#include #include #include #include #include #include #define MAX_PLAYERS_PER_TEAM 8 #define MAX_TEAMS 8 typedef struct team_t team_t; typedef struct player_t player_t; struct player_t { unsigned int session; double x, y, z; double rx, ry, rz, rw; double vx, vy, vz; team_t *team; }; struct team_t { player_t players[MAX_PLAYERS_PER_TEAM]; double x, y, z; GLfloat color[4]; }; GLUquadricObj *quadratic; ENetHost *host; ENetPeer *client_peer; player_t *local_player; void key_callback(int key, int state) { } void setup_opengl() { // Initialise GLFW if (!glfwInit()) { fprintf(stderr, "Failed to initialize GLFW\n"); exit(EXIT_FAILURE); } // Open OpenGL window if (!glfwOpenWindow(640, 480, 0, 0, 0, 0, 0, 0, GLFW_WINDOW)) { fprintf(stderr, "Failed to open GLFW window\n"); glfwTerminate(); exit(EXIT_FAILURE); } //glfwDisable(GLFW_MOUSE_CURSOR); glfwSetWindowTitle("Gremlin Lan Party Game"); glfwSetKeyCallback(key_callback); // Enable sticky keys glfwEnable(GLFW_STICKY_KEYS); // general settings glShadeModel(GL_SMOOTH); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glEnable(GL_CULL_FACE); // setup depth buffer glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); GLfloat LightAmbient[] = { 0.1f, 0.1f, 0.1f, 1.0f }; GLfloat LightDiffuse[] = { 1.0f, 1.0f, 1.0f, 1.0f }; GLfloat LightPosition[] = { 0.0f, 0.0f, 2.0f, 1.0f }; // setup directional light glLightfv(GL_LIGHT1, GL_AMBIENT, LightAmbient); glLightfv(GL_LIGHT1, GL_DIFFUSE, LightDiffuse); glLightfv(GL_LIGHT1, GL_POSITION, LightPosition); glEnable(GL_LIGHT1); glEnable(GL_LIGHTING); // Enable vertical sync (on cards that support it) glfwSwapInterval(1); } void setup_team(team_t *team, size_t id) { team->color[0] = .5f + .5f * (id & (1 << 0)); team->color[1] = .5f + .5f * (id & (1 << 1)); team->color[2] = .5f + .5f * (id & (1 << 2)); team->color[3] = 1.0f; team->x = 2000.0 * (id & (1 << 0)); team->y = 2000.0 * (id & (1 << 1)); team->z = 2000.0 * (id & (1 << 2)); size_t i = 0; for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) { team->players[i].session = 0; team->players[i].x = team->x + i * 50.; team->players[i].y = team->y; team->players[i].z = team->z; team->players[i].vx = i * 5.; team->players[i].vy = i * 5.; team->players[i].vz = i * 5.; } } void update_team(team_t *team, double dt) { size_t i; for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) { if (team->players[i].session == 0) continue; team->players[i].x += team->players[i].vx * dt; team->players[i].y += team->players[i].vy * dt; team->players[i].z += team->players[i].vz * dt; } } void draw_team(team_t *team) { size_t i = 0; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, team->color); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslated(team->x, team->y, team->z); gluSphere(quadratic, 50.f, 32, 32); glPopMatrix(); for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) { if (team->players[i].session == 0) continue; glPushMatrix(); glTranslated(team->players[i].x, team->players[i].y, team->players[i].z); gluSphere(quadratic, 10.f, 32, 32); glPopMatrix(); } } void spawn_player(team_t *team, size_t player) { team->players[player].session = 1; team->players[player].x = team->x + 100 + player * 50.; team->players[player].y = team->y; team->players[player].z = team->z; team->players[player].vx = 0.; team->players[player].vy = 0.; team->players[player].vz = 0.; } size_t active_players(team_t *team) { size_t i, count = 0; for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) { if (team->players[i].session != 0) count++; } return count; } size_t team_with_least_players(team_t *teams) { size_t i, count = MAX_PLAYERS_PER_TEAM + 1; size_t team = MAX_TEAMS + 1; for (i = 0; i < MAX_TEAMS; i++) { size_t players = active_players(&teams[i]); if (players < count) { count = players; team = i; } } return team; } size_t free_player(team_t *team) { size_t i; for (i = 0; i < MAX_PLAYERS_PER_TEAM; i++) { if (team->players[i].session == 0) return i; } return MAX_PLAYERS_PER_TEAM + 1; } void setup_network(const char *remote) { if (enet_initialize() != 0) { fprintf(stderr, "An error occurred while initializing ENet.\n"); exit(EXIT_FAILURE); } if (remote == NULL) { ENetAddress address; address.host = ENET_HOST_ANY; address.port = 1234; host = enet_host_create(&address, 32, 2, 0, 0); if (host == NULL) { fprintf(stderr, "An error occurred while trying to create an ENet server host.