#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <time.h>
#ifdef _WIN32
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <wininet.h>
#pragma comment(lib, "wininet.lib")
#else
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#include <curl/curl.h>
#endif
// Game constants
#define WORLD_SIZE 50.0f
#define PLAYER_SPEED 0.2f
#define ENEMY_COUNT 5
#define MAX_PROJECTILES 20
#define PROJECTILE_SPEED 0.5f
#define MAX_USERNAME 50
#define MAX_EMAIL 100
// Game states
typedef enum {
GAME_STATE_LOGIN,
GAME_STATE_PLAYING,
GAME_STATE_MENU
} GameState;
// User authentication structure
typedef struct {
char username[MAX_USERNAME];
char email[MAX_EMAIL];
char provider[20]; // "facebook", "gmail", or "guest"
int user_id;
int is_logged_in;
int high_score;
int total_games;
} User;
// Login button structure
typedef struct {
float x, y, width, height;
char text[50];
float r, g, b;
int provider_type; // 0=facebook, 1=gmail, 2=guest
} LoginButton;
// Player structure
typedef struct {
float x, y, z;
float rotation;
int health;
int score;
float weapon_cooldown;
} Player;
// Enemy structure
typedef struct {
float x, y, z;
float rotation;
int health;
int active;
float ai_timer;
} Enemy;
// Projectile structure
typedef struct {
float x, y, z;
float dx, dy, dz;
int active;
int from_player;
} Projectile;
// Global game state
Player player = {0.0f, 1.0f, 0.0f, 0.0f, 100, 0, 0.0f};
Enemy enemies[ENEMY_COUNT];
Projectile projectiles[MAX_PROJECTILES];
User current_user = {"", "", "", 0, 0, 0, 0};
GameState game_state = GAME_STATE_LOGIN;
LoginButton login_buttons[3];
float camera_angle_x = 30.0f;
float camera_angle_y = 0.0f;
float camera_distance = 15.0f;
int keys[256] = {0};
int mouse_x, mouse_y;
float time_counter = 0.0f;
int window_width = 800, window_height = 600;
// HTTP response structure for API calls
typedef struct {
char *data;
size_t size;
} HTTPResponse;
// Write callback for HTTP requests
size_t write_callback(void *contents, size_t size, size_t nmemb, HTTPResponse *response) {
size_t real_size = size * nmemb;
char *ptr = realloc(response->data, response->size + real_size + 1);
if (ptr == NULL) {
printf("Not enough memory (realloc returned NULL)\n"); return 0;
}
response->data = ptr;
memcpy(&(response->data[response->size]), contents, real_size);
response->size += real_size;
response->data[response->size] = 0;
return real_size;
}
// Initialize login system
void init_login_system() {
// Facebook login button
login_buttons[0].x = 250;
login_buttons[0].y = 200;
login_buttons[0].width = 300;
login_buttons[0].height = 50;
strcpy(login_buttons[0].text, "Login with Facebook");
login_buttons[0].r = 0.23f; login_buttons[0].g = 0.35f; login_buttons[0].b = 0.60f;
login_buttons[0].provider_type = 0;
// Gmail login button
login_buttons[1].x = 250;
login_buttons[1].y = 280;
login_buttons[1].width = 300;
login_buttons[1].height = 50;
strcpy(login_buttons[1].text, "Login with Gmail");
login_buttons[1].r = 0.85f; login_buttons[1].g = 0.26f; login_buttons[1].b = 0.21f;
login_buttons[1].provider_type = 1;
// Guest login button
login_buttons[2].x = 250;
login_buttons[2].y = 360;
login_buttons[2].width = 300;
login_buttons[2].height = 50;
strcpy(login_buttons[2].text, "Play as Guest");
login_buttons[2].r = 0.5f; login_buttons[2].g = 0.5f; login_buttons[2].b = 0.5f;
login_buttons[2].provider_type = 2;
}
// Simulate OAuth authentication (in real implementation, this would open browser)
int authenticate_with_provider(int provider_type) {
switch(provider_type) {
case 0: // Facebook
printf("Opening Facebook OAuth... (simulated)\n"); strcpy(current_user.username, "Facebook User");
strcpy(current_user.email, "user@facebook.com");
strcpy(current_user.provider, "facebook");
current_user.user_id = 12345;
break;
case 1: // Gmail
printf("Opening Google OAuth... (simulated)\n"); strcpy(current_user.username, "Gmail User");
strcpy(current_user.email, "user@gmail.com");
strcpy(current_user.provider, "gmail");
current_user.user_id = 67890;
break;
case 2: // Guest
printf("Playing as guest...\n"); strcpy(current_user.username, "Guest");
strcpy(current_user.email, "");
strcpy(current_user.provider, "guest");
current_user
.user_id
= rand() % 10000; break;
}
current_user.is_logged_in = 1;
current_user.high_score = 0;
current_user.total_games = 0;
printf("Logged in as: %s (%s)\n", current_user
.username
, current_user
.provider
); return 1;
}
// Save user data to server (simulated)
void save_user_data() {
if (!current_user
.is_logged_in
|| strcmp(current_user
.provider
, "guest") == 0) { return;
}
printf("Saving user data to server...\n"); printf("User: %s, High Score: %d, Games: %d\n", current_user.username, current_user.high_score, current_user.total_games);
// In real implementation, this would make HTTP POST to your game server
// Example: POST /api/users/{user_id}/save with score data
}
// Load user data from server (simulated)
void load_user_data() {
if (!current_user
.is_logged_in
|| strcmp(current_user
.provider
, "guest") == 0) { return;
}
printf("Loading user data from server...\n");
// Simulate loading saved data
current_user.high_score = 1250; // Example saved high score
current_user.total_games = 15; // Example games played
printf("Loaded: High Score: %d, Games Played: %d\n", current_user.high_score, current_user.total_games);
}
// Draw text function (simplified)
void draw_text(float x, float y, const char* text, float r, float g, float b) {
glColor3f(r, g, b);
glRasterPos2f(x, y);
for (int i = 0; text[i] != '\0'; i++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, text[i]);
}
}
// Draw login screen
void draw_login_screen() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up 2D rendering
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, window_width, window_height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
// Background gradient
glBegin(GL_QUADS);
glColor3f(0.1f, 0.1f, 0.2f);
glVertex2f(0, 0);
glVertex2f(window_width, 0);
glColor3f(0.2f, 0.1f, 0.3f);
glVertex2f(window_width, window_height);
glVertex2f(0, window_height);
glEnd();
// Game title
draw_text(250, 100, "OPEN WORLD COMBAT GAME", 1.0f, 1.0f, 1.0f);
draw_text(300, 130, "Choose Login Method", 0.8f, 0.8f, 0.8f);
// Draw login buttons
for (int i = 0; i < 3; i++) {
LoginButton* btn = &login_buttons[i];
// Button background
glColor3f(btn->r, btn->g, btn->b);
glBegin(GL_QUADS);
glVertex2f(btn->x, btn->y);
glVertex2f(btn->x + btn->width, btn->y);
glVertex2f(btn->x + btn->width, btn->y + btn->height);
glVertex2f(btn->x, btn->y + btn->height);
glEnd();
// Button border
glColor3f(1.0f, 1.0f, 1.0f);
glLineWidth(2.0f);
glBegin(GL_LINE_LOOP);
glVertex2f(btn->x, btn->y);
glVertex2f(btn->x + btn->width, btn->y);
glVertex2f(btn->x + btn->width, btn->y + btn->height);
glVertex2f(btn->x, btn->y + btn->height);
glEnd();
// Button text
draw_text(btn->x + 50, btn->y + 30, btn->text, 1.0f, 1.0f, 1.0f);
}
// Instructions
draw_text(200, 500, "Click on a button to login and start playing!", 0.7f, 0.7f, 0.7f);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
void init_game() {
// Initialize enemies
for (int i = 0; i < ENEMY_COUNT; i++) {
enemies
[i
].x
= (rand() % 40) - 20
.0f
; enemies
[i
].z
= (rand() % 40) - 20
.0f
; enemies[i].y = 1.0f;
enemies
[i
].rotation
= rand() % 360; enemies[i].health = 50;
enemies[i].active = 1;
enemies[i].ai_timer = 0.0f;
}
// Initialize projectiles
for (int i = 0; i < MAX_PROJECTILES; i++) {
projectiles[i].active = 0;
}
}
// Create a projectile
void create_projectile(float x, float y, float z, float angle, int from_player) {
for (int i = 0; i < MAX_PROJECTILES; i++) {
if (!projectiles[i].active) {
projectiles[i].x = x;
projectiles[i].y = y;
projectiles[i].z = z;
projectiles
[i
].dx
= sin(angle
* M_PI
/ 180
.0f
) * PROJECTILE_SPEED
; projectiles
[i
].dz
= -cos(angle
* M_PI
/ 180
.0f
) * PROJECTILE_SPEED
; projectiles[i].dy = 0.0f;
projectiles[i].active = 1;
projectiles[i].from_player = from_player;
break;
}
}
}
// Draw a cube with gradients
void draw_gradient_cube(float size, float r1, float g1, float b1, float r2, float g2, float b2) {
glBegin(GL_QUADS);
// Front face (gradient)
glColor3f(r1, g1, b1); glVertex3f(-size, -size, size);
glColor3f(r1, g1, b1); glVertex3f(size, -size, size);
glColor3f(r2, g2, b2); glVertex3f(size, size, size);
glColor3f(r2, g2, b2); glVertex3f(-size, size, size);
// Back face
glColor3f(r1*0.7f, g1*0.7f, b1*0.7f); glVertex3f(-size, -size, -size);
glColor3f(r1*0.7f, g1*0.7f, b1*0.7f); glVertex3f(-size, size, -size);
glColor3f(r2*0.7f, g2*0.7f, b2*0.7f); glVertex3f(size, size, -size);
glColor3f(r2*0.7f, g2*0.7f, b2*0.7f); glVertex3f(size, -size, -size);
// Top face
glColor3f(r2, g2, b2); glVertex3f(-size, size, -size);
glColor3f(r2, g2, b2); glVertex3f(-size, size, size);
glColor3f(r2, g2, b2); glVertex3f(size, size, size);
glColor3f(r2, g2, b2); glVertex3f(size, size, -size);
// Bottom face
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(-size, -size, -size);
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(size, -size, -size);
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(size, -size, size);
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(-size, -size, size);
// Right face
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(size, -size, -size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(size, size, -size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(size, size, size);
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(size, -size, size);
// Left face
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(-size, -size, -size);
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(-size, -size, size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(-size, size, size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(-size, size, -size);
glEnd();
}
// Draw the terrain
void draw_terrain() {
glColor3f(0.2f, 0.6f, 0.2f);
glBegin(GL_QUADS);
for (int x = -WORLD_SIZE; x < WORLD_SIZE; x += 2) {
for (int z = -WORLD_SIZE; z < WORLD_SIZE; z += 2) {
float height1
= sin(x
* 0
.1f
) * cos(z
* 0
.1f
) * 0
.5f
; float height2
= sin((x
+2) * 0
.1f
) * cos(z
* 0
.1f
) * 0
.5f
; float height3
= sin((x
+2) * 0
.1f
) * cos((z
+2) * 0
.1f
) * 0
.5f
; float height4
= sin(x
* 0
.1f
