#include "player.h" #include "world.h" Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) { m_velocity = Vector3f(0, 0, 0); m_airborne = true; m_hp = 1.0f; m_sensitivity = 0.5f; m_username = "Zelda Bee-Bop56"; } Player::~Player() {} void Player::TurnLeftRight(float value, float sensitivity) { m_rotY += value * sensitivity; if (m_rotY > 360) m_rotY = 0; else if (m_rotY < -360) m_rotY = 0; float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... float xrotrad = (m_rotX / 57.2957795056f); m_direction = Vector3f(cos(xrotrad) * sin(yrotrad), -sin(xrotrad), cos(xrotrad) * -cos(yrotrad)); m_direction.Normalize(); } void Player::TurnTopBottom(float value, float sensitivity) { m_rotX += value * sensitivity; if (m_rotX > 80) m_rotX = 80; else if (m_rotX < -80) m_rotX = -80; float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295... float xrotrad = (m_rotX / 57.2957795056f); m_direction = Vector3f(cos(xrotrad) * sin(yrotrad), -sin(xrotrad), cos(xrotrad) * -cos(yrotrad)); m_direction.Normalize(); } Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) { Vector3f delta = Vector3f(0, 0, 0); Vector3f dir = m_direction; dir.y = 0; if (front) { delta += dir; } else if (back) { delta -= dir; } if (left) { delta.x += dir.z; delta.z += -dir.x; } else if (right) { delta.x -= dir.z; delta.z -= -dir.x; } delta.Normalize(); delta.x *= .6f; delta.z *= .6f; if ((jump || shoot) && !m_airborne) { delta.y += jump ? .32f : shoot ? .1f : 0.f; m_airborne = true; } if (boostspeed) { delta.x += STRENGTH_SPEED_BOOST / 100 * delta.x; delta.z += STRENGTH_SPEED_BOOST / 100 * delta.z; } if (shoot) // Recoil! TurnTopBottom(-1, 1.0f); return delta; } Player::Sound Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) { Player::Sound snd = Player::Sound::NOSOUND; static float timing = 0.f; /* Gestion de collisions */ BlockType bt1, bt2, bt3; bt1 = world->BlockAt(GetPosition().x, GetPosition().y + input.y, GetPosition().z); bt2 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 0.9f, GetPosition().z); bt3 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 1.7f, GetPosition().z); if ((bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) && m_position.y < 129.7f) { bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z); if (bt1 == BTYPE_AIR) m_position.y = (int)m_position.y + .7f; m_velocity.y = input.y = 0; m_airborne = false; } else { if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime; bt3 = world->BlockAt(GetPosition().x, GetPosition().y + m_velocity.y - 1.7f, GetPosition().z); bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z); if (bt3 != BTYPE_AIR) { m_velocity.y = 0; if (timing == 0.f) { if (m_airborne) snd = Player::Sound::FALL; timing = .3f; } m_airborne = false; } else if (bt1 != BTYPE_AIR) { m_velocity.y = -.1f; } else m_airborne = true; } if (timing > 0.f) timing -= elapsedTime; if (timing < 0.f) timing = 0.f; bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z); bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z); bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z); if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { m_velocity.y += .04f; m_velocity.z *= .5f; m_velocity.x *= .5f; } bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z); bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z); bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z); if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) { m_velocity.y += .04f; m_velocity.z *= .5f; m_velocity.x *= .5f; } /* Fin gestion de collisions */ /* Gestion de la friction */ if (!m_airborne) { m_velocity.x += input.x * (boostspeed ? 2.5f : 2.f) * elapsedTime; m_velocity.z += input.z * (boostspeed ? 2.5f : 2.f) * elapsedTime; if (input.x == 0.f) m_velocity.x *= .8f; if (input.z == 0.f) m_velocity.z *= .8f; } else { m_velocity.x += input.x * .4f * elapsedTime; // Techniquement contre les lois de la physique, mais c'est beaucoup moins chiant pour grimper sur les blocs. m_velocity.z += input.z * .4f * elapsedTime; m_velocity.x *= .99f; m_velocity.z *= .99f; } /* Fin gestion de la friction */ float vy = m_velocity.y; m_velocity.y = boostspeed ? 