mirror of
https://gitlab.com/drummyfish/anarch.git
synced 2024-11-21 16:35:08 -05:00
489 lines
11 KiB
C
489 lines
11 KiB
C
/**
|
|
@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_BACKGROUND_BLUR 1
|
|
|
|
#define SFG_FPS 60
|
|
|
|
#define SFG_LOG(str) puts(str);
|
|
|
|
// #define SFG_START_LEVEL 1
|
|
// #define SFG_IMMORTAL 1
|
|
#define SFG_UNLOCK_DOOR 1
|
|
#define SFG_REVEAL_MAP 1
|
|
// #define SFG_INFINITE_AMMO 1
|
|
|
|
#define SFG_SCREEN_RESOLUTION_X 800
|
|
#define SFG_SCREEN_RESOLUTION_Y 600
|
|
|
|
// #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 SFG_DITHERED_SHADOW 1
|
|
#define SFG_HEADBOB_SHEAR (-1 * SFG_SCREEN_RESOLUTION_Y / 80)
|
|
|
|
#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 <emscripten.h>
|
|
#endif
|
|
|
|
#include <stdio.h>
|
|
#include <signal.h>
|
|
#include <unistd.h>
|
|
#include <SDL2/SDL.h>
|
|
|
|
#include "game.h"
|
|
#include "sounds.h"
|
|
|
|
const uint8_t *sdlKeyboardState;
|
|
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
|
|
}
|
|
|
|
void SFG_getMouseOffset(int16_t *x, int16_t *y)
|
|
{
|
|
#ifndef __EMSCRIPTEN__
|
|
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)
|
|
{
|
|
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;
|
|
}
|
|
|
|
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 uint16_t mixSamples(uint16_t sample1, uint16_t sample2)
|
|
{
|
|
//return (sample1 + sample2) >> 1; //(sample1 >> 1) + (sample2 >> 1);
|
|
return sample1 + sample2; //(sample1 >> 1) + (sample2 >> 1);
|
|
}
|
|
|
|
uint8_t musicOn = 1;
|
|
|
|
|
|
uint8_t aaa[] =
|
|
{
|
|
14,
|
|
7,
|
|
248,
|
|
148,
|
|
6,
|
|
8
|
|
};
|
|
|
|
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_musicTrackAverages[SFG_MusicState.track] - SFG_getNextMusicSample()))
|
|
: 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 / 36);
|
|
|
|
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 = 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");
|
|
|
|
SFG_init();
|
|
|
|
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);
|
|
|
|
SDL_Init(SDL_INIT_AUDIO);
|
|
|
|
signal(SIGINT,handleSignal);
|
|
signal(SIGQUIT,handleSignal);
|
|
signal(SIGTERM,handleSignal);
|
|
|
|
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;
|
|
|
|
#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;
|
|
}
|