) * cos((z
+2) * 0
.1f
) * 0
.5f
;
glColor3f(0.2f + height1*0.2f, 0.6f + height1*0.1f, 0.2f);
glVertex3f(x, height1, z);
glColor3f(0.2f + height2*0.2f, 0.6f + height2*0.1f, 0.2f);
glVertex3f(x+2, height2, z);
glColor3f(0.2f + height3*0.2f, 0.6f + height3*0.1f, 0.2f);
glVertex3f(x+2, height3, z+2);
glColor3f(0.2f + height4*0.2f, 0.6f + height4*0.1f, 0.2f);
glVertex3f(x, height4, z+2);
}
}
glEnd();
}
// Draw player
void draw_player() {
glPushMatrix();
glTranslatef(player.x, player.y, player.z);
glRotatef(player.rotation, 0, 1, 0);
// Player body (blue gradient)
draw_gradient_cube(0.5f, 0.3f, 0.3f, 1.0f, 0.6f, 0.6f, 1.0f);
// Player weapon
glPushMatrix();
glTranslatef(0.7f, 0.2f, 0.0f);
glScalef(0.8f, 0.1f, 0.1f);
draw_gradient_cube(0.3f, 0.8f, 0.8f, 0.8f, 0.5f, 0.5f, 0.5f);
glPopMatrix();
glPopMatrix();
}
// Draw enemies
void draw_enemies() {
for (int i = 0; i < ENEMY_COUNT; i++) {
if (enemies[i].active) {
glPushMatrix();
glTranslatef(enemies[i].x, enemies[i].y, enemies[i].z);
glRotatef(enemies[i].rotation, 0, 1, 0);
// Enemy body (red gradient)
draw_gradient_cube(0.4f, 1.0f, 0.2f, 0.2f, 0.6f, 0.1f, 0.1f);
glPopMatrix();
}
}
}
// Draw projectiles
void draw_projectiles() {
for (int i = 0; i < MAX_PROJECTILES; i++) {
if (projectiles[i].active) {
glPushMatrix();
glTranslatef(projectiles[i].x, projectiles[i].y, projectiles[i].z);
if (projectiles[i].from_player) {
glColor3f(0.0f, 1.0f, 1.0f); // Cyan for player projectiles
} else {
glColor3f(1.0f, 0.5f, 0.0f); // Orange for enemy projectiles
}
glutSolidSphere(0.1f, 8, 8);
glPopMatrix();
}
}
}
// Draw skybox
void draw_skybox() {
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadIdentity();
// Create a gradient sky
glBegin(GL_QUADS);
// Sky gradient from horizon to zenith
glColor3f(0.6f, 0.8f, 1.0f); // Light blue at horizon
glVertex3f(-50, -50, -50);
glVertex3f(50, -50, -50);
glColor3f(0.2f, 0.4f, 0.8f); // Darker blue at top
glVertex3f(50, 50, -50);
glVertex3f(-50, 50, -50);
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
// Draw HUD with user info
void draw_hud() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, window_width, window_height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
// Health bar background
glColor3f(0.2f, 0.2f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(10, 10);
glVertex2f(210, 10);
glVertex2f(210, 30);
glVertex2f(10, 30);
glEnd();
// Health bar
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex2f(10, 10);
glVertex2f(10 + (player.health * 2), 10);
glVertex2f(10 + (player.health * 2), 30);
glVertex2f(10, 30);
glEnd();
// User info panel
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex2f(window_width - 250, 10);
glVertex2f(window_width - 10, 10);
glVertex2f(window_width - 10, 120);
glVertex2f(window_width - 250, 120);
glEnd();
// User info text
char score_text[50], high_score_text[50], user_text[100];
sprintf(score_text
, "Score: %d", player
.score
); sprintf(high_score_text
, "High Score: %d", current_user
.high_score
); sprintf(user_text
, "Player: %s", current_user
.username
);
draw_text(window_width - 240, 30, user_text, 1.0f, 1.0f, 1.0f);
draw_text(window_width - 240, 50, score_text, 0.8f, 1.0f, 0.8f);
draw_text(window_width - 240, 70, high_score_text, 1.0f, 0.8f, 0.2f);
if (current_user
.is_logged_in
&& strcmp(current_user
.provider
, "guest") != 0) { draw_text(window_width - 240, 90, "Data will be saved", 0.6f, 0.8f, 1.0f);
}
// Controls reminder
draw_text(10, window_height - 60, "WASD: Move | Space: Shoot | Mouse: Camera", 0.7f, 0.7f, 0.7f);
draw_text(10, window_height - 40, "ESC: Back to Login", 0.7f, 0.7f, 0.7f);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
// Update game logic
void update_game() {
if (game_state != GAME_STATE_PLAYING) return;
time_counter += 0.016f; // Assume 60 FPS
// Update weapon cooldown
if (player.weapon_cooldown > 0) {
player.weapon_cooldown -= 0.016f;
}
// Update projectiles
for (int i = 0; i < MAX_PROJECTILES; i++) {
if (projectiles[i].active) {
projectiles[i].x += projectiles[i].dx;
projectiles[i].y += projectiles[i].dy;
projectiles[i].z += projectiles[i].dz;
// Remove projectiles that are out of bounds
if (fabs(projectiles[i].x) > WORLD_SIZE || fabs(projectiles[i].z) > WORLD_SIZE) {
projectiles[i].active = 0;
}
// Check collision with enemies (if from player)
if (projectiles[i].from_player) {
for (int j = 0; j < ENEMY_COUNT; j++) {
if (enemies[j].active) {
float dx = projectiles[i].x - enemies[j].x;
float dz = projectiles[i].z - enemies[j].z;
if (sqrt(dx
*dx
+ dz
*dz
) < 1
.0f
) { enemies[j].health -= 25;
projectiles[i].active = 0;
player.score += 10;
if (enemies[j].health <= 0) {
enemies[j].active = 0;
player.score += 50;
}
break;
}
}
}
}
// Check collision with player (if from enemy)
else {
float dx = projectiles[i].x - player.x;
float dz = projectiles[i].z - player.z;
if (sqrt(dx
*dx
+ dz
*dz
) < 1
.0f
) { player.health -= 10;
projectiles[i].active = 0;
if (player.health <= 0) {
// Game over - save score if better than high score
if (player.score > current_user.high_score) {
current_user.high_score = player.score;
printf("New High Score: %d!\n", current_user
.high_score
); }
current_user.total_games++;
save_user_data();
printf("Game Over! Final Score: %d\n", player
.score
); player.health = 100;
player.score = 0;
init_game(); // Restart
}
}
}
}
}
// Update enemies AI
for (int i = 0; i < ENEMY_COUNT; i++) {
if (enemies[i].active) {
enemies[i].ai_timer += 0.016f;
// Move towards player
float dx = player.x - enemies[i].x;
float dz = player.z - enemies[i].z;
float distance
= sqrt(dx
*dx
+ dz
*dz
);
if (distance > 2.0f) {
enemies[i].x += (dx / distance) * 0.05f;
enemies[i].z += (dz / distance) * 0.05f;
}
// Rotate to face player
enemies
[i
].rotation
= atan2(dx
, -dz
) * 180
.0f
/ M_PI
;
// Shoot at player occasionally
if (enemies[i].ai_timer > 2.0f && distance < 15.0f) {
create_projectile(enemies[i].x, enemies[i].y, enemies[i].z, enemies[i].rotation, 0);
enemies[i].ai_timer = 0.0f;
}
}
}
// Respawn enemies if all are defeated
int active_enemies = 0;
for (int i = 0; i < ENEMY_COUNT; i++) {
if (enemies[i].active) active_enemies++;
}
if (active_enemies == 0) {
for (int i = 0; i < ENEMY_COUNT; i++) {
enemies
[i
].x
= (rand() % 40) - 20
.0f
; enemies
[i
].z
= (rand() % 40) - 20
.0f
; enemies[i].health = 50 + (player.score / 100) * 10; // Increase difficulty
enemies[i].active = 1;
}
player.score += 100;
}
}
// Handle movement
void handle_movement() {
if (game_state != GAME_STATE_PLAYING) return;
float move_speed = PLAYER_SPEED;
if (keys['w'] || keys['W']) {
player
.x
+= sin(player
.rotation
* M_PI
/ 180
.0f
) * move_speed
; player
.z
-= cos(player
.rotation
* M_PI
/ 180
.0f
) * move_speed
; }
if (keys['s'] || keys['S']) {
player
.x
-= sin(player
.rotation
* M_PI
/ 180
.0f
) * move_speed
; player
.z
+= cos(player
.rotation
* M_PI
/ 180
.0f
) * move_speed
; }
if (keys['a'] || keys['A']) {
player.rotation -= 3.0f;
}
if (keys['d'] || keys['D']) {
player.rotation += 3.0f;
}
// Keep player in bounds
if (player.x > WORLD_SIZE) player.x = WORLD_SIZE;
if (player.x < -WORLD_SIZE) player.x = -WORLD_SIZE;
if (player.z > WORLD_SIZE) player.z = WORLD_SIZE;
if (player.z < -WORLD_SIZE) player.z = -WORLD_SIZE;
// Shooting
if ((keys[' '] || keys[32]) && player.weapon_cooldown <= 0) {
create_projectile(player.x, player.y, player.z, player.rotation, 1);
player.weapon_cooldown = 0.2f; // 200ms cooldown
}
} WORLD_SIZE) player.x = WORLD_SIZE;
if (player.x < -WORLD_SIZE) player.x = -WORLD_SIZE;
if (player.z > WORLD_SIZE) player.z = WORLD_SIZE;
if (player.z < -WORLD_SIZE) player.z = -WORLD_SIZE;
// Shooting
if ((keys[' '] || keys[32]) && player.weapon_cooldown <= 0) {
create_projectile(player.x, player.y, player.z, player.rotation, 1);
player.weapon_cooldown = 0.2f; // 200ms cooldown
}
}
// Display function
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Set up camera
float cam_x
= player
.x
+ camera_distance
* sin(camera_angle_y
* M_PI
/ 180
.0f
) * cos(camera_angle_x
* M_PI
/ 180
.0f
); float cam_y
= player
.y
+ camera_distance
* sin(camera_angle_x
* M_PI
/ 180
.0f
); float cam_z
= player
.z
+ camera_distance
* cos(camera_angle_y
* M_PI
/ 180
.0f
) * cos(camera_angle_x
* M_PI
/ 180
.0f
);
gluLookAt(cam_x, cam_y, cam_z, player.x, player.y, player.z, 0, 1, 0);
// Enable lighting
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
float light_pos[] = {10.0f, 20.0f, 10.0f, 1.0f};
float light_color[] = {1.0f, 1.0f, 0.9f, 1.0f};
float ambient[] = {0.3f, 0.3f, 0.4f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
draw_skybox();
draw_terrain();
draw_player();
draw_enemies();
glDisable(GL_LIGHTING);
draw_projectiles();
draw_hud();
glutSwapBuffers();
}
// Keyboard input
void keyboard
(unsigned char
key, int x
, int y
) { if (key == 27) exit(0); // ESC to quit }
void keyboard_up
(unsigned char
key, int x
, int y
) {}
// Mouse input for camera control
void mouse_motion(int x, int y) {
if (mouse_x != -1) {
camera_angle_y += (x - mouse_x) * 0.5f;
camera_angle_x += (y - mouse_y) * 0.5f;
if (camera_angle_x > 80.0f) camera_angle_x = 80.0f;
if (camera_angle_x < -80.0f) camera_angle_x = -80.0f;
}
mouse_x = x;
mouse_y = y;
}
// Timer function for animation
void timer(int value) {
handle_movement();
update_game();
glutPostRedisplay();
glutTimerFunc(16, timer, 0); // 60 FPS
}
// Reshape function
void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (float)w/h, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
// Initialize OpenGL
void init_opengl() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glClearColor(0.5f, 0.7f, 1.0f, 1.0f);
mouse_x = mouse_y = -1;
}
int main(int argc, char** argv) {
printf("=== Open World Combat Game ===\n"); printf("W/S - Move Forward/Backward\n"); printf("A/D - Turn Left/Right\n"); printf("Mouse - Control Camera\n");
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Open World Combat Game");
init_opengl();
init_game();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboard_up);
glutPassiveMotionFunc(mouse_motion);
glutMotionFunc(mouse_motion);
glutTimerFunc(0, timer, 0);
printf("Game started! Defend yourself against the red enemies!\n");
glutMainLoop();
return 0;
}
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <time.h>

