ClassiCube/src/EntityComponents.c
2025-06-20 20:53:00 +10:00

1147 lines
44 KiB
C

#include "EntityComponents.h"
#include "String.h"
#include "ExtMath.h"
#include "World.h"
#include "Block.h"
#include "Event.h"
#include "Game.h"
#include "Entity.h"
#include "Platform.h"
#include "Camera.h"
#include "Funcs.h"
#include "Graphics.h"
#include "Physics.h"
#include "Model.h"
#include "Audio.h"
/*########################################################################################################################*
*----------------------------------------------------AnimatedComponent----------------------------------------------------*
*#########################################################################################################################*/
#define ANIM_MAX_ANGLE (110 * MATH_DEG2RAD)
#define ANIM_ARM_MAX (60.0f * MATH_DEG2RAD)
#define ANIM_LEG_MAX (80.0f * MATH_DEG2RAD)
#define ANIM_IDLE_MAX (3.0f * MATH_DEG2RAD)
#define ANIM_IDLE_XPERIOD (2.0f * MATH_PI / 5.0f)
#define ANIM_IDLE_ZPERIOD (2.0f * MATH_PI / 3.5f)
static void AnimatedComp_DoTilt(float* tilt, cc_bool reduce) {
if (reduce) {
(*tilt) *= 0.84f;
} else {
(*tilt) += 0.1f;
}
Math_Clamp(*tilt, 0.0f, 1.0f);
}
static void AnimatedComp_PerpendicularAnim(struct AnimatedComp* anim, float flapSpeed, float idleXRot, float idleZRot, cc_bool left) {
float verAngle = 0.5f + 0.5f * Math_SinF(anim->WalkTime * flapSpeed);
float horAngle = Math_CosF(anim->WalkTime);
float zRot = -idleZRot - verAngle * anim->Swing * ANIM_MAX_ANGLE;
float xRot = idleXRot + horAngle * anim->Swing * ANIM_ARM_MAX * 1.5f;
if (left) {
anim->LeftArmX = xRot; anim->LeftArmZ = zRot;
} else {
anim->RightArmX = xRot; anim->RightArmZ = zRot;
}
}
static void AnimatedComp_CalcHumanAnim(struct AnimatedComp* anim, float idleXRot, float idleZRot) {
AnimatedComp_PerpendicularAnim(anim, 0.23f, idleXRot, idleZRot, true);
AnimatedComp_PerpendicularAnim(anim, 0.28f, idleXRot, idleZRot, false);
anim->RightArmX = -anim->RightArmX; anim->RightArmZ = -anim->RightArmZ;
}
void AnimatedComp_Init(struct AnimatedComp* anim) {
Mem_Set(anim, 0, sizeof(struct AnimatedComp));
anim->BobStrengthO = 1.0f; anim->BobStrengthN = 1.0f;
}
void AnimatedComp_Update(struct Entity* e, Vec3 oldPos, Vec3 newPos, float delta) {
struct AnimatedComp* anim = &e->Anim;
float dx = newPos.x - oldPos.x;
float dz = newPos.z - oldPos.z;
float distance = Math_SqrtF(dx * dx + dz * dz);
int i;
float walkDelta;
anim->WalkTimeO = anim->WalkTimeN;
anim->SwingO = anim->SwingN;
if (distance > 0.05f) {
walkDelta = distance * 2 * (float)(20 * delta);
anim->WalkTimeN += walkDelta;
anim->SwingN += delta * 3;
} else {
anim->SwingN -= delta * 3;
}
Math_Clamp(anim->SwingN, 0.0f, 1.0f);
/* TODO: the Tilt code was designed for 60 ticks/second, fix it up for 20 ticks/second */
anim->BobStrengthO = anim->BobStrengthN;
for (i = 0; i < 3; i++) {
AnimatedComp_DoTilt(&anim->BobStrengthN, !Game_ViewBobbing || !e->OnGround);
}
}
void AnimatedComp_GetCurrent(struct Entity* e, float t) {
struct AnimatedComp* anim = &e->Anim;
float idleTime = (float)Game.Time;
float idleXRot = Math_SinF(idleTime * ANIM_IDLE_XPERIOD) * ANIM_IDLE_MAX;
float idleZRot = Math_CosF(idleTime * ANIM_IDLE_ZPERIOD) * ANIM_IDLE_MAX + ANIM_IDLE_MAX;
anim->Swing = Math_Lerp(anim->SwingO, anim->SwingN, t);
anim->WalkTime = Math_Lerp(anim->WalkTimeO, anim->WalkTimeN, t);
anim->LeftArmX = (Math_CosF(anim->WalkTime) * anim->Swing * ANIM_ARM_MAX) - idleXRot;
anim->LeftArmZ = -idleZRot;
anim->LeftLegX = -(Math_CosF(anim->WalkTime) * anim->Swing * ANIM_LEG_MAX);
anim->LeftLegZ = 0;
anim->RightLegX = -anim->LeftLegX; anim->RightLegZ = -anim->LeftLegZ;
anim->RightArmX = -anim->LeftArmX; anim->RightArmZ = -anim->LeftArmZ;
// See BobbingHor/BobbingVer in PerspectiveCamera_CalcViewBobbing
