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- /**
- @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 <emscripten.h>
- #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
- #define SDL_ANALOG_DIVIDER 1024
- #if !SFG_OS_IS_MALWARE
- #include <signal.h>
- #endif
- #define SDL_MAIN_HANDLED 1
- #define SDL_DISABLE_IMMINTRIN_H 1
- #include <stdio.h>
- #include <unistd.h>
- #include <SDL2/SDL.h>
- #include "game.h"
- #include "sounds.h"
- const uint8_t *sdlKeyboardState;
- uint8_t webKeyboardState[SFG_KEY_COUNT];
- uint8_t sdlMouseButtonState = 0;
- int8_t sdlMouseWheelState = 0;
- SDL_GameController *sdlController;
- uint16_t sdlScreen[SFG_SCREEN_RESOLUTION_X * SFG_SCREEN_RESOLUTION_Y]; // RGB565
- SDL_Window *window;
- SDL_Renderer *renderer;
- SDL_Texture *texture;
- // 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(void)
- {
- return SDL_GetTicks();
- }
- void SFG_save(uint8_t data[SFG_SAVE_SIZE])
- {
- FILE *f = fopen(SFG_SAVE_FILE_PATH,"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(SFG_SAVE_FILE_PATH,"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);
- }
- if (sdlController != NULL)
- {
- *x +=
- (SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_RIGHTX) +
- SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_LEFTX)) /
- SDL_ANALOG_DIVIDER;
- *y +=
- (SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_RIGHTY) +
- SDL_GameControllerGetAxis(sdlController,SDL_CONTROLLER_AXIS_LEFTY)) /
- SDL_ANALOG_DIVIDER;
- }
- #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]
- #define b(x) ((sdlController != NULL) && \
- SDL_GameControllerGetButton(sdlController,SDL_CONTROLLER_BUTTON_ ## x))
- switch (key)
- {
- case SFG_KEY_UP: return k(UP) || k(W) || k(KP_8) || b(DPAD_UP); break;
- case SFG_KEY_RIGHT:
- return k(RIGHT) || k(E) || k(KP_6) || b(DPAD_RIGHT); break;
- case SFG_KEY_DOWN:
- return k(DOWN) || k(S) || k(KP_5) || k(KP_2) || b(DPAD_DOWN); break;
- case SFG_KEY_LEFT: return k(LEFT) || k(Q) || k(KP_4) || b(DPAD_LEFT); break;
- case SFG_KEY_A: return k(J) || k(RETURN) || k(LCTRL) || k(RCTRL) || b(X) ||
- b(RIGHTSTICK) || (sdlMouseButtonState & SDL_BUTTON_LMASK); break;
- case SFG_KEY_B: return k(K) || k(LSHIFT) || b(B); break;
- case SFG_KEY_C: return k(L) || b(Y); break;
- case SFG_KEY_JUMP: return k(SPACE) || b(A); 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) || b(BACK); break;
- case SFG_KEY_CYCLE_WEAPON: return k(F) ||
- (sdlMouseButtonState & SDL_BUTTON_MMASK); break;
- case SFG_KEY_TOGGLE_FREELOOK: return b(LEFTSTICK) ||
- (sdlMouseButtonState & SDL_BUTTON_RMASK); break;
- case SFG_KEY_MENU: return k(ESCAPE) || b(START); break;
- case SFG_KEY_NEXT_WEAPON:
- if (k(P) || k(X) || b(RIGHTSHOULDER))
- 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) || b(LEFTSHOULDER))
- return 1;
- checkMouse(<)
- #undef checkMouse
-
- return 0;
- break;
- default: return 0; break;
- }
- #undef k
- #undef b
- }
-
- int running;
- void mainLoopIteration(void)
- {
- 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;
- #ifndef __EMSCRIPTEN__
- argForceFullscreen = 1;
- #endif
- 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");
- SDL_Init(SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
- 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);
- #if SFG_FULLSCREEN
- argForceFullscreen = 1;
- #endif
- if (!argForceWindow && argForceFullscreen)
- {
- puts("SDL: setting fullscreen");
- SDL_SetWindowFullscreen(window,SDL_WINDOW_FULLSCREEN_DESKTOP);
- }
- sdlKeyboardState = SDL_GetKeyboardState(NULL);
- sdlController = SDL_GameControllerOpen(0);
- #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_GameControllerUpdate();
- 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_GameControllerClose(sdlController);
- SDL_PauseAudio(1);
- SDL_CloseAudio();
- SDL_DestroyTexture(texture);
- SDL_DestroyRenderer(renderer);
- SDL_DestroyWindow(window);
- puts("SDL: ending");
- return 0;
- }
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