#ifdef _WIN32
    #include <windows.h>
    #include <GL/gl.h>
    #include <GL/glu.h>
    #include <GL/glut.h>
    #include <wininet.h>
    #pragma comment(lib, "wininet.lib")
#else
    #include <OpenGL/gl.h>
    #include <OpenGL/glu.h>
    #include <GLUT/glut.h>
    #include <curl/curl.h>
#endif

// Game constants
#define WORLD_SIZE 50.0f
#define PLAYER_SPEED 0.2f
#define ENEMY_COUNT 5
#define MAX_PROJECTILES 20
#define PROJECTILE_SPEED 0.5f
#define MAX_USERNAME 50
#define MAX_EMAIL 100

// Game states
typedef enum {
    GAME_STATE_LOGIN,
    GAME_STATE_PLAYING,
    GAME_STATE_MENU
} GameState;

// User authentication structure
typedef struct {
    char username[MAX_USERNAME];
    char email[MAX_EMAIL];
    char provider[20]; // "facebook", "gmail", or "guest"
    int user_id;
    int is_logged_in;
    int high_score;
    int total_games;
} User;

// Login button structure
typedef struct {
    float x, y, width, height;
    char text[50];
    float r, g, b;
    int provider_type; // 0=facebook, 1=gmail, 2=guest
} LoginButton;

// Player structure
typedef struct {
    float x, y, z;
    float rotation;
    int health;
    int score;
    float weapon_cooldown;
} Player;

// Enemy structure
typedef struct {
    float x, y, z;
    float rotation;
    int health;
    int active;
    float ai_timer;
} Enemy;

// Projectile structure
typedef struct {
    float x, y, z;
    float dx, dy, dz;
    int active;
    int from_player;
} Projectile;

// Global game state
Player player = {0.0f, 1.0f, 0.0f, 0.0f, 100, 0, 0.0f};
Enemy enemies[ENEMY_COUNT];
Projectile projectiles[MAX_PROJECTILES];
User current_user = {"", "", "", 0, 0, 0, 0};
GameState game_state = GAME_STATE_LOGIN;
LoginButton login_buttons[3];
float camera_angle_x = 30.0f;
float camera_angle_y = 0.0f;
float camera_distance = 15.0f;
int keys[256] = {0};
int mouse_x, mouse_y;
float time_counter = 0.0f;
int window_width = 800, window_height = 600;

// HTTP response structure for API calls
typedef struct {
    char *data;
    size_t size;
} HTTPResponse;

// Write callback for HTTP requests
size_t write_callback(void *contents, size_t size, size_t nmemb, HTTPResponse *response) {
    size_t real_size = size * nmemb;
    char *ptr = realloc(response->data, response->size + real_size + 1);
    if (ptr == NULL) {
        printf("Not enough memory (realloc returned NULL)\n");
        return 0;
    }
    response->data = ptr;
    memcpy(&(response->data[response->size]), contents, real_size);
    response->size += real_size;
    response->data[response->size] = 0;
    return real_size;
}

// Initialize login system
void init_login_system() {
    // Facebook login button
    login_buttons[0].x = 250;
    login_buttons[0].y = 200;
    login_buttons[0].width = 300;
    login_buttons[0].height = 50;
    strcpy(login_buttons[0].text, "Login with Facebook");
    login_buttons[0].r = 0.23f; login_buttons[0].g = 0.35f; login_buttons[0].b = 0.60f;
    login_buttons[0].provider_type = 0;
    
    // Gmail login button
    login_buttons[1].x = 250;
    login_buttons[1].y = 280;
    login_buttons[1].width = 300;
    login_buttons[1].height = 50;
    strcpy(login_buttons[1].text, "Login with Gmail");
    login_buttons[1].r = 0.85f; login_buttons[1].g = 0.26f; login_buttons[1].b = 0.21f;
    login_buttons[1].provider_type = 1;
    
    // Guest login button
    login_buttons[2].x = 250;
    login_buttons[2].y = 360;
    login_buttons[2].width = 300;
    login_buttons[2].height = 50;
    strcpy(login_buttons[2].text, "Play as Guest");
    login_buttons[2].r = 0.5f; login_buttons[2].g = 0.5f; login_buttons[2].b = 0.5f;
    login_buttons[2].provider_type = 2;
}