anim->BobbingModel = Math_AbsF(Math_CosF(anim->WalkTime)) * anim->Swing * (4.0f/16.0f);
if (e->Model->calcHumanAnims && !Game_SimpleArmsAnim) {
AnimatedComp_CalcHumanAnim(anim, idleXRot, idleZRot);
}
}
/*########################################################################################################################*
*------------------------------------------------------TiltComponent------------------------------------------------------*
*#########################################################################################################################*/
void TiltComp_Init(struct TiltComp* anim) {
anim->VelTiltStrengthO = 1.0f;
anim->VelTiltStrengthN = 1.0f;
}
void TiltComp_Update(struct LocalPlayer* p, struct TiltComp* anim, float delta) {
int i;
anim->VelTiltStrengthO = anim->VelTiltStrengthN;
/* TODO: the Tilt code was designed for 60 ticks/second, fix it up for 20 ticks/second */
for (i = 0; i < 3; i++) {
AnimatedComp_DoTilt(&anim->VelTiltStrengthN, p->Hacks.Floating);
}
}
/*########################################################################################################################*
*-----------------------------------------------------HacksComponent------------------------------------------------------*
*#########################################################################################################################*/
static void HacksComp_SetAll(struct HacksComp* hacks, cc_bool allowed) {
hacks->CanAnyHacks = allowed; hacks->CanFly = allowed;
hacks->CanNoclip = allowed; hacks->CanRespawn = allowed;
hacks->CanSpeed = allowed; hacks->CanPushbackBlocks = allowed;
hacks->CanUseThirdPerson = allowed;
hacks->CanSeeAllNames = allowed && hacks->IsOp;
}
void HacksComp_Init(struct HacksComp* hacks) {
Mem_Set(hacks, 0, sizeof(struct HacksComp));
HacksComp_SetAll(hacks, true);
hacks->SpeedMultiplier = 10.0f;
hacks->Enabled = true;
hacks->IsOp = true;
hacks->CanSeeAllNames = true;
hacks->CanDoubleJump = true;
hacks->BaseHorSpeed = 1.0f;
hacks->MaxHorSpeed = 1.0f;
hacks->MaxJumps = 1;
hacks->NoclipSlide = true;
hacks->CanBePushed = true;
String_InitArray(hacks->HacksFlags, hacks->__HacksFlagsBuffer);
}
cc_bool HacksComp_CanJumpHigher(struct HacksComp* hacks) {
return hacks->Enabled && hacks->CanSpeed;
}
static cc_string HacksComp_UNSAFE_FlagValue(const char* flag, struct HacksComp* hacks) {
cc_string* joined = &hacks->HacksFlags;
int beg, end;
beg = String_IndexOfConst(joined, flag);
if (beg < 0) return String_Empty;
beg += String_Length(flag);
end = String_IndexOfAt(joined, beg, ' ');
if (end < 0) end = joined->length;
return String_UNSAFE_Substring(joined, beg, end - beg);
}
static float HacksComp_ParseFlagFloat(const char* flagRaw, struct HacksComp* hacks) {
cc_string raw = HacksComp_UNSAFE_FlagValue(flagRaw, hacks);
float value;
if (!raw.length || Game_ClassicMode) return 1.0f;
if (!Convert_ParseFloat(&raw, &value)) return 1.0f;
return value;
}
static int HacksComp_ParseFlagInt(const char* flagRaw, struct HacksComp* hacks) {
cc_string raw = HacksComp_UNSAFE_FlagValue(flagRaw, hacks);
int value;
if (!raw.length || Game_ClassicMode) return 1;
if (!Convert_ParseInt(&raw, &value)) return 1;
return value;
}
static void HacksComp_ParseFlag(struct HacksComp* hacks, const char* include, const char* exclude, cc_bool* target) {
cc_string* joined = &hacks->HacksFlags;
if (String_ContainsConst(joined, include)) {
*target = true;
} else if (String_ContainsConst(joined, exclude)) {
*target = false;
}
}
static void HacksComp_ParseAllFlag(struct HacksComp* hacks, const char* include, const char* exclude) {
cc_string* joined = &hacks->HacksFlags;
if (String_ContainsConst(joined, include)) {
HacksComp_SetAll(hacks, true);
} else if (String_ContainsConst(joined, exclude)) {
