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531 lines
13 KiB
531 lines
13 KiB
/** |
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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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This frontend is not strictly minimal, it could be reduced a lot. If you want |
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a learning example of frontend, look at another, simpler one, e.g. terminal. |
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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 to |
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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_START_LEVEL 1 |
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// #define SFG_QUICK_WIN 1 |
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// #define SFG_IMMORTAL 1 |
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// #define SFG_ALL_LEVELS 1 |
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// #define SFG_UNLOCK_DOOR 1 |
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// #define SFG_REVEAL_MAP 1 |
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// #define SFG_INFINITE_AMMO 1 |
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// #define SFG_TIME_MULTIPLIER 512 |
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// #define SFG_CPU_LOAD(percent) printf("CPU load: %d%\n",percent); |
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// #define GAME_LQ |
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#ifndef __EMSCRIPTEN__ |
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#ifndef GAME_LQ |
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// higher quality |
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#define SFG_FPS 60 |
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#define SFG_LOG(str) puts(str); |
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#define SFG_SCREEN_RESOLUTION_X 700 |
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#define SFG_SCREEN_RESOLUTION_Y 512 |
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#define SFG_DITHERED_SHADOW 1 |
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#define SFG_DIMINISH_SPRITES 1 |
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#define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80) |
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#define SFG_BACKGROUND_BLUR 1 |
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#else |
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// lower quality |
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#define SFG_FPS 35 |
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#define SFG_SCREEN_RESOLUTION_X 640 |
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#define SFG_SCREEN_RESOLUTION_Y 480 |
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#define SFG_RAYCASTING_SUBSAMPLE 2 |
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#define SFG_RESOLUTION_SCALEDOWN 2 |
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#define SFG_LOG(str) puts(str); |
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#define SFG_DIMINISH_SPRITES 0 |
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#define SFG_DITHERED_SHADOW 0 |
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#define SFG_BACKGROUND_BLUR 0 |
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#define SFG_RAYCASTING_MAX_STEPS 18 |
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#define SFG_RAYCASTING_MAX_HITS 8 |
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#endif |
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#else |
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// emscripten |
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#define SFG_FPS 35 |
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#define SFG_SCREEN_RESOLUTION_X 512 |
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#define SFG_SCREEN_RESOLUTION_Y 320 |
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#define SFG_CAN_EXIT 0 |
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#define SFG_RESOLUTION_SCALEDOWN 2 |
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#define SFG_DITHERED_SHADOW 1 |
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#define SFG_BACKGROUND_BLUR 0 |
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#define SFG_RAYCASTING_MAX_STEPS 18 |
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#define SFG_RAYCASTING_MAX_HITS 8 |
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#include <emscripten.h> |
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#endif |
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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 SDL_MUSIC_VOLUME 16 |
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#define SDL_ANALOG_DIVIDER 1024 |
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#if !SFG_OS_IS_MALWARE |
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#include <signal.h> |
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#endif |
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#define SDL_MAIN_HANDLED 1 |
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#define SDL_DISABLE_IMMINTRIN_H 1 |
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#include <stdio.h> |
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#include <unistd.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 webKeyboardState[SFG_KEY_COUNT]; |
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uint8_t sdlMouseButtonState = 0; |
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int8_t sdlMouseWheelState = 0; |
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SDL_GameController *sdlController; |
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uint16_t sdlScreen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565 |
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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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// now implement the Anarch API functions (SFG_*) |
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void SFG_setPixel(uint16_t x, uint16_t y, uint8_t colorIndex) |
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{ |
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sdlScreen[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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void SFG_save(uint8_t data[SFG_SAVE_SIZE]) |
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{ |
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FILE *f = fopen(SFG_SAVE_FILE_PATH,"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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#ifndef __EMSCRIPTEN__ |
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FILE *f = fopen(SFG_SAVE_FILE_PATH,"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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#else |
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// no saving for web version |
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return 0; |
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#endif |
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} |
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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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#ifdef __EMSCRIPTEN__ |
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void webButton(uint8_t key, uint8_t down) // HTML button pressed |
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{ |
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webKeyboardState[key] = down; |
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} |
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#endif |
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int8_t mouseMoved = 0; /* Whether the mouse has moved since program started, |
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this is needed to fix an SDL limitation. */ |
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void SFG_getMouseOffset(int16_t *x, int16_t *y) |
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{ |
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#ifndef __EMSCRIPTEN__ |
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if (mouseMoved) |
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{ |
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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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} |
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if (sdlController != NULL) |
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{ |
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*x += |
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(SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_RIGHTX) + |
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SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_LEFTX)) / |
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SDL_ANALOG_DIVIDER; |
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*y += |
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(SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_RIGHTY) + |
