md 67af71d1ff Alert player when building above highest z-level.
Made it so that an alert is displayed when the player attempts
to build beyond the highest z-level (e.g. above the platform
in babel.)

This also fixes a bug where blocks are consumed when attempting
to do such thing.
2017-11-27 19:50:05 -02:00

1450 lines
41 KiB
C++

/*
Copyright (c) 2013 yvt,
based on code of pysnip (c) Mathias Kaerlev 2011-2012.
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Player.h"
#include "GameMap.h"
#include "GameMapWrapper.h"
#include "Grenade.h"
#include "HitTestDebugger.h"
#include "IWorldListener.h"
#include "PhysicsConstants.h"
#include "Weapon.h"
#include "World.h"
#include <Core/Debug.h>
#include <Core/Exception.h>
#include <Core/Settings.h>
namespace spades {
namespace client {
Player::Player(World *w, int playerId, WeaponType wType, int teamId, Vector3 position,
IntVector3 color)
: world(w) {
SPADES_MARK_FUNCTION();
lastClimbTime = -100;
lastJumpTime = -100;
lastJump = false;
tool = ToolWeapon;
airborne = false;
wade = false;
this->position = position;
velocity = MakeVector3(0, 0, 0);
orientation = MakeVector3(1, 0, 0);
if (teamId) // quick hack for correct spawn orientation
orientation = MakeVector3(-1, 0, 0);
eye = MakeVector3(0, 0, 0);
moveDistance = 0.f;
moveSteps = 0;
this->playerId = playerId;
this->weapon = Weapon::CreateWeapon(wType, this, *w->GetGameProperties());
this->weaponType = wType;
this->teamId = teamId;
this->weapon->Reset();
this->color = color;
health = 100;
grenades = 3;
blockStocks = 50;
blockColor = IntVector3::Make(111, 111, 111);
nextSpadeTime = 0.f;
nextDigTime = 0.f;
nextGrenadeTime = 0.f;
nextBlockTime = 0.f;
firstDig = false;
lastReloadingTime = 0.f;
pendingPlaceBlock = false;
pendingRestockBlock = false;
blockCursorActive = false;
blockCursorDragging = false;
holdingGrenade = false;
reloadingServerSide = false;
canPending = false;
}
Player::~Player() {
SPADES_MARK_FUNCTION();
delete weapon;
}
bool Player::IsLocalPlayer() {
if (!world)
return false;
return world->GetLocalPlayer() == this;
}
void Player::SetInput(PlayerInput newInput) {
SPADES_MARK_FUNCTION();
if (!IsAlive())
return;
if (newInput.crouch != input.crouch && !airborne) {
if (newInput.crouch)
position.z += 0.9f;
else
position.z -= 0.9f;
}
input = newInput;
}
void Player::SetWeaponInput(WeaponInput newInput) {
SPADES_MARK_FUNCTION();
auto *listener = GetWorld()->GetListener();
if (!IsAlive())
return;
if (input.sprint && !input.crouch &&
(input.moveBackward || input.moveForward || input.moveLeft || input.moveRight)) {
newInput.primary = false;
newInput.secondary = false;
}
if (tool == ToolSpade) {
if (newInput.secondary)
newInput.primary = false;
if (newInput.secondary != weapInput.secondary) {
if (newInput.secondary) {
nextDigTime = world->GetTime() + 1.f;
firstDig = true;
}
}
} else if (tool == ToolGrenade) {
if (world->GetTime() < nextGrenadeTime) {
newInput.primary = false;
}
if (grenades == 0) {
newInput.primary = false;
}
if (weapInput.primary && holdingGrenade && GetGrenadeCookTime() < .15f) {
// pin is not pulled yet
newInput.primary = true;
}
if (newInput.primary != weapInput.primary) {
if (!newInput.primary) {
if (holdingGrenade) {
nextGrenadeTime = world->GetTime() + .5f;
ThrowGrenade();
}
} else {
holdingGrenade = true;
grenadeTime = world->GetTime();
if (listener && this == world->GetLocalPlayer())
// playing other's grenade sound
// is cheating
listener->LocalPlayerPulledGrenadePin();
}
}
} else if (tool == ToolBlock) {
// work-around for bug that placing block
// occasionally becomes impossible
if (nextBlockTime >
world->GetTime() + std::max(GetToolPrimaryDelay(), GetToolSecondaryDelay())) {
nextBlockTime =
world->GetTime() + std::max(GetToolPrimaryDelay(), GetToolSecondaryDelay());
}
if (world->GetTime() < nextBlockTime) {
newInput.primary = false;
newInput.secondary = false;
}
if (newInput.secondary)
newInput.primary = false;
if (newInput.secondary != weapInput.secondary) {
if (newInput.secondary) {
if (IsBlockCursorActive()) {
blockCursorDragging = true;
blockCursorDragPos = blockCursorPos;
} else {
// cannot build; invalid position.
if (listener && this == world->GetLocalPlayer()) {
listener->LocalPlayerBuildError(
BuildFailureReason::InvalidPosition);
}
}
} else {
if (IsBlockCursorDragging()) {
if (IsBlockCursorActive()) {
std::vector<IntVector3> blocks =
GetWorld()->CubeLine(blockCursorDragPos, blockCursorPos, 256);
if ((int)blocks.size() <= blockStocks) {
if (listener && this == world->GetLocalPlayer())
listener->LocalPlayerCreatedLineBlock(blockCursorDragPos,
blockCursorPos);
// blockStocks -= blocks.size(); decrease when created
} else {
// cannot build; insufficient blocks.
if (listener && this == world->GetLocalPlayer()) {
listener->LocalPlayerBuildError(
BuildFailureReason::InsufficientBlocks);
}
}
nextBlockTime = world->GetTime() + GetToolSecondaryDelay();
} else {
// cannot build; invalid position.
