adding multiplayer

This commit is contained in:
2026-04-15 06:57:15 -07:00
parent af639e62c3
commit 3a91db6321
32 changed files with 938 additions and 174 deletions

View File

@@ -0,0 +1,169 @@
#include <stdlib.h>
#include "Player_c.h"
#include "Gun.h"
#include "../../client_source/client.h"
#include "../../server_source/transactions.h"
typedef struct {
player_data pd;
client* cli;
}player_c;
#define PlayerMove 1
void Shoot(entity* e,int direction) {
if(direction == SHOOT_N) {
entity* g = CreateGun(SHOOT_N, 0, e->world);
g->position = (vec2){e->position.x, e->position.y-1};
world* w = e->world;
AddEntity(w, g);
printf("Shoot N\n");
}
if(direction == SHOOT_E) {
entity* g = CreateGun(SHOOT_E, 0, e->world);
world* w = e->world;
g->position = (vec2){e->position.x + 1, e->position.y};
AddEntity(w, g);
printf("Shoot E\n");
}
if(direction == SHOOT_S) {
entity* g = CreateGun(SHOOT_S, 0, e->world);
world* w = e->world;
g->position = (vec2){e->position.x, e->position.y+1};
AddEntity(w, g);
printf("Shoot S\n");
}
if(direction == SHOOT_W) {
entity* g = CreateGun(SHOOT_W, 0, e->world);
world* w = e->world;
g->position = (vec2){e->position.x - 1, e->position.y};
AddEntity(w, g);
printf("Shoot W\n");
}
}
int PlayerUpdateC(int action, void* data) {
entity* e = (entity*)data;
player_c* p= (player_c*)e->data;
world* w = e->world;
ssh_terminal_data* td = &p->cli->term;
vec2 mv = {e->position.x, e->position.y};
vec2 cammera_pos = {
p->cli->cam.pos_x + (p->cli->cam.size_x/2),
p->cli->cam.pos_y + (p->cli->cam.size_y/2),
};
int cammera_fallow_readious = 14;
char* ib = td->inputBuffer;
int ibsize = strlen(ib);
while(ib < ib+ibsize) {
if(!strcmp(ib, "\e[A")) {mv.y -= 1; ib += 3; continue;}
if(!strcmp(ib, "\e[B")) {mv.y += 1; ib += 3; continue;}
if(!strcmp(ib, "\e[D")) {mv.x -= 1; ib += 3; continue;}
if(!strcmp(ib, "\e[C")) {mv.x += 1; ib += 3; continue;}
user_transaction st_move;
memset(&st_move, 0, sizeof(st_move));
st_move = (user_transaction){
.userArg = &mv,
.action = PlayerMove,
.id = SERVER_T_USER_FLAG,
.argsize = sizeof(mv),
};
if(p->cli->server.game_info.socket > 0) {
printf("Has Connection\n");
if(SendUserTransaction(&st_move, p->cli->server.game_info.socket)) {
printf("NG\n");
}
}
if(!strcmp(ib, "w")) {Shoot(e,SHOOT_N); ib += 1; continue;}
if(!strcmp(ib, "d")) {Shoot(e,SHOOT_E); ib += 1; continue;}
if(!strcmp(ib, "s")) {Shoot(e,SHOOT_S); ib += 1; continue;}
if(!strcmp(ib, "a")) {Shoot(e,SHOOT_W); ib += 1; continue;}
break;
}
int entity_can_move = EntityMove(e, &mv);
if((e->position.x < cammera_pos.x - cammera_fallow_readious )){
p->cli->cam.pos_x += - 1;
}
if ((e->position.x > cammera_pos.x + cammera_fallow_readious)) {
p->cli->cam.pos_x += 1;
}
if((e->position.y < cammera_pos.y - (cammera_fallow_readious / 2) )){
p->cli->cam.pos_y += - 1;
}
if ((e->position.y > cammera_pos.y + (cammera_fallow_readious / 2))) {
p->cli->cam.pos_y += 1;
}
if(entity_can_move) {
//w->wells[at(mv.x, mv.y, w)].cell = SetCell(6);
}
memset(td->inputBuffer,0,32);
return 0;
}
int PlayerCFree(void* data) {
return 0;
}
int PlayerCInit(void* data) {
return 0;
}
entity* CreatePlayerCharecter(player_data pd, client* cli ,world* w) {
entity* ent = malloc(sizeof(entity));
player_c* p= malloc(sizeof(player_c));
*p = (player_c){
.pd = pd,
.cli = cli,
};
*ent = (entity){
.id = 30,
.name = "Testing",
.description = "This is a player",
.tile = {
.simble = '@',
.background = {0,0,0},
.forground = {0x5f,0x3f,0x10},
},
.position = (vec2){5,5},
.data = p,
.world = w,
.callback = {
.init = PlayerCInit,
.update = PlayerUpdateC,
.free = PlayerCFree,
},
.cleanup = 0,
};
p->cli->cam.pos_x = ent->position.x - (p->cli->cam.size_x/2);
p->cli->cam.pos_y = ent->position.y - (p->cli->cam.size_y/2);
return ent;
}