diff options
Diffstat (limited to 'old/world/GameState.cpp')
-rw-r--r-- | old/world/GameState.cpp | 383 |
1 files changed, 383 insertions, 0 deletions
diff --git a/old/world/GameState.cpp b/old/world/GameState.cpp new file mode 100644 index 0000000..3ccff37 --- /dev/null +++ b/old/world/GameState.cpp @@ -0,0 +1,383 @@ +#include "GameState.hpp" + +GameState::GameState(NetworkClient *Net, bool &quit) : nc(Net), isRunning(quit) { + Front = glm::vec3(0.0f, 0.0f, -1.0f); + this->SetPosition(glm::vec3(0.0f, 0.0f, 3.0f)); + this->WorldUp = glm::vec3(0.0f, 1.0f, 0.0f); + this->updateCameraVectors(); +} + +void GameState::Update(float deltaTime) { + if (g_IsGameStarted) { + std::chrono::steady_clock clock; + static auto timeOfPreviousSendedPacket(clock.now()); + auto delta = clock.now() - timeOfPreviousSendedPacket; + using namespace std::chrono_literals; + if (delta >= 50ms) { + nc->SendPacket(std::make_shared<PacketPlayerPositionAndLookSB>(g_PlayerX, g_PlayerY, g_PlayerZ, g_PlayerYaw, + g_PlayerPitch, g_OnGround)); + timeOfPreviousSendedPacket = clock.now(); + } + + const float gravity = -9.8f; + g_PlayerVelocityY += gravity * deltaTime; + + bool isCollides = world.isPlayerCollides(g_PlayerX, g_PlayerY + g_PlayerVelocityY * deltaTime, + g_PlayerZ); + if (!isCollides) { + g_PlayerY += g_PlayerVelocityY * deltaTime; + g_OnGround = false; + } else { + g_PlayerVelocityY = 0; + if (g_OnGround == false) { + auto updatePacket = std::make_shared<PacketPlayerPosition>(g_PlayerX, g_PlayerY, g_PlayerZ, true); + nc->SendPacket(updatePacket); + } + g_OnGround = true; + } + + isCollides = world.isPlayerCollides(g_PlayerX + g_PlayerVelocityX * deltaTime, g_PlayerY, + g_PlayerZ + g_PlayerVelocityZ * deltaTime); + if (!isCollides) { + g_PlayerX += g_PlayerVelocityX * deltaTime; + g_PlayerZ += g_PlayerVelocityZ * deltaTime; + } + + const float AirResistance = 10.0f; + glm::vec3 vel(g_PlayerVelocityX, 0, g_PlayerVelocityZ); + glm::vec3 resistForce = -vel * AirResistance * deltaTime; + vel += resistForce; + g_PlayerVelocityX = vel.x; + g_PlayerVelocityZ = vel.z; + } + + + //Packet handling + auto ptr = nc->ReceivePacket(); + while (ptr != nullptr) { + switch ((PacketNamePlayCB) ptr->GetPacketId()) { + case SpawnObject: + break; + case SpawnExperienceOrb: + break; + case SpawnGlobalEntity: + break; + case SpawnMob: + break; + case SpawnPainting: + break; + case SpawnPlayer: + break; + case AnimationCB: + break; + case Statistics: + break; + case BlockBreakAnimation: + break; + case UpdateBlockEntity: + break; + case BlockAction: + break; + case BlockChange: + break; + case BossBar: + break; + case ServerDifficulty: + break; + case TabCompleteCB: + break; + case ChatMessageCB: + break; + case MultiBlockChange: + break; + case ConfirmTransactionCB: + break; + case CloseWindowCB: + break; + case OpenWindow: + break; + case WindowItems: + break; + case WindowProperty: + break; + case SetSlot: + break; + case SetCooldown: + break; + case PluginMessageCB: + break; + case NamedSoundEffect: + break; + case DisconnectPlay: { + auto packet = std::static_pointer_cast<PacketDisconnectPlay>(ptr); + LOG(INFO) << "Disconnect reason: " << packet->Reason; + isRunning = false; + break; + } + case EntityStatus: + break; + case Explosion: + break; + case UnloadChunk: + break; + case ChangeGameState: + break; + case KeepAliveCB: + LOG(WARNING) << "Receive KeepAlive packet in GameState handler"; + break; + case ChunkData: { + auto packet = std::static_pointer_cast<PacketChunkData>(ptr); + world.ParseChunkData(packet); + break; + } + case Effect: + break; + case Particle: + break; + case JoinGame: { + auto packet = std::static_pointer_cast<PacketJoinGame>(ptr); + g_PlayerEid = packet->EntityId; + g_Gamemode = (packet->Gamemode & 0b11111011); + g_Dimension = packet->Dimension; + g_Difficulty = packet->Difficulty; + g_MaxPlayers = packet->MaxPlayers; + g_LevelType = packet->LevelType; + g_ReducedDebugInfo = packet->ReducedDebugInfo; + LOG(INFO) << "Gamemode is " << g_Gamemode << ", Difficulty is " << (int) g_Difficulty + << ", Level Type is " << g_LevelType; + break; + } + case Map: + break; + case EntityRelativeMove: + break; + case EntityLookAndRelativeMove: + break; + case EntityLook: + break; + case Entity: + break; + case VehicleMove: + break; + case OpenSignEditor: + break; + case PlayerAbilitiesCB: + break; + case CombatEvent: + break; + case PlayerListItem: + break; + case PlayerPositionAndLookCB: { + auto packet = std::static_pointer_cast<PacketPlayerPositionAndLookCB>(ptr); + if ((packet->Flags & 0x10) != 0) { + g_PlayerPitch += packet->Pitch; + } else { + g_PlayerPitch = packet->Pitch; + }; + + if ((packet->Flags & 0x08) != 0) { + g_PlayerYaw += packet->Yaw; + } else { + g_PlayerYaw = packet->Yaw; + } + + if ((packet->Flags & 0x01) != 0) { + g_PlayerX += packet->X; + } else { + g_PlayerX = packet->X; + } + + if ((packet->Flags & 0x02) != 0) { + g_PlayerY += packet->Y; + } else { + g_PlayerY = packet->Y; + } + + if ((packet->Flags & 0x04) != 0) { + g_PlayerZ += packet->Z; + } else { + g_PlayerZ = packet->Z; + } + + //if (!g_IsGameStarted) + LOG(INFO) << "PlayerPos is " << g_PlayerX << ", " << g_PlayerY << ", " << g_PlayerZ << "\t\tAngle: " + << g_PlayerYaw << "," << g_PlayerPitch; + + g_IsGameStarted = true; + + auto packetResponse = std::make_shared<PacketTeleportConfirm>(packet->TeleportId); + auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0); + + nc->SendPacket(packetResponse); + nc->SendPacket(packetPerformRespawn); + break; + } + case UseBed: + break; + case UnlockRecipes: + break; + case DestroyEntities: + break; + case RemoveEntityEffect: + break; + case ResourcePackSend: + break; + case Respawn: + break; + case EntityHeadLook: + break; + case SelectAdvancementTab: + break; + case WorldBorder: + break; + case Camera: + break; + case HeldItemChangeCB: + break; + case DisplayScoreboard: + break; + case EntityMetadata: + break; + case AttachEntity: + break; + case EntityVelocity: + break; + case EntityEquipment: + break; + case SetExperience: + break; + case UpdateHealth: { + auto packet = std::static_pointer_cast<PacketUpdateHealth>(ptr); + g_PlayerHealth = packet->Health; + if (g_PlayerHealth <= 0) { + LOG(INFO) << "Player is dead. Respawning..."; + auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0); + nc->SendPacket(packetPerformRespawn); + } + break; + } + case ScoreboardObjective: + break; + case SetPassengers: + break; + case Teams: + break; + case UpdateScore: + break; + case SpawnPosition: { + auto packet = std::static_pointer_cast<PacketSpawnPosition>(ptr); + g_SpawnPosition = packet->Location; + LOG(INFO) << "Spawn position is " << g_SpawnPosition.GetX() << "," << g_SpawnPosition.GetY() << "," + << g_SpawnPosition.GetZ(); + break; + } + case TimeUpdate: + break; + case Title: + break; + case SoundEffect: + break; + case PlayerListHeaderAndFooter: + break; + case CollectItem: + break; + case EntityTeleport: + break; + case Advancements: + break; + case EntityProperties: + break; + case EntityEffect: + break; + } + ptr = nc->ReceivePacket(); + } +} + +void GameState::HandleMovement(GameState::Direction direction, float deltaTime) { + const float PlayerSpeed = 40.0; + float velocity = PlayerSpeed * deltaTime; + glm::vec3 vel(g_PlayerVelocityX, g_PlayerVelocityY, g_PlayerVelocityZ); + glm::vec3 front(cos(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch())), 0, + sin(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch()))); + front = glm::normalize(front); + glm::vec3 right = glm::normalize(glm::cross(front, this->WorldUp)); + switch (direction) { + case FORWARD: + vel += front * velocity; + break; + case BACKWARD: + vel -= front * velocity; + break; + case RIGHT: + vel += right * velocity; + break; + case LEFT: + vel -= right * velocity; + break; + case JUMP: + if (g_OnGround) { + vel.y += 5; + g_OnGround = false; + } + break; + } + g_PlayerVelocityX = vel.x; + g_PlayerVelocityY = vel.y; + g_PlayerVelocityZ = vel.z; +} + +void GameState::HandleRotation(double yaw, double pitch) { + this->SetYaw(Yaw() + yaw); + this->SetPitch(Pitch() + pitch); + if (this->Pitch() > 89.0f) + this->SetPitch(89.0f); + if (this->Pitch() < -89.0f) + this->SetPitch(-89.0f); + this->updateCameraVectors(); + + auto updatePacket = std::make_shared<PacketPlayerLook>(g_PlayerYaw, g_PlayerPitch, g_OnGround); + nc->SendPacket(updatePacket); +} + +glm::mat4 GameState::GetViewMatrix() { + auto pos = this->Position(); + pos.y+=1.62; + return glm::lookAt(pos, pos + this->Front, this->Up); +} + +void GameState::updateCameraVectors() { + glm::vec3 front; + front.x = cos(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch())); + front.y = sin(glm::radians(this->Pitch())); + front.z = sin(glm::radians(this->Yaw())) * cos(glm::radians(this->Pitch())); + this->Front = glm::normalize(front); + this->Right = glm::normalize(glm::cross(this->Front, this->WorldUp)); + this->Up = glm::normalize(glm::cross(this->Right, this->Front)); +} + +float GameState::Yaw() { + return g_PlayerYaw + 90; +} + +float GameState::Pitch() { + return -g_PlayerPitch; +} + +void GameState::SetYaw(float yaw) { + g_PlayerYaw = yaw - 90; +} + +void GameState::SetPitch(float pitch) { + g_PlayerPitch = -pitch; +} + +glm::vec3 GameState::Position() { + return glm::vec3(g_PlayerX, g_PlayerY, g_PlayerZ); +} + +void GameState::SetPosition(glm::vec3 Position) { + g_PlayerX = Position.x; + g_PlayerY = Position.y; + g_PlayerZ = Position.z; +} |