if (listener && this == world->GetLocalPlayer()) {
listener->LocalPlayerBuildError(
BuildFailureReason::InvalidPosition);
}
}
}
blockCursorDragging = false;
blockCursorActive = false;
}
}
if (newInput.primary != weapInput.primary || newInput.primary) {
if (newInput.primary) {
if (!weapInput.primary)
lastSingleBlockBuildSeqDone = false;
if (IsBlockCursorActive() && blockStocks > 0) {
if (listener && this == world->GetLocalPlayer())
listener->LocalPlayerBlockAction(blockCursorPos, BlockActionCreate);
lastSingleBlockBuildSeqDone = true;
// blockStocks--; decrease when created
nextBlockTime = world->GetTime() + GetToolPrimaryDelay();
} else if (blockStocks > 0 && airborne && canPending &&
this == world->GetLocalPlayer()) {
pendingPlaceBlock = true;
pendingPlaceBlockPos = blockCursorPos;
} else if (!IsBlockCursorActive()) {
// wait for building becoming possible
}
blockCursorDragging = false;
blockCursorActive = false;
} else {
if (!lastSingleBlockBuildSeqDone) {
// cannot build; invalid position.
if (listener && this == world->GetLocalPlayer()) {
listener->LocalPlayerBuildError(
BuildFailureReason::InvalidPosition);
}
}
}
}
} else if (IsToolWeapon()) {
weapon->SetShooting(newInput.primary);
// Update the weapon state asap so it picks up the weapon fire event even
// if the player presses the mouse button and releases it really fast.
// We shouldn't do this for the local player because the client haven't sent
// a weapon update packet at this point and the hit will be rejected by the server.
if (!IsLocalPlayer() && weapon->FrameNext(0.0f)) {
FireWeapon();
}
} else {
SPAssert(false);
}
weapInput = newInput;
}
void Player::Reload() {
SPADES_MARK_FUNCTION();
if (health == 0) {
// dead man cannot reload
return;
}
weapon->Reload();
if (this == world->GetLocalPlayer() && weapon->IsReloading())
reloadingServerSide = true;
}
void Player::ReloadDone(int clip, int stock) {
reloadingServerSide = false;
weapon->ReloadDone(clip, stock);
}
void Player::Restock() {
SPADES_MARK_FUNCTION();
if (health == 0) {
// dead man cannot restock
return;
}
weapon->Restock();
grenades = 3;
pendingRestockBlock = true;
health = 100;
if (world->GetListener())
world->GetListener()->PlayerRestocked(this);
}
void Player::GotBlock() {
if (blockStocks < 50)
blockStocks++;
}
void Player::SetTool(spades::client::Player::ToolType t) {
SPADES_MARK_FUNCTION();
if (t == tool)
return;
tool = t;
holdingGrenade = false;
blockCursorActive = false;
blockCursorDragging = false;
reloadingServerSide = false;
WeaponInput inp;
SetWeaponInput(inp);
weapon->AbortReload();
if (world->GetListener())
world->GetListener()->PlayerChangedTool(this);
}
void Player::SetHeldBlockColor(spades::IntVector3 col) { blockColor = col; }
void Player::SetPosition(const spades::Vector3 &v) {
SPADES_MARK_FUNCTION();
position = v;
eye = v;
}
void Player::SetVelocity(const spades::Vector3 &v) {
SPADES_MARK_FUNCTION();
velocity = v;
}
void Player::SetOrientation(const spades::Vector3 &v) {
SPADES_MARK_FUNCTION();
orientation = v;
}
void Player::Turn(float longitude, float latitude) {
SPADES_MARK_FUNCTION();
Vector3 o = GetFront();
float lng = atan2f(o.y, o.x);
float lat = atan2f(o.z, sqrtf(o.x * o.x + o.y * o.y));
lng += longitude;
lat += latitude;
if (lat < -static_cast<float>(M_PI) * .49f)
lat = -static_cast<float>(M_PI) * .49f;
if (lat > static_cast<float>(M_PI) * .49f)
lat = static_cast<float>(M_PI) * .49f;
o.x = cosf(lng) * cosf(lat);
o.y = sinf(lng) * cosf(lat);
o.z = sinf(lat);
SetOrientation(o);
}
void Player::SetHP(int hp, HurtType type, spades::Vector3 p) {
health = hp;
if (this == world->GetLocalPlayer()) {
if (world->GetListener())
world->GetListener()->LocalPlayerHurt(
type, p.x != 0.f || p.y != 0.f || p.z != 0.f, p);
}
}
void Player::Update(float dt) {
SPADES_MARK_FUNCTION();
auto *listener = world->GetListener();
MovePlayer(dt);
if (!IsAlive()) {
// do death cleanup
blockCursorDragging = false;
}
if (tool == ToolSpade) {
if (weapInput.primary) {
if (world->GetTime() > nextSpadeTime) {
UseSpade();
nextSpadeTime = world->GetTime() + GetToolPrimaryDelay();
}
} else if (weapInput.secondary) {
if (world->GetTime() > nextDigTime) {
DigWithSpade();
nextDigTime = world->GetTime() + GetToolSecondaryDelay();
firstDig = false;
}
}
} else if (tool == ToolBlock && IsLocalPlayer()) {
GameMap::RayCastResult result;
auto *map = GetWorld()->GetMap();
result = map->CastRay2(GetEye(), GetFront(), 12);
canPending = false;
if (blockCursorDragging) {
// check the starting point is not floating
auto start = blockCursorDragPos;
if (map->IsSolidWrapped(start.x - 1, start.y, start.z) ||
map->IsSolidWrapped(start.x, start.y - 1, start.z) ||
map->IsSolidWrapped(start.x, start.y, start.z - 1) ||
map->IsSolidWrapped(start.x + 1, start.y, start.z) ||
map->IsSolidWrapped(start.x, start.y + 1, start.z) ||
map->IsSolidWrapped(start.x, start.y, start.z + 1)) {
// still okay
} else {
// cannot build; floating
if (listener && this == world->GetLocalPlayer()) {
listener->LocalPlayerBuildError(BuildFailureReason::InvalidPosition);
}
blockCursorDragging = false;
}
}
if (result.hit && (result.hitBlock + result.normal).z < 62 &&
(!OverlapsWithOneBlock(result.hitBlock + result.normal)) &&
BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f &&
(result.hitBlock + result.normal).z >= 0 &&
!pendingPlaceBlock) {
// Building is possible, and there's no delayed block placement.
