1467 lines
41 KiB
C++
1467 lines
41 KiB
C++
/*
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Copyright (c) 2013 yvt,
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based on code of pysnip (c) Mathias Kaerlev 2011-2012.
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Player.h"
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#include "GameMap.h"
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#include "GameMapWrapper.h"
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#include "Grenade.h"
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#include "HitTestDebugger.h"
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#include "IWorldListener.h"
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#include "PhysicsConstants.h"
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#include "Weapon.h"
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#include "World.h"
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#include <Core/Debug.h>
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#include <Core/Exception.h>
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#include <Core/Settings.h>
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namespace spades {
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namespace client {
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Player::Player(World *w, int playerId, WeaponType wType, int teamId, Vector3 position,
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IntVector3 color)
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: world(w) {
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SPADES_MARK_FUNCTION();
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lastClimbTime = -100;
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lastJumpTime = -100;
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lastJump = false;
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tool = ToolWeapon;
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airborne = false;
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wade = false;
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this->position = position;
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velocity = MakeVector3(0, 0, 0);
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orientation = MakeVector3(1, 0, 0);
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if (teamId) // quick hack for correct spawn orientation
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orientation = MakeVector3(-1, 0, 0);
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eye = MakeVector3(0, 0, 0);
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moveDistance = 0.f;
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moveSteps = 0;
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this->playerId = playerId;
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this->weapon = Weapon::CreateWeapon(wType, this, *w->GetGameProperties());
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this->weaponType = wType;
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this->teamId = teamId;
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this->weapon->Reset();
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this->color = color;
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health = 100;
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grenades = 3;
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blockStocks = 50;
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blockColor = IntVector3::Make(111, 111, 111);
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nextSpadeTime = 0.f;
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nextDigTime = 0.f;
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nextGrenadeTime = 0.f;
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nextBlockTime = 0.f;
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firstDig = false;
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lastReloadingTime = 0.f;
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pendingPlaceBlock = false;
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pendingRestockBlock = false;
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blockCursorActive = false;
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blockCursorDragging = false;
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holdingGrenade = false;
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reloadingServerSide = false;
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canPending = false;
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}
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Player::~Player() {
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SPADES_MARK_FUNCTION();
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delete weapon;
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}
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bool Player::IsLocalPlayer() {
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if (!world)
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return false;
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return world->GetLocalPlayer() == this;
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}
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void Player::SetInput(PlayerInput newInput) {
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SPADES_MARK_FUNCTION();
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if (!IsAlive())
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return;
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if (newInput.crouch != input.crouch && !airborne) {
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if (newInput.crouch)
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position.z += 0.9f;
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else
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position.z -= 0.9f;
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}
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input = newInput;
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}
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void Player::SetWeaponInput(WeaponInput newInput) {
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SPADES_MARK_FUNCTION();
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auto *listener = GetWorld()->GetListener();
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if (!IsAlive())
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return;
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if (input.sprint && !input.crouch &&
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(input.moveBackward || input.moveForward || input.moveLeft || input.moveRight)) {
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newInput.primary = false;
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newInput.secondary = false;
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}
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if (tool == ToolSpade) {
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if (newInput.secondary)
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newInput.primary = false;
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if (newInput.secondary != weapInput.secondary) {
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if (newInput.secondary) {
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nextDigTime = world->GetTime() + 1.f;
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firstDig = true;
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}
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}
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} else if (tool == ToolGrenade) {
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if (world->GetTime() < nextGrenadeTime) {
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newInput.primary = false;
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}
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if (grenades == 0) {
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newInput.primary = false;
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}
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if (weapInput.primary && holdingGrenade && GetGrenadeCookTime() < .15f) {
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// pin is not pulled yet
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newInput.primary = true;
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}
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if (newInput.primary != weapInput.primary) {
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if (!newInput.primary) {
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if (holdingGrenade) {
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nextGrenadeTime = world->GetTime() + .5f;
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ThrowGrenade();
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}
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} else {
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holdingGrenade = true;
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grenadeTime = world->GetTime();
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if (listener && this == world->GetLocalPlayer())
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// playing other's grenade sound
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// is cheating
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listener->LocalPlayerPulledGrenadePin();
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}
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}
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} else if (tool == ToolBlock) {
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// work-around for bug that placing block
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// occasionally becomes impossible
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if (nextBlockTime >
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world->GetTime() + std::max(GetToolPrimaryDelay(), GetToolSecondaryDelay())) {
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nextBlockTime =
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world->GetTime() + std::max(GetToolPrimaryDelay(), GetToolSecondaryDelay());
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}
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if (world->GetTime() < nextBlockTime) {
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newInput.primary = false;
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newInput.secondary = false;
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}
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if (newInput.secondary)
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newInput.primary = false;
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if (newInput.secondary != weapInput.secondary) {
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if (newInput.secondary) {
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if (IsBlockCursorActive()) {
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blockCursorDragging = true;
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blockCursorDragPos = blockCursorPos;
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} else {
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// cannot build; invalid position.
