players[i].session == 0)
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continue;
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team->players[i].x += team->players[i].vx * dt;
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team->players[i].y += team->players[i].vy * dt;
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team->players[i].z += team->players[i].vz * dt;
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}
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}
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void draw_team(team_t *team) {
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size_t i = 0;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslated(team->x, team->y, team->z);
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gluSphere(quadratic, 50.f, 32, 32);
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glPopMatrix();
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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if (team->players[i].session == 0)
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continue;
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glPushMatrix();
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glTranslated(team->players[i].x, team->players[i].y, team->players[i].z);
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gluSphere(quadratic, 10.f, 32, 32);
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glPopMatrix();
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}
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}
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void spawn_player(team_t *team, size_t player) {
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team->players[player].session = 1;
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team->players[player].x = team->x + 100 + player * 50.;
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team->players[player].y = team->y;
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team->players[player].z = team->z;
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team->players[player].vx = 0.;
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team->players[player].vy = 0.;
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team->players[player].vz = 0.;
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}
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size_t active_players(team_t *team) {
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size_t i, count = 0;
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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if (team->players[i].session != 0)
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count++;
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}
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return count;
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}
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size_t team_with_least_players(team_t *teams) {
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size_t i, count = MAX_PLAYERS_PER_TEAM + 1;
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size_t team = MAX_TEAMS + 1;
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for (i = 0; i < MAX_TEAMS; i++) {
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size_t players = active_players(&teams[i]);
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if (players < count) {
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count = players;
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team = i;
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}
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}
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return team;
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}
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size_t free_player(team_t *team) {
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size_t i;
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for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) {
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if (team->players[i].session == 0)
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return i;
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}
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return MAX_PLAYERS_PER_TEAM + 1;
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void draw_player(player_t *player) {
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if (player->status == 0)
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return;
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glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslated(player->x, player->y, player->z);
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gluSphere(quadratic, 10.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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@ -231,7 +140,66 @@ void setup_network(const char *remote) {
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}
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void service_network(team_t *teams) {
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#define MESSAGE_PLAYER_SPAWN 0
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#define MESSAGE_PLAYER_KILL 1
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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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typedef struct message_t {
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uint16_t msg_id;
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} 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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} 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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} 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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} 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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unsigned int session;
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double x, y, z;