HacksComp_SetAll(hacks, false);
}
}
void HacksComp_RecheckFlags(struct HacksComp* hacks) {
/* Can use hacks by default (also case with WoM), no need to check +hax */
cc_bool hax = !String_ContainsConst(&hacks->HacksFlags, "-hax");
HacksComp_SetAll(hacks, hax);
hacks->CanBePushed = true;
HacksComp_ParseFlag(hacks, "+fly", "-fly", &hacks->CanFly);
HacksComp_ParseFlag(hacks, "+noclip", "-noclip", &hacks->CanNoclip);
HacksComp_ParseFlag(hacks, "+speed", "-speed", &hacks->CanSpeed);
HacksComp_ParseFlag(hacks, "+respawn", "-respawn", &hacks->CanRespawn);
HacksComp_ParseFlag(hacks, "+push", "-push", &hacks->CanBePushed);
HacksComp_ParseFlag(hacks, "+thirdperson", "-thirdperson", &hacks->CanUseThirdPerson);
HacksComp_ParseFlag(hacks, "+names", "-names", &hacks->CanSeeAllNames);
if (hacks->IsOp) HacksComp_ParseAllFlag(hacks, "+ophax", "-ophax");
hacks->BaseHorSpeed = HacksComp_ParseFlagFloat("horspeed=", hacks);
hacks->MaxHorSpeed = HacksComp_ParseFlagFloat("maxspeed=", hacks);
hacks->MaxJumps = HacksComp_ParseFlagInt("jumps=", hacks);
HacksComp_Update(hacks);
}
void HacksComp_Update(struct HacksComp* hacks) {
if (!hacks->CanFly || !hacks->Enabled) {
HacksComp_SetFlying(hacks, false);
hacks->FlyingDown = false; hacks->FlyingUp = false;
}
if (!hacks->CanNoclip || !hacks->Enabled) {
HacksComp_SetNoclip(hacks, false);
}
if (!hacks->CanSpeed || !hacks->Enabled) {
hacks->Speeding = false; hacks->HalfSpeeding = false;
}
hacks->CanDoubleJump = hacks->Enabled && hacks->CanSpeed;
Event_RaiseVoid(&UserEvents.HackPermsChanged);
}
void HacksComp_SetFlying(struct HacksComp* hacks, cc_bool flying) {
if (hacks->Flying == flying) return;
hacks->Flying = flying;
Event_RaiseVoid(&UserEvents.HacksStateChanged);
}
void HacksComp_SetNoclip(struct HacksComp* hacks, cc_bool noclip) {
if (hacks->Noclip == noclip) return;
hacks->Noclip = noclip;
Event_RaiseVoid(&UserEvents.HacksStateChanged);
}
float HacksComp_CalcSpeedFactor(struct HacksComp* hacks, cc_bool canSpeed) {
float speed = 0;
if (!canSpeed) return 0;
if (hacks->HalfSpeeding) speed += hacks->SpeedMultiplier / 2;
if (hacks->Speeding) speed += hacks->SpeedMultiplier;
return speed;
}
/*########################################################################################################################*
*--------------------------------------------------InterpolationComponent-------------------------------------------------*
*#########################################################################################################################*/
static void InterpComp_RemoveOldestRotY(struct InterpComp* interp) {
int i;
for (i = 0; i < Array_Elems(interp->RotYStates); i++) {
interp->RotYStates[i] = interp->RotYStates[i + 1];
}
interp->RotYCount--;
}
static void InterpComp_AddRotY(struct InterpComp* interp, float state) {
if (interp->RotYCount == Array_Elems(interp->RotYStates)) {
InterpComp_RemoveOldestRotY(interp);
}
interp->RotYStates[interp->RotYCount] = state; interp->RotYCount++;
}
static void InterpComp_AdvanceRotY(struct InterpComp* interp, struct Entity* e) {
if (!interp->RotYCount) return;
e->next.rotY = interp->RotYStates[0];
InterpComp_RemoveOldestRotY(interp);
}
/*########################################################################################################################*
*----------------------------------------------NetworkInterpolationComponent----------------------------------------------*
*#########################################################################################################################*/
#define NetInterpAngles_Copy(dst, src) \
(dst).pitch = (src)->Pitch;\
(dst).yaw = (src)->Yaw;\
(dst).rotX = (src)->RotX;\
(dst).rotZ = (src)->RotZ;
static void NetInterpComp_RemoveOldestPosition(struct NetInterpComp* interp) {