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if (listener && this == world->GetLocalPlayer()) {
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listener->LocalPlayerBuildError(
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BuildFailureReason::InvalidPosition);
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}
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}
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} else {
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if (IsBlockCursorDragging()) {
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if (IsBlockCursorActive()) {
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std::vector<IntVector3> blocks =
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GetWorld()->CubeLine(blockCursorDragPos, blockCursorPos, 256);
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if ((int)blocks.size() <= blockStocks) {
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if (listener && this == world->GetLocalPlayer())
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listener->LocalPlayerCreatedLineBlock(blockCursorDragPos,
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blockCursorPos);
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// blockStocks -= blocks.size(); decrease when created
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} else {
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// cannot build; insufficient blocks.
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if (listener && this == world->GetLocalPlayer()) {
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listener->LocalPlayerBuildError(
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BuildFailureReason::InsufficientBlocks);
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}
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}
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nextBlockTime = world->GetTime() + GetToolSecondaryDelay();
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} else {
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// cannot build; invalid position.
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if (listener && this == world->GetLocalPlayer()) {
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listener->LocalPlayerBuildError(
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BuildFailureReason::InvalidPosition);
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}
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}
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}
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blockCursorDragging = false;
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blockCursorActive = false;
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}
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}
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if (newInput.primary != weapInput.primary || newInput.primary) {
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if (newInput.primary) {
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if (!weapInput.primary)
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lastSingleBlockBuildSeqDone = false;
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if (IsBlockCursorActive() && blockStocks > 0) {
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if (listener && this == world->GetLocalPlayer())
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listener->LocalPlayerBlockAction(blockCursorPos, BlockActionCreate);
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lastSingleBlockBuildSeqDone = true;
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// blockStocks--; decrease when created
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nextBlockTime = world->GetTime() + GetToolPrimaryDelay();
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} else if (blockStocks > 0 && airborne && canPending &&
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this == world->GetLocalPlayer()) {
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pendingPlaceBlock = true;
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pendingPlaceBlockPos = blockCursorPos;
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} else if (!IsBlockCursorActive()) {
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// wait for building becoming possible
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}
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blockCursorDragging = false;
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blockCursorActive = false;
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} else {
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if (!lastSingleBlockBuildSeqDone) {
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// cannot build; invalid position.
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if (listener && this == world->GetLocalPlayer()) {
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listener->LocalPlayerBuildError(
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BuildFailureReason::InvalidPosition);
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}
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}
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}
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}
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} else if (IsToolWeapon()) {
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weapon->SetShooting(newInput.primary);
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// Update the weapon state asap so it picks up the weapon fire event even
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// if the player presses the mouse button and releases it really fast.
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// We shouldn't do this for the local player because the client haven't sent
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// a weapon update packet at this point and the hit will be rejected by the server.
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if (!IsLocalPlayer() && weapon->FrameNext(0.0f)) {
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FireWeapon();
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}
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} else {
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SPAssert(false);
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}
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weapInput = newInput;
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}
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void Player::Reload() {
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SPADES_MARK_FUNCTION();
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if (health == 0) {
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// dead man cannot reload
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return;
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}
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weapon->Reload();
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if (this == world->GetLocalPlayer() && weapon->IsReloading())
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reloadingServerSide = true;
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}
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void Player::ReloadDone(int clip, int stock) {
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reloadingServerSide = false;
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weapon->ReloadDone(clip, stock);
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}
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void Player::Restock() {
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SPADES_MARK_FUNCTION();
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if (health == 0) {
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// dead man cannot restock
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return;
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}
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weapon->Restock();
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grenades = 3;
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pendingRestockBlock = true;
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health = 100;
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if (world->GetListener())
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world->GetListener()->PlayerRestocked(this);
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}
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void Player::GotBlock() {
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if (blockStocks < 50)
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blockStocks++;
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}
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void Player::SetTool(spades::client::Player::ToolType t) {
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SPADES_MARK_FUNCTION();
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if (t == tool)
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return;
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tool = t;
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holdingGrenade = false;
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blockCursorActive = false;
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blockCursorDragging = false;
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reloadingServerSide = false;