blockCursorActive = true;
blockCursorPos = result.hitBlock + result.normal;
} else if (pendingPlaceBlock) {
// Delayed Block Placement: When player attempts to place a block while jumping
// and
// placing block is currently impossible, building will be delayed until it
// becomes
// possible, as long as player is airborne.
if (airborne == false || blockStocks <= 0) {
// player is no longer airborne, or doesn't have a block to place.
pendingPlaceBlock = false;
lastSingleBlockBuildSeqDone = true;
if (blockStocks > 0) {
// cannot build; invalid position.
}
} else if ((!OverlapsWithOneBlock(pendingPlaceBlockPos)) &&
BoxDistanceToBlock(pendingPlaceBlockPos) < 3.f) {
// now building became possible.
SPAssert(this == world->GetLocalPlayer());
if (GetWorld()->GetListener())
GetWorld()->GetListener()->LocalPlayerBlockAction(pendingPlaceBlockPos,
BlockActionCreate);
pendingPlaceBlock = false;
lastSingleBlockBuildSeqDone = true;
// blockStocks--; decrease when created
nextBlockTime = world->GetTime() + GetToolPrimaryDelay();
}
} else {
// Delayed Block Placement can be activated only when the only reason making
// placement
// impossible is that block to be placed overlaps with the player's hitbox.
canPending = result.hit && (result.hitBlock + result.normal).z < 62 &&
BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f;
blockCursorActive = false;
int dist = 11;
for (; dist >= 1 && BoxDistanceToBlock(result.hitBlock + result.normal) > 3.f;
dist--) {
result = GetWorld()->GetMap()->CastRay2(GetEye(), GetFront(), dist);
}
for (; dist < 12 && BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f;
dist++) {
result = GetWorld()->GetMap()->CastRay2(GetEye(), GetFront(), dist);
}
blockCursorPos = result.hitBlock + result.normal;
}
} else if (tool == ToolWeapon) {
} else if (tool == ToolGrenade) {
if (holdingGrenade) {
if (world->GetTime() - grenadeTime > 2.9f) {
ThrowGrenade();
}
}
}
if (tool != ToolWeapon)
weapon->SetShooting(false);
if (weapon->FrameNext(dt)) {
FireWeapon();
}
if (weapon->IsReloading()) {
lastReloadingTime = world->GetTime();
} else if (reloadingServerSide) {
// for some reason a server didn't return
// WeaponReload packet.
if (world->GetTime() + lastReloadingTime + .8f) {
reloadingServerSide = false;
weapon->ForceReloadDone();
}
}
if (pendingRestockBlock) {
blockStocks = 50;
pendingRestockBlock = false;
}
}
bool Player::RayCastApprox(spades::Vector3 start, spades::Vector3 dir) {
Vector3 diff = position - start;
// |P-A| * cos(theta)
float c = Vector3::Dot(diff, dir);
// |P-A|^2
float sq = diff.GetPoweredLength();
// |P-A| * sin(theta)
float dist = sqrtf(sq - c * c);
return dist < 8.f;
}
static float GetHorizontalLength(const Vector3 &v) {
return std::sqrt(v.x * v.x + v.y * v.y);
}
enum class HitBodyPart { None, Head, Torso, Limb1, Limb2, Arms };
void Player::FireWeapon() {
SPADES_MARK_FUNCTION();
Vector3 muzzle = GetEye();
muzzle += GetFront() * 0.01f;
// for hit-test debugging
std::map<int, HitTestDebugger::PlayerHit> playerHits;
std::vector<Vector3> bulletVectors;
// Vector3 right = GetRight();
// Vector3 up = GetUp();
int pellets = weapon->GetPelletSize();
float spread = weapon->GetSpread();
GameMap *map = world->GetMap();
if (weapInput.secondary) {
// vanilla behavior (confirmed by measurement)
spread *= 0.5f;
}
// pyspades takes destroying more than one block as a
// speed hack (shotgun does this)
bool blockDestroyed = false;
Vector3 dir2 = GetFront();
for (int i = 0; i < pellets; i++) {
// AoS 0.75's way (dir2 shouldn't be normalized!)
