OpenMiner/source/client/world/ClientPlayer.cpp

208 lines
6.8 KiB
C++

/*
* =====================================================================================
*
* OpenMiner
*
* Copyright (C) 2018-2020 Unarelith, Quentin Bazin <openminer@unarelith.net>
* Copyright (C) 2019-2020 the OpenMiner contributors (see CONTRIBUTORS.md)
*
* This file is part of OpenMiner.
*
* OpenMiner is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* OpenMiner is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with OpenMiner; if not, write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* =====================================================================================
*/
#include <glm/gtc/matrix_transform.hpp>
#include <gk/core/input/GamePad.hpp>
#include <gk/core/Mouse.hpp>
#include "ClientCommandHandler.hpp"
#include "ClientPlayer.hpp"
#include "ClientWorld.hpp"
#include "GameConfig.hpp"
#include "GameKey.hpp"
#include "Registry.hpp"
ClientPlayer *ClientPlayer::s_instance = nullptr;
ClientPlayer::ClientPlayer(gk::Camera &camera) : m_camera(camera) {
m_cameraLocalPos = gk::Vector3f{0.f, 0.f, 1.625f};
updateCamera();
m_camera.setDPosition(m_x + m_cameraLocalPos.x, m_y + m_cameraLocalPos.y, m_z + m_cameraLocalPos.z);
}
void ClientPlayer::turnH(float angle) {
m_viewAngleH = fmodf(m_viewAngleH + angle, 360.f);
if (m_viewAngleH >= 180.f) m_viewAngleH -= 360.f;
if (m_viewAngleH < -180.f) m_viewAngleH += 360.f;
updateCamera();
}
void ClientPlayer::turnViewV(float angle) {
m_viewAngleV = std::max(std::min(m_viewAngleV + angle, 90.f), -90.f);
updateCamera();
}
void ClientPlayer::updateCamera() {
float ch = cosf(m_viewAngleH * RADIANS_PER_DEGREES);
float sh = sinf(m_viewAngleH * RADIANS_PER_DEGREES);
float cv = cosf(m_viewAngleV * RADIANS_PER_DEGREES);
float sv = sinf(m_viewAngleV * RADIANS_PER_DEGREES);
float cr = cosf(m_viewAngleRoll * RADIANS_PER_DEGREES);
float sr = sinf(m_viewAngleRoll * RADIANS_PER_DEGREES);
m_forwardDir = gk::Vector3f{ch * cv, sh * cv, sv};
m_camera.setDirection(m_forwardDir);
m_camera.setUpVector(gk::Vector3f{sh * sr - ch * sv * cr, -ch * sr - sh * sv * cr, cv * cr});
}
void ClientPlayer::move(float direction) {
direction += m_viewAngleH;
m_velocity.x = 0.04f * cosf(direction * RADIANS_PER_DEGREES);
m_velocity.y = 0.04f * sinf(direction * RADIANS_PER_DEGREES);
}
void ClientPlayer::processInputs() {
if(gk::GamePad::isKeyPressed(GameKey::Jump) && !m_isJumping) {
m_isJumping = true;
m_velocity.z = m_jumpSpeed;
}
if(gk::GamePad::isKeyPressed(GameKey::Fly)) {
m_velocity.z = 0.1;
}
if(gk::GamePad::isKeyPressed(GameKey::Sneak)) {
m_velocity.z = -0.1;
}
if(gk::GamePad::isKeyPressed(GameKey::Forward)) move(0.0f);
else if(gk::GamePad::isKeyPressed(GameKey::Back)) move(180.0f);
if(gk::GamePad::isKeyPressed(GameKey::Left)) move(90.0f);
else if(gk::GamePad::isKeyPressed(GameKey::Right)) move(-90.0f);
if (gk::GamePad::isKeyPressed(GameKey::Left) && gk::GamePad::isKeyPressed(GameKey::Forward)) move(45.0f);
if (gk::GamePad::isKeyPressed(GameKey::Right) && gk::GamePad::isKeyPressed(GameKey::Forward)) move(-45.0f);
if (gk::GamePad::isKeyPressed(GameKey::Left) && gk::GamePad::isKeyPressed(GameKey::Back)) move(135.0f);
