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