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SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_LEFTY)) / |
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SDL_ANALOG_DIVIDER; |
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} |
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#endif |
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} |
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void SFG_processEvent(uint8_t event, uint8_t data) |
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{ |
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} |
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int8_t SFG_keyPressed(uint8_t key) |
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{ |
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if (webKeyboardState[key]) // this only takes effect in the web version |
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return 1; |
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#define k(x) sdlKeyboardState[SDL_SCANCODE_ ## x] |
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#define b(x) ((sdlController != NULL) && \ |
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SDL_GameControllerGetButton(sdlController,SDL_CONTROLLER_BUTTON_ ## x)) |
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switch (key) |
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{ |
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case SFG_KEY_UP: return k(UP) || k(W) || k(KP_8) || b(DPAD_UP); break; |
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case SFG_KEY_RIGHT: |
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return k(RIGHT) || k(E) || k(KP_6) || b(DPAD_RIGHT); break; |
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case SFG_KEY_DOWN: |
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return k(DOWN) || k(S) || k(KP_5) || k(KP_2) || b(DPAD_DOWN); break; |
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case SFG_KEY_LEFT: return k(LEFT) || k(Q) || k(KP_4) || b(DPAD_LEFT); break; |
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case SFG_KEY_A: return k(J) || k(RETURN) || k(LCTRL) || k(RCTRL) || b(X) || |
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b(RIGHTSTICK) || (sdlMouseButtonState & SDL_BUTTON_LMASK); break; |
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case SFG_KEY_B: return k(K) || k(LSHIFT) || b(B); break; |
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case SFG_KEY_C: return k(L) || b(Y); break; |
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case SFG_KEY_JUMP: return k(SPACE) || b(A); break; |
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case SFG_KEY_STRAFE_LEFT: return k(A) || k(KP_7); break; |
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case SFG_KEY_STRAFE_RIGHT: return k(D) || k(KP_9); break; |
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case SFG_KEY_MAP: return k(TAB) || b(BACK); break; |
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case SFG_KEY_CYCLE_WEAPON: return k(F) || |
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(sdlMouseButtonState & SDL_BUTTON_MMASK); break; |
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case SFG_KEY_TOGGLE_FREELOOK: return b(LEFTSTICK) || |
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(sdlMouseButtonState & SDL_BUTTON_RMASK); break; |
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case SFG_KEY_MENU: return k(ESCAPE) || b(START); break; |
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case SFG_KEY_NEXT_WEAPON: |
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if (k(P) || k(X) || b(RIGHTSHOULDER)) |
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return 1; |
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#define checkMouse(cmp)\ |
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if (sdlMouseWheelState cmp 0) { sdlMouseWheelState = 0; return 1; } |
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checkMouse(>) |
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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 (k(O) || k(Y) || k(Z) || b(LEFTSHOULDER)) |
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return 1; |
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checkMouse(<) |
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#undef checkMouse |
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return 0; |
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break; |
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default: return 0; break; |
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} |
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#undef k |
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#undef b |
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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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#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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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 = 1; |
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else if (event.wheel.y < 0) // scroll down |
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sdlMouseWheelState = -1; |
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} |
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else if (event.type == SDL_QUIT) |
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running = 0; |
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else if (event.type == SDL_MOUSEMOTION) |
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mouseMoved = 1; |
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} |
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sdlMouseButtonState = SDL_GetMouseState(NULL,NULL); |
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if (!SFG_mainLoopBody()) |
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running = 0; |
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SDL_UpdateTexture(texture,NULL,sdlScreen, |
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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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} |
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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( |
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em_callback_func func, int fps, int simulate_infinite_loop); |
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#endif |
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uint16_t audioBuff[SFG_SFX_SAMPLE_COUNT]; |
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uint16_t audioPos = 0; // audio position for the next audio buffer fill |
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uint32_t audioUpdateFrame = 0; // game frame at which audio buffer fill happened |
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static inline int16_t mixSamples(int16_t sample1, int16_t sample2) |
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{ |
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return sample1 + sample2; |
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} |
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uint8_t musicOn = 0; |
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// ^ this has to be init to 0 (not 1), else a few samples get played at start |
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void audioFillCallback(void *userdata, uint8_t *s, int l) |
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{ |
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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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{ |
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s16[i] = musicOn ? |
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mixSamples(audioBuff[audioPos], SDL_MUSIC_VOLUME * |
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(SFG_getNextMusicSample() - SFG_musicTrackAverages[SFG_MusicState.track])) |
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: audioBuff[audioPos]; |
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audioBuff[audioPos] = 0; |
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audioPos = (audioPos < SFG_SFX_SAMPLE_COUNT - 1) ? (audioPos + 1) : 0; |
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} |
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audioUpdateFrame = SFG_game.frame; |
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} |
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void SFG_setMusic(uint8_t value) |
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{ |
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switch (value) |
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{ |
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case SFG_MUSIC_TURN_ON: musicOn = 1; break; |
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case SFG_MUSIC_TURN_OFF: musicOn = 0; break; |
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case SFG_MUSIC_NEXT: SFG_nextMusicTrack(); break; |
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default: break; |
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} |