// Simulate OAuth authentication (in real implementation, this would open browser)
int authenticate_with_provider(int provider_type) {
    switch(provider_type) {
        case 0: // Facebook
            printf("Opening Facebook OAuth... (simulated)\n");
            strcpy(current_user.username, "Facebook User");
            strcpy(current_user.email, "user@facebook.com");
            strcpy(current_user.provider, "facebook");
            current_user.user_id = 12345;
            break;
        case 1: // Gmail
            printf("Opening Google OAuth... (simulated)\n");
            strcpy(current_user.username, "Gmail User");
            strcpy(current_user.email, "user@gmail.com");
            strcpy(current_user.provider, "gmail");
            current_user.user_id = 67890;
            break;
        case 2: // Guest
            printf("Playing as guest...\n");
            strcpy(current_user.username, "Guest");
            strcpy(current_user.email, "");
            strcpy(current_user.provider, "guest");
            current_user.user_id = rand() % 10000;
            break;
    }
    
    current_user.is_logged_in = 1;
    current_user.high_score = 0;
    current_user.total_games = 0;
    
    printf("Logged in as: %s (%s)\n", current_user.username, current_user.provider);
    return 1;
}

// Save user data to server (simulated)
void save_user_data() {
    if (!current_user.is_logged_in || strcmp(current_user.provider, "guest") == 0) {
        return;
    }
    
    printf("Saving user data to server...\n");
    printf("User: %s, High Score: %d, Games: %d\n", 
           current_user.username, current_user.high_score, current_user.total_games);
    
    // In real implementation, this would make HTTP POST to your game server
    // Example: POST /api/users/{user_id}/save with score data
}

// Load user data from server (simulated)
void load_user_data() {
    if (!current_user.is_logged_in || strcmp(current_user.provider, "guest") == 0) {
        return;
    }
    
    printf("Loading user data from server...\n");
    
    // Simulate loading saved data
    current_user.high_score = 1250; // Example saved high score
    current_user.total_games = 15;  // Example games played
    
    printf("Loaded: High Score: %d, Games Played: %d\n", 
           current_user.high_score, current_user.total_games);
}

// Draw text function (simplified)
void draw_text(float x, float y, const char* text, float r, float g, float b) {
    glColor3f(r, g, b);
    glRasterPos2f(x, y);
    for (int i = 0; text[i] != '\0'; i++) {
        glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, text[i]);
    }
}

// Draw login screen
void draw_login_screen() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    
    // Set up 2D rendering
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(0, window_width, window_height, 0, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    
    glDisable(GL_DEPTH_TEST);
    
    // Background gradient
    glBegin(GL_QUADS);
    glColor3f(0.1f, 0.1f, 0.2f);
    glVertex2f(0, 0);
    glVertex2f(window_width, 0);
    glColor3f(0.2f, 0.1f, 0.3f);
    glVertex2f(window_width, window_height);
    glVertex2f(0, window_height);
    glEnd();
    
    // Game title
    draw_text(250, 100, "OPEN WORLD COMBAT GAME", 1.0f, 1.0f, 1.0f);
    draw_text(300, 130, "Choose Login Method", 0.8f, 0.8f, 0.8f);
    
    // Draw login buttons
    for (int i = 0; i < 3; i++) {
        LoginButton* btn = &login_buttons[i];
        
        // Button background
        glColor3f(btn->r, btn->g, btn->b);
        glBegin(GL_QUADS);
        glVertex2f(btn->x, btn->y);
        glVertex2f(btn->x + btn->width, btn->y);
        glVertex2f(btn->x + btn->width, btn->y + btn->height);
        glVertex2f(btn->x, btn->y + btn->height);
        glEnd();
        
        // Button border
        glColor3f(1.0f, 1.0f, 1.0f);
        glLineWidth(2.0f);
        glBegin(GL_LINE_LOOP);
        glVertex2f(btn->x, btn->y);
        glVertex2f(btn->x + btn->width, btn->y);
        glVertex2f(btn->x + btn->width, btn->y + btn->height);
        glVertex2f(btn->x, btn->y + btn->height);
        glEnd();
        
        // Button text
        draw_text(btn->x + 50, btn->y + 30, btn->text, 1.0f, 1.0f, 1.0f);
    }
    
    // Instructions
    draw_text(200, 500, "Click on a button to login and start playing!", 0.7f, 0.7f, 0.7f);
    
    glEnable(GL_DEPTH_TEST);
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
}
void init_game() {
    srand(time(NULL));
    
    // Initialize enemies
    for (int i = 0; i < ENEMY_COUNT; i++) {
        enemies[i].x = (rand() % 40) - 20.0f;
        enemies[i].z = (rand() % 40) - 20.0f;
        enemies[i].y = 1.0f;
        enemies[i].rotation = rand() % 360;
        enemies[i].health = 50;
        enemies[i].active = 1;
        enemies[i].ai_timer = 0.0f;
    }
    
    // Initialize projectiles
    for (int i = 0; i < MAX_PROJECTILES; i++) {
        projectiles[i].active = 0;
    }
}

// Create a projectile
void create_projectile(float x, float y, float z, float angle, int from_player) {
    for (int i = 0; i < MAX_PROJECTILES; i++) {
        if (!projectiles[i].active) {
            projectiles[i].x = x;
            projectiles[i].y = y;
            projectiles[i].z = z;
            projectiles[i].dx = sin(angle * M_PI / 180.0f) * PROJECTILE_SPEED;
            projectiles[i].dz = -cos(angle * M_PI / 180.0f) * PROJECTILE_SPEED;
            projectiles[i].dy = 0.0f;
            projectiles[i].active = 1;
            projectiles[i].from_player = from_player;
            break;
        }
    }
}

// Draw a cube with gradients
void draw_gradient_cube(float size, float r1, float g1, float b1, float r2, float g2, float b2) {
    glBegin(GL_QUADS);
    
    // Front face (gradient)
    glColor3f(r1, g1, b1); glVertex3f(-size, -size, size);
    glColor3f(r1, g1, b1); glVertex3f(size, -size, size);
    glColor3f(r2, g2, b2); glVertex3f(size, size, size);
    glColor3f(r2, g2, b2); glVertex3f(-size, size, size);
    
    // Back face
    glColor3f(r1*0.7f, g1*0.7f, b1*0.7f); glVertex3f(-size, -size, -size);
    glColor3f(r1*0.7f, g1*0.7f, b1*0.7f); glVertex3f(-size, size, -size);
    glColor3f(r2*0.7f, g2*0.7f, b2*0.7f); glVertex3f(size, size, -size);
    glColor3f(r2*0.7f, g2*0.7f, b2*0.7f); glVertex3f(size, -size, -size);
    
    // Top face
    glColor3f(r2, g2, b2); glVertex3f(-size, size, -size);
    glColor3f(r2, g2, b2); glVertex3f(-size, size, size);
    glColor3f(r2, g2, b2); glVertex3f(size, size, size);
    glColor3f(r2, g2, b2); glVertex3f(size, size, -size);
    
    // Bottom face
    glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(-size, -size, -size);
    glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(size, -size, -size);
    glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(size, -size, size);
    glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(-size, -size, size);
    
    // Right face
    glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(size, -size, -size);
    glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(size, size, -size);
    glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(size, size, size);
    glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(size, -size, size);
    
    // Left face
    glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(-size, -size, -size);
    glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(-size, -size, size);
    glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(-size, size, size);
    glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(-size, size, -size);
    
    glEnd();
}

// Draw the terrain
void draw_terrain() {
    glColor3f(0.2f, 0.6f, 0.2f);
    glBegin(GL_QUADS);
    for (int x = -WORLD_SIZE; x < WORLD_SIZE; x += 2) {
        for (int z = -WORLD_SIZE; z < WORLD_SIZE; z += 2) {
            float height1 = sin(x * 0.1f) * cos(z * 0.1f) * 0.5f;
            float height2 = sin((x+2) * 0.1f) * cos(z * 0.1f) * 0.5f;
            float height3 = sin((x+2) * 0.1f) * cos((z+2) * 0.1f) * 0.5f;
            float height4 = sin(x * 0.1f) * cos((z+2) * 0.1f) * 0.5f;
            
            glColor3f(0.2f + height1*0.2f, 0.6f + height1*0.1f, 0.2f);
            glVertex3f(x, height1, z);
            glColor3f(0.2f + height2*0.2f, 0.6f + height2*0.1f, 0.2f);
            glVertex3f(x+2, height2, z);
            glColor3f(0.2f + height3*0.2f, 0.6f + height3*0.1f, 0.2f);
            glVertex3f(x+2, height3, z+2);
            glColor3f(0.2f + height4*0.2f, 0.6f + height4*0.1f, 0.2f);
            glVertex3f(x, height4, z+2);
        }
    }
    glEnd();
}

// Draw player
void draw_player() {
    glPushMatrix();
    glTranslatef(player.x, player.y, player.z);
    glRotatef(player.rotation, 0, 1, 0);
    
    // Player body (blue gradient)
    draw_gradient_cube(0.5f, 0.3f, 0.3f, 1.0f, 0.6f, 0.6f, 1.0f);
    
    // Player weapon
    glPushMatrix();
    glTranslatef(0.7f, 0.2f, 0.0f);
    glScalef(0.8f, 0.1f, 0.1f);
    draw_gradient_cube(0.3f, 0.8f, 0.8f, 0.8f, 0.5f, 0.5f, 0.5f);
    glPopMatrix();
    
    glPopMatrix();
}

// Draw enemies
void draw_enemies() {
    for (int i = 0; i < ENEMY_COUNT; i++) {
        if (enemies[i].active) {
            glPushMatrix();
            glTranslatef(enemies[i].x, enemies[i].y, enemies[i].z);
            glRotatef(enemies[i].rotation, 0, 1, 0);
            