int i;
interp->PositionsCount--;
for (i = 0; i < interp->PositionsCount; i++) {
interp->Positions[i] = interp->Positions[i + 1];
}
}
static void NetInterpComp_AddPosition(struct NetInterpComp* interp, Vec3 pos) {
if (interp->PositionsCount == Array_Elems(interp->Positions)) {
NetInterpComp_RemoveOldestPosition(interp);
}
interp->Positions[interp->PositionsCount++] = pos;
}
static void NetInterpComp_SetPosition(struct NetInterpComp* interp, struct LocationUpdate* update, struct Entity* e, int mode) {
Vec3 lastPos = interp->CurPos;
Vec3* curPos = &interp->CurPos;
Vec3 midPos;
if (mode == LU_POS_ABSOLUTE_INSTANT || mode == LU_POS_ABSOLUTE_SMOOTH) {
*curPos = update->pos;
} else {
Vec3_AddBy(curPos, &update->pos);
}
if (mode == LU_POS_ABSOLUTE_INSTANT) {
e->prev.pos = *curPos;
e->next.pos = *curPos;
interp->PositionsCount = 0;
} else {
/* Smoother interpolation by also adding midpoint */
Vec3_Lerp(&midPos, &lastPos, curPos, 0.5f);
NetInterpComp_AddPosition(interp, midPos);
NetInterpComp_AddPosition(interp, *curPos);
}
}
static void NetInterpComp_RemoveOldestAngles(struct NetInterpComp* interp) {
int i;
interp->AnglesCount--;
for (i = 0; i < interp->AnglesCount; i++) {
interp->Angles[i] = interp->Angles[i + 1];
}
}
static void NetInterpComp_AddAngles(struct NetInterpComp* interp, struct NetInterpAngles angles) {
if (interp->AnglesCount == Array_Elems(interp->Angles)) {
NetInterpComp_RemoveOldestAngles(interp);
}
interp->Angles[interp->AnglesCount++] = angles;
}
void NetInterpComp_SetLocation(struct NetInterpComp* interp, struct LocationUpdate* update, struct Entity* e) {
struct NetInterpAngles last = interp->CurAngles;
struct NetInterpAngles* cur = &interp->CurAngles;
struct NetInterpAngles mid;
cc_uint8 flags = update->flags;
cc_bool interpolate = flags & LU_ORI_INTERPOLATE;
if (flags & LU_HAS_POS) {
NetInterpComp_SetPosition(interp, update, e, flags & LU_POS_MODEMASK);
}
if (flags & LU_HAS_ROTX) cur->RotX = Math_ClampAngle(update->rotX);
if (flags & LU_HAS_ROTZ) cur->RotZ = Math_ClampAngle(update->rotZ);
if (flags & LU_HAS_PITCH) cur->Pitch = Math_ClampAngle(update->pitch);
if (flags & LU_HAS_YAW) cur->Yaw = Math_ClampAngle(update->yaw);
if (!interpolate) {
NetInterpAngles_Copy(e->prev, cur); e->prev.rotY = cur->Yaw;
NetInterpAngles_Copy(e->next, cur); e->next.rotY = cur->Yaw;
interp->RotYCount = 0; interp->AnglesCount = 0;
} else {
/* Smoother interpolation by also adding midpoint */
mid.RotX = Math_LerpAngle(last.RotX, cur->RotX, 0.5f);
mid.RotZ = Math_LerpAngle(last.RotZ, cur->RotZ, 0.5f);
mid.Pitch = Math_LerpAngle(last.Pitch, cur->Pitch, 0.5f);
mid.Yaw = Math_LerpAngle(last.Yaw, cur->Yaw, 0.5f);
NetInterpComp_AddAngles(interp, mid);
NetInterpComp_AddAngles(interp, *cur);
/* Body rotation lags behind head a tiny bit */
InterpComp_AddRotY((struct InterpComp*)interp, Math_LerpAngle(last.Yaw, cur->Yaw, 0.33333333f));
InterpComp_AddRotY((struct InterpComp*)interp, Math_LerpAngle(last.Yaw, cur->Yaw, 0.66666667f));
InterpComp_AddRotY((struct InterpComp*)interp, Math_LerpAngle(last.Yaw, cur->Yaw, 1.00000000f));
}
}
void NetInterpComp_AdvanceState(struct NetInterpComp* interp, struct Entity* e) {
e->prev = e->next;
e->Position = e->prev.pos;
if (interp->PositionsCount) {
e->next.pos = interp->Positions[0];
NetInterpComp_RemoveOldestPosition(interp);
}
if (interp->AnglesCount) {
NetInterpAngles_Copy(e->next, &interp->Angles[0]);
NetInterpComp_RemoveOldestAngles(interp);
}
InterpComp_AdvanceRotY((struct InterpComp*)interp, e);
}
/*########################################################################################################################*
*-----------------------------------------------LocalInterpolationComponent-----------------------------------------------*
