2020-09-06 15:00:19 -04:00
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/**
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@file main_sdl.c
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This is an SDL2 implementation of the game front end. It can be used to
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compile a native executable or a transpiled JS browser version with
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emscripten.
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To compile with emscripten run:
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emcc ./main_sdl.c -s USE_SDL=2 -O3 --shell-file HTMLshell.html -o game.html
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by Miloslav Ciz (drummyfish), 2019
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Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/)
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plus a waiver of all other intellectual property. The goal of this work is
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be and remain completely in the public domain forever, available for any use
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whatsoever.
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*/
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#if defined(_WIN32) || defined(WIN32) || defined(__WIN32__) || defined(__NT__) || defined(__APPLE__)
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#define SFG_OS_IS_MALWARE 1
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#endif
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#define SFG_BACKGROUND_BLUR 1
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2020-09-14 10:40:26 -04:00
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#define SFG_FPS 60
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2020-09-06 15:00:19 -04:00
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#define SFG_LOG(str) puts(str);
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2020-09-19 05:52:24 -04:00
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// #define SFG_START_LEVEL 6
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2020-09-26 09:35:09 -04:00
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// #define SFG_IMMORTAL 1
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2020-09-26 18:05:33 -04:00
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// #define SFG_UNLOCK_DOOR 1
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2020-09-26 09:35:09 -04:00
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// #define SFG_REVEAL_MAP 1
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// #define SFG_INFINITE_AMMO 1
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2020-09-19 05:52:24 -04:00
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2020-09-25 13:58:27 -04:00
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// #define SFG_SCREEN_RESOLUTION_X 80
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// #define SFG_SCREEN_RESOLUTION_Y 64
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2020-09-26 05:24:15 -04:00
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#define SFG_SIMPLE_MENU 1
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2020-09-25 13:58:27 -04:00
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2020-09-26 09:35:09 -04:00
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/*
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SDL is easier to play thanks to nice controls, so make the player take full
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damage to make it a bit harder.
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*/
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#define SFG_PLAYER_DAMAGE_MULTIPLIER 1024
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#define MUSIC_VOLUME 5
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2020-09-10 14:17:15 -04:00
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2020-09-25 16:03:46 -04:00
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#ifdef __EMSCRIPTEN__
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2020-09-25 18:59:03 -04:00
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#define SFG_FPS 30
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#define SFG_SCREEN_RESOLUTION_X 640
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#define SFG_SCREEN_RESOLUTION_Y 480
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2020-09-25 16:03:46 -04:00
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#define SFG_CAN_EXIT 0
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2020-09-25 18:59:03 -04:00
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#define SFG_RESOLUTION_SCALEDOWN 2
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#include <emscripten.h>
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2020-09-25 16:03:46 -04:00
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#endif
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2020-09-06 15:00:19 -04:00
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#include <stdio.h>
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#include <SDL2/SDL.h>
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#include "game.h"
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#include "sounds.h"
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const uint8_t *sdlKeyboardState;
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uint8_t sdlMouseButtonState = 0;
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int8_t sdlMouseWheelState = 0;
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uint16_t screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format
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SDL_Window *window;
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SDL_Renderer *renderer;
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SDL_Texture *texture;
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SDL_Surface *screenSurface;
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex)
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{
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screen[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB565[colorIndex];
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}
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uint32_t SFG_getTimeMs()
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{
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return SDL_GetTicks();
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}
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2020-09-19 13:35:26 -04:00
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void SFG_save(uint8_t data[SFG_SAVE_SIZE])
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{
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FILE *f = fopen("anarch.sav","wb");
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puts("SDL: opening and writing save file");
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if (f == NULL)
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{
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puts("SDL: could not open the file!");
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return;
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}
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fwrite(data,1,SFG_SAVE_SIZE,f);
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fclose(f);
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}
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uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE])
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{
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2020-09-25 16:03:46 -04:00
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#ifndef __EMSCRIPTEN__
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2020-09-19 13:35:26 -04:00
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FILE *f = fopen("anarch.sav","rb");
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puts("SDL: opening and reading save file");
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if (f == NULL)
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{
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puts("SDL: no save file to open");
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}
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else
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{
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fread(data,1,SFG_SAVE_SIZE,f);
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fclose(f);