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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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((SFG_game.frame - audioUpdateFrame) * SFG_MS_PER_FRAME * 8)) % |
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SFG_SFX_SAMPLE_COUNT; |
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uint16_t volumeScale = 1 << (volume / 37); |
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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], |
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(128 - SFG_GET_SFX_SAMPLE(soundIndex,i)) * volumeScale); |
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pos = (pos < SFG_SFX_SAMPLE_COUNT - 1) ? (pos + 1) : 0; |
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} |
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} |
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void handleSignal(int signal) |
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{ |
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running = 0; |
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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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#ifndef __EMSCRIPTEN__ |
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argForceFullscreen = 1; |
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#endif |
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for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i) |
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webKeyboardState[i] = 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("Anarch (SDL), version " SFG_VERSION_STRING "\n"); |
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puts("Anarch is a unique suckless FPS game. Collect weapons and items and destroy"); |
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puts("robot enemies in your way in order to get to the level finish. Some door are"); |
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puts("locked and require access cards. Good luck!\n"); |
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puts("created by Miloslav \"drummyfish\" Ciz, 2020, released under CC0 1.0 (public domain)\n"); |
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puts("CLI flags:\n"); |
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puts("-h print this help and exit"); |
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puts("-w force window"); |
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puts("-f force fullscreen\n"); |
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puts("controls:\n"); |
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puts("- arrows, numpad, [W] [S] [A] [D] [Q] [E]: movement"); |
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puts("- mouse: rotation, [LMB] shoot, [RMB] toggle free look"); |
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puts("- [SPACE]: jump"); |
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puts("- [J] [RETURN] [CTRL] [LMB]: game A button (shoot, confirm)"); |
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puts("- [K] [SHIFT]: game B button (cancel, strafe)"); |
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puts("- [L]: game C button (+ down = menu, + up = jump, ...)"); |
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puts("- [F]: cycle next/previous weapon"); |
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puts("- [O] [P] [X] [Y] [Z] [mouse wheel] [mouse middle]: change weapons"); |
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puts("- [TAB]: map"); |
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puts("- [ESCAPE]: menu"); |
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return 0; |
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} |
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SFG_init(); |
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puts("SDL: initializing SDL"); |
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SDL_Init(SDL_INIT_AUDIO | SDL_INIT_JOYSTICK); |
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window = |
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SDL_CreateWindow("Anarch", SDL_WINDOWPOS_UNDEFINED, |
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SDL_WINDOWPOS_UNDEFINED, SFG_SCREEN_RESOLUTION_X, SFG_SCREEN_RESOLUTION_Y, |
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SDL_WINDOW_SHOWN); |
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renderer = SDL_CreateRenderer(window,-1,0); |
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texture = |
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SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGB565,SDL_TEXTUREACCESS_STATIC, |
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SFG_SCREEN_RESOLUTION_X,SFG_SCREEN_RESOLUTION_Y); |
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screenSurface = SDL_GetWindowSurface(window); |
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#if SFG_FULLSCREEN |
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argForceFullscreen = 1; |
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#endif |
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if (!argForceWindow && argForceFullscreen) |
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{ |
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puts("SDL: setting fullscreen"); |
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SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP); |
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} |
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sdlKeyboardState = SDL_GetKeyboardState(NULL); |
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sdlController = SDL_GameControllerOpen(0); |
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#if !SFG_OS_IS_MALWARE |
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signal(SIGINT,handleSignal); |
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signal(SIGQUIT,handleSignal); |
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signal(SIGTERM,handleSignal); |
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#endif |
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SDL_AudioSpec audioSpec; |
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SDL_memset(&audioSpec, 0, sizeof(audioSpec)); |
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audioSpec.callback = audioFillCallback; |
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audioSpec.freq = 8000; |
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audioSpec.format = AUDIO_S16; |
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audioSpec.channels = 1; |
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#ifdef __EMSCRIPTEN__ |
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audioSpec.samples = 1024; |
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#else |
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audioSpec.samples = 256; |
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#endif |
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if (SDL_OpenAudio(&audioSpec,NULL) < 0) |
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puts("SDL: could not initialize audio"); |
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for (int16_t i = 0; i < SFG_SFX_SAMPLE_COUNT; ++i) |
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audioBuff[i] = 0; |
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SDL_PauseAudio(0); |
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running = 1; |
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SDL_ShowCursor(0); |
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SDL_PumpEvents(); |
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SDL_GameControllerUpdate(); |
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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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#ifdef __EMSCRIPTEN__ |
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emscripten_set_main_loop(mainLoopIteration,0,1); |
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#else |
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while (running) |
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mainLoopIteration(); |
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#endif |
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puts("SDL: freeing SDL"); |
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SDL_GameControllerClose(sdlController); |
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SDL_PauseAudio(1); |
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SDL_CloseAudio(); |
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SDL_DestroyTexture(texture); |
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SDL_DestroyRenderer(renderer); |
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SDL_DestroyWindow(window); |
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puts("SDL: ending"); |
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return 0; |
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}
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