dir2.x += (GetRandom() - GetRandom()) * spread;
dir2.y += (GetRandom() - GetRandom()) * spread;
dir2.z += (GetRandom() - GetRandom()) * spread;
Vector3 dir = dir2.Normalize();
bulletVectors.push_back(dir);
// first do map raycast
GameMap::RayCastResult mapResult;
mapResult = map->CastRay2(muzzle, dir, 500);
Player *hitPlayer = NULL;
float hitPlayerDistance = 0.f; // disregarding Z coordinate
float hitPlayerActualDistance = 0.f;
HitBodyPart hitPart = HitBodyPart::None;
for (int i = 0; i < world->GetNumPlayerSlots(); i++) {
Player *other = world->GetPlayer(i);
if (other == this || other == NULL)
continue;
if (other == this || !other->IsAlive() || other->GetTeamId() >= 2)
continue;
// quickly reject players unlikely to be hit
if (!other->RayCastApprox(muzzle, dir))
continue;
HitBoxes hb = other->GetHitBoxes();
Vector3 hitPos;
if (hb.head.RayCast(muzzle, dir, &hitPos)) {
float dist = GetHorizontalLength(hitPos - muzzle);
if (hitPlayer == NULL || dist < hitPlayerDistance) {
hitPlayer = other;
hitPlayerDistance = dist;
hitPlayerActualDistance = (hitPos - muzzle).GetLength();
hitPart = HitBodyPart::Head;
}
}
if (hb.torso.RayCast(muzzle, dir, &hitPos)) {
float dist = GetHorizontalLength(hitPos - muzzle);
if (hitPlayer == NULL || dist < hitPlayerDistance) {
hitPlayer = other;
hitPlayerDistance = dist;
hitPlayerActualDistance = (hitPos - muzzle).GetLength();
hitPart = HitBodyPart::Torso;
}
}
for (int j = 0; j < 3; j++) {
if (hb.limbs[j].RayCast(muzzle, dir, &hitPos)) {
float dist = GetHorizontalLength(hitPos - muzzle);
if (hitPlayer == NULL || dist < hitPlayerDistance) {
hitPlayer = other;
hitPlayerDistance = dist;
hitPlayerActualDistance = (hitPos - muzzle).GetLength();
switch (j) {
case 0: hitPart = HitBodyPart::Limb1; break;
case 1: hitPart = HitBodyPart::Limb2; break;
case 2: hitPart = HitBodyPart::Arms; break;
}
}
}
}
}
Vector3 finalHitPos;
finalHitPos = muzzle + dir * 128.f;
if (hitPlayer == nullptr && !mapResult.hit) {
// might hit water surface.
}
if (mapResult.hit && GetHorizontalLength(mapResult.hitPos - muzzle) < 128.f &&
(hitPlayer == NULL ||
GetHorizontalLength(mapResult.hitPos - muzzle) < hitPlayerDistance)) {
IntVector3 outBlockCoord = mapResult.hitBlock;
// TODO: set correct ray distance
// FIXME: why ray casting twice?
finalHitPos = mapResult.hitPos;
if (outBlockCoord.x >= 0 && outBlockCoord.y >= 0 && outBlockCoord.z >= 0 &&
outBlockCoord.x < map->Width() && outBlockCoord.y < map->Height() &&
outBlockCoord.z < map->Depth()) {
if (outBlockCoord.z == 63) {
if (world->GetListener())
world->GetListener()->BulletHitBlock(
mapResult.hitPos, mapResult.hitBlock, mapResult.normal);
} else if (outBlockCoord.z == 62) {
// blocks at this level cannot be damaged
if (world->GetListener())
world->GetListener()->BulletHitBlock(
mapResult.hitPos, mapResult.hitBlock, mapResult.normal);
} else {
int x = outBlockCoord.x;
int y = outBlockCoord.y;
int z = outBlockCoord.z;
SPAssert(map->IsSolid(x, y, z));
Vector3 blockF = {x + .5f, y + .5f, z + .5f};
float distance = GetHorizontalLength(blockF - muzzle);
uint32_t color = map->GetColor(x, y, z);
int health = color >> 24;
health -= weapon->GetDamage(HitTypeBlock, distance);
if (health <= 0 && !blockDestroyed) {
health = 0;
blockDestroyed = true;
// send destroy cmd
if (world->GetListener() && world->GetLocalPlayer() == this)
world->GetListener()->LocalPlayerBlockAction(outBlockCoord,
BlockActionTool);
}
color = (color & 0xffffff) | ((uint32_t)health << 24);
if (map->IsSolid(x, y, z))
map->Set(x, y, z, true, color);
world->MarkBlockForRegeneration(outBlockCoord);
if (world->GetListener())
world->GetListener()->BulletHitBlock(
mapResult.hitPos, mapResult.hitBlock, mapResult.normal);
}
}
} else if (hitPlayer != NULL) {
if (hitPlayerDistance < 128.f) {
finalHitPos = muzzle + dir * hitPlayerActualDistance;
switch (hitPart) {
case HitBodyPart::Head:
playerHits[hitPlayer->GetId()].numHeadHits++;
break;
case HitBodyPart::Torso:
playerHits[hitPlayer->GetId()].numTorsoHits++;
break;
case HitBodyPart::Limb1:
playerHits[hitPlayer->GetId()].numLimbHits[0]++;
break;
case HitBodyPart::Limb2:
playerHits[hitPlayer->GetId()].numLimbHits[1]++;
break;
case HitBodyPart::Arms:
playerHits[hitPlayer->GetId()].numLimbHits[2]++;
break;
case HitBodyPart::None: SPAssert(false); break;
}
if (world->GetListener()) {
switch (hitPart) {
case HitBodyPart::Head:
world->GetListener()->BulletHitPlayer(
hitPlayer, HitTypeHead, finalHitPos,
this);
break;
case HitBodyPart::Torso:
world->GetListener()->BulletHitPlayer(
hitPlayer, HitTypeTorso, finalHitPos,
this);
break;
case HitBodyPart::Limb1:
case HitBodyPart::Limb2:
world->GetListener()->BulletHitPlayer(
hitPlayer, HitTypeLegs, finalHitPos,
this);
break;
case HitBodyPart::Arms:
world->GetListener()->BulletHitPlayer(
hitPlayer, HitTypeArms, finalHitPos,
this);
break;
case HitBodyPart::None: SPAssert(false); break;
}
}
}
}
if (world->GetListener() && this != world->GetLocalPlayer())
world->GetListener()->AddBulletTracer(this, muzzle, finalHitPos);
// one pellet done
}
// do hit test debugging
auto *debugger = world->GetHitTestDebugger();
if (debugger && IsLocalPlayer()) {
debugger->SaveImage(playerHits, bulletVectors);
}
// in AoS 0.75's way
Vector3 o = orientation;
Vector3 rec = weapon->GetRecoil();
float upLimit = Vector3::Dot(GetFront2D(), o);
upLimit -= 0.03f; // ???
o += GetUp() * std::min(rec.y, std::max(0.f, upLimit)) *
(input.crouch ? 0.5f : 1.0f);
// vanilla's horizontial recoil seems to driven by a triangular wave generator.