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WeaponInput inp;
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SetWeaponInput(inp);
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weapon->AbortReload();
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if (world->GetListener())
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world->GetListener()->PlayerChangedTool(this);
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}
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void Player::SetHeldBlockColor(spades::IntVector3 col) { blockColor = col; }
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void Player::SetPosition(const spades::Vector3 &v) {
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SPADES_MARK_FUNCTION();
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position = v;
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eye = v;
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}
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void Player::SetVelocity(const spades::Vector3 &v) {
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SPADES_MARK_FUNCTION();
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velocity = v;
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}
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void Player::SetOrientation(const spades::Vector3 &v) {
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SPADES_MARK_FUNCTION();
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orientation = v;
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}
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void Player::Turn(float longitude, float latitude) {
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SPADES_MARK_FUNCTION();
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Vector3 o = GetFront();
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float lng = atan2f(o.y, o.x);
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float lat = atan2f(o.z, sqrtf(o.x * o.x + o.y * o.y));
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lng += longitude;
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lat += latitude;
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if (lat < -static_cast<float>(M_PI) * .49f)
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lat = -static_cast<float>(M_PI) * .49f;
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if (lat > static_cast<float>(M_PI) * .49f)
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lat = static_cast<float>(M_PI) * .49f;
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o.x = cosf(lng) * cosf(lat);
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o.y = sinf(lng) * cosf(lat);
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o.z = sinf(lat);
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SetOrientation(o);
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}
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void Player::SetHP(int hp, HurtType type, spades::Vector3 p) {
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health = hp;
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if (this == world->GetLocalPlayer()) {
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if (world->GetListener())
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world->GetListener()->LocalPlayerHurt(
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type, p.x != 0.f || p.y != 0.f || p.z != 0.f, p);
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}
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}
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void Player::Update(float dt) {
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SPADES_MARK_FUNCTION();
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auto *listener = world->GetListener();
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MovePlayer(dt);
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if (!IsAlive()) {
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// do death cleanup
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blockCursorDragging = false;
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}
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if (tool == ToolSpade) {
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if (weapInput.primary) {
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if (world->GetTime() > nextSpadeTime) {
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UseSpade();
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nextSpadeTime = world->GetTime() + GetToolPrimaryDelay();
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}
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} else if (weapInput.secondary) {
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if (world->GetTime() > nextDigTime) {
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DigWithSpade();
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nextDigTime = world->GetTime() + GetToolSecondaryDelay();
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firstDig = false;
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}
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}
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} else if (tool == ToolBlock && IsLocalPlayer()) {
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GameMap::RayCastResult result;
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auto *map = GetWorld()->GetMap();
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result = map->CastRay2(GetEye(), GetFront(), 12);
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canPending = false;
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if (blockCursorDragging) {
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// check the starting point is not floating
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auto start = blockCursorDragPos;
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if (map->IsSolidWrapped(start.x - 1, start.y, start.z) ||
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map->IsSolidWrapped(start.x, start.y - 1, start.z) ||
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map->IsSolidWrapped(start.x, start.y, start.z - 1) ||
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map->IsSolidWrapped(start.x + 1, start.y, start.z) ||
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map->IsSolidWrapped(start.x, start.y + 1, start.z) ||
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map->IsSolidWrapped(start.x, start.y, start.z + 1)) {
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// still okay
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} else {
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// cannot build; floating
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if (listener && this == world->GetLocalPlayer()) {
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listener->LocalPlayerBuildError(BuildFailureReason::InvalidPosition);
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}
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blockCursorDragging = false;
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}
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}
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if (result.hit && (result.hitBlock + result.normal).z < 62 &&
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(!OverlapsWithOneBlock(result.hitBlock + result.normal)) &&
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BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f &&
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(result.hitBlock + result.normal).z >= 0 &&
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!pendingPlaceBlock) {
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// Building is possible, and there's no delayed block placement.
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blockCursorActive = true;
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blockCursorPos = result.hitBlock + result.normal;
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} else if (pendingPlaceBlock) {
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// Delayed Block Placement: When player attempts to place a block while jumping
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// and
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// placing block is currently impossible, building will be delayed until it
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// becomes
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// possible, as long as player is airborne.
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if (airborne == false || blockStocks <= 0) {
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// player is no longer airborne, or doesn't have a block to place.
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pendingPlaceBlock = false;
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lastSingleBlockBuildSeqDone = true;
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if (blockStocks > 0) {
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// cannot build; invalid position.
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}
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} else if ((!OverlapsWithOneBlock(pendingPlaceBlockPos)) &&
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BoxDistanceToBlock(pendingPlaceBlockPos) < 3.f) {
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// now building became possible.