*#########################################################################################################################*/
static void LocalInterpComp_SetPosition(struct Entity* e, struct LocationUpdate* update, int mode) {
float yOffset;
if (mode == LU_POS_ABSOLUTE_INSTANT || mode == LU_POS_ABSOLUTE_SMOOTH) {
e->next.pos = update->pos;
} else if (mode == LU_POS_RELATIVE_SMOOTH) {
Vec3_AddBy(&e->next.pos, &update->pos);
} else if (mode == LU_POS_RELATIVE_SHIFT) {
Vec3_AddBy(&e->prev.pos, &update->pos);
Vec3_AddBy(&e->next.pos, &update->pos);
}
/* If server sets Y position exactly on ground, push up a tiny bit */
yOffset = e->next.pos.y - Math_Floor(e->next.pos.y);
if (yOffset < ENTITY_ADJUSTMENT) e->next.pos.y += ENTITY_ADJUSTMENT;
if (mode == LU_POS_ABSOLUTE_INSTANT) {
e->prev.pos = e->next.pos; e->Position = e->next.pos;
}
}
static void LocalInterpComp_Angle(float* prev, float* next, float value, cc_bool interpolate) {
value = Math_ClampAngle(value);
*next = value;
if (!interpolate) *prev = value;
}
void LocalInterpComp_SetLocation(struct InterpComp* interp, struct LocationUpdate* update, struct Entity* e) {
struct EntityLocation* prev = &e->prev;
struct EntityLocation* next = &e->next;
cc_uint8 flags = update->flags;
cc_bool interpolate = flags & LU_ORI_INTERPOLATE;
if (flags & LU_HAS_POS) {
LocalInterpComp_SetPosition(e, update, flags & LU_POS_MODEMASK);
}
if (flags & LU_HAS_PITCH) {
LocalInterpComp_Angle(&prev->pitch, &next->pitch, update->pitch, interpolate);
}
if (flags & LU_HAS_ROTX) {
LocalInterpComp_Angle(&prev->rotX, &next->rotX, update->rotX, interpolate);
}
if (flags & LU_HAS_ROTZ) {
LocalInterpComp_Angle(&prev->rotZ, &next->rotZ, update->rotZ, interpolate);
}
if (flags & LU_HAS_YAW) {
LocalInterpComp_Angle(&prev->yaw, &next->yaw, update->yaw, interpolate);
if (!interpolate) {
next->rotY = next->yaw;
interp->RotYCount = 0;
} else {
/* Body Y rotation lags slightly behind */
InterpComp_AddRotY(interp, Math_LerpAngle(prev->yaw, next->yaw, 0.33333333f));
InterpComp_AddRotY(interp, Math_LerpAngle(prev->yaw, next->yaw, 0.66666667f));
InterpComp_AddRotY(interp, Math_LerpAngle(prev->yaw, next->yaw, 1.00000000f));
e->next.rotY = interp->RotYStates[0];
}
}
Entity_LerpAngles(e, 0.0f);
}
void LocalInterpComp_AdvanceState(struct InterpComp* interp, struct Entity* e) {
e->prev = e->next;
e->Position = e->prev.pos;
InterpComp_AdvanceRotY(interp, e);
}
/*########################################################################################################################*
*---------------------------------------------------CollisionsComponent---------------------------------------------------*
*#########################################################################################################################*/
/* Whether a collision occurred with any horizontal sides of any blocks */
cc_bool Collisions_HitHorizontal(struct CollisionsComp* comp) {
return comp->HitXMin || comp->HitXMax || comp->HitZMin || comp->HitZMax;
}
#define COLLISIONS_ADJ 0.001f
static void Collisions_ClipX(struct Entity* e, Vec3* size, struct AABB* entityBB, struct AABB* extentBB) {
e->Velocity.x = 0.0f;
entityBB->Min.x = e->Position.x - size->x / 2; extentBB->Min.x = entityBB->Min.x;
entityBB->Max.x = e->Position.x + size->x / 2; extentBB->Max.x = entityBB->Max.x;
}
static void Collisions_ClipY(struct Entity* e, Vec3* size, struct AABB* entityBB, struct AABB* extentBB) {
e->Velocity.y = 0.0f;
entityBB->Min.y = e->Position.y; extentBB->Min.y = entityBB->Min.y;
entityBB->Max.y = e->Position.y + size->y; extentBB->Max.y = entityBB->Max.y;
}
static void Collisions_ClipZ(struct Entity* e, Vec3* size, struct AABB* entityBB, struct AABB* extentBB) {
e->Velocity.z = 0.0f;
