#include #include #include #include #include #include #include "common.h" #include "game.h" 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 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(); } void draw_player(player_t *player) { if (player->status == 0) return; glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, player->team->color); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glTranslated(player->x, player->y, player->z); gluSphere(quadratic, 10.f, 32, 32); glPopMatrix(); } 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); } } } #define MESSAGE_PLAYER_SPAWN 0 #define MESSAGE_PLAYER_KILL 1 #define MESSAGE_ACCEPT 2 #define MESSAGE_PLAYER_UPDATE 3 #define MESSAGE_PLAYER_ACCELERATE 4 typedef struct message_t { uint16_t msg_id; } message_t; typedef struct player_spawn_message_t { uint16_t msg_id; uint8_t team_id; uint8_t player_id; } player_spawn_message_t; typedef struct player_kill_message_t { uint16_t msg_id; uint8_t player_id; } player_kill_message_t; typedef struct accept_message_t { uint16_t msg_id; uint8_t player_id; } accept_message_t; typedef struct player_update_message_t { uint16_t msg_id; uint8_t player_id; unsigned int session; double x, y, z; double vx, vy, vz; } player_update_message_t; typedef struct player_accelerate_message_t { uint16_t msg_id; uint8_t player_id; double x, y, z; } player_accelerate_message_t; void send_player_updates(game_t *game) { size_t i; for (i = 0; i < GAME_PLAYER_COUNT; i++) { if (game->player[i].status == 0) continue; player_update_message_t msg; msg.msg_id = MESSAGE_PLAYER_UPDATE; msg.player_id = game->player[i].id; msg.x = game->player[i].x; msg.y = game->player[i].y; msg.z = game->player[i].z; msg.vx = game->player[i].vx; msg.vy = game->player[i].vy; msg.vz = game->player[i].vz; ENetPacket * packet = enet_packet_create (&msg, sizeof(msg), 0); enet_host_broadcast(host, 0, packet); } } void service_network(game_t *game) { 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); { // bring new client up to date size_t i; for (i = 0; i < GAME_PLAYER_COUNT; i++) { if (game->player[i].status == 0) continue; // send player spawn message player_spawn_message_t spwan_msg; spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN; spwan_msg.team_id = game->player[i].team->id; spwan_msg.player_id = game->player[i].id; ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE); enet_peer_send(event.peer, 0, packet); } team_t *team = game_team_with_least_players(game); player_t *player = game_spawn_player(game, team); printf("Spwan as %d.%d\n", team->id, player->id); event.peer->data = player; // send player spawn message player_spawn_message_t spwan_msg; spwan_msg.msg_id = MESSAGE_PLAYER_SPAWN; spwan_msg.team_id = team->id; spwan_msg.player_id = player->id; ENetPacket * packet = enet_packet_create (&spwan_msg, sizeof(spwan_msg), ENET_PACKET_FLAG_RELIABLE); enet_host_broadcast(host, 0, packet); // send team and player accept_message_t msg; msg.msg_id = MESSAGE_ACCEPT; msg.player_id = player->id; packet = enet_packet_create (&msg, sizeof(msg), ENET_PACKET_FLAG_RELIABLE); enet_peer_send (event.peer, 0, packet); // send state } break; case ENET_EVENT_TYPE_RECEIVE: { #if 0 printf( "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. */ 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. */ 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; } } } void accelerate(double x, double y, double z) { local_player->vx += x; local_player->vy += y; local_player->vz += z; 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, last_player_update; GLboolean running; int server = 0; quadratic = gluNewQuadric(); gluQuadricNormals(quadratic, GLU_SMOOTH); gluQuadricTexture(quadratic, GL_TRUE); game_t game; game_setup(&game); setup_opengl(); if (argc > 1) { server = 0; setup_network(argv[1]); } else { server = 1; setup_network(NULL); 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 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); double v = 50.0f * dt; if (glfwGetKey('W')) { accelerate(rx * v, ry * v, rz * v); } else if (glfwGetKey('S')) { accelerate(rx * -v, ry * -v, rz * -v); } else if (glfwGetKey('A')) { accelerate(rz * v, 0, -rx * v); } else if (glfwGetKey('D')) { accelerate(-rz * v, 0, rx *v); } // 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, plane_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(); service_network(&game); if (server) { if (time > last_player_update + 0.1) { send_player_updates(&game); last_player_update = time; } } 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(); // 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); }