gremlin/src/main.cpp
2011-01-06 13:51:52 +01:00

636 lines
17 KiB
C++

#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <enet/enet.h>
#include <GL/glfw.h>
#include "common.h"
#include "game.h"
#include "Explosion.h"
GLUquadricObj *quadratic;
ENetHost *host;
ENetPeer *client_peer;
player_t *local_player;
Explosion explosion;
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 draw_bomb(bomb_t *bomb) {
if (bomb->status != 1)
return;
GLfloat red[] = { 1.0f, 0.0f, 0.0f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT_AND_DIFFUSE, red);
glMatrixMode( GL_MODELVIEW);
glPushMatrix();
glTranslated(bomb->x, bomb->y, bomb->z);
gluSphere(quadratic, 3.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
#define MESSAGE_BOMB_DROP 5
#define MESSAGE_BOMB_UPDATE 6
typedef struct message_t {
uint16_t msg_id;
} message_t;
typedef struct player_spawn_message_t {
uint16_t msg_id;
uint8_t team_id;
uint16_t player_id;
} player_spawn_message_t;
typedef struct player_kill_message_t {
uint16_t msg_id;
uint16_t player_id;
} player_kill_message_t;
typedef struct accept_message_t {
uint16_t msg_id;
uint16_t player_id;
} accept_message_t;
typedef struct player_update_message_t {
uint16_t msg_id;
uint16_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;
uint16_t player_id;
double x, y, z;
} player_accelerate_message_t;
typedef struct bomb_drop_meesage_t {
uint16_t msg_id;
double x, y, z;
double vx, vy, vz;
double ttl;
} bomb_drop_meesage_t;
typedef struct bomb_update_meesage_t {
uint16_t msg_id;
uint16_t bomb_index;
double x, y, z;
double vx, vy, vz;
double ttl;
} bomb_update_meesage_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 dispatch_message(enet_uint8 *data, size_t length, game_t *game) {
message_t *msg = (message_t *) data;
switch (msg->msg_id) {
case MESSAGE_PLAYER_SPAWN: {
player_spawn_message_t *sm = (player_spawn_message_t *) 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 *) 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 *) 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 *) 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 *) data;
player_t *player = game_player(game, um->player_id);
player->vx += um->x;
player->vy += um->y;
player->vz += um->z;
break;
}
case MESSAGE_BOMB_DROP: {
bomb_drop_meesage_t *m = (bomb_drop_meesage_t *) data;
bomb_t *bomb = game_spawn_bomb(game);
if (bomb == NULL)
return;
bomb->x = m->x;
bomb->y = m->y;
bomb->z = m->z;
bomb->vx = m->vx;
bomb->vy = m->vy;
bomb->vz = m->vz;
bomb->ttl = m->ttl;
if (client_peer == NULL) {
ENetPacket * packet = enet_packet_create(data, length,
ENET_PACKET_FLAG_RELIABLE);
enet_host_broadcast(host, 0, packet);
}
break;
}
};
}
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: {
dispatch_message(event.packet->data, event.packet->dataLength, game);
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(game_t *game, double x, double y, double z) {
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;
if (client_peer) {
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(client_peer, 0, packet);
} else {
dispatch_message((uint8_t*) &msg, sizeof(msg), game);
}
}
void drop_bomb(game_t *game, double x, double y, double z, double ttl) {
bomb_drop_meesage_t msg;
msg.msg_id = MESSAGE_BOMB_DROP;
msg.x = x;
msg.y = y;
msg.z = z;
msg.vx = local_player->vx;
msg.vy = local_player->vy;
msg.vz = local_player->vz;
msg.ttl = ttl;
if (client_peer) {
ENetPacket * packet = enet_packet_create(&msg, sizeof(msg),
ENET_PACKET_FLAG_RELIABLE);
enet_peer_send(client_peer, 0, packet);
} else {
dispatch_message((uint8_t*) &msg, sizeof(msg), game);
}
}
void setup_explosion() {
// Loads particle texture
GLuint textures[5];
glGenTextures(5, textures);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/explosion.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/flash.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/spark.tga", 0);
glBindTexture(GL_TEXTURE_2D, textures[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/point.tga", GLFW_ALPHA_MAP_BIT);
glBindTexture(GL_TEXTURE_2D, textures[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glfwLoadTexture2D("data/explosion/wave.tga", 0);
explosion.initialize(textures[0], textures[1], textures[2], textures[3],
textures[4]);
}
void explosion_callback(double x, double y, double z) {
explosion.add(x, y, z);
}
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,
last_bomb;
GLboolean running;
int server = 0;
quadratic = gluNewQuadric();
gluQuadricNormals(quadratic, GLU_SMOOTH);
gluQuadricTexture(quadratic, GL_TRUE);
game_t game;
game_setup(&game);
setup_opengl();
setup_explosion();
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;
last_bomb = last_time;
double camX, camY, camZ;
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;
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(&game, rx * v, ry * v, rz * v);
} else if (glfwGetKey('S')) {
accelerate(&game, rx * -v, ry * -v, rz * -v);
}
if (glfwGetKey('A')) {
accelerate(&game, rz * v, 0, -rx * v);
} else if (glfwGetKey('D')) {
accelerate(&game, -rz * v, 0, rx * v);
}
if (glfwGetKey(GLFW_KEY_SPACE)) {
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);
}
// 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();
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
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);
game_update_bombs(&game, dt, explosion_callback);
glEnable( GL_LIGHT0);
glEnable( GL_LIGHTING);
glEnable( GL_CULL_FACE);
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();
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]);
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, camX, camY, camZ);
explosion.render();
// 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();
return 0;
}