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}
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return 1;
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2020-09-25 16:03:46 -04:00
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#else
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return 0;
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#endif
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2020-09-19 13:35:26 -04:00
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}
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2020-09-06 15:00:19 -04:00
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void SFG_sleepMs(uint16_t timeMs)
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{
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#ifndef __EMSCRIPTEN__
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usleep(timeMs * 1000);
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#endif
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}
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void SFG_getMouseOffset(int16_t *x, int16_t *y)
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{
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2020-09-25 16:03:46 -04:00
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#ifndef __EMSCRIPTEN__
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2020-09-06 15:00:19 -04:00
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int mX, mY;
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SDL_GetMouseState(&mX,&mY);
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*x = mX - SFG_SCREEN_RESOLUTION_X / 2;
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*y = mY - SFG_SCREEN_RESOLUTION_Y / 2;
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SDL_WarpMouseInWindow(window,
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SFG_SCREEN_RESOLUTION_X / 2, SFG_SCREEN_RESOLUTION_Y / 2);
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2020-09-25 16:03:46 -04:00
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#endif
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2020-09-06 15:00:19 -04:00
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}
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int8_t SFG_keyPressed(uint8_t key)
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{
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switch (key)
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{
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case SFG_KEY_UP:
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return sdlKeyboardState[SDL_SCANCODE_UP] ||
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sdlKeyboardState[SDL_SCANCODE_W] ||
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sdlKeyboardState[SDL_SCANCODE_KP_8];
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break;
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case SFG_KEY_RIGHT:
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return sdlKeyboardState[SDL_SCANCODE_RIGHT] ||
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sdlKeyboardState[SDL_SCANCODE_E] ||
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sdlKeyboardState[SDL_SCANCODE_KP_6];
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break;
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case SFG_KEY_DOWN:
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return sdlKeyboardState[SDL_SCANCODE_DOWN] ||
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sdlKeyboardState[SDL_SCANCODE_S] ||
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sdlKeyboardState[SDL_SCANCODE_KP_5] ||
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sdlKeyboardState[SDL_SCANCODE_KP_2];
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break;
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case SFG_KEY_LEFT:
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return sdlKeyboardState[SDL_SCANCODE_LEFT] ||
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sdlKeyboardState[SDL_SCANCODE_Q] ||
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sdlKeyboardState[SDL_SCANCODE_KP_4];
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break;
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case SFG_KEY_A:
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2020-09-14 10:40:26 -04:00
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return sdlKeyboardState[SDL_SCANCODE_G] || sdlKeyboardState[SDL_SCANCODE_RETURN];
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2020-09-06 15:00:19 -04:00
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break;
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case SFG_KEY_B:
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return sdlKeyboardState[SDL_SCANCODE_H] || (sdlMouseButtonState & SDL_BUTTON_LMASK);
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break;
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case SFG_KEY_C:
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return sdlKeyboardState[SDL_SCANCODE_J];
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break;
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case SFG_KEY_JUMP:
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return sdlKeyboardState[SDL_SCANCODE_SPACE];
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break;
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case SFG_KEY_STRAFE_LEFT:
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return sdlKeyboardState[SDL_SCANCODE_A] ||
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sdlKeyboardState[SDL_SCANCODE_KP_7];
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break;
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case SFG_KEY_STRAFE_RIGHT:
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return sdlKeyboardState[SDL_SCANCODE_D] ||
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sdlKeyboardState[SDL_SCANCODE_KP_9];
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break;
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case SFG_KEY_MAP:
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return sdlKeyboardState[SDL_SCANCODE_TAB];
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break;
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case SFG_KEY_TOGGLE_FREELOOK:
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return sdlMouseButtonState & SDL_BUTTON_RMASK;
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break;
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case SFG_KEY_NEXT_WEAPON:
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if (sdlMouseWheelState > 0)
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{
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sdlMouseWheelState--;
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return 1;
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}
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return 0;
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break;
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case SFG_KEY_PREVIOUS_WEAPON:
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if (sdlMouseWheelState < 0)
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{
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sdlMouseWheelState++;
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return 1;
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}
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return 0;
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break;
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case SFG_KEY_MENU:
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2020-09-23 08:01:25 -04:00
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return sdlKeyboardState[SDL_SCANCODE_ESCAPE];
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2020-09-06 15:00:19 -04:00
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break;
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default: return 0; break;
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}
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}
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int running;
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void mainLoopIteration()
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{
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SDL_Event event;
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2020-09-25 18:59:03 -04:00
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#ifdef __EMSCRIPTEN__
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// Hack, without it sound won't work because of shitty browser audio policies.