entityBB->Min.z = e->Position.z - size->z / 2; extentBB->Min.z = entityBB->Min.z;
entityBB->Max.z = e->Position.z + size->z / 2; extentBB->Max.z = entityBB->Max.z;
}
static cc_bool Collisions_CanSlideThrough(struct AABB* adjFinalBB) {
IVec3 bbMin, bbMax;
struct AABB blockBB;
BlockID block;
Vec3 v;
int x, y, z;
IVec3_Floor(&bbMin, &adjFinalBB->Min);
IVec3_Floor(&bbMax, &adjFinalBB->Max);
for (y = bbMin.y; y <= bbMax.y; y++) { v.y = (float)y;
for (z = bbMin.z; z <= bbMax.z; z++) { v.z = (float)z;
for (x = bbMin.x; x <= bbMax.x; x++) { v.x = (float)x;
block = World_GetPhysicsBlock(x, y, z);
Vec3_Add(&blockBB.Min, &v, &Blocks.MinBB[block]);
Vec3_Add(&blockBB.Max, &v, &Blocks.MaxBB[block]);
if (!AABB_Intersects(&blockBB, adjFinalBB)) continue;
if (Blocks.Collide[block] == COLLIDE_SOLID) return false;
}
}
}
return true;
}
static cc_bool Collisions_DidSlide(struct CollisionsComp* comp, struct AABB* blockBB, Vec3* size,
struct AABB* finalBB, struct AABB* entityBB, struct AABB* extentBB) {
float yDist = blockBB->Max.y - entityBB->Min.y;
struct AABB adjBB;
if (yDist > 0.0f && yDist <= comp->StepSize + 0.01f) {
float blockBB_MinX = max(blockBB->Min.x, blockBB->Max.x - size->x / 2);
float blockBB_MaxX = min(blockBB->Max.x, blockBB->Min.x + size->x / 2);
float blockBB_MinZ = max(blockBB->Min.z, blockBB->Max.z - size->z / 2);
float blockBB_MaxZ = min(blockBB->Max.z, blockBB->Min.z + size->z / 2);
adjBB.Min.x = min(finalBB->Min.x, blockBB_MinX + COLLISIONS_ADJ);
adjBB.Max.x = max(finalBB->Max.x, blockBB_MaxX - COLLISIONS_ADJ);
adjBB.Min.y = blockBB->Max.y + COLLISIONS_ADJ;
adjBB.Max.y = adjBB.Min.y + size->y;
adjBB.Min.z = min(finalBB->Min.z, blockBB_MinZ + COLLISIONS_ADJ);
adjBB.Max.z = max(finalBB->Max.z, blockBB_MaxZ - COLLISIONS_ADJ);
if (!Collisions_CanSlideThrough(&adjBB)) return false;
comp->Entity->Position.y = adjBB.Min.y;
comp->Entity->OnGround = true;
Collisions_ClipY(comp->Entity, size, entityBB, extentBB);
return true;
}
return false;
}
static void Collisions_ClipXMin(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
comp->Entity->Position.x = blockBB->Min.x - size->x / 2 - COLLISIONS_ADJ;
Collisions_ClipX(comp->Entity, size, entityBB, extentBB);
comp->HitXMin = true;
}
}
static void Collisions_ClipXMax(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
comp->Entity->Position.x = blockBB->Max.x + size->x / 2 + COLLISIONS_ADJ;
Collisions_ClipX(comp->Entity, size, entityBB, extentBB);
comp->HitXMax = true;
}
}
static void Collisions_ClipZMax(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
comp->Entity->Position.z = blockBB->Max.z + size->z / 2 + COLLISIONS_ADJ;
Collisions_ClipZ(comp->Entity, size, entityBB, extentBB);
comp->HitZMax = true;
}
}
static void Collisions_ClipZMin(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
cc_bool wasOn, struct AABB* finalBB, struct AABB* extentBB, Vec3* size) {
if (!wasOn || !Collisions_DidSlide(comp, blockBB, size, finalBB, entityBB, extentBB)) {
comp->Entity->Position.z = blockBB->Min.z - size->z / 2 - COLLISIONS_ADJ;
Collisions_ClipZ(comp->Entity, size, entityBB, extentBB);
comp->HitZMin = true;
}
}
static void Collisions_ClipYMin(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
struct AABB* extentBB, Vec3* size) {
comp->Entity->Position.y = blockBB->Min.y - size->y - COLLISIONS_ADJ;
Collisions_ClipY(comp->Entity, size, entityBB, extentBB);
comp->HitYMin = true;
}
static void Collisions_ClipYMax(struct CollisionsComp* comp, struct AABB* blockBB, struct AABB* entityBB,
struct AABB* extentBB, Vec3* size) {
comp->Entity->Position.y = blockBB->Max.y + COLLISIONS_ADJ;
comp->Entity->OnGround = true;
Collisions_ClipY(comp->Entity, size, entityBB, extentBB);
comp->HitYMax = true;
}
static void Collisions_CollideWithReachableBlocks(struct CollisionsComp* comp, int count, struct AABB* entityBB,