            // Enemy body (red gradient)
            draw_gradient_cube(0.4f, 1.0f, 0.2f, 0.2f, 0.6f, 0.1f, 0.1f);
            
            glPopMatrix();
        }
    }
}

// Draw projectiles
void draw_projectiles() {
    for (int i = 0; i < MAX_PROJECTILES; i++) {
        if (projectiles[i].active) {
            glPushMatrix();
            glTranslatef(projectiles[i].x, projectiles[i].y, projectiles[i].z);
            
            if (projectiles[i].from_player) {
                glColor3f(0.0f, 1.0f, 1.0f); // Cyan for player projectiles
            } else {
                glColor3f(1.0f, 0.5f, 0.0f); // Orange for enemy projectiles
            }
            
            glutSolidSphere(0.1f, 8, 8);
            glPopMatrix();
        }
    }
}

// Draw skybox
void draw_skybox() {
    glDisable(GL_DEPTH_TEST);
    glPushMatrix();
    glLoadIdentity();
    
    // Create a gradient sky
    glBegin(GL_QUADS);
    // Sky gradient from horizon to zenith
    glColor3f(0.6f, 0.8f, 1.0f); // Light blue at horizon
    glVertex3f(-50, -50, -50);
    glVertex3f(50, -50, -50);
    glColor3f(0.2f, 0.4f, 0.8f); // Darker blue at top
    glVertex3f(50, 50, -50);
    glVertex3f(-50, 50, -50);
    glEnd();
    
    glPopMatrix();
    glEnable(GL_DEPTH_TEST);
}

// Draw HUD with user info
void draw_hud() {
    glMatrixMode(GL_PROJECTION);
    glPushMatrix();
    glLoadIdentity();
    glOrtho(0, window_width, window_height, 0, -1, 1);
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();
    
    glDisable(GL_DEPTH_TEST);
    
    // Health bar background
    glColor3f(0.2f, 0.2f, 0.2f);
    glBegin(GL_QUADS);
    glVertex2f(10, 10);
    glVertex2f(210, 10);
    glVertex2f(210, 30);
    glVertex2f(10, 30);
    glEnd();
    
    // Health bar
    glColor3f(1.0f, 0.0f, 0.0f);
    glBegin(GL_QUADS);
    glVertex2f(10, 10);
    glVertex2f(10 + (player.health * 2), 10);
    glVertex2f(10 + (player.health * 2), 30);
    glVertex2f(10, 30);
    glEnd();
    
    // User info panel
    glColor3f(0.0f, 0.0f, 0.0f);
    glBegin(GL_QUADS);
    glVertex2f(window_width - 250, 10);
    glVertex2f(window_width - 10, 10);
    glVertex2f(window_width - 10, 120);
    glVertex2f(window_width - 250, 120);
    glEnd();
    
    // User info text
    char score_text[50], high_score_text[50], user_text[100];
    sprintf(score_text, "Score: %d", player.score);
    sprintf(high_score_text, "High Score: %d", current_user.high_score);
    sprintf(user_text, "Player: %s", current_user.username);
    
    draw_text(window_width - 240, 30, user_text, 1.0f, 1.0f, 1.0f);
    draw_text(window_width - 240, 50, score_text, 0.8f, 1.0f, 0.8f);
    draw_text(window_width - 240, 70, high_score_text, 1.0f, 0.8f, 0.2f);
    
    if (current_user.is_logged_in && strcmp(current_user.provider, "guest") != 0) {
        draw_text(window_width - 240, 90, "Data will be saved", 0.6f, 0.8f, 1.0f);
    }
    
    // Controls reminder
    draw_text(10, window_height - 60, "WASD: Move | Space: Shoot | Mouse: Camera", 0.7f, 0.7f, 0.7f);
    draw_text(10, window_height - 40, "ESC: Back to Login", 0.7f, 0.7f, 0.7f);
    
    glEnable(GL_DEPTH_TEST);
    
    glPopMatrix();
    glMatrixMode(GL_PROJECTION);
    glPopMatrix();
    glMatrixMode(GL_MODELVIEW);
}

// Update game logic
void update_game() {
    if (game_state != GAME_STATE_PLAYING) return;
    
    time_counter += 0.016f; // Assume 60 FPS
    
    // Update weapon cooldown
    if (player.weapon_cooldown > 0) {
        player.weapon_cooldown -= 0.016f;
    }
    
    // Update projectiles
    for (int i = 0; i < MAX_PROJECTILES; i++) {
        if (projectiles[i].active) {
            projectiles[i].x += projectiles[i].dx;
            projectiles[i].y += projectiles[i].dy;
            projectiles[i].z += projectiles[i].dz;
            
            // Remove projectiles that are out of bounds
            if (fabs(projectiles[i].x) > WORLD_SIZE || fabs(projectiles[i].z) > WORLD_SIZE) {
                projectiles[i].active = 0;
            }
            
            // Check collision with enemies (if from player)
            if (projectiles[i].from_player) {
                for (int j = 0; j < ENEMY_COUNT; j++) {
                    if (enemies[j].active) {
                        float dx = projectiles[i].x - enemies[j].x;
                        float dz = projectiles[i].z - enemies[j].z;
                        if (sqrt(dx*dx + dz*dz) < 1.0f) {
                            enemies[j].health -= 25;
                            projectiles[i].active = 0;
                            player.score += 10;
                            if (enemies[j].health <= 0) {
                                enemies[j].active = 0;
                                player.score += 50;
                            }
                            break;
                        }
                    }
                }
            }
            // Check collision with player (if from enemy)
            else {
                float dx = projectiles[i].x - player.x;
                float dz = projectiles[i].z - player.z;
                if (sqrt(dx*dx + dz*dz) < 1.0f) {
                    player.health -= 10;
                    projectiles[i].active = 0;
                    if (player.health <= 0) {
                        // Game over - save score if better than high score
                        if (player.score > current_user.high_score) {
                            current_user.high_score = player.score;
                            printf("New High Score: %d!\n", current_user.high_score);
                        }
                        current_user.total_games++;
                        save_user_data();
                        
                        printf("Game Over! Final Score: %d\n", player.score);
                        player.health = 100;
                        player.score = 0;
                        init_game(); // Restart
                    }
                }
            }
        }
    }
    
    // Update enemies AI
    for (int i = 0; i < ENEMY_COUNT; i++) {
        if (enemies[i].active) {
            enemies[i].ai_timer += 0.016f;
            
            // Move towards player
            float dx = player.x - enemies[i].x;
            float dz = player.z - enemies[i].z;
            float distance = sqrt(dx*dx + dz*dz);
            
            if (distance > 2.0f) {
                enemies[i].x += (dx / distance) * 0.05f;
                enemies[i].z += (dz / distance) * 0.05f;
            }
            
            // Rotate to face player
            enemies[i].rotation = atan2(dx, -dz) * 180.0f / M_PI;
            
            // Shoot at player occasionally
            if (enemies[i].ai_timer > 2.0f && distance < 15.0f) {
                create_projectile(enemies[i].x, enemies[i].y, enemies[i].z, enemies[i].rotation, 0);
                enemies[i].ai_timer = 0.0f;
            }
        }
    }
    
    // Respawn enemies if all are defeated
    int active_enemies = 0;
    for (int i = 0; i < ENEMY_COUNT; i++) {
        if (enemies[i].active) active_enemies++;
    }
    if (active_enemies == 0) {
        for (int i = 0; i < ENEMY_COUNT; i++) {
            enemies[i].x = (rand() % 40) - 20.0f;
            enemies[i].z = (rand() % 40) - 20.0f;
            enemies[i].health = 50 + (player.score / 100) * 10; // Increase difficulty
            enemies[i].active = 1;
        }
        player.score += 100;
    }
}

// Handle movement
void handle_movement() {
    if (game_state != GAME_STATE_PLAYING) return;
    
    float move_speed = PLAYER_SPEED;
    
    if (keys['w'] || keys['W']) {
        player.x += sin(player.rotation * M_PI / 180.0f) * move_speed;
        player.z -= cos(player.rotation * M_PI / 180.0f) * move_speed;
    }
    if (keys['s'] || keys['S']) {
        player.x -= sin(player.rotation * M_PI / 180.0f) * move_speed;
        player.z += cos(player.rotation * M_PI / 180.0f) * move_speed;
    }
    if (keys['a'] || keys['A']) {
        player.rotation -= 3.0f;
    }
    if (keys['d'] || keys['D']) {
        player.rotation += 3.0f;
    }
    
    // Keep player in bounds
    if (player.x > WORLD_SIZE) player.x = WORLD_SIZE;
    if (player.x < -WORLD_SIZE) player.x = -WORLD_SIZE;
    if (player.z > WORLD_SIZE) player.z = WORLD_SIZE;
    if (player.z < -WORLD_SIZE) player.z = -WORLD_SIZE;
    
    // Shooting
    if ((keys[' '] || keys[32]) && player.weapon_cooldown <= 0) {
        create_projectile(player.x, player.y, player.z, player.rotation, 1);
        player.weapon_cooldown = 0.2f; // 200ms cooldown
    }
} WORLD_SIZE) player.x = WORLD_SIZE;
    if (player.x < -WORLD_SIZE) player.x = -WORLD_SIZE;
    if (player.z > WORLD_SIZE) player.z = WORLD_SIZE;
    if (player.z < -WORLD_SIZE) player.z = -WORLD_SIZE;
    