// the period was measured with SMG
float triWave = world->GetTime() * 0.9788f;
triWave -= std::floor(triWave);
if (triWave < 0.5f) {
triWave = triWave * 4.0f - 1.0f;
} else {
triWave = 3.0f - triWave * 4.0f;
}
o += GetRight() * rec.x * triWave * (input.crouch ? 0.5f : 1.0f);
o = o.Normalize();
SetOrientation(o);
reloadingServerSide = false;
}
void Player::ThrowGrenade() {
SPADES_MARK_FUNCTION();
if (!holdingGrenade)
return;
grenades--;
Vector3 muzzle = GetEye() + GetFront() * 0.1f;
Vector3 vel = GetFront() * 1.f;
float fuse = world->GetTime() - grenadeTime;
fuse = 3.f - fuse;
if (health <= 0) {
// drop, don't throw
vel = MakeVector3(0, 0, 0);
}
vel += GetVelocty();
if (this == world->GetLocalPlayer()) {
Grenade *gren = new Grenade(world, muzzle, vel, fuse);
world->AddGrenade(gren);
if (world->GetListener())
world->GetListener()->PlayerThrownGrenade(this, gren);
} else {
// grenade packet will be sent by server
if (world->GetListener())
world->GetListener()->PlayerThrownGrenade(this, NULL);
}
holdingGrenade = false;
}
void Player::DigWithSpade() {
SPADES_MARK_FUNCTION();
IntVector3 outBlockCoord;
GameMap *map = world->GetMap();
Vector3 muzzle = GetEye(), dir = GetFront();
// TODO: set correct ray distance
// first do map raycast
GameMap::RayCastResult mapResult;
mapResult = map->CastRay2(muzzle, dir, 256);
outBlockCoord = mapResult.hitBlock;
// TODO: set correct ray distance
if (mapResult.hit && BoxDistanceToBlock(mapResult.hitBlock + mapResult.normal) < 3.f &&
outBlockCoord.x >= 0 && outBlockCoord.y >= 0 && outBlockCoord.z >= 0 &&
outBlockCoord.x < map->Width() && outBlockCoord.y < map->Height() &&
outBlockCoord.z < map->Depth()) {
if (outBlockCoord.z < 62) {
SPAssert(map->IsSolid(outBlockCoord.x, outBlockCoord.y, outBlockCoord.z));
// send destroy command only for local cmd
if (this == world->GetLocalPlayer()) {
if (world->GetListener())
world->GetListener()->LocalPlayerBlockAction(outBlockCoord,
BlockActionDig);
}
if (world->GetListener())
world->GetListener()->PlayerHitBlockWithSpade(
this, mapResult.hitPos, mapResult.hitBlock, mapResult.normal);
}
} else {
if (world->GetListener())
world->GetListener()->PlayerMissedSpade(this);
}
}
void Player::UseSpade() {
SPADES_MARK_FUNCTION();
bool missed = true;
Vector3 muzzle = GetEye(), dir = GetFront();
IntVector3 outBlockCoord;
GameMap *map = world->GetMap();
// TODO: set correct ray distance
// first do map raycast
GameMap::RayCastResult mapResult;
mapResult = map->CastRay2(muzzle, dir, 256);
Player *hitPlayer = NULL;
int hitFlag = 0;
for (int i = 0; i < world->GetNumPlayerSlots(); i++) {
Player *other = world->GetPlayer(i);
if (other == this || other == NULL)
continue;
if (other == this || !other->IsAlive() || other->GetTeamId() >= 2)
continue;
if (!other->RayCastApprox(muzzle, dir))
continue;
if ((eye - other->GetEye()).GetChebyshevLength() >= MELEE_DISTANCE_F)
continue;
Vector3 diff = other->GetEye() - eye;
Vector3 view;
view.x = Vector3::Dot(diff, GetRight());
view.y = Vector3::Dot(diff, GetUp());
view.z = Vector3::Dot(diff, GetFront());
if (view.z < 0.f)
continue;
view.x /= view.z;
view.y /= view.z;
view.z = 0.f;
if (view.GetChebyshevLength() < 5.f) {
hitPlayer = other;
hitFlag = 1;
break;
}
}
outBlockCoord = mapResult.hitBlock;
if (mapResult.hit && BoxDistanceToBlock(mapResult.hitBlock + mapResult.normal) < 3.f &&
(hitPlayer == NULL) && outBlockCoord.x >= 0 && outBlockCoord.y >= 0 &&
outBlockCoord.z >= 0 && outBlockCoord.x < map->Width() &&
outBlockCoord.y < map->Height() && outBlockCoord.z < map->Depth()) {
if (outBlockCoord.z < 62) {
int x = outBlockCoord.x;
int y = outBlockCoord.y;
int z = outBlockCoord.z;
SPAssert(map->IsSolid(x, y, z));
missed = false;
uint32_t color = map->GetColor(x, y, z);
int health = color >> 24;
health -= 55;
if (health <= 0) {
health = 0;
// send destroy command only for local cmd
if (this == world->GetLocalPlayer()) {
if (world->GetListener())
world->GetListener()->LocalPlayerBlockAction(outBlockCoord,
BlockActionTool);
}
}
color = (color & 0xffffff) | ((uint32_t)health << 24);
if (map->IsSolid(x, y, z))
