/** @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. 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 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_IMMORTAL 1 // #define SFG_UNLOCK_DOOR 1 // #define SFG_REVEAL_MAP 1 // #define SFG_INFINITE_AMMO 1 // uncomment for perfomance debug //#define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent); #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_DIMINISH_SPRITES 0 #define SFG_DITHERED_SHADOW 0 #define SFG_BACKGROUND_BLUR 0 #endif // #define SFG_SCREEN_RESOLUTION_X 88 // #define SFG_SCREEN_RESOLUTION_Y 110 // #define SFG_SCREEN_RESOLUTION_X 80 // #define SFG_SCREEN_RESOLUTION_Y 64 /* 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 MUSIC_VOLUME 16 #ifdef __EMSCRIPTEN__ #define SFG_FPS 30 #define SFG_SCREEN_RESOLUTION_X 640 #define SFG_SCREEN_RESOLUTION_Y 480 #define SFG_CAN_EXIT 0 #define SFG_RESOLUTION_SCALEDOWN 2 #include #endif #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 screen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 format SDL_Window *window; SDL_Renderer *renderer; SDL_Texture *texture; SDL_Surface *screenSurface; void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) { screen[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 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) { 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]) return 1; switch (key) { case SFG_KEY_UP: return sdlKeyboardState[SDL_SCANCODE_UP] || sdlKeyboardState[SDL_SCANCODE_W] || sdlKeyboardState[SDL_SCANCODE_KP_8]; break; case SFG_KEY_RIGHT: return sdlKeyboardState[SDL_SCANCODE_RIGHT] || sdlKeyboardState[SDL_SCANCODE_E] || sdlKeyboardState[SDL_SCANCODE_KP_6]; break; case SFG_KEY_DOWN: return sdlKeyboardState[SDL_SCANCODE_DOWN] || sdlKeyboardState[SDL_SCANCODE_S] || sdlKeyboardState[SDL_SCANCODE_KP_5] || sdlKeyboardState[SDL_SCANCODE_KP_2]; break; case SFG_KEY_LEFT: return sdlKeyboardState[SDL_SCANCODE_LEFT] || sdlKeyboardState[SDL_SCANCODE_Q] || sdlKeyboardState[SDL_SCANCODE_KP_4]; break; case SFG_KEY_A: return sdlKeyboardState[SDL_SCANCODE_G] || sdlKeyboardState[SDL_SCANCODE_RETURN] || sdlKeyboardState[SDL_SCANCODE_LSHIFT]; break; case SFG_KEY_B: return sdlKeyboardState[SDL_SCANCODE_H] || (sdlMouseButtonState & SDL_BUTTON_LMASK) || sdlKeyboardState[SDL_SCANCODE_LCTRL] || sdlKeyboardState[SDL_SCANCODE_RCTRL]; break; case SFG_KEY_C: return sdlKeyboardState[SDL_SCANCODE_J]; break; case SFG_KEY_JUMP: return sdlKeyboardState[SDL_SCANCODE_SPACE]; break; case SFG_KEY_STRAFE_LEFT: return sdlKeyboardState[SDL_SCANCODE_A] || sdlKeyboardState[SDL_SCANCODE_KP_7]; break; case SFG_KEY_STRAFE_RIGHT: return sdlKeyboardState[SDL_SCANCODE_D] || sdlKeyboardState[SDL_SCANCODE_KP_9]; break; case SFG_KEY_MAP: return sdlKeyboardState[SDL_SCANCODE_TAB]; break; case SFG_KEY_TOGGLE_FREELOOK: return sdlMouseButtonState & SDL_BUTTON_RMASK; break; case SFG_KEY_NEXT_WEAPON: if (sdlKeyboardState[SDL_SCANCODE_P] || sdlKeyboardState[SDL_SCANCODE_X]) return 1; if (sdlMouseWheelState > 0) { sdlMouseWheelState--; return 1; } return 0; break; case SFG_KEY_PREVIOUS_WEAPON: if (sdlKeyboardState[SDL_SCANCODE_O] || sdlKeyboardState[SDL_SCANCODE_Y] || sdlKeyboardState[SDL_SCANCODE_Z]) return 1; if (sdlMouseWheelState < 0) { sdlMouseWheelState++; return 1; } return 0; break; case SFG_KEY_MENU: return sdlKeyboardState[SDL_SCANCODE_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++; else if (event.wheel.y < 0) // scroll down sdlMouseWheelState--; } 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,screen,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; static inline int16_t mixSamples(int16_t sample1, int16_t sample2) { return sample1 + sample2; } uint8_t musicOn = 1; 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], MUSIC_VOLUME * (SFG_getNextMusicSample()- SFG_musicTrackAverages[SFG_MusicState.track])) : audioBuff[audioPos]; audioBuff[audioPos] = 0; audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0; } } void SFG_enableMusic(uint8_t enable) { musicOn = enable; } void SFG_playSound(uint8_t soundIndex, uint8_t volume) { uint16_t pos = audioPos; 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, 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, 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] [R]: movement"); puts("- mouse: rotation, [LMB] shoot, [RMB] toggle free look, wheel weapon change"); puts("- [SPACE]: jump"); puts("- [G] [RETURN] [SHIFT]: game A button (confirm, strafe)"); puts("- [H] [CTRL]: game B button (cancel, shoot)"); puts("- [O] [P] [X] [Y] [Z]: change weapons"); puts("- [TAB]: map"); puts("- [ESCAPE]: menu"); return 0; } puts("SDL: initializing SDL"); 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_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); SFG_init(); 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_DestroyTexture(texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_CloseAudio(); puts("SDL: ending"); return 0; }