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#pragma once
#ifdef __linux__
#else
#include <windows.h>
#endif
#include <array>
#include <sstream>
#include <iostream>
#include <unordered_map>
#ifdef WIN32
// this works
//#include <concurrent_unordered_map.h>
//using namespace Concurrency;
// this might work?
//#include "show/glew.h" // LAND
#else
// this does not work
//#include "tbb/concurrent_unordered_map.h"
//using namespace tbb;
// this might work but probably not?
//#include <GLES3/gl3.h> // LAND
#endif
// reboot park.exe if you change these
#define RATE 30
#define SIZE 2000
#define YARN 2
#define CUBE 15
#define LAND 5
using namespace std;
struct Vec3 { float x = 0, y = 0, z = 0; };
struct Quat { float x = 0, y = 0, z = 0, w = 0; };
const int UNIT = 1; // character mesh VAO from .dae
const int PART = 2; // static mesh VAO from .obj
const int SKIN = 3; // texture from .tga
const int MOVE = 4; // animation from .dae
const int TONE = 5; // sound from .wav
const int BONE = 6; // bone attachement point
const int SALT = 7; // id/salt with find/user (salt is both sign hash salt and session key)
const int NAME = 8; // id/name with find/user
/* game -> engine, these are found on the Game struct */
typedef void (*SEND)(const char *message); // using
typedef void (*PLAY)(int tone, Vec3 spot, Vec3 pace);
typedef int (*FIND)(int type, const char *name);
typedef const char * (*USER)(int type, int id);
typedef Quat (*LOOK)();
/* data structures concurrently changed by all threads */
struct Node { // Array of 64 byte structure
short mesh, skin; // model, texture
Vec3 spot, pace; // position, velocity
Quat look, spin; // look direction, rotation speed (to be used later in deterministic physics)
float zoom; // scale
};
struct Link {
char **json; // properties
int *unit; // for each item id you link the unit id that holds that item:
int *bone; // game->gear.unit[4] = 2;
// game->gear.bone[4] = game->find(BONE, "left_hand");
// means item 4 is held by unit 2 in left hand.
};
struct Cube {
//const int BITS = 5;
//const int SIZE = 1 << BITS;
char*** type; // blocks [15][15][15]
int* mesh; // packed model x, y, z (16); type (32); side(8); glow and skew (64)
int* list; // index
};
struct Shot { // projectiles
int type;
Vec3 spot, pace; // position, velocity
};
struct Land { Cube*** cube; }; // chunks [5][5][5]
struct Game {
const int size = SIZE;
const int yarn = YARN;
const int cube = CUBE;
char **name, **chat;
Node *unit, *item, *part; // character, sword or gun, house or tree
int *move, *lead; // character animation frames and offset
Shot *shot;
Link gear; // link item to character bone
Land land; // the voxel world
SEND send; PLAY play; FIND find;
USER user; LOOK look;
};
/* do not edit above */
// GAME CODE
// |
// v
//concurrent_
unordered_map<string, int> salt_pull;
//concurrent_
unordered_map<int, string> salt_push;
string move(Game *game, int id, const char *move, float pace) {
game->move[id] = game->find(MOVE, move);
game->unit[id].pace.x = pace;
stringstream ss;
ss << "move|";
ss << game->unit[id].spot.x << "," << game->unit[id].spot.y << "," << game->unit[id].spot.z << ";";
ss << game->unit[id].pace.x << "," << game->unit[id].pace.y << "," << game->unit[id].pace.z << ";";
ss << game->unit[id].look.x << "," << game->unit[id].look.y << "," << game->unit[id].look.z << "," << game->unit[id].look.w;
ss << ";" << move;
return ss.str();
}
void salt(int id, string key) {
salt_push[id] = move(key); // move(key)
salt_pull[key] = id;
}
bool once = true;
bool slow = false;
bool fast = false;
bool walk = false;
/* once per hot-deploy of the .dll/.so
*/
void _init(Game *game) {
cout << ".dll/.so hot-deployed!? win 10 sucks... yes/no/huh" << endl;
game->unit[0].mesh = game->find(UNIT, "pirate");
game->unit[0].skin = game->find(SKIN, "texture_1");
salt(0, "fd43");
salt(1, "y2dt");
salt(2, "u248");
}
/* once per frame
* this is where you calculate movement
*/
void _tick(Game *game, int yarn) {
//game->push("yo");
//Quat view = game->look();
if(once) {
cout << "123-yo" << endl;
once = false;
}
//cout << "!" << flush;
}
#ifdef WIN32
#define NOINLINE __declspec (noinline)
#else
#define NOINLINE __attribute__ ((noinline))
#endif
NOINLINE void make_crash_yo() {
int *foo = (int*)-1; // make a bad pointer
printf("%d\n", *foo); // causes segfault
}
NOINLINE void add_some_depth() {
int a = 0;
make_crash_yo();
}
/* once per binary move action press keyboard/mouse,
* thumb stick gets abstracted down to WASD with ctrl
* /shift for fast/slow.
*/
void _push(Game *game, int code, bool down) {
//cout << code << endl;
if(code == 16) fast = down; // shift
if(code == 17) slow = down; // control
if(code == 'W') walk = down;
if(walk && (code == 16 || code == 17 || code == 'W') || code == 'W') {
const char *pace = fast ? "fast" : slow ? "slow" : "walk";
float speed = fast ? 4.0f : slow ? 1.0f : 2.0f;
string back = move(game, 0, walk ? pace : "idle", walk ? speed : 0.0f);
game->send(back.c_str());
}
//cout << code << endl;
if(code == 52) { add_some_depth(); }
}
/* once per network message input
*/
void _pull(Game *game, const char *message) {
// TODO
}
// ^
// |
// GAME CODE
/* engine -> game
* do not edit below.
* leave this at bottom.
*/
extern "C" {
void init(Game *game) { _init(game); }
void tick(Game *game, int yarn) { _tick(game, yarn); }
void push(Game *game, int code, bool down) { _push(game, code, down); }
void pull(Game *game, const char *message) { _pull(game, message); }
}
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