map->Set(x, y, z, true, color);
world->MarkBlockForRegeneration(outBlockCoord);
if (world->GetListener())
world->GetListener()->PlayerHitBlockWithSpade(
this, mapResult.hitPos, mapResult.hitBlock, mapResult.normal);
}
} else if (hitPlayer != NULL) {
if (world->GetListener()) {
if (hitFlag)
world->GetListener()->BulletHitPlayer(hitPlayer, HitTypeMelee,
hitPlayer->GetEye(), this);
}
}
if (missed) {
if (world->GetListener())
world->GetListener()->PlayerMissedSpade(this);
}
}
Vector3 Player::GetFront() {
SPADES_MARK_FUNCTION_DEBUG();
return orientation;
}
Vector3 Player::GetFront2D() {
SPADES_MARK_FUNCTION_DEBUG();
return MakeVector3(orientation.x, orientation.y, 0.f).Normalize();
}
Vector3 Player::GetRight() {
SPADES_MARK_FUNCTION_DEBUG();
return -Vector3::Cross(MakeVector3(0, 0, -1), GetFront2D()).Normalize();
}
Vector3 Player::GetLeft() {
SPADES_MARK_FUNCTION_DEBUG();
return -GetRight();
}
Vector3 Player::GetUp() {
SPADES_MARK_FUNCTION_DEBUG();
return Vector3::Cross(GetRight(), GetFront()).Normalize();
}
bool Player::GetWade() {
SPADES_MARK_FUNCTION_DEBUG();
return GetOrigin().z > 62.f;
}
Vector3 Player::GetOrigin() {
SPADES_MARK_FUNCTION_DEBUG();
Vector3 v = eye;
v.z += (input.crouch ? .45f : .9f);
v.z += .3f;
return v;
}
void Player::BoxClipMove(float fsynctics) {
SPADES_MARK_FUNCTION();
float f = fsynctics * 32.f;
float nx = f * velocity.x + position.x;
float ny = f * velocity.y + position.y;
bool climb = false;
float offset, m;
if (input.crouch) {
offset = .45f;
m = .9f;
} else {
offset = .9f;
m = 1.35f;
}
float nz = position.z + offset;
float z;
GameMap *map = world->GetMap();
if (velocity.x < 0.f)
f = -0.45f;
else
f = 0.45f;
z = m;
while (z >= -1.36f && !map->ClipBox(nx + f, position.y - .45f, nz + z) &&
!map->ClipBox(nx + f, position.y + .45f, nz + z))
z -= 0.9f;
if (z < -1.36f)
position.x = nx;
else if (!(input.crouch) && orientation.z < 0.5f && !input.sprint) {
z = 0.35f;
while (z >= -2.36f && !map->ClipBox(nx + f, position.y - .45f, nz + z) &&
!map->ClipBox(nx + f, position.y + .45f, nz + z))
z -= 0.9f;
if (z < -2.36f) {
position.x = nx;
climb = true;
} else {
velocity.x = 0.f;
}
} else {
velocity.x = 0.f;
}
if (velocity.y < 0.f)
f = -0.45f;
else
f = 0.45f;
z = m;
while (z >= -1.36f && !map->ClipBox(position.x - .45f, ny + f, nz + z) &&
!map->ClipBox(position.x + .45f, ny + f, nz + z))
z -= 0.9f;
if (z < -1.36f)
position.y = ny;
else if (!(input.crouch) && orientation.z < 0.5f && !input.sprint && !climb) {
z = 0.35f;
while (z >= -2.36f && !map->ClipBox(position.x - .45f, ny + f, nz + z) &&
!map->ClipBox(position.x + .45f, ny + f, nz + z))
z -= 0.9f;
if (z < -2.36f) {
position.y = ny;
climb = true;
} else {
velocity.y = 0.f;
}
} else if (!climb) {
velocity.y = 0.f;
}
if (climb) {
velocity.x *= .5f;
velocity.y *= .5f;
lastClimbTime = world->GetTime();
nz -= 1.f;
m = -1.35f;
} else {
if (velocity.z < 0.f)
m = -m;
nz += velocity.z * fsynctics * 32.f;
}
airborne = true;
if (map->ClipBox(position.x - .45f, position.y - .45f, nz + m) ||
map->ClipBox(position.x - .45f, position.y + .45f, nz + m) ||
map->ClipBox(position.x + .45f, position.y - .45f, nz + m) ||
map->ClipBox(position.x + .45f, position.y + .45f, nz + m)) {
if (velocity.z >= 0.f) {
wade = position.z > 61.f;
airborne = false;
}
velocity.z = 0.f;
} else {
position.z = nz - offset;
}
RepositionPlayer(position);
}
bool Player::IsOnGroundOrWade() {
return ((velocity.z >= 0.f && velocity.z < .017f) && !airborne);
}
void Player::ForceJump() {
velocity.z = -0.36f;
lastJump = true;
if (world->GetListener() && world->GetTime() > lastJumpTime + .1f) {
world->GetListener()->PlayerJumped(this);
lastJumpTime = world->GetTime();
}
}
void Player::MovePlayer(float fsynctics) {
if (input.jump && (!lastJump) && IsOnGroundOrWade()) {
velocity.z = -0.36f;
lastJump = true;
if (world->GetListener() && world->GetTime() > lastJumpTime + .1f) {
world->GetListener()->PlayerJumped(this);
lastJumpTime = world->GetTime();
}
} else if (!input.jump) {
lastJump = false;
}
float f = fsynctics;
if (airborne)
f *= 0.1f;
else if (input.crouch)
f *= 0.3f;