\n"); exit(EXIT_FAILURE); } } else { ENetAddress address; ENetEvent event; host = enet_host_create(NULL, 1, 2, 57600 / 8, 14400 / 8); if (host == NULL) { fprintf(stderr, "An error occurred while trying to create an ENet client host.\n"); exit(EXIT_FAILURE); } enet_address_set_host(&address, remote); address.port = 1234; /* Initiate the connection, allocating the two channels 0 and 1. */ client_peer = enet_host_connect(host, &address, 2, 0); if (client_peer == NULL) { fprintf(stderr, "No available peers for initiating an ENet connection.\n"); exit(EXIT_FAILURE); } /* Wait up to 5 seconds for the connection attempt to succeed. */ if (enet_host_service(host, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT) { puts("Connection succeeded."); } else { /* Either the 5 seconds are up or a disconnect event was */ /* received. Reset the peer in the event the 5 seconds */ /* had run out without any significant event. */ enet_peer_reset(client_peer); fprintf(stderr, "Connection to %s failed.", remote); } } } void service_network(team_t *teams) { ENetEvent event; /* Wait up to 1000 milliseconds for an event. */ while (enet_host_service(host, &event, 0) > 0) { switch (event.type) { case ENET_EVENT_TYPE_CONNECT: printf("A new client connected from %x:%u.\n", event.peer->address.host, event.peer->address.port); { size_t team = team_with_least_players(teams); size_t player = free_player(&teams[team]); printf("Spwan as %d.%d\n", team, player); /* Store any relevant client information here. */ event.peer->data = &teams[team].players[player]; spawn_player(&teams[team], player); // send team and player // send state } break; case ENET_EVENT_TYPE_RECEIVE: printf( "A packet of length %u containing %s was received from %s on channel %u.\n", event.packet->dataLength, event.packet -> data, event.peer->data, event.channelID); /* Clean up the packet now that we're done using it. */ // receive team and player // receive update // receive state 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); event.peer->data = NULL; } } } void accelerate(double x, double y, double z) { local_player->vx += x; local_player->vy += y; local_player->vz += z; // send update } 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; GLboolean running; int server = 0; quadratic = gluNewQuadric(); 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); setup_opengl(); if (argc > 1) { server = 0; setup_network(argv[1]); } else { server = 1; setup_network(NULL); local_player = &teams[0].players[0]; spawn_player(&teams[0], 0); } running = GL_TRUE; last_time = glfwGetTime(); glfwGetMousePos(&last_x, &last_y); while (running) { // Get time and mouse position time = glfwGetTime(); double dt = time - last_time; glfwGetMousePos(&x, &y); if (glfwGetMouseButton(GLFW_MOUSE_BUTTON_2) == GLFW_PRESS) { phi += (x - last_x) * 0.01; theta += (y - last_y) * -0.01; if (theta > 1.5) theta = 1.5; if (theta < -1.5) theta = -1.5; } last_x = x; last_y = y; double rx = cos(phi) * cos(theta); double ry = sin(theta); double rz = sin(phi) * cos(theta); if (glfwGetKey('W')) { accelerate(rx * 10.0f * dt, ry * 10.0f * dt, rz * 10.0f * dt); } else if (glfwGetKey('S')) { accelerate(rx * -10.0f * dt, ry * -10.0f * dt, rz * -10.0f * dt); } else if (glfwGetKey('A')) { accelerate(rz * 10.0f * dt, 0, -rx * 10.0f * dt); } else if (glfwGetKey('D')) { accelerate(-rz * 10.0f * dt, 0, rx * 10.0f * dt); } // Get window size (may be different than the requested size) glfwGetWindowSize(&width, &height); height = height > 0 ? height : 1; // Set viewport glViewport(0, 0, width, height); // Clear color buffer glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Select and setup the projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluPerspective(60.0f, (GLfloat) width / (GLfloat) height, 1.0f, 10000.0f); // 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 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 } glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, teams[0].color); // Draw a textured quad glBegin(GL_QUADS); glVertex3f(-5000.0f, 5000.0f, -5000.0f); glVertex3f(5000.0f, 5000.0f, -5000.0f); glVertex3f(5000.0f, 5000.0f, 5000.0f); glVertex3f(-5000.0f, 5000.0f, 5000.0f); glEnd(); for (i = 0; i < MAX_TEAMS; i++) update_team(&teams[i], dt); for (i = 0; i < MAX_TEAMS; i++) draw_team(&teams[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); last_time = time; } gluDeleteQuadric(quadratic); enet_host_destroy(host); enet_deinitialize(); // Close OpenGL window and terminate GLFW glfwTerminate(); exit(EXIT_SUCCESS); }