0.f: 1.f; // Padding pour limiter le x et z lors du Normalize(). if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z. m_velocity.y = 0; if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z. m_velocity.y = vy; m_position += m_velocity; static float bobbingtime = 0; // Gestion de la cam�ra static bool leftright = false; static bool isStep = false; if (bobbingtime <= 360.f) bobbingtime += elapsedTime * 20.f; else bobbingtime = 0; if ((sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) < -.2f && !m_airborne) { if (!isStep) { snd = Player::Sound::STEP; } isStep = true; } else isStep = false; m_POV = m_position.y; m_POV += m_airborne ? 0 : (sin(bobbingtime) - 0.5f) * (abs(m_velocity.x) + abs(m_velocity.z)) * .2f; RemoveBooster(elapsedTime); return snd; } void Player::Put(Vector3f pos) { m_position = pos; } void Player::ApplyTransformation(Transformation& transformation, bool rel, bool rot) const { transformation.ApplyRotation(-m_rotX, 1, 0, 0); transformation.ApplyRotation(-m_rotY, 0, 1, 0); if (rel) transformation.ApplyTranslation(-GetPOV()); } uint64_t Player::TakeBooster(std::unordered_map booster_table, float elapsedtime) { uint64_t boostid = 0; Vector3f playerpos = GetPosition(); for (auto& [key, booster]: booster_table) { Vector3f pos = booster->GetPosition(); if (booster->GetAvailability() && abs(playerpos.x - pos.x) <= 0.5f && abs(playerpos.y - pos.y) <= 1.0f && abs(playerpos.z - pos.z) <= 0.5f) { boostid = booster->GetId(); GetBooster(booster->GetType(), elapsedtime); booster->SetAvailability(false); break; } } return boostid; } void Player::GetBooster(BOOST_TYPE boosttype, float elapsedtime) { if (boosttype == BTYPE_SPEED) { boostspeed = true; timeboostspeed = 0; } if (boosttype == BTYPE_HEAL) { m_hp = 1.0f; } if (boosttype == BTYPE_DAMAGE) { boostdamage = true; timeboostdamage = 0; } if (boosttype == BTYPE_INVINCIBLE) { boostinvincible = true; boostinvincible = 0; } } void Player::RemoveBooster(float elapsedtime) { if (boostspeed) { timeboostspeed += elapsedtime; if (timeboostspeed >= TIME_SPEED_BOOST && boostspeed == true) boostspeed = false; } if (boostdamage) { if (timeboostdamage >= TIME_DAMAGE_BOOST && boostdamage == true) boostdamage = false; } if (boostinvincible) { if (timeboostinvincible >= TIME_INVINCIBLE_BOOST && boostinvincible == true) boostinvincible = false; } } void Player::SetDirection(Vector3f dir) { m_direction = dir; } void Player::Move(Vector3f diff) { m_position -= diff; } Vector3f Player::GetPosition() const { return Vector3f(m_position.x + CHUNK_SIZE_X * WORLD_SIZE_X / 2, m_position.y, m_position.z + CHUNK_SIZE_Z * WORLD_SIZE_Y / 2); } Vector3f Player::GetPositionAbs() const { return m_position; } Vector3f Player::GetVelocity() const { return m_velocity; } Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); } Vector3f Player::GetDirection() const { return m_direction; } std::string Player::GetUsername() const { return m_username; } void Player::SetUsername(std::string username) { m_username = username; } float Player::GetSensitivity() const { return m_sensitivity; } void Player::SetSensitivity(float sensitivity) { m_sensitivity = sensitivity; } float Player::GetHP() const { return m_hp; } void Player::SetHP(float hp) { m_hp = hp; } void Player::Teleport(int& x, int& z) { m_position.x -= x * CHUNK_SIZE_X; m_position.z -= z * CHUNK_SIZE_Z; } bool Player::GetIsAirborne() const { return m_airborne; } bool Player::AmIDead() { return m_hp <= 0; } void Player::InflictDamage(float hitPoints) { m_hp -= hitPoints; if (m_hp < 0) m_hp == 0; } int Player::getScore() const { return m_score; } void Player::addPoint() { ++m_score; } uint64_t Player::getId() const { return id; } Vector3f Player::InterpolatePosition(const Vector3f& vec1, const Vector3f& vec2, const Timestamp& tim1, const Timestamp& tim2, const Timestamp& now) { return Vector3f(); }