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double vx, vy, vz;
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} 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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double x, y, z;
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} player_accelerate_message_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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if (game->player[i].status == 0)
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continue;
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player_update_message_t msg;
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msg.msg_id = MESSAGE_PLAYER_UPDATE;
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msg.player_id = game->player[i].id;
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msg.x = game->player[i].x;
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msg.y = game->player[i].y;
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msg.z = game->player[i].z;
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msg.vx = game->player[i].vx;
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msg.vy = game->player[i].vy;
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msg.vz = game->player[i].vz;
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ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), 0);
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enet_host_broadcast(host, 0, packet);
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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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/* Wait up to 1000 milliseconds for an event. */
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@ -241,37 +209,120 @@ void service_network(team_t *teams) {
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printf("A new client connected from %x:%u.\n",
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event.peer->address.host, event.peer->address.port);
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{
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size_t team = team_with_least_players(teams);
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size_t player = free_player(&teams[team]);
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printf("Spwan as %d.%d\n", team, player);
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/* Store any relevant client information here. */
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event.peer->data = &teams[team].players[player];
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spawn_player(&teams[team], player);
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// bring new client up to date
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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].status == 0)
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continue;
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// send player spawn message
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player_spawn_message_t spwan_msg;
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spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
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spwan_msg.team_id = game->player[i].team->id;
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spwan_msg.player_id = game->player[i].id;
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ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send(event.peer, 0, packet);
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}
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team_t *team = game_team_with_least_players(game);
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player_t *player = game_spawn_player(game, team);
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printf("Spwan as %d.%d\n", team->id, player->id);
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event.peer->data = player;
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// send player spawn message
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player_spawn_message_t spwan_msg;
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spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN;
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spwan_msg.team_id = team->id;
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spwan_msg.player_id = player->id;
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ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE);
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enet_host_broadcast(host, 0, packet);
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// send team and player
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accept_message_t msg;
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msg.msg_id = MESSAGE_ACCEPT;
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msg.player_id = player->id;
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packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
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enet_peer_send (event.peer, 0, packet);
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// send state
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}
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break;
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case ENET_EVENT_TYPE_RECEIVE:
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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 containing %s was received from %s on channel %u.\n",
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event.packet->dataLength, event.packet -> data,
|
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"A packet of length %u was received from %s on channel %u.\n",
|
||||
event.packet->dataLength, event.packet->data,
|
||||
event.peer->data, event.channelID);
|
||||
|
||||
#endif
|
||||
/* Clean up the packet now that we're done using it. */
|
||||
// receive team and player
|
||||
// receive update
|
||||
// receive state
|
||||
message_t *msg = (message_t *)event.packet->data;