struct AABB* extentBB) {
struct Entity* entity = comp->Entity;
struct SearcherState state;
struct AABB blockBB, finalBB;
Vec3 size;
cc_bool wasOn;
Vec3 bPos, v;
float tx, ty, tz;
int i, block;
/* Reset collision detection states */
wasOn = entity->OnGround;
entity->OnGround = false;
comp->HitXMin = false; comp->HitYMin = false; comp->HitZMin = false;
comp->HitXMax = false; comp->HitYMax = false; comp->HitZMax = false;
size = entity->Size;
for (i = 0; i < count; i++) {
/* Unpack the block and coordinate data */
state = Searcher_States[i];
bPos.x = state.x >> 3; bPos.y = state.y >> 4; bPos.z = state.z >> 3;
block = (state.x & 0x7) | (state.y & 0xF) << 3 | (state.z & 0x7) << 7;
Vec3_Add(&blockBB.Min, &Blocks.MinBB[block], &bPos);
Vec3_Add(&blockBB.Max, &Blocks.MaxBB[block], &bPos);
if (!AABB_Intersects(extentBB, &blockBB)) continue;
/* Recheck time to collide with block (as colliding with blocks modifies this) */
Searcher_CalcTime(&entity->Velocity, entityBB, &blockBB, &tx, &ty, &tz);
if (tx > 1.0f || ty > 1.0f || tz > 1.0f) {
Platform_LogConst("t > 1 in physics calculation.. this shouldn't have happened.");
}
/* Calculate the location of the entity when it collides with this block */
v = entity->Velocity;
v.x *= tx; v.y *= ty; v.z *= tz;
/* Inlined ABBB_Offset */
Vec3_Add(&finalBB.Min, &entityBB->Min, &v);
Vec3_Add(&finalBB.Max, &entityBB->Max, &v);
/* if we have hit the bottom of a block, we need to change the axis we test first */
if (!comp->HitYMin) {
if (finalBB.Min.y + COLLISIONS_ADJ >= blockBB.Max.y) {
Collisions_ClipYMax(comp, &blockBB, entityBB, extentBB, &size);
} else if (finalBB.Max.y - COLLISIONS_ADJ <= blockBB.Min.y) {
Collisions_ClipYMin(comp, &blockBB, entityBB, extentBB, &size);
} else if (finalBB.Min.x + COLLISIONS_ADJ >= blockBB.Max.x) {
Collisions_ClipXMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
} else if (finalBB.Max.x - COLLISIONS_ADJ <= blockBB.Min.x) {
Collisions_ClipXMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
} else if (finalBB.Min.z + COLLISIONS_ADJ >= blockBB.Max.z) {
Collisions_ClipZMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
} else if (finalBB.Max.z - COLLISIONS_ADJ <= blockBB.Min.z) {
Collisions_ClipZMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
}
continue;
}
/* if flying or falling, test the horizontal axes first */
if (finalBB.Min.x + COLLISIONS_ADJ >= blockBB.Max.x) {
Collisions_ClipXMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
} else if (finalBB.Max.x - COLLISIONS_ADJ <= blockBB.Min.x) {
Collisions_ClipXMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
} else if (finalBB.Min.z + COLLISIONS_ADJ >= blockBB.Max.z) {
Collisions_ClipZMax(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
} else if (finalBB.Max.z - COLLISIONS_ADJ <= blockBB.Min.z) {
Collisions_ClipZMin(comp, &blockBB, entityBB, wasOn, &finalBB, extentBB, &size);
} else if (finalBB.Min.y + COLLISIONS_ADJ >= blockBB.Max.y) {
Collisions_ClipYMax(comp, &blockBB, entityBB, extentBB, &size);
} else if (finalBB.Max.y - COLLISIONS_ADJ <= blockBB.Min.y) {
Collisions_ClipYMin(comp, &blockBB, entityBB, extentBB, &size);
}
}
}
/* TODO: test for corner cases, and refactor this */
void Collisions_MoveAndWallSlide(struct CollisionsComp* comp) {
struct Entity* e = comp->Entity;
struct AABB entityBB, entityExtentBB;
int count;
if (Vec3_IsZero(e->Velocity)) return;
count = Searcher_FindReachableBlocks(e, &entityBB, &entityExtentBB);
Collisions_CollideWithReachableBlocks(comp, count, &entityBB, &entityExtentBB);
}
/*########################################################################################################################*
*----------------------------------------------------PhysicsComponent-----------------------------------------------------*