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SPAssert(this == world->GetLocalPlayer());
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if (GetWorld()->GetListener())
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GetWorld()->GetListener()->LocalPlayerBlockAction(pendingPlaceBlockPos,
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BlockActionCreate);
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pendingPlaceBlock = false;
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lastSingleBlockBuildSeqDone = true;
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// blockStocks--; decrease when created
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nextBlockTime = world->GetTime() + GetToolPrimaryDelay();
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}
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} else {
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// Delayed Block Placement can be activated only when the only reason making
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// placement
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// impossible is that block to be placed overlaps with the player's hitbox.
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canPending = result.hit && (result.hitBlock + result.normal).z < 62 &&
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BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f;
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blockCursorActive = false;
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int dist = 11;
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for (; dist >= 1 && BoxDistanceToBlock(result.hitBlock + result.normal) > 3.f;
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dist--) {
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result = GetWorld()->GetMap()->CastRay2(GetEye(), GetFront(), dist);
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}
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for (; dist < 12 && BoxDistanceToBlock(result.hitBlock + result.normal) < 3.f;
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dist++) {
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result = GetWorld()->GetMap()->CastRay2(GetEye(), GetFront(), dist);
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}
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blockCursorPos = result.hitBlock + result.normal;
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}
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} else if (tool == ToolWeapon) {
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} else if (tool == ToolGrenade) {
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if (holdingGrenade) {
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if (world->GetTime() - grenadeTime > 2.9f) {
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ThrowGrenade();
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}
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}
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}
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if (tool != ToolWeapon)
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weapon->SetShooting(false);
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if (weapon->FrameNext(dt)) {
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FireWeapon();
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}
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if (weapon->IsReloading()) {
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lastReloadingTime = world->GetTime();
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} else if (reloadingServerSide) {
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// for some reason a server didn't return
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// WeaponReload packet.
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if (world->GetTime() + lastReloadingTime + .8f) {
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reloadingServerSide = false;
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weapon->ForceReloadDone();
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}
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}
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if (pendingRestockBlock) {
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blockStocks = 50;
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pendingRestockBlock = false;
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}
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}
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bool Player::RayCastApprox(spades::Vector3 start, spades::Vector3 dir) {
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Vector3 diff = position - start;
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// |P-A| * cos(theta)
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float c = Vector3::Dot(diff, dir);
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// |P-A|^2
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float sq = diff.GetPoweredLength();
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// |P-A| * sin(theta)
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float dist = sqrtf(sq - c * c);
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return dist < 8.f;
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}
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static float GetHorizontalLength(const Vector3 &v) {
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return std::sqrt(v.x * v.x + v.y * v.y);
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}
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enum class HitBodyPart { None, Head, Torso, Limb1, Limb2, Arms };
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void Player::FireWeapon() {
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SPADES_MARK_FUNCTION();
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Vector3 muzzle = GetEye();
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muzzle += GetFront() * 0.01f;
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// 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) {
|
|
spread *= 2;
|
|
}
|
|
|
|
// 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 += (SampleRandomFloat() - SampleRandomFloat()) * spread;
|
|
dir2.y += (SampleRandomFloat() - SampleRandomFloat()) * spread;
|
|
dir2.z += (SampleRandomFloat() - SampleRandomFloat()) * 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.
|
|
}
|
|
|
|
float hLength = GetHorizontalLength(mapResult.hitPos - muzzle);
|
|
if (mapResult.hit && hLength < 128.f &&
|
|
(hitPlayer == NULL || hLength < hitPlayerDistance)) {
|
|
IntVector3 outBlockCoord = mapResult.hitBlock;
|
|
// TODO: set correct ray distance
|
|
|
|
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; // ???
|
|
|
|
// vanilla's horizontial recoil is driven by a triangular wave generator.
|
|
int time = (int) (world->GetTime() * 1000);
|
|
float triWave;
|
|
if (time % 1024 < 512) {
|
|
triWave = (time % 512) - 255.5;
|
|
} else {
|
|
triWave = 255.5 - (time % 512);
|
|
}
|
|
|
|
float horzModifier = 1;
|
|
float vertModifier = 1;
|
|
|
|
if ((input.moveLeft || input.moveRight || input.moveForward || input.moveBackward) && !weapInput.secondary) {
|
|
horzModifier *= 2;
|
|
vertModifier *= 2;
|
|
}
|
|
|
|
if (airborne) {
|
|
horzModifier *= 2;
|
|
vertModifier *= 2;
|
|
}
|
|
else if (input.crouch) {
|
|
horzModifier /= 2;
|
|
vertModifier /= 2;
|
|
}
|
|
|
|
horzModifier *= sqrt(1 - pow(o.z, 4));
|
|
|
|
o += GetRight() * rec.x * triWave * horzModifier;
|
|
o += GetUp() * std::min(rec.y, std::max(0.f, upLimit)) * vertModifier;
|
|
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 += GetVelocity();
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|