    // Shooting
    if ((keys[' '] || keys[32]) && player.weapon_cooldown <= 0) {
        create_projectile(player.x, player.y, player.z, player.rotation, 1);
        player.weapon_cooldown = 0.2f; // 200ms cooldown
    }
}

// Display function
void display() {
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glLoadIdentity();
    
    // Set up camera
    float cam_x = player.x + camera_distance * sin(camera_angle_y * M_PI / 180.0f) * cos(camera_angle_x * M_PI / 180.0f);
    float cam_y = player.y + camera_distance * sin(camera_angle_x * M_PI / 180.0f);
    float cam_z = player.z + camera_distance * cos(camera_angle_y * M_PI / 180.0f) * cos(camera_angle_x * M_PI / 180.0f);
    
    gluLookAt(cam_x, cam_y, cam_z, player.x, player.y, player.z, 0, 1, 0);
    
    // Enable lighting
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0);
    
    float light_pos[] = {10.0f, 20.0f, 10.0f, 1.0f};
    float light_color[] = {1.0f, 1.0f, 0.9f, 1.0f};
    float ambient[] = {0.3f, 0.3f, 0.4f, 1.0f};
    
    glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
    glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);
    glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
    
    draw_skybox();
    draw_terrain();
    draw_player();
    draw_enemies();
    
    glDisable(GL_LIGHTING);
    draw_projectiles();
    draw_hud();
    
    glutSwapBuffers();
}

// Keyboard input
void keyboard(unsigned char key, int x, int y) {
    keys[key] = 1;
    if (key == 27) exit(0); // ESC to quit
}

void keyboard_up(unsigned char key, int x, int y) {
    keys[key] = 0;
}

// Mouse input for camera control
void mouse_motion(int x, int y) {
    if (mouse_x != -1) {
        camera_angle_y += (x - mouse_x) * 0.5f;
        camera_angle_x += (y - mouse_y) * 0.5f;
        
        if (camera_angle_x > 80.0f) camera_angle_x = 80.0f;
        if (camera_angle_x < -80.0f) camera_angle_x = -80.0f;
    }
    mouse_x = x;
    mouse_y = y;
}

// Timer function for animation
void timer(int value) {
    handle_movement();
    update_game();
    glutPostRedisplay();
    glutTimerFunc(16, timer, 0); // 60 FPS
}

// Reshape function
void reshape(int w, int h) {
    glViewport(0, 0, w, h);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    gluPerspective(45.0, (float)w/h, 0.1, 1000.0);
    glMatrixMode(GL_MODELVIEW);
}

// Initialize OpenGL
void init_opengl() {
    glEnable(GL_DEPTH_TEST);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_COLOR_MATERIAL);
    glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
    glClearColor(0.5f, 0.7f, 1.0f, 1.0f);
    
    mouse_x = mouse_y = -1;
}

int main(int argc, char** argv) {
    printf("=== Open World Combat Game ===\n");
    printf("Controls:\n");
    printf("W/S - Move Forward/Backward\n");
    printf("A/D - Turn Left/Right\n");
    printf("Space - Shoot\n");
    printf("Mouse - Control Camera\n");
    printf("ESC - Quit\n\n");
    
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
    glutInitWindowSize(800, 600);
    glutCreateWindow("Open World Combat Game");
    
    init_opengl();
    init_game();
    
    glutDisplayFunc(display);
    glutReshapeFunc(reshape);
    glutKeyboardFunc(keyboard);
    glutKeyboardUpFunc(keyboard_up);
    glutPassiveMotionFunc(mouse_motion);
    glutMotionFunc(mouse_motion);
    glutTimerFunc(0, timer, 0);
    
    printf("Game started! Defend yourself against the red enemies!\n");
    
