161 lines
5.0 KiB
C++
161 lines
5.0 KiB
C++
#include "player.h"
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#include "world.h"
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Player::Player(const Vector3f& position, float rotX, float rotY) : m_position(position), m_rotX(rotX), m_rotY(rotY) {
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m_velocity = Vector3f(0, 0, 0);
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m_airborne = true;
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}
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void Player::TurnLeftRight(float value) {
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m_rotY += value;
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if (m_rotY > 360) m_rotY = 0;
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else if (m_rotY < -360) m_rotY = 0;
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}
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void Player::TurnTopBottom(float value) {
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m_rotX += value;
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if (m_rotX > 80) m_rotX = 80;
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else if (m_rotX < -80) m_rotX = -80;
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}
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Vector3f Player::GetInput(bool front, bool back, bool left, bool right, bool jump, bool shoot, float elapsedTime) {
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Vector3f delta = Vector3f(0, 0, 0);
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float yrotrad = (m_rotY / 57.2957795056f); // 180/Pi = 57.295...
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float xrotrad = (m_rotX / 57.2957795056f);
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m_direction = Vector3f(cos(xrotrad) * sin(yrotrad),
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-sin(xrotrad),
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cos(xrotrad) * -cos(yrotrad));
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m_direction.Normalize();
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if (front) {
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delta.x += float(sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-cos(yrotrad)) * elapsedTime * 10.f;
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}
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else if (back) {
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delta.x += float(-sin(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(cos(yrotrad)) * elapsedTime * 10.f;
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}
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if (left) {
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delta.x += float(-cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(-sin(yrotrad)) * elapsedTime * 10.f;
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}
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else if (right) {
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delta.x += float(cos(yrotrad)) * elapsedTime * 10.f;
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delta.z += float(sin(yrotrad)) * elapsedTime * 10.f;
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}
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delta.Normalize();
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delta.x *= .6f;
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delta.z *= .6f;
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if ((jump || shoot ) && !m_airborne) {
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delta.y += jump? .32f: shoot? .1f : 0.f;
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m_airborne = true;
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}
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if (shoot) // Recoil!
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TurnTopBottom(-1);
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return delta;
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}
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void Player::ApplyPhysics(Vector3f input, World* world, float elapsedTime) {
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static float timing = 0.f;
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/* Gestion de collisions */
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BlockType bt1, bt2, bt3;
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bt1 = world->BlockAt(GetPosition().x, GetPosition().y + input.y, GetPosition().z);
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bt2 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 0.9f, GetPosition().z);
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bt3 = world->BlockAt(GetPosition().x, GetPosition().y + input.y - 1.7f, GetPosition().z);
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if ((bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) && m_position.y < 129.7f) {
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bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z);
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if (bt1 == BTYPE_AIR) m_position.y = (int)m_position.y + .7f;
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m_velocity.y = input.y = 0;
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m_airborne = false;
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}
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else {
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if (abs(m_velocity.y) < 1.1f) m_velocity.y += input.y - 1.1f * elapsedTime;
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bt3 = world->BlockAt(GetPosition().x, GetPosition().y + m_velocity.y - 1.7f, GetPosition().z);
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bt1 = world->BlockAt(GetPosition().x, GetPosition().y + .3f, GetPosition().z);
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if (bt3 != BTYPE_AIR) {
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m_velocity.y = 0;
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if (timing == 0.f) {
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timing = .3f;
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}
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m_airborne = false;
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}
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else if (bt1 != BTYPE_AIR) {
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m_velocity.y = -.1f;
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}
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else m_airborne = true;
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}
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if (timing > 0.f) timing -= elapsedTime;
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if (timing < 0.f) timing = 0.f;
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bt1 = world->BlockAt(GetPosition().x + input.x, GetPosition().y, GetPosition().z);
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bt2 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 0.9f, GetPosition().z);
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bt3 = world->BlockAt(GetPosition().x + input.x, GetPosition().y - 1.7f, GetPosition().z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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input.x = m_velocity.x = 0;
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m_velocity.z *= .5f;
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}
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bt1 = world->BlockAt(GetPosition().x, GetPosition().y, GetPosition().z + input.z);
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bt2 = world->BlockAt(GetPosition().x, GetPosition().y - 0.9f, GetPosition().z + input.z);
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bt3 = world->BlockAt(GetPosition().x, GetPosition().y - 1.7f, GetPosition().z + input.z);
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if (bt1 != BTYPE_AIR || bt2 != BTYPE_AIR || bt3 != BTYPE_AIR) {
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input.z = m_velocity.z = 0;
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m_velocity.x *= .5f;
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}
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/* Fin gestion de collisions */
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/* Gestion de la friction */
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if (!m_airborne) {
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m_velocity.x += input.x * 2.f * elapsedTime;
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m_velocity.z += input.z * 2.f * elapsedTime;
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if (input.x == 0.f)
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m_velocity.x *= .8f;
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if (input.z == 0.f)
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m_velocity.z *= .8f;
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}
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else {
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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.
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m_velocity.z += input.z * .4f * elapsedTime;
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m_velocity.x *= .99f;
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m_velocity.z *= .99f;
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}
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/* Fin gestion de la friction */
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float vy = m_velocity.y;
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m_velocity.y = 1.f; // Padding pour limiter le x et z lors du Normalize().
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if (m_velocity.Length() >= 1.f) m_velocity.Normalize(); // Limiteur de vitesse en x/z.
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m_velocity.y = 0;
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if (m_velocity.Length() < .005f) m_velocity.Zero(); // Threshold en x/z.
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m_velocity.y = vy;
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m_position += m_velocity;
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}
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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); }
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Vector3f Player::GetVelocity() const { return m_velocity; }
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Vector3f Player::GetPOV() const { return Vector3f(GetPosition().x, m_POV, GetPosition().z); }
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Vector3f Player::GetDirection() const { return m_direction; }
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void Player::Teleport(int& x, int& z) {
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m_position.x -= x * CHUNK_SIZE_X;
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m_position.z -= z * CHUNK_SIZE_Z;
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}
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