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if (SFG_game.frame % 512 == 0)
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SDL_PauseAudio(0);
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#endif
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2020-09-06 15:00:19 -04:00
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while (SDL_PollEvent(&event)) // also automatically updates sdlKeyboardState
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{
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if(event.type == SDL_MOUSEWHEEL)
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{
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if (event.wheel.y > 0) // scroll up
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sdlMouseWheelState++;
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else if (event.wheel.y < 0) // scroll down
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sdlMouseWheelState--;
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}
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}
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sdlMouseButtonState = SDL_GetMouseState(NULL,NULL);
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2020-09-20 04:04:19 -04:00
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if (!SFG_mainLoopBody())
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running = 0;
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2020-09-06 15:00:19 -04:00
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SDL_UpdateTexture(texture,NULL,screen,SFG_SCREEN_RESOLUTION_X * sizeof(uint16_t));
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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2020-09-20 04:04:19 -04:00
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}
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2020-09-06 15:00:19 -04:00
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#ifdef __EMSCRIPTEN__
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typedef void (*em_callback_func)(void);
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void emscripten_set_main_loop(em_callback_func func, int fps, int simulate_infinite_loop);
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#endif
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2020-09-19 05:52:24 -04:00
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#define AUDIO_ZERO 32768
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uint16_t audioBuff[SFG_SFX_SAMPLE_COUNT];
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2020-09-06 15:00:19 -04:00
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uint16_t audioPos = 0;
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2020-09-19 05:52:24 -04:00
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static inline uint16_t mixSamples(uint16_t sample1, uint16_t sample2)
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2020-09-06 15:00:19 -04:00
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{
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return (sample1 >> 1) + (sample2 >> 1);
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}
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uint8_t musicOn = 1;
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void audioFillCallback(void *userdata, uint8_t *s, int l)
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{
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2020-09-19 05:52:24 -04:00
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uint16_t *s16 = (uint16_t *) s;
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for (int i = 0; i < l / 2; ++i)
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2020-09-06 15:00:19 -04:00
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{
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2020-09-19 05:52:24 -04:00
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s16[i] = musicOn ?
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mixSamples(audioBuff[audioPos],SFG_getNextMusicSample() << MUSIC_VOLUME) :
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2020-09-06 15:00:19 -04:00
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audioBuff[audioPos];
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2020-09-19 05:52:24 -04:00
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audioBuff[audioPos] = AUDIO_ZERO;
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2020-09-06 15:00:19 -04:00
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audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0;
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}
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}
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void SFG_enableMusic(uint8_t enable)
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{
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musicOn = enable;
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}
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void SFG_playSound(uint8_t soundIndex, uint8_t volume)
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{
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uint16_t pos = audioPos;
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2020-09-19 07:31:50 -04:00
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uint8_t volumeShift = 15 - volume / 16;