    glutMainLoop();
    return 0;
}
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <time.h>
#ifdef _WIN32
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <GL/glut.h>
#include <wininet.h>
#pragma comment(lib, "wininet.lib")
#else
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#include <GLUT/glut.h>
#include <curl/curl.h>
#endif
// Game constants
#define WORLD_SIZE 50.0f
#define PLAYER_SPEED 0.2f
#define ENEMY_COUNT 5
#define MAX_PROJECTILES 20
#define PROJECTILE_SPEED 0.5f
#define MAX_USERNAME 50
#define MAX_EMAIL 100
// Game states
typedef enum {
GAME_STATE_LOGIN,
GAME_STATE_PLAYING,
GAME_STATE_MENU
} GameState;
// User authentication structure
typedef struct {
char username[MAX_USERNAME];
char email[MAX_EMAIL];
char provider[20]; // "facebook", "gmail", or "guest"
int user_id;
int is_logged_in;
int high_score;
int total_games;
} User;
// Login button structure
typedef struct {
float x, y, width, height;
char text[50];
float r, g, b;
int provider_type; // 0=facebook, 1=gmail, 2=guest
} LoginButton;
// Player structure
typedef struct {
float x, y, z;
float rotation;
int health;
int score;
float weapon_cooldown;
} Player;
// Enemy structure
typedef struct {
float x, y, z;
float rotation;
int health;
int active;
float ai_timer;
} Enemy;
// Projectile structure
typedef struct {
float x, y, z;
float dx, dy, dz;
int active;
int from_player;
} Projectile;
// Global game state
Player player = {0.0f, 1.0f, 0.0f, 0.0f, 100, 0, 0.0f};
Enemy enemies[ENEMY_COUNT];
Projectile projectiles[MAX_PROJECTILES];
User current_user = {"", "", "", 0, 0, 0, 0};
GameState game_state = GAME_STATE_LOGIN;
LoginButton login_buttons[3];
float camera_angle_x = 30.0f;
float camera_angle_y = 0.0f;
float camera_distance = 15.0f;
int keys[256] = {0};
int mouse_x, mouse_y;
float time_counter = 0.0f;
int window_width = 800, window_height = 600;
// HTTP response structure for API calls
typedef struct {
char *data;
size_t size;
} HTTPResponse;
// Write callback for HTTP requests
size_t write_callback(void *contents, size_t size, size_t nmemb, HTTPResponse *response) {
size_t real_size = size * nmemb;
char *ptr = realloc(response->data, response->size + real_size + 1);
if (ptr == NULL) {
printf("Not enough memory (realloc returned NULL)\n");
return 0;
}
response->data = ptr;
memcpy(&(response->data[response->size]), contents, real_size);
response->size += real_size;
response->data[response->size] = 0;
return real_size;
}
// Initialize login system
void init_login_system() {
// Facebook login button
login_buttons[0].x = 250;
login_buttons[0].y = 200;
login_buttons[0].width = 300;
login_buttons[0].height = 50;
strcpy(login_buttons[0].text, "Login with Facebook");
login_buttons[0].r = 0.23f; login_buttons[0].g = 0.35f; login_buttons[0].b = 0.60f;
login_buttons[0].provider_type = 0;
// Gmail login button
login_buttons[1].x = 250;
login_buttons[1].y = 280;
login_buttons[1].width = 300;
login_buttons[1].height = 50;
strcpy(login_buttons[1].text, "Login with Gmail");
login_buttons[1].r = 0.85f; login_buttons[1].g = 0.26f; login_buttons[1].b = 0.21f;
login_buttons[1].provider_type = 1;
// Guest login button
login_buttons[2].x = 250;
login_buttons[2].y = 360;
login_buttons[2].width = 300;
login_buttons[2].height = 50;
strcpy(login_buttons[2].text, "Play as Guest");
login_buttons[2].r = 0.5f; login_buttons[2].g = 0.5f; login_buttons[2].b = 0.5f;
login_buttons[2].provider_type = 2;
}
// Simulate OAuth authentication (in real implementation, this would open browser)
int authenticate_with_provider(int provider_type) {
switch(provider_type) {
case 0: // Facebook
printf("Opening Facebook OAuth... (simulated)\n");
strcpy(current_user.username, "Facebook User");
strcpy(current_user.email, "user@facebook.com");
strcpy(current_user.provider, "facebook");
current_user.user_id = 12345;
break;
case 1: // Gmail
printf("Opening Google OAuth... (simulated)\n");
strcpy(current_user.username, "Gmail User");
strcpy(current_user.email, "user@gmail.com");
strcpy(current_user.provider, "gmail");
current_user.user_id = 67890;
break;
case 2: // Guest
printf("Playing as guest...\n");
strcpy(current_user.username, "Guest");
strcpy(current_user.email, "");
strcpy(current_user.provider, "guest");
current_user.user_id = rand() % 10000;
break;
}
current_user.is_logged_in = 1;
current_user.high_score = 0;
current_user.total_games = 0;
printf("Logged in as: %s (%s)\n", current_user.username, current_user.provider);
return 1;
}
// Save user data to server (simulated)
void save_user_data() {
if (!current_user.is_logged_in || strcmp(current_user.provider, "guest") == 0) {
return;
}
printf("Saving user data to server...\n");
printf("User: %s, High Score: %d, Games: %d\n",
current_user.username, current_user.high_score, current_user.total_games);
// In real implementation, this would make HTTP POST to your game server
// Example: POST /api/users/{user_id}/save with score data
}
// Load user data from server (simulated)
void load_user_data() {
if (!current_user.is_logged_in || strcmp(current_user.provider, "guest") == 0) {
return;
}
printf("Loading user data from server...\n");
// Simulate loading saved data
current_user.high_score = 1250; // Example saved high score
current_user.total_games = 15; // Example games played
printf("Loaded: High Score: %d, Games Played: %d\n",
current_user.high_score, current_user.total_games);
}
// Draw text function (simplified)
void draw_text(float x, float y, const char* text, float r, float g, float b) {
glColor3f(r, g, b);
glRasterPos2f(x, y);
for (int i = 0; text[i] != '\0'; i++) {
glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, text[i]);
}
}
// Draw login screen
void draw_login_screen() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up 2D rendering
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, window_width, window_height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
// Background gradient
glBegin(GL_QUADS);
glColor3f(0.1f, 0.1f, 0.2f);
glVertex2f(0, 0);
glVertex2f(window_width, 0);
glColor3f(0.2f, 0.1f, 0.3f);
glVertex2f(window_width, window_height);
glVertex2f(0, window_height);
glEnd();
// Game title
draw_text(250, 100, "OPEN WORLD COMBAT GAME", 1.0f, 1.0f, 1.0f);
draw_text(300, 130, "Choose Login Method", 0.8f, 0.8f, 0.8f);
// Draw login buttons
for (int i = 0; i < 3; i++) {
LoginButton* btn = &login_buttons[i];
// Button background
glColor3f(btn->r, btn->g, btn->b);
glBegin(GL_QUADS);
glVertex2f(btn->x, btn->y);
glVertex2f(btn->x + btn->width, btn->y);
glVertex2f(btn->x + btn->width, btn->y + btn->height);
glVertex2f(btn->x, btn->y + btn->height);
glEnd();
// Button border
glColor3f(1.0f, 1.0f, 1.0f);
glLineWidth(2.0f);
glBegin(GL_LINE_LOOP);
glVertex2f(btn->x, btn->y);
glVertex2f(btn->x + btn->width, btn->y);
glVertex2f(btn->x + btn->width, btn->y + btn->height);
glVertex2f(btn->x, btn->y + btn->height);
glEnd();
// Button text
draw_text(btn->x + 50, btn->y + 30, btn->text, 1.0f, 1.0f, 1.0f);
}
// Instructions
draw_text(200, 500, "Click on a button to login and start playing!", 0.7f, 0.7f, 0.7f);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
void init_game() {
srand(time(NULL));
// Initialize enemies
for (int i = 0; i < ENEMY_COUNT; i++) {
enemies[i].x = (rand() % 40) - 20.0f;
enemies[i].z = (rand() % 40) - 20.0f;
enemies[i].y = 1.0f;
enemies[i].rotation = rand() % 360;
enemies[i].health = 50;
enemies[i].active = 1;
enemies[i].ai_timer = 0.0f;
}
// Initialize projectiles
for (int i = 0; i < MAX_PROJECTILES; i++) {
projectiles[i].active = 0;
}
}
// Create a projectile
void create_projectile(float x, float y, float z, float angle, int from_player) {
for (int i = 0; i < MAX_PROJECTILES; i++) {
if (!projectiles[i].active) {
projectiles[i].x = x;
projectiles[i].y = y;
projectiles[i].z = z;
projectiles[i].dx = sin(angle * M_PI / 180.0f) * PROJECTILE_SPEED;
projectiles[i].dz = -cos(angle * M_PI / 180.0f) * PROJECTILE_SPEED;
projectiles[i].dy = 0.0f;
projectiles[i].active = 1;
projectiles[i].from_player = from_player;
break;
}
}
}
// Draw a cube with gradients
void draw_gradient_cube(float size, float r1, float g1, float b1, float r2, float g2, float b2) {
glBegin(GL_QUADS);
// Front face (gradient)
glColor3f(r1, g1, b1); glVertex3f(-size, -size, size);
glColor3f(r1, g1, b1); glVertex3f(size, -size, size);
glColor3f(r2, g2, b2); glVertex3f(size, size, size);
glColor3f(r2, g2, b2); glVertex3f(-size, size, size);
// Back face
glColor3f(r1*0.7f, g1*0.7f, b1*0.7f); glVertex3f(-size, -size, -size);
glColor3f(r1*0.7f, g1*0.7f, b1*0.7f); glVertex3f(-size, size, -size);
glColor3f(r2*0.7f, g2*0.7f, b2*0.7f); glVertex3f(size, size, -size);
glColor3f(r2*0.7f, g2*0.7f, b2*0.7f); glVertex3f(size, -size, -size);
// Top face
glColor3f(r2, g2, b2); glVertex3f(-size, size, -size);
glColor3f(r2, g2, b2); glVertex3f(-size, size, size);
glColor3f(r2, g2, b2); glVertex3f(size, size, size);
glColor3f(r2, g2, b2); glVertex3f(size, size, -size);
// Bottom face
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(-size, -size, -size);
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(size, -size, -size);
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(size, -size, size);
glColor3f(r1*0.5f, g1*0.5f, b1*0.5f); glVertex3f(-size, -size, size);
// Right face
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(size, -size, -size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(size, size, -size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(size, size, size);
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(size, -size, size);
// Left face
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(-size, -size, -size);
glColor3f(r1*0.8f, g1*0.8f, b1*0.8f); glVertex3f(-size, -size, size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(-size, size, size);
glColor3f(r2*0.8f, g2*0.8f, b2*0.8f); glVertex3f(-size, size, -size);
glEnd();
}
// Draw the terrain
void draw_terrain() {
glColor3f(0.2f, 0.6f, 0.2f);
glBegin(GL_QUADS);
for (int x = -WORLD_SIZE; x < WORLD_SIZE; x += 2) {
for (int z = -WORLD_SIZE; z < WORLD_SIZE; z += 2) {
float height1 = sin(x * 0.1f) * cos(z * 0.1f) * 0.5f;
float height2 = sin((x+2) * 0.1f) * cos(z * 0.1f) * 0.5f;
float height3 = sin((x+2) * 0.1f) * cos((z+2) * 0.1f) * 0.5f;
float height4 = sin(x * 0.1f) * cos((z+2) * 0.1f) * 0.5f;
glColor3f(0.2f + height1*0.2f, 0.6f + height1*0.1f, 0.2f);
glVertex3f(x, height1, z);