if (gk::GamePad::isKeyPressed(GameKey::Right) && gk::GamePad::isKeyPressed(GameKey::Back)) move(-135.0f);
if (gk::GamePad::isKeyPressed(GameKey::Sprint)) {
m_velocity.x *= 1.5f;
m_velocity.y *= 1.5f;
}
}
void ClientPlayer::updatePosition(const ClientWorld &world) {
ClientChunk *chunk = (ClientChunk *)world.getChunkAtBlockPos(m_x, m_y, m_z);
if (chunk && chunk->isInitialized()) {
if (!Config::isFlyModeEnabled) {
m_velocity.z -= chunk->dimension().gravity() * 0.001f;
m_isJumping = true;
if (m_velocity.z < -m_jumpSpeed) // Limit max vertical speed to jump speed
m_velocity.z = -m_jumpSpeed;
}
}
else if (!Config::isNoClipEnabled) {
// Block player until the chunk loads, unless "no clip" mode is enabled
m_velocity = glm::vec3{0.f, 0.f, 0.f};
}
if (!Config::isNoClipEnabled)
checkCollisions(world);
if (!Config::isFlyModeEnabled && m_velocity.z != 0.f) {
m_velocity.x *= 0.75f;
m_velocity.y *= 0.75f;
}
setPosition(m_x + m_velocity.x, m_y + m_velocity.y, m_z + m_velocity.z);
m_velocity.x = 0.f;
m_velocity.y = 0.f;
if (Config::isFlyModeEnabled)
m_velocity.z = 0.f;
// Checking to block at camera position to enable specific effects
const BlockState *blockState = world.getBlockState(m_camera.getDPosition().x, m_camera.getDPosition().y, m_camera.getDPosition().z);
if (blockState && blockState->fogDepth() != 0) {
GameConfig::currentScreenEffect = 1;
GameConfig::fogDepth = blockState->fogDepth();
GameConfig::fogColor = blockState->fogColor();
}
else {
GameConfig::currentScreenEffect = 0;
}
// Sending PlayerChunkPosUpdate if needed
if (!m_lastChunkPos.has_value() || m_lastChunkPos.value() != getCurrentChunk()) {
world.client().sendPlayerChunkPosUpdate();
m_lastChunkPos = getCurrentChunk();
}
}
void ClientPlayer::setPosition(double x, double y, double z) {
m_x = x;
m_y = y;
m_z = z;
Player::setPosition(x, y, z);
gk::Vector3f camPos = m_cameraLocalPos;
m_camera.setDPosition(m_x + camPos.x, m_y + camPos.y, m_z + camPos.z);
}
void ClientPlayer::checkCollisions(const ClientWorld &world) {
gk::Vector3d corner{m_x + m_hitbox.x, m_y + m_hitbox.y, m_z + m_hitbox.z};
constexpr int numPointsPerEdge = 3;
constexpr int lastPoint = numPointsPerEdge - 1;
for (int z = 0; z <= lastPoint; z++) {
for (int y = 0; y <= lastPoint; y++) {
for (int x = 0; x <= lastPoint; x++) {
if (x == 0 || x == lastPoint || y == 0 || y == lastPoint || z == 0 || z == lastPoint)
testPoint(world, corner.x + m_hitbox.sizeX * ((double)x / lastPoint),
corner.y + m_hitbox.sizeY * ((double)y / lastPoint),
corner.z + m_hitbox.sizeZ * ((double)z / lastPoint), m_velocity);
}
}
}
}
bool passable(const ClientWorld &world, double x, double y, double z) {
const BlockState *blockState = world.getBlockState(floor(x), floor(y), floor(z));
return !blockState || !blockState->block().id() || !blockState->isCollidable();
}
void ClientPlayer::testPoint(const ClientWorld &world, double x, double y, double z, glm::vec3 &vel) {
if(!passable(world, x + vel.x, y, z)) vel.x = 0.f;
if(!passable(world, x, y + vel.y, z)) vel.y = 0.f;
if(!passable(world, x, y, z + vel.z)) {
if(vel.z < 0.f && m_isJumping) m_isJumping = false;
vel.z = 0.f;
}
}