else if ((weapInput.secondary && IsToolWeapon()) || input.sneak)
f *= 0.5f;
else if (input.sprint)
f *= 1.3f;
if ((input.moveForward || input.moveBackward) && (input.moveRight || input.moveLeft))
f /= sqrtf(2.f);
// looking up or down should alter speed
const float maxVertLookSlowdown = 0.9f;
const float vertLookSlowdownStart = 0.65f; // about 40 degrees
float slowdownByVertLook =
std::max(std::abs(GetFront().z) - vertLookSlowdownStart, 0.0f) /
(1.0f - vertLookSlowdownStart) * maxVertLookSlowdown;
Vector3 front = GetFront2D() * (1.0f - slowdownByVertLook);
Vector3 left = GetLeft();
if (input.moveForward) {
velocity.x += front.x * f;
velocity.y += front.y * f;
} else if (input.moveBackward) {
velocity.x -= front.x * f;
velocity.y -= front.y * f;
}
if (input.moveLeft) {
velocity.x += left.x * f;
velocity.y += left.y * f;
} else if (input.moveRight) {
velocity.x -= left.x * f;
velocity.y -= left.y * f;
}
// this is a linear approximation that's
// done in pysnip
// accurate computation is not difficult
f = fsynctics + 1.f;
velocity.z += fsynctics;
velocity.z /= f; // air friction
if (wade)
f = fsynctics * 6.f + 1.f;
else if (!airborne)
f = fsynctics * 4.f + 1.f;
velocity.x /= f;
velocity.y /= f;
float f2 = velocity.z;
BoxClipMove(fsynctics);
// hit ground
if (velocity.z == 0.f && (f2 > FALL_SLOW_DOWN)) {
velocity.x *= .5f;
velocity.y *= .5f;
if (f2 > FALL_DAMAGE_VELOCITY) {
if (world->GetListener()) {
world->GetListener()->PlayerLanded(this, true);
}
} else {
if (world->GetListener()) {
world->GetListener()->PlayerLanded(this, false);
}
}
}
if (velocity.z >= 0.f && velocity.z < .017f && !input.sneak && !input.crouch &&
!(weapInput.secondary && IsToolWeapon())) {
// count move distance
f = fsynctics * 32.f;
float dx = f * velocity.x;
float dy = f * velocity.y;
float dist = sqrtf(dx * dx + dy * dy);
moveDistance += dist * .3f;
bool madeFootstep = false;
while (moveDistance > 1.f) {
moveSteps++;
moveDistance -= 1.f;
if (world->GetListener() && !madeFootstep) {
world->GetListener()->PlayerMadeFootstep(this);
madeFootstep = true;
}
}
}
}
bool Player::TryUncrouch(bool move) {
SPADES_MARK_FUNCTION();
float x1 = position.x + 0.45f;
float x2 = position.x - 0.45f;
float y1 = position.y + 0.45f;
float y2 = position.y - 0.45f;
float z1 = position.z + 2.25f;
float z2 = position.z - 1.35f;
GameMap *map = world->GetMap();
// lower feet
if (airborne &&
!(map->ClipBox(x1, y1, z1) || map->ClipBox(x2, y1, z1) ||
map->ClipBox(x1, y2, z1) || map->ClipBox(x2, y2, z1)))
return true;
else if (!(map->ClipBox(x1, y1, z2) || map->ClipBox(x2, y1, z2) ||
map->ClipBox(x1, y2, z2) || map->ClipBox(x2, y2, z2))) {
if (move) {
position.z -= 0.9f;
eye.z -= 0.9f;
}
return true;
}
return false;
}
void Player::RepositionPlayer(const spades::Vector3 &pos2) {
SPADES_MARK_FUNCTION();
eye = position = pos2;
float f = lastClimbTime - world->GetTime();
if (f > -.25f)
eye.z += (f + .25f) / .25f;
}
float Player::GetToolPrimaryDelay() {
SPADES_MARK_FUNCTION_DEBUG();
switch (tool) {
case ToolWeapon: return weapon->GetDelay();
case ToolBlock: return .5f;
case ToolSpade: return .2f;
case ToolGrenade: return .5f;
default: SPInvalidEnum("tool", tool);
}
}
float Player::GetToolSecondaryDelay() {
SPADES_MARK_FUNCTION_DEBUG();
switch (tool) {
case ToolBlock: return GetToolPrimaryDelay();
case ToolSpade: return 1.f;
default: SPInvalidEnum("tool", tool);
}
}
float Player::GetSpadeAnimationProgress() {
SPADES_MARK_FUNCTION_DEBUG();
SPAssert(tool == ToolSpade);
SPAssert(weapInput.primary);
return 1.f - (nextSpadeTime - world->GetTime()) / GetToolPrimaryDelay();
}
float Player::GetDigAnimationProgress() {
SPADES_MARK_FUNCTION_DEBUG();
SPAssert(tool == ToolSpade);
SPAssert(weapInput.secondary);
return 1.f - (nextDigTime - world->GetTime()) / GetToolSecondaryDelay();
}
float Player::GetTimeToNextGrenade() { return nextGrenadeTime - world->GetTime(); }
void Player::KilledBy(KillType type, Player *killer, int respawnTime) {
SPADES_MARK_FUNCTION();
health = 0;
weapon->SetShooting(false);
// if local player is killed while cooking grenade,
// drop the live grenade.
