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main.c
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#include <stdio.h>
#include <SDL.h>
#include <SDL_ttf.h>
#include <pthread.h>
#include <time.h>
#include <stdint.h>
#include "objects.h"
#include "client_udp.h"
#include "server_udp.h"
#include "network.h"
#include "physic.h"
#include "constans.h"
#include "font.h"
#include "menu.h"
struct Player players[MAX_PLAYERS];
int number_of_players = 0;
int16_t my_id = -1;
int16_t bullets_client[256];
int bullets_number = 0;
SDL_Texture* load_texture(SDL_Renderer *renderer, char *file) {
SDL_Surface *bitmap = NULL;
SDL_Texture *texture = NULL;
bitmap = SDL_LoadBMP(file);
texture = SDL_CreateTextureFromSurface(renderer, bitmap);
SDL_FreeSurface(bitmap);
return texture;
}
void init_players() {
int i;
for (i = 0; i < MAX_PLAYERS; i++) {
players[i].position.x = SPAWN_X;
players[i].position.y = SPAWN_Y;
players[i].position.w = PLAYER_WIDTH;
players[i].position.h = PLAYER_HEIGHT;
players[i].left_key = SDLK_LEFT;
players[i].right_key = SDLK_RIGHT;
players[i].up_key = SDLK_UP;
players[i].down_key = SDLK_DOWN;
players[i].attack_key = SDLK_z;
players[i].face = 1;
players[i].shoot = false;
players[i].y_speed = 0;
players[i].can_jump = false;
players[i].reloading = false;
players[i].kills = 0;
players[i].deaths = 0;
}
}
void receive_new_id(int id) {
my_id = id;
number_of_players = id;
printf("my_id is now: %d\n", my_id);
}
void check_if_its_new_player(int id){
if (id > number_of_players) {
number_of_players = id;
printf("new max player, now %d\n", number_of_players + 1);
}
}
void* client_loop(void *arg) {
int socket = *((int *) arg);
int16_t tab[BUF_MAX];
int length;
int id, bullets_in_array;
while (1) {
length = client_listen(socket, tab);
id = tab[0];
if (id == -1) {
receive_new_id(tab[1]);
}
if (id >= 0) {
check_if_its_new_player(id);
players[id].position.x = tab[1];
players[id].position.y = tab[2];
players[id].kills = tab[3];
players[id].deaths = tab[4];
}
if (id == -2) {
bullets_in_array = (length - sizeof(int16_t)) / (sizeof(int16_t) * 2);
memcpy(bullets_client, tab + 1, sizeof(int16_t) * 2 * bullets_in_array);
bullets_number = bullets_in_array;
}
usleep(50);
}
}
int main(){
struct sockaddr_in server_addr, client_addr;
int sock_server, sock_client;
char *server_ip_addr = NULL;
char menu = 's';
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Init(SDL_INIT_VIDEO);
SDL_Texture *tex = NULL;
SDL_Texture *bullet = NULL;
SDL_Texture *map = NULL;
TTF_Init();
TTF_Font *font;
font = TTF_OpenFont("resources/m5x7.ttf", 24);
init_players();
window = SDL_CreateWindow(
"game",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
640,
480,
0);
if (window == NULL) {
printf("Could not create window: %s\n", SDL_GetError());
return 1;
}
renderer = SDL_CreateRenderer(window, -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL) {
SDL_DestroyWindow(window);
printf("Could not create renderer: %s\n", SDL_GetError());
SDL_Quit();
return 1;
}
map = get_map_texture(renderer);
tex = load_texture(renderer, "resources/player.bmp");
bullet = load_texture(renderer, "resources/bullet.bmp");
int i;
server_or_client(renderer, &menu, font);
if (menu == 'c') {
server_ip_addr = malloc(16 * sizeof(char));
ask_for_ip(renderer, font, server_ip_addr);
}
pthread_t thread_id_server, thread_id_client, thread_id_server_send;
server_addr = server_sock_addr(server_ip_addr);
client_addr = client_sock_addr();
if(menu == 's') {
prepare_server(&sock_server, &server_addr);
pthread_create(&thread_id_server, NULL, server_receive_loop, &sock_server);
pthread_create(&thread_id_server_send, NULL, server_send_loop, &sock_server);
}
prepare_client(&sock_client, &client_addr);
pthread_create(&thread_id_client, NULL, client_loop, &sock_client);
while (my_id < 0) {
send_to_server(sock_client, server_addr, my_id, 0);
usleep(100);
}
SDL_Rect bullet_pos;
bullet_pos.w = BULLET_HEIGHT;
bullet_pos.h = BULLET_HEIGHT;
SDL_Event e;
while (1) {
if (SDL_PollEvent(&e)) {
if (e.type == SDL_QUIT) {
break;
}
resolve_keyboard(e, &players[my_id]);
}
send_to_server(sock_client, server_addr, my_id, key_state_from_player(&players[my_id]));
usleep(30);
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, map, NULL, NULL);
for (i = 0; i <= number_of_players; i++) {
SDL_RenderCopy(renderer, tex, NULL, &players[i].position);
}
disp_text(renderer, "kills", font, 400, 10);
for (i = 0; i <= number_of_players; i++) {
char kills[10] = {};
sprintf(kills, "%d", players[i].kills);
disp_text(renderer, kills, font, 400, 30 + i * 20);
}
disp_text(renderer, "deaths", font, 460, 10);
for (i = 0; i <= number_of_players; i++) {
char deaths[10] = {};
sprintf(deaths, "%d", players[i].deaths);
disp_text(renderer, deaths, font, 460, 30 + i * 20);
}
for (i = 0; i < bullets_number; i++) {
bullet_pos.x = bullets_client[i*2];
bullet_pos.y = bullets_client[i*2 + 1];
SDL_RenderCopy(renderer, bullet, NULL, &bullet_pos);
}
SDL_RenderPresent(renderer);
}
close(sock_client);
close(sock_server);
pthread_cancel(thread_id_client);
pthread_cancel(thread_id_server);
pthread_cancel(thread_id_server_send);
SDL_DestroyTexture(tex);
SDL_DestroyTexture(bullet);
SDL_DestroyTexture(map);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}