/** @file main_sdl.c This is an SDL2 implementation of the game front end. It can be used to compile a native executable or a transpiled JS browser version with emscripten. This frontend is not strictly minimal, it could be reduced a lot. If you want a learning example of frontend, look at another, simpler one, e.g. terminal. To compile with emscripten run: emcc ./main_sdl.c -s USE_SDL=2 -O3 --shell-file HTMLshell.html -o game.html by Miloslav Ciz (drummyfish), 2019 Released under CC0 1.0 (https://creativecommons.org/publicdomain/zero/1.0/) plus a waiver of all other intellectual property. The goal of this work is to be and remain completely in the public domain forever, available for any use whatsoever. */ #if defined(_WIN32) || defined(WIN32) || defined(__WIN32__) || defined(__NT__) || defined(__APPLE__) #define SFG_OS_IS_MALWARE 1 #endif // #define SFG_START_LEVEL 1 // #define SFG_QUICK_WIN 1 // #define SFG_IMMORTAL 1 // #define SFG_ALL_LEVELS 1 // #define SFG_UNLOCK_DOOR 1 // #define SFG_REVEAL_MAP 1 // #define SFG_INFINITE_AMMO 1 // #define SFG_TIME_MULTIPLIER 512 // #define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent); // #define GAME_LQ #ifndef __EMSCRIPTEN__ #ifndef GAME_LQ // higher quality #define SFG_FPS 60 #define SFG_LOG(str) puts(str); #define SFG_SCREEN_RESOLUTION_X 700 #define SFG_SCREEN_RESOLUTION_Y 512 #define SFG_DITHERED_SHADOW 1 #define SFG_DIMINISH_SPRITES 1 #define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80) #define SFG_BACKGROUND_BLUR 1 #else // lower quality #define SFG_FPS 35 #define SFG_SCREEN_RESOLUTION_X 640 #define SFG_SCREEN_RESOLUTION_Y 480 #define SFG_RAYCASTING_SUBSAMPLE 2 #define SFG_RESOLUTION_SCALEDOWN 2 #define SFG_LOG(str) puts(str); #define SFG_DIMINISH_SPRITES 0 #define SFG_DITHERED_SHADOW 0 #define SFG_BACKGROUND_BLUR 0 #define SFG_RAYCASTING_MAX_STEPS 18 #define SFG_RAYCASTING_MAX_HITS 8 #endif #else // emscripten #define SFG_FPS 35 #define SFG_SCREEN_RESOLUTION_X 512 #define SFG_SCREEN_RESOLUTION_Y 320 #define SFG_CAN_EXIT 0 #define SFG_RESOLUTION_SCALEDOWN 2 #define SFG_DITHERED_SHADOW 1 #define SFG_BACKGROUND_BLUR 0 #define SFG_RAYCASTING_MAX_STEPS 18 #define SFG_RAYCASTING_MAX_HITS 8 #include #endif /* SDL is easier to play thanks to nice controls so make the player take full damage to make it a bit harder. */ #define SFG_PLAYER_DAMAGE_MULTIPLIER 1024 #define SDL_MUSIC_VOLUME 16 #if !SFG_OS_IS_MALWARE #include #endif #include #include #include #include "game.h" #include "sounds.h" const uint8_t *sdlKeyboardState; uint8_t webKeyboardState[SFG_KEY_COUNT]; uint8_t sdlMouseButtonState = 0; int8_t sdlMouseWheelState = 0; uint16_t sdlScreen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 SDL_Window *window; SDL_Renderer *renderer; SDL_Texture *texture; SDL_Surface *screenSurface; // now implement the Anarch API functions (SFG_*) void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) { sdlScreen[y * SFG_SCREEN_RESOLUTION_X + x] = paletteRGB565[colorIndex]; } uint32_t SFG_getTimeMs() { return SDL_GetTicks(); } void SFG_save(uint8_t data[SFG_SAVE_SIZE]) { FILE *f = fopen("anarch.sav","wb"); puts("SDL: opening and writing save file"); if (f == NULL) { puts("SDL: could not open the file!"); return; } fwrite(data,1,SFG_SAVE_SIZE,f); fclose(f); } uint8_t SFG_load(uint8_t data[SFG_SAVE_SIZE]) { #ifndef __EMSCRIPTEN__ FILE *f = fopen("anarch.sav","rb"); puts("SDL: opening and reading save file"); if (f == NULL) { puts("SDL: no save file to open"); } else { fread(data,1,SFG_SAVE_SIZE,f); fclose(f); } return 1; #else // no saving for web version return 0; #endif } void SFG_sleepMs(uint16_t timeMs) { #ifndef __EMSCRIPTEN__ usleep(timeMs * 1000); #endif } #ifdef __EMSCRIPTEN__ void webButton(uint8_t key, uint8_t down) // HTML button pressed { webKeyboardState[key] = down; } #endif int8_t mouseMoved = 0; /* Whether the mouse has moved since program started, this is needed to fix an SDL limitation. */ void SFG_getMouseOffset(int16_t *x, int16_t *y) { #ifndef __EMSCRIPTEN__ if (mouseMoved) { int mX, mY; SDL_GetMouseState(&mX,&mY); *x = mX - SFG_SCREEN_RESOLUTION_X / 2; *y = mY - SFG_SCREEN_RESOLUTION_Y / 2; SDL_WarpMouseInWindow(window, SFG_SCREEN_RESOLUTION_X / 2, SFG_SCREEN_RESOLUTION_Y / 2); } #endif } void SFG_processEvent(uint8_t event, uint8_t data) { } int8_t SFG_keyPressed(uint8_t key) { if (webKeyboardState[key]) // this only takes effect in the web version return 1; #define k(x) sdlKeyboardState[SDL_SCANCODE_ ## x] switch (key) { case SFG_KEY_UP: return k(UP) || k(W) || k(KP_8); break; case SFG_KEY_RIGHT: return k(RIGHT) || k(E) || k(KP_6); break; case SFG_KEY_DOWN: return k(DOWN) || k(S) || k(KP_5) || k(KP_2); break; case SFG_KEY_LEFT: return k(LEFT) || k(Q) || k(KP_4); break; case SFG_KEY_A: return k(J) || k(RETURN) || k(LCTRL) || k(RCTRL) || (sdlMouseButtonState & SDL_BUTTON_LMASK); break; case SFG_KEY_B: return k(K) || k(LSHIFT); break; case SFG_KEY_C: return k(L); break; case SFG_KEY_JUMP: return k(SPACE); break; case SFG_KEY_STRAFE_LEFT: return k(A) || k(KP_7); break; case SFG_KEY_STRAFE_RIGHT: return k(D) || k(KP_9); break; case SFG_KEY_MAP: return k(TAB); break; case SFG_KEY_CYCLE_WEAPON: return k(F) || (sdlMouseButtonState & SDL_BUTTON_MMASK); break; case SFG_KEY_TOGGLE_FREELOOK: return sdlMouseButtonState & SDL_BUTTON_RMASK; break; case SFG_KEY_NEXT_WEAPON: if (k(P) || k(X)) return 1; #define checkMouse(cmp)\ if (sdlMouseWheelState cmp 0) { sdlMouseWheelState = 0; return 1; } checkMouse(>) return 0; break; case SFG_KEY_PREVIOUS_WEAPON: if (k(O) || k(Y) || k(Z)) return 1; checkMouse(<) #undef checkMouse return 0; break; case SFG_KEY_MENU: return k(ESCAPE); break; default: return 0; break; } } int running; void mainLoopIteration() { SDL_Event event; #ifdef __EMSCRIPTEN__ // hack, without it sound won't work because of shitty browser audio policies if (SFG_game.frame % 512 == 0) SDL_PauseAudio(0); #endif while (SDL_PollEvent(&event)) // also automatically updates sdlKeyboardState { if (event.type == SDL_MOUSEWHEEL) { if (event.wheel.y > 0) // scroll up sdlMouseWheelState = 1; else if (event.wheel.y < 0) // scroll down sdlMouseWheelState = -1; } else if (event.type == SDL_QUIT) running = 0; else if (event.type == SDL_MOUSEMOTION) mouseMoved = 1; } sdlMouseButtonState = SDL_GetMouseState(NULL,NULL); if (!SFG_mainLoopBody()) running = 0; SDL_UpdateTexture(texture,NULL,sdlScreen, SFG_SCREEN_RESOLUTION_X * sizeof(uint16_t)); SDL_RenderClear(renderer); SDL_RenderCopy(renderer,texture,NULL,NULL); SDL_RenderPresent(renderer); } #ifdef __EMSCRIPTEN__ typedef void (*em_callback_func)(void); void emscripten_set_main_loop( em_callback_func func, int fps, int simulate_infinite_loop); #endif uint16_t audioBuff[SFG_SFX_SAMPLE_COUNT]; uint16_t audioPos = 0; // audio position for the next audio buffer fill uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened static inline int16_t mixSamples(int16_t sample1, int16_t sample2) { return sample1 + sample2; } uint8_t musicOn = 0; // ^ this has to be init to 0 (not 1), else a few samples get played at start void audioFillCallback(void *userdata, uint8_t *s, int l) { uint16_t *s16 = (uint16_t *) s; for (int i = 0; i < l / 2; ++i) { s16[i] = musicOn ? mixSamples(audioBuff[audioPos], SDL_MUSIC_VOLUME * (SFG_getNextMusicSample() - SFG_musicTrackAverages[SFG_MusicState.track])) : audioBuff[audioPos]; audioBuff[audioPos] = 0; audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0; } audioUpdateFrame = SFG_game.frame; } void SFG_setMusic(uint8_t value) { switch (value) { case SFG_MUSIC_TURN_ON: musicOn = 1; break; case SFG_MUSIC_TURN_OFF: musicOn = 0; break; case SFG_MUSIC_NEXT: SFG_nextMusicTrack(); break; default: break; } } void SFG_playSound(uint8_t soundIndex, uint8_t volume) { uint16_t pos = (audioPos + ((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8)) % SFG_SFX_SAMPLE_COUNT; uint16_t volumeScale = 1 << (volume / 37); for (int i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i) { audioBuff[pos] = mixSamples(audioBuff[pos], (128 - SFG_GET_SFX_SAMPLE(soundIndex,i)) * volumeScale); pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0; } } void handleSignal(int signal) { running = 0; } int main(int argc, char *argv[]) { uint8_t argHelp = 0; uint8_t argForceWindow = 0; uint8_t argForceFullscreen = 0; for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i) webKeyboardState[i] = 0; for (uint8_t i = 1; i < argc; ++i) { if (argv[i][0] == '-' && argv[i][1] == 'h' && argv[i][2] == 0) argHelp = 1; else if (argv[i][0] == '-' && argv[i][1] == 'w' && argv[i][2] == 0) argForceWindow = 1; else if (argv[i][0] == '-' && argv[i][1] == 'f' && argv[i][2] == 0) argForceFullscreen = 1; else puts("SDL: unknown argument"); } if (argHelp) { puts("Anarch (SDL), version " SFG_VERSION_STRING "\n"); puts("Anarch is a unique suckless FPS game. Collect weapons and items and destroy"); puts("robot enemies in your way in order to get to the level finish. Some door are"); puts("locked and require access cards. Good luck!\n"); puts("created by Miloslav \"drummyfish\" Ciz, 2020, released under CC0 1.0 (public domain)\n"); puts("CLI flags:\n"); puts("-h print this help and exit"); puts("-w force window"); puts("-f force fullscreen\n"); puts("controls:\n"); puts("- arrows, numpad, [W] [S] [A] [D] [Q] [E]: movement"); puts("- mouse: rotation, [LMB] shoot, [RMB] toggle free look"); puts("- [SPACE]: jump"); puts("- [J] [RETURN] [CTRL] [LMB]: game A button (shoot, confirm)"); puts("- [K] [SHIFT]: game B button (cancel, strafe)"); puts("- [L]: game C button (+ down = menu, + up = jump, ...)"); puts("- [F]: cycle next/previous weapon"); puts("- [O] [P] [X] [Y] [Z] [mouse wheel] [mouse middle]: change weapons"); puts("- [TAB]: map"); puts("- [ESCAPE]: menu"); return 0; } SFG_init(); puts("SDL: initializing SDL"); window = SDL_CreateWindow("Anarch", 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_Init(SDL_INIT_AUDIO); #if !SFG_OS_IS_MALWARE signal(SIGINT,handleSignal); signal(SIGQUIT,handleSignal); signal(SIGTERM,handleSignal); #endif SDL_AudioSpec audioSpec; SDL_memset(&audioSpec, 0, sizeof(audioSpec)); audioSpec.callback = audioFillCallback; audioSpec.freq = 8000; audioSpec.format = AUDIO_S16; audioSpec.channels = 1; #ifdef __EMSCRIPTEN__ audioSpec.samples = 1024; #else audioSpec.samples = 256; #endif if (SDL_OpenAudio(&audioSpec,NULL) < 0) puts("SDL: could not initialize audio"); for (int16_t i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i) audioBuff[i] = 0; SDL_PauseAudio(0); running = 1; SDL_ShowCursor(0); SDL_PumpEvents(); SDL_WarpMouseInWindow(window, SFG_SCREEN_RESOLUTION_X / 2, SFG_SCREEN_RESOLUTION_Y / 2); #ifdef __EMSCRIPTEN__ emscripten_set_main_loop(mainLoopIteration,0,1); #else while (running) mainLoopIteration(); #endif puts("SDL: freeing SDL"); SDL_PauseAudio(1); SDL_CloseAudio(); SDL_DestroyTexture(texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); puts("SDL: ending"); return 0; }