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-rw-r--r--old/world/GameState.cpp383
1 files changed, 0 insertions, 383 deletions
diff --git a/old/world/GameState.cpp b/old/world/GameState.cpp
deleted file mode 100644
index 3ccff37..0000000
--- a/old/world/GameState.cpp
+++ /dev/null
@@ -1,383 +0,0 @@
-#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;
-}