gremlin/src/main.cpp

418 lines
11 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <enet/enet.h>
#include <GL/glfw.h>
#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);
}