|
||||
switch(msg->msg_id) {
|
||||
case MESSAGE_PLAYER_SPAWN:
|
||||
{
|
||||
player_spawn_message_t *sm = (player_spawn_message_t *)event.packet->data;
|
||||
team_t *team = game_team(game, sm->team_id);
|
||||
player_t *player = game_spawn_player_id(game, team, sm->player_id);
|
||||
}
|
||||
break;
|
||||
case MESSAGE_PLAYER_KILL:
|
||||
{
|
||||
player_kill_message_t *sm = (player_kill_message_t *)event.packet->data;
|
||||
player_t *player = game_player(game, sm->player_id);
|
||||
player->status = 0;
|
||||
player->team = 0;
|
||||
}
|
||||
break;
|
||||
case MESSAGE_ACCEPT:
|
||||
{
|
||||
accept_message_t *am = (accept_message_t *)event.packet->data;
|
||||
local_player = game_player(game, am->player_id);
|
||||
printf("Spwan as %d.%d\n", local_player->team->id, local_player->id);
|
||||
}
|
||||
break;
|
||||
case MESSAGE_PLAYER_UPDATE:
|
||||
{
|
||||
player_update_message_t *um = (player_update_message_t *)event.packet->data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player->x = um->x;
|
||||
player->y = um->y;
|
||||
player->z = um->z;
|
||||
player->vx = um->vx;
|
||||
player->vy = um->vy;
|
||||
player->vz = um->vz;
|
||||
}
|
||||
break;
|
||||
case MESSAGE_PLAYER_ACCELERATE:
|
||||
{
|
||||
player_accelerate_message_t *um = (player_accelerate_message_t *)event.packet->data;
|
||||
player_t *player = game_player(game, um->player_id);
|
||||
player->vx += um->x;
|
||||
player->vy += um->y;
|
||||
player->vz += um->z;
|
||||
}
|
||||
break;
|
||||
};
|
||||
|
||||
enet_packet_destroy(event.packet);
|
||||
|
||||
break;
|
||||
|
||||
}
|
||||
case ENET_EVENT_TYPE_DISCONNECT:
|
||||
printf("%s disconected.\n", event.peer -> data);
|
||||
|
||||
{
|
||||
/* Reset the peer's client information. */
|
||||
free(event.peer->data);
|
||||
player_t *player = (player_t *)event.peer->data;
|
||||
player->status = 0;
|
||||
player->team = 0;
|
||||
|
||||
// send player spawn message
|
||||
player_kill_message_t msg;
|
||||
msg.msg_id = MESSAGE_PLAYER_KILL;
|
||||
msg.player_id = player->id;
|
||||
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
|
||||
enet_host_broadcast(host, 0, packet);
|
||||
}
|
||||
event.peer->data = NULL;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
@ -281,12 +332,21 @@ void accelerate(double x, double y, double z) {
|
||||
local_player->vx += x;
|
||||
local_player->vy += y;
|
||||
local_player->vz += z;
|
||||
// send update
|
||||
if (client_peer) {
|
||||
player_accelerate_message_t msg;
|
||||
msg.msg_id = MESSAGE_PLAYER_ACCELERATE;
|
||||
msg.player_id = local_player->id;
|
||||
msg.x = x;
|
||||
msg.y = y;
|
||||
msg.z = z;
|
||||
ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE);
|
||||
enet_peer_send (client_peer, 0, packet);
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char ** argv) {
|
||||
int width, height, x, y, last_x, last_y;
|
||||
double time, last_time, phi = 0.0, theta = 0.0;
|
||||
double time, last_time, phi = 0.0, theta = 0.0, last_player_update;
|
||||
GLboolean running;
|
||||
int server = 0;
|
||||
|
||||
@ -294,10 +354,10 @@ int main(int argc, char ** argv) {
|
||||
gluQuadricNormals(quadratic, GLU_SMOOTH);
|
||||
gluQuadricTexture(quadratic, GL_TRUE);
|
||||
|
||||
team_t teams[MAX_TEAMS];
|
||||
size_t i;
|
||||
for (i = 0; i < MAX_TEAMS; i++)
|
||||
setup_team(&teams[i], i);
|
||||
game_t game;
|
||||
|
||||
game_setup(&game);
|
||||
|
||||
|
||||
setup_opengl();
|
||||
|
||||
@ -307,12 +367,14 @@ int main(int argc, char ** argv) {
|
||||
} else {
|
||||
server = 1;
|
||||
setup_network(NULL);
|
||||
local_player = &teams[0].players[0];
|
||||
spawn_player(&teams[0], 0);
|
||||
team_t *team = game_team(&game, 0);
|
||||
local_player = game_spawn_player(&game, team);
|
||||
}
|
||||
|
||||
float plane_color[] = {0.2f, 0.3f, 0.4f, 1.0f};
|
||||
size_t i;
|
||||
running = GL_TRUE;
|
||||
last_time = glfwGetTime();
|
||||
last_player_update = last_time;
|
||||
glfwGetMousePos(&last_x, &last_y);
|
||||
while (running) {
|
||||
// Get time and mouse position
|
||||
@ -333,15 +395,15 @@ int main(int argc, char ** argv) {
|
||||
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 * 10.0f * dt, ry * 10.0f * dt, rz * 10.0f * dt);
|
||||
accelerate(rx * v, ry * v, rz * v);
|
||||
} else if (glfwGetKey('S')) {
|
||||
accelerate(rx * -10.0f * dt, ry * -10.0f * dt, rz * -10.0f * dt);
|
||||
accelerate(rx * -v, ry * -v, rz * -v);
|
||||
} else if (glfwGetKey('A')) {
|
||||
accelerate(rz * 10.0f * dt, 0, -rx * 10.0f * dt);
|
||||
accelerate(rz * v, 0, -rx * v);
|
||||
} else if (glfwGetKey('D')) {
|
||||
accelerate(-rz * 10.0f * dt, 0, rx * 10.0f * dt);
|
||||
accelerate(-rz * v, 0, rx *v);
|
||||
}
|
||||
|
||||
// Get window size (may be different than the requested size)
|
||||
@ -378,7 +440,7 @@ int main(int argc, char ** argv) {
|
||||
0.0f, 1.0f, 0.0f); // Up-vector
|
||||
}
|
||||
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, teams[0].color);
|
||||
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, plane_color);
|
||||
// Draw a textured quad
|
||||
glBegin(GL_QUADS);
|
||||
glVertex3f(-5000.0f, 5000.0f, -5000.0f);
|
||||
@ -387,16 +449,26 @@ int main(int argc, char ** argv) {
|
||||
glVertex3f(-5000.0f, 5000.0f, 5000.0f);
|
||||
glEnd();
|
||||
|
||||
for (i = 0; i < MAX_TEAMS; i++)
|
||||
update_team(&teams[i], dt);
|
||||
service_network(&game);
|
||||
if (server) {
|
||||
if (time > last_player_update + 0.1)
|
||||
{
|
||||
send_player_updates(&game);
|
||||
last_player_update = time;
|
||||
}
|
||||
}
|
||||
|
||||
for (i = 0; i < MAX_TEAMS; i++)
|
||||
draw_team(&teams[i]);
|
||||
game_update_players(&game, dt);
|
||||
|
||||
for (i = 0; i < GAME_TEAM_COUNT; i++)
|
||||
draw_team(&game.team[i]);
|
||||
|
||||
for (i = 0; i < GAME_PLAYER_COUNT; i++)
|
||||
draw_player(&game.player[i]);
|
||||
|
||||
// Swap buffers
|
||||
glfwSwapBuffers();
|
||||
|
||||
service_network(teams);
|
||||
|
||||
// Check if the ESC key was pressed or the window was closed
|
||||
running = !glfwGetKey(GLFW_KEY_ESC) && glfwGetWindowParam(GLFW_OPENED);
|
||||
|
Loading…
Reference in New Issue
Block a user