glColor3f(0.2f + height2*0.2f, 0.6f + height2*0.1f, 0.2f);
glVertex3f(x+2, height2, z);
glColor3f(0.2f + height3*0.2f, 0.6f + height3*0.1f, 0.2f);
glVertex3f(x+2, height3, z+2);
glColor3f(0.2f + height4*0.2f, 0.6f + height4*0.1f, 0.2f);
glVertex3f(x, height4, z+2);
}
}
glEnd();
}
// Draw player
void draw_player() {
glPushMatrix();
glTranslatef(player.x, player.y, player.z);
glRotatef(player.rotation, 0, 1, 0);
// Player body (blue gradient)
draw_gradient_cube(0.5f, 0.3f, 0.3f, 1.0f, 0.6f, 0.6f, 1.0f);
// Player weapon
glPushMatrix();
glTranslatef(0.7f, 0.2f, 0.0f);
glScalef(0.8f, 0.1f, 0.1f);
draw_gradient_cube(0.3f, 0.8f, 0.8f, 0.8f, 0.5f, 0.5f, 0.5f);
glPopMatrix();
glPopMatrix();
}
// Draw enemies
void draw_enemies() {
for (int i = 0; i < ENEMY_COUNT; i++) {
if (enemies[i].active) {
glPushMatrix();
glTranslatef(enemies[i].x, enemies[i].y, enemies[i].z);
glRotatef(enemies[i].rotation, 0, 1, 0);
// Enemy body (red gradient)
draw_gradient_cube(0.4f, 1.0f, 0.2f, 0.2f, 0.6f, 0.1f, 0.1f);
glPopMatrix();
}
}
}
// Draw projectiles
void draw_projectiles() {
for (int i = 0; i < MAX_PROJECTILES; i++) {
if (projectiles[i].active) {
glPushMatrix();
glTranslatef(projectiles[i].x, projectiles[i].y, projectiles[i].z);
if (projectiles[i].from_player) {
glColor3f(0.0f, 1.0f, 1.0f); // Cyan for player projectiles
} else {
glColor3f(1.0f, 0.5f, 0.0f); // Orange for enemy projectiles
}
glutSolidSphere(0.1f, 8, 8);
glPopMatrix();
}
}
}
// Draw skybox
void draw_skybox() {
glDisable(GL_DEPTH_TEST);
glPushMatrix();
glLoadIdentity();
// Create a gradient sky
glBegin(GL_QUADS);
// Sky gradient from horizon to zenith
glColor3f(0.6f, 0.8f, 1.0f); // Light blue at horizon
glVertex3f(-50, -50, -50);
glVertex3f(50, -50, -50);
glColor3f(0.2f, 0.4f, 0.8f); // Darker blue at top
glVertex3f(50, 50, -50);
glVertex3f(-50, 50, -50);
glEnd();
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
// Draw HUD with user info
void draw_hud() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0, window_width, window_height, 0, -1, 1);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
// Health bar background
glColor3f(0.2f, 0.2f, 0.2f);
glBegin(GL_QUADS);
glVertex2f(10, 10);
glVertex2f(210, 10);
glVertex2f(210, 30);
glVertex2f(10, 30);
glEnd();
// Health bar
glColor3f(1.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex2f(10, 10);
glVertex2f(10 + (player.health * 2), 10);
glVertex2f(10 + (player.health * 2), 30);
glVertex2f(10, 30);
glEnd();
// User info panel
glColor3f(0.0f, 0.0f, 0.0f);
glBegin(GL_QUADS);
glVertex2f(window_width - 250, 10);
glVertex2f(window_width - 10, 10);
glVertex2f(window_width - 10, 120);
glVertex2f(window_width - 250, 120);
glEnd();
// User info text
char score_text[50], high_score_text[50], user_text[100];
sprintf(score_text, "Score: %d", player.score);
sprintf(high_score_text, "High Score: %d", current_user.high_score);
sprintf(user_text, "Player: %s", current_user.username);
draw_text(window_width - 240, 30, user_text, 1.0f, 1.0f, 1.0f);
draw_text(window_width - 240, 50, score_text, 0.8f, 1.0f, 0.8f);
draw_text(window_width - 240, 70, high_score_text, 1.0f, 0.8f, 0.2f);
if (current_user.is_logged_in && strcmp(current_user.provider, "guest") != 0) {
draw_text(window_width - 240, 90, "Data will be saved", 0.6f, 0.8f, 1.0f);
}
// Controls reminder
draw_text(10, window_height - 60, "WASD: Move | Space: Shoot | Mouse: Camera", 0.7f, 0.7f, 0.7f);
draw_text(10, window_height - 40, "ESC: Back to Login", 0.7f, 0.7f, 0.7f);
glEnable(GL_DEPTH_TEST);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
}
// Update game logic
void update_game() {
if (game_state != GAME_STATE_PLAYING) return;
time_counter += 0.016f; // Assume 60 FPS
// Update weapon cooldown
if (player.weapon_cooldown > 0) {
player.weapon_cooldown -= 0.016f;
}
// Update projectiles
for (int i = 0; i < MAX_PROJECTILES; i++) {
if (projectiles[i].active) {
projectiles[i].x += projectiles[i].dx;
projectiles[i].y += projectiles[i].dy;
projectiles[i].z += projectiles[i].dz;
// Remove projectiles that are out of bounds
if (fabs(projectiles[i].x) > WORLD_SIZE || fabs(projectiles[i].z) > WORLD_SIZE) {
projectiles[i].active = 0;
}
// Check collision with enemies (if from player)
if (projectiles[i].from_player) {
for (int j = 0; j < ENEMY_COUNT; j++) {
if (enemies[j].active) {
float dx = projectiles[i].x - enemies[j].x;
float dz = projectiles[i].z - enemies[j].z;
if (sqrt(dx*dx + dz*dz) < 1.0f) {
enemies[j].health -= 25;
projectiles[i].active = 0;
player.score += 10;
if (enemies[j].health <= 0) {
enemies[j].active = 0;
player.score += 50;
}
break;
}
}
}
}
// Check collision with player (if from enemy)
else {
float dx = projectiles[i].x - player.x;
float dz = projectiles[i].z - player.z;
if (sqrt(dx*dx + dz*dz) < 1.0f) {
player.health -= 10;
projectiles[i].active = 0;
if (player.health <= 0) {
// Game over - save score if better than high score
if (player.score > current_user.high_score) {
current_user.high_score = player.score;
printf("New High Score: %d!\n", current_user.high_score);
}
current_user.total_games++;
save_user_data();
printf("Game Over! Final Score: %d\n", player.score);
player.health = 100;
player.score = 0;
init_game(); // Restart
}
}
}
}
}
// Update enemies AI
for (int i = 0; i < ENEMY_COUNT; i++) {
if (enemies[i].active) {
enemies[i].ai_timer += 0.016f;
// Move towards player
float dx = player.x - enemies[i].x;
float dz = player.z - enemies[i].z;
float distance = sqrt(dx*dx + dz*dz);
if (distance > 2.0f) {
enemies[i].x += (dx / distance) * 0.05f;
enemies[i].z += (dz / distance) * 0.05f;
}
// Rotate to face player
enemies[i].rotation = atan2(dx, -dz) * 180.0f / M_PI;
// Shoot at player occasionally
if (enemies[i].ai_timer > 2.0f && distance < 15.0f) {
create_projectile(enemies[i].x, enemies[i].y, enemies[i].z, enemies[i].rotation, 0);
enemies[i].ai_timer = 0.0f;
}
}
}
// Respawn enemies if all are defeated
int active_enemies = 0;
for (int i = 0; i < ENEMY_COUNT; i++) {
if (enemies[i].active) active_enemies++;
}
if (active_enemies == 0) {
for (int i = 0; i < ENEMY_COUNT; i++) {
enemies[i].x = (rand() % 40) - 20.0f;
enemies[i].z = (rand() % 40) - 20.0f;
enemies[i].health = 50 + (player.score / 100) * 10; // Increase difficulty
enemies[i].active = 1;
}
player.score += 100;
}
}
// Handle movement
void handle_movement() {
if (game_state != GAME_STATE_PLAYING) return;
float move_speed = PLAYER_SPEED;
if (keys['w'] || keys['W']) {
player.x += sin(player.rotation * M_PI / 180.0f) * move_speed;
player.z -= cos(player.rotation * M_PI / 180.0f) * move_speed;
}
if (keys['s'] || keys['S']) {
player.x -= sin(player.rotation * M_PI / 180.0f) * move_speed;
player.z += cos(player.rotation * M_PI / 180.0f) * move_speed;
}
if (keys['a'] || keys['A']) {
player.rotation -= 3.0f;
}
if (keys['d'] || keys['D']) {
player.rotation += 3.0f;
}
// Keep player in bounds
if (player.x > WORLD_SIZE) player.x = WORLD_SIZE;
if (player.x < -WORLD_SIZE) player.x = -WORLD_SIZE;
if (player.z > WORLD_SIZE) player.z = WORLD_SIZE;
if (player.z < -WORLD_SIZE) player.z = -WORLD_SIZE;
// Shooting
if ((keys[' '] || keys[32]) && player.weapon_cooldown <= 0) {
create_projectile(player.x, player.y, player.z, player.rotation, 1);
player.weapon_cooldown = 0.2f; // 200ms cooldown
}
} WORLD_SIZE) player.x = WORLD_SIZE;
if (player.x < -WORLD_SIZE) player.x = -WORLD_SIZE;
if (player.z > WORLD_SIZE) player.z = WORLD_SIZE;
if (player.z < -WORLD_SIZE) player.z = -WORLD_SIZE;
// Shooting
if ((keys[' '] || keys[32]) && player.weapon_cooldown <= 0) {
create_projectile(player.x, player.y, player.z, player.rotation, 1);
player.weapon_cooldown = 0.2f; // 200ms cooldown
}
}
// Display function
void display() {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Set up camera
float cam_x = player.x + camera_distance * sin(camera_angle_y * M_PI / 180.0f) * cos(camera_angle_x * M_PI / 180.0f);
float cam_y = player.y + camera_distance * sin(camera_angle_x * M_PI / 180.0f);
float cam_z = player.z + camera_distance * cos(camera_angle_y * M_PI / 180.0f) * cos(camera_angle_x * M_PI / 180.0f);
gluLookAt(cam_x, cam_y, cam_z, player.x, player.y, player.z, 0, 1, 0);
// Enable lighting
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
float light_pos[] = {10.0f, 20.0f, 10.0f, 1.0f};
float light_color[] = {1.0f, 1.0f, 0.9f, 1.0f};
float ambient[] = {0.3f, 0.3f, 0.4f, 1.0f};
glLightfv(GL_LIGHT0, GL_POSITION, light_pos);
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_color);
glLightfv(GL_LIGHT0, GL_AMBIENT, ambient);
draw_skybox();
draw_terrain();
draw_player();
draw_enemies();
glDisable(GL_LIGHTING);
draw_projectiles();
draw_hud();
glutSwapBuffers();
}
// Keyboard input
void keyboard(unsigned char key, int x, int y) {
keys[key] = 1;
if (key == 27) exit(0); // ESC to quit
}
void keyboard_up(unsigned char key, int x, int y) {
keys[key] = 0;
}
// Mouse input for camera control
void mouse_motion(int x, int y) {
if (mouse_x != -1) {
camera_angle_y += (x - mouse_x) * 0.5f;
camera_angle_x += (y - mouse_y) * 0.5f;
if (camera_angle_x > 80.0f) camera_angle_x = 80.0f;
if (camera_angle_x < -80.0f) camera_angle_x = -80.0f;
}
mouse_x = x;
mouse_y = y;
}
// Timer function for animation
void timer(int value) {
handle_movement();
update_game();
glutPostRedisplay();
glutTimerFunc(16, timer, 0); // 60 FPS
}
// Reshape function
void reshape(int w, int h) {
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0, (float)w/h, 0.1, 1000.0);
glMatrixMode(GL_MODELVIEW);
}
// Initialize OpenGL
void init_opengl() {
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
glClearColor(0.5f, 0.7f, 1.0f, 1.0f);
mouse_x = mouse_y = -1;
}
int main(int argc, char** argv) {
printf("=== Open World Combat Game ===\n");
printf("Controls:\n");
printf("W/S - Move Forward/Backward\n");
printf("A/D - Turn Left/Right\n");
printf("Space - Shoot\n");
printf("Mouse - Control Camera\n");
printf("ESC - Quit\n\n");
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_RGB | GLUT_DEPTH);
glutInitWindowSize(800, 600);
glutCreateWindow("Open World Combat Game");
init_opengl();
init_game();
glutDisplayFunc(display);
glutReshapeFunc(reshape);
glutKeyboardFunc(keyboard);
glutKeyboardUpFunc(keyboard_up);
glutPassiveMotionFunc(mouse_motion);
glutMotionFunc(mouse_motion);
glutTimerFunc(0, timer, 0);
printf("Game started! Defend yourself against the red enemies!\n");
glutMainLoop();
return 0;
}