graphics/04-map/client/src/main.c

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#include <stdio.h>
#include <signal.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_net.h>
#include <SDL2/SDL_mutex.h>
#include "structs.h"
#include "format.h"
#include "defs.h"
#define DEBUG 1
#define MAP_WIDTH 25
#define MAP_HEIGHT 25
int original_width = 1000;
int original_height = 480;
int screen_width = 1000;
int screen_height = 480;
int game_running = 1;
struct game game;
int movement_speed = 10;
double delta_time;
double last_frame;
// network
TCPsocket server_socket;
// Textures
SDL_Texture *grass_texture;
SDL_Texture *cobble_texture;
SDL_Texture *lava_texture;
// scene
int objects_count = 0;
struct object ** objects_map;
SDL_mutex *objects_map_mutex;
void prepare_scene(void) {
SDL_SetRenderDrawColor(game.renderer, 0, 0, 0, 0);
SDL_RenderClear(game.renderer);
}
void key(SDL_KeyboardEvent *event) {
if (event->repeat != 0)
return;
if (event->keysym.scancode == SDL_SCANCODE_J)
game.left = !game.left;
if (event->keysym.scancode == SDL_SCANCODE_K)
game.right = !game.right;
if (event->keysym.scancode == SDL_SCANCODE_SPACE)
game.jump = !game.jump;
}
void handle_input(void) {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT)
game_running = 0;
}
}
SDL_Texture *load_texture(const char *path) {
SDL_Texture *texture;
SDL_LogMessage(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO, "Loading %s", path);
texture = IMG_LoadTexture(game.renderer, path);
return texture;
}
void present_scene(void) {
SDL_RenderPresent(game.renderer);
}
int new_key_position(void **map, int slots) {
int slot = 0;
if (slots <= 0)
return slot;
if (map == NULL)
return slot;
while (slot <= slots) {
if (map[slots] == NULL)
break;
slot++;
}
return slot;
}
int handle_server(void *data) {
int message[MAP_WIDTH*MAP_HEIGHT];
int recv_len = SDLNet_TCP_Recv(server_socket, message, sizeof(int)*MAP_WIDTH*MAP_HEIGHT);
if (!recv_len) {
fprintf(stderr, "Error: failed receiving message from server\n%s\n", SDLNet_GetError());
return MEMERR;
}
if (DEBUG)
fprintf(stdout, "Notice: received '%d' bytes from server\n", recv_len);
SDL_LockMutex(objects_map_mutex);
int blocks_num = recv_len / sizeof(int);
for (int y = 0; y < MAP_HEIGHT; y++) {
for (int x = 0; x < MAP_WIDTH; x++) {
int iter = (y*MAP_WIDTH)+x;
int ret = handle_block_creation(iter, message[iter], &objects_map, &objects_count);
if (ret == MEMERR) {
fprintf(stderr, "Error: failed creating new block\n");
return MEMERR;
}
struct object *block = objects_map[iter];
block->x = x * block->resolution * block->scale;
block->y = y * block->resolution * block->scale;
}
}
SDL_UnlockMutex(objects_map_mutex);
return 0;
}
int connect_to_server(void) {
IPaddress ip;
if (SDLNet_ResolveHost(&ip, SERVER_ADDR, SERVER_PORT) != 0) {
fprintf(stderr, "Error: resolving host of server\n%s\n", SDLNet_GetError());
return -1;
}
server_socket = SDLNet_TCP_Open(&ip);
if (!server_socket) {
fprintf(stderr, "Error: failed opening socket to '%s' at '%d'\n%s\n", SERVER_ADDR, SERVER_PORT, SDLNet_GetError());
return -1;
}
SDL_CreateThread(handle_server, "server", NULL);
return 0;
}
void catch_alarm(int sig) {
exit(EXIT_FAILURE);
}
void handle_events() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED)
SDL_GetWindowSize(game.window, &screen_width, &screen_height);
break;
case SDL_QUIT:
exit(EXIT_SUCCESS);
break;
}
}
}
int main(int argc, char *argv[]) {
signal(SIGINT, catch_alarm);
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
fprintf(stderr, "Error: could not initialize SDL\n%s\n", SDL_GetError());
return -1;
}
if (SDLNet_Init() != 0) {
fprintf(stderr, "Error: could not initialize SDL net\n%s\n", SDL_GetError());
return -1;
}
game.window = SDL_CreateWindow("03-network", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen_width, screen_height, WINDOW_FLAGS);
SDL_SetWindowResizable(game.window, 1);
if (game.window == NULL) {
fprintf(stderr, "Error: could not create window\n%s\n", SDL_GetError());
return -1;
}
game.renderer = SDL_CreateRenderer(game.window, -1, RENDERER_FLAGS);
if (game.renderer == NULL) {
fprintf(stderr, "Error: could not create renderer\n%s\n", SDL_GetError());
return -1;
}
// load textures
grass_texture = load_texture("assets/floor/grass.png");
cobble_texture = load_texture("assets/floor/cobble.png");
lava_texture = load_texture("assets/floor/lava.png");
// create mutexes
objects_map_mutex = SDL_CreateMutex();
if (connect_to_server() != 0)
return -1;
while (game_running) {
prepare_scene();
handle_events();
int lock = SDL_TryLockMutex(objects_map_mutex);
if (lock == 0) {
for (int iter = 0; iter < objects_count; iter++) {
struct object *object = objects_map[iter];
if (object == NULL)
continue;
object->x = object->x - (object->scale * object->resolution * (original_width - original_width));
object->y = object->y - (object->scale * object->resolution * (original_height - original_height));
draw_object(&game, object);
}
SDL_UnlockMutex(objects_map_mutex);
}
present_scene();
SDL_Delay(100);
}
SDL_DestroyWindow(game.window);
SDL_Quit();
return 0;
}