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uint16_t baseLevel = AUDIO_ZERO - (0x8000 >> volumeShift);
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for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
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{
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audioBuff[pos] = mixSamples(audioBuff[pos],baseLevel +
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((SFG_GET_SFX_SAMPLE(soundIndex,i) << 8) >> volumeShift));
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pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0;
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}
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2020-09-06 15:00:19 -04:00
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}
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int main(int argc, char *argv[])
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{
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uint8_t argHelp = 0;
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uint8_t argForceWindow = 0;
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uint8_t argForceFullscreen = 0;
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for (uint8_t i = 1; i < argc; ++i)
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{
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if (argv[i][0] == '-' && argv[i][1] == 'h' && argv[i][2] == 0)
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argHelp = 1;
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else if (argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0)
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argForceWindow = 1;
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else if (argv[i][0] == '-' && argv[i][1] == 'f' && argv[i][2] == 0)
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argForceFullscreen = 1;
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else
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puts("SDL: unknown argument");
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}
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if (argHelp)
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{
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puts("TODOGAME, a suckless first person shooter game (SDL2 frontend)\n");
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puts("version TODO, by Miloslav Ciz, released under CC0 1.0 + waiver of all IP");
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puts("possible arguments:\n");
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puts("-h print this help and end");
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|
puts("-w force run in window");
|
|
|
|
puts("-f force run fullscreen\n");
|
|
|
|
puts("controls:");
|
|
|
|
puts("TODO");
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
puts("SDL: initializing SDL");
|
|
|
|
|
2020-09-25 18:59:03 -04:00
|
|
|
SFG_init();
|
|
|
|
|
2020-09-06 15:00:19 -04:00
|
|
|
window =
|
|
|
|
SDL_CreateWindow("raycasting", SDL_WINDOWPOS_UNDEFINED,
|
|
|
|
SDL_WINDOWPOS_UNDEFINED, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y,
|
|
|
|
SDL_WINDOW_SHOWN);
|
|
|
|
|
|
|
|
renderer = SDL_CreateRenderer(window,-1,0);
|
|
|
|
|
|
|
|
texture =
|
|
|
|
SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC,
|
|
|
|
SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y);
|
|
|
|
|
|
|
|
screenSurface = SDL_GetWindowSurface(window);
|
|
|
|
|
|
|
|
#if SFG_FULLSCREEN
|
|
|
|
argForceFullscreen = 1;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (!argForceWindow && argForceFullscreen)
|
|
|
|
{
|
|
|
|
puts("SDL: setting fullscreen");
|
|
|
|
SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
|
|
|
|
}
|
|
|
|
|
|
|
|
sdlKeyboardState = SDL_GetKeyboardState(NULL);
|
|
|
|
|
|
|
|
SDL_ShowCursor(0);
|
|
|
|
|
2020-09-25 16:03:46 -04:00
|
|
|
SDL_Init(SDL_INIT_AUDIO);
|
2020-09-06 15:00:19 -04:00
|
|
|
|
2020-09-25 18:59:03 -04:00
|
|
|
SDL_AudioSpec audioSpec;
|
2020-09-06 15:00:19 -04:00
|
|
|
|
2020-09-25 17:48:27 -04:00
|
|
|
SDL_memset(&audioSpec, 0, sizeof(audioSpec));
|
2020-09-06 15:00:19 -04:00
|
|
|
audioSpec.callback = audioFillCallback;
|
|
|
|
audioSpec.freq = 8000;
|
2020-09-19 05:52:24 -04:00
|
|
|
audioSpec.format = AUDIO_U16;
|
2020-09-06 15:00:19 -04:00
|
|
|
audioSpec.channels = 1;
|
2020-09-25 18:59:03 -04:00
|
|
|
audioSpec.samples = 1024;
|
2020-09-06 15:00:19 -04:00
|
|
|
|
2020-09-25 18:59:03 -04:00
|
|
|
if (SDL_OpenAudio(&audioSpec,NULL) < 0)
|
2020-09-06 15:00:19 -04:00
|
|
|
puts("SDL: could not initialize audio");
|
|
|
|
|
2020-09-19 05:52:24 -04:00
|
|
|
for (int16_t i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i)
|
|
|
|
audioBuff[i] = AUDIO_ZERO;
|
2020-09-06 15:00:19 -04:00
|
|
|
|
2020-09-17 14:15:05 -04:00
|
|
|
SDL_PauseAudio(0);
|
2020-09-06 15:00:19 -04:00
|
|
|
|
|
|
|
running = 1;
|
|
|
|
|
|
|
|
#ifdef __EMSCRIPTEN__
|
|
|
|
emscripten_set_main_loop(mainLoopIteration,0,1);
|
|
|
|
#else
|
|
|
|
while (running)
|
|
|
|
mainLoopIteration();
|
|
|
|
#endif
|
|
|
|
|
|
|
|
puts("SDL: freeing SDL");
|
|
|
|
|
|
|
|
SDL_PauseAudio(1);
|
|
|
|
SDL_DestroyTexture(texture);
|
|
|
|
SDL_DestroyRenderer(renderer);
|
|
|
|
SDL_DestroyWindow(window);
|
|
|
|
SDL_CloseAudio();
|
|
|
|
|
|
|
|
puts("SDL: ending");
|
|
|
|
|
|
|
|
return 0;
|
|
|
|
}
|