if (this == world->GetLocalPlayer() && tool == ToolGrenade && holdingGrenade) {
ThrowGrenade();
}
if (world->GetListener())
world->GetListener()->PlayerKilledPlayer(killer, this, type);
input = PlayerInput();
weapInput = WeaponInput();
this->respawnTime = world->GetTime() + respawnTime;
}
bool Player::IsAlive() { return health > 0; }
std::string Player::GetName() { return world->GetPlayerPersistent(GetId()).name; }
float Player::GetWalkAnimationProgress() {
return moveDistance * .5f + (float)(moveSteps)*.5f;
}
Player::HitBoxes Player::GetHitBoxes() {
SPADES_MARK_FUNCTION_DEBUG();
Player::HitBoxes hb;
Vector3 front = GetFront();
float yaw = atan2(front.y, front.x) + static_cast<float>(M_PI) * .5f;
float pitch = -atan2(front.z, sqrt(front.x * front.x + front.y * front.y));
// lower axis
Matrix4 lower = Matrix4::Translate(GetOrigin());
lower = lower * Matrix4::Rotate(MakeVector3(0, 0, 1), yaw);
Matrix4 torso;
if (input.crouch) {
lower = lower * Matrix4::Translate(0, 0, -0.4f);
// lower
hb.limbs[0] = AABB3(-.4f, -.15f, 0.5f, 0.3f, .3f, 0.5f);
hb.limbs[0] = lower * hb.limbs[0];
hb.limbs[1] = AABB3(.1f, -.15f, 0.5f, 0.3f, .3f, 0.5f);
hb.limbs[1] = lower * hb.limbs[1];
torso = lower * Matrix4::Translate(0, 0, -0.3f);
// torso
hb.torso = AABB3(-.4f, -.15f, 0.1f, .8f, .8f, .6f);
hb.torso = torso * hb.torso;
hb.limbs[2] = AABB3(-.6f, -.15f, 0.1f, 1.2f, .3f, .6f);
hb.limbs[2] = torso * hb.limbs[2];
// head
hb.head = AABB3(-.3f, -.3f, -0.45f, .6f, .6f, 0.6f);
hb.head = Matrix4::Translate(0, 0, -0.15f) * hb.head;
hb.head = Matrix4::Rotate(MakeVector3(1, 0, 0), pitch) * hb.head;
hb.head = Matrix4::Translate(0, 0, 0.15f) * hb.head;
hb.head = torso * hb.head;
} else {
// lower
hb.limbs[0] = AABB3(-.4f, -.15f, 0.f, 0.3f, .3f, 1.f);
hb.limbs[0] = lower * hb.limbs[0];
hb.limbs[1] = AABB3(.1f, -.15f, 0.f, 0.3f, .3f, 1.f);
hb.limbs[1] = lower * hb.limbs[1];
torso = lower * Matrix4::Translate(0, 0, -1.1f);
// torso
hb.torso = AABB3(-.4f, -.15f, 0.1f, .8f, .3f, .9f);
hb.torso = torso * hb.torso;
hb.limbs[2] = AABB3(-.6f, -.15f, 0.1f, 1.2f, .3f, .9f);
hb.limbs[2] = torso * hb.limbs[2];
// head
hb.head = AABB3(-.3f, -.3f, -0.5f, .6f, .6f, 0.6f);
hb.head = Matrix4::Translate(0, 0, -0.1f) * hb.head;
hb.head = Matrix4::Rotate(MakeVector3(1, 0, 0), pitch) * hb.head;
hb.head = Matrix4::Translate(0, 0, 0.1f) * hb.head;
hb.head = torso * hb.head;
}
return hb;
}
IntVector3 Player::GetColor() { return world->GetTeam(teamId).color; }
bool Player::IsCookingGrenade() { return tool == ToolGrenade && holdingGrenade; }
float Player::GetGrenadeCookTime() { return world->GetTime() - grenadeTime; }
void Player::SetWeaponType(WeaponType weap) {
SPADES_MARK_FUNCTION_DEBUG();
if (this->weapon->GetWeaponType() == weap)
return;
delete this->weapon;
this->weapon = Weapon::CreateWeapon(weap, this, *world->GetGameProperties());
this->weaponType = weap;
}
void Player::SetTeam(int tId) { teamId = tId; }
bool Player::IsReadyToUseTool() {
SPADES_MARK_FUNCTION_DEBUG();
switch (tool) {
case ToolBlock: return world->GetTime() > nextBlockTime && blockStocks > 0;
case ToolGrenade: return world->GetTime() > nextGrenadeTime && grenades > 0;
case ToolSpade: return true;
case ToolWeapon: return weapon->IsReadyToShoot();
}
}
bool Player::IsToolSelectable(ToolType type) {
SPADES_MARK_FUNCTION_DEBUG();
switch (type) {
case ToolSpade: return true;
case ToolBlock: return blockStocks > 0;
case ToolWeapon: return weapon->GetAmmo() > 0 || weapon->GetStock() > 0;
case ToolGrenade: return grenades > 0;
default: SPAssert(false);
}
}
bool Player::OverlapsWith(const spades::AABB3 &aabb) {
SPADES_MARK_FUNCTION_DEBUG();
float offset, m;
if (input.crouch) {
offset = .45f;
m = .9f;
} else {
offset = .9f;
m = 1.35f;
}
m -= .5f;
AABB3 playerBox(eye.x - .45f, eye.y - .45f, eye.z, .9f, .9f, offset + m);
return aabb && playerBox;
}
bool Player::OverlapsWithOneBlock(spades::IntVector3 vec) {
SPADES_MARK_FUNCTION_DEBUG();
return OverlapsWith(AABB3(vec.x, vec.y, vec.z, 1, 1, 1));
}
#pragma mark - Block Construction
bool Player::IsBlockCursorActive() { return tool == ToolBlock && blockCursorActive; }
bool Player::IsBlockCursorDragging() { return tool == ToolBlock && blockCursorDragging; }
float Player::BoxDistanceToBlock(spades::IntVector3 v) {
Vector3 e = {(float)v.x, (float)v.y, (float)v.z};
e += .5f;
return (e - eye).GetChebyshevLength();
}
}
}