*#########################################################################################################################*/
void PhysicsComp_Init(struct PhysicsComp* comp, struct Entity* entity) {
Mem_Set(comp, 0, sizeof(struct PhysicsComp));
comp->CanLiquidJump = true;
comp->Entity = entity;
comp->JumpVel = 0.42f;
comp->UserJumpVel = 0.42f;
comp->ServerJumpVel = 0.42f;
comp->gravity = 0.08f;
Vec3_Set(comp->drag, 0.91f, 0.98f, 0.91f);
Vec3_Set(comp->groundFriction, 0.6f, 1.0f, 0.6f);
}
static cc_bool PhysicsComp_TouchesLiquid(BlockID block) { return Blocks.Collide[block] == COLLIDE_LIQUID; }
void PhysicsComp_UpdateVelocityState(struct PhysicsComp* comp) {
struct Entity* entity = comp->Entity;
struct HacksComp* hacks = comp->Hacks;
struct AABB bounds;
int dir;
cc_bool touchWater, touchLava;
cc_bool liquidFeet, liquidRest;
int feetY, bodyY, headY;
cc_bool pastJumpPoint;
if (hacks->Floating) {
entity->Velocity.y = 0.0f; /* eliminate the effect of gravity */
dir = (hacks->FlyingUp || comp->Jumping) ? 1 : (hacks->FlyingDown ? -1 : 0);
entity->Velocity.y += 0.12f * dir;
if (hacks->Speeding && hacks->CanSpeed) entity->Velocity.y += 0.12f * dir;
if (hacks->HalfSpeeding && hacks->CanSpeed) entity->Velocity.y += 0.06f * dir;
} else if (comp->Jumping && Entity_TouchesAnyRope(entity) && entity->Velocity.y > 0.02f) {
entity->Velocity.y = 0.02f;
}
if (!comp->Jumping) { comp->CanLiquidJump = false; return; }
touchWater = Entity_TouchesAnyWater(entity);
touchLava = Entity_TouchesAnyLava(entity);
if (touchWater || touchLava) {
Entity_GetBounds(entity, &bounds);
feetY = Math_Floor(bounds.Min.y); bodyY = feetY + 1;
headY = Math_Floor(bounds.Max.y);
if (bodyY > headY) bodyY = headY;
bounds.Max.y = bounds.Min.y = feetY;
liquidFeet = Entity_TouchesAny(&bounds, PhysicsComp_TouchesLiquid);
bounds.Min.y = min(bodyY, headY);
bounds.Max.y = max(bodyY, headY);
liquidRest = Entity_TouchesAny(&bounds, PhysicsComp_TouchesLiquid);
pastJumpPoint = liquidFeet && !liquidRest && (Math_Mod1(entity->Position.y) >= 0.4f);
if (!pastJumpPoint) {
comp->CanLiquidJump = true;
entity->Velocity.y += 0.04f;
if (hacks->Speeding && hacks->CanSpeed) entity->Velocity.y += 0.04f;
if (hacks->HalfSpeeding && hacks->CanSpeed) entity->Velocity.y += 0.02f;
} else if (pastJumpPoint) {
/* either A) climb up solid on side B) jump bob in water */
if (Collisions_HitHorizontal(comp->Collisions)) {
entity->Velocity.y += touchLava ? 0.30f : 0.13f;
} else if (comp->CanLiquidJump) {
entity->Velocity.y += touchLava ? 0.20f : 0.10f;
}
comp->CanLiquidJump = false;
}
} else if (comp->UseLiquidGravity) {
entity->Velocity.y += 0.04f;
if (hacks->Speeding && hacks->CanSpeed) entity->Velocity.y += 0.04f;
if (hacks->HalfSpeeding && hacks->CanSpeed) entity->Velocity.y += 0.02f;
comp->CanLiquidJump = false;
} else if (Entity_TouchesAnyRope(entity)) {
entity->Velocity.y += (hacks->Speeding && hacks->CanSpeed) ? 0.15f : 0.10f;
comp->CanLiquidJump = false;
} else if (entity->OnGround) {
PhysicsComp_DoNormalJump(comp);
}
}
void PhysicsComp_DoNormalJump(struct PhysicsComp* comp) {
struct Entity* entity = comp->Entity;
struct HacksComp* hacks = comp->Hacks;
if (comp->JumpVel == 0.0f || hacks->MaxJumps <= 0) return;
entity->Velocity.y = comp->JumpVel;
if (hacks->Speeding && hacks->CanSpeed) entity->Velocity.y += comp->JumpVel;
if (hacks->HalfSpeeding && hacks->CanSpeed) entity->Velocity.y += comp->JumpVel / 2;
comp->CanLiquidJump = false;
}
static cc_bool PhysicsComp_TouchesSlipperyIce(BlockID b) { return Blocks.ExtendedCollide[b] == COLLIDE_SLIPPERY_ICE; }
static cc_bool PhysicsComp_OnIce(struct Entity* e) {
struct AABB bounds;
int feetX, feetY, feetZ;
BlockID feetBlock;
feetX = Math_Floor(e->Position.x);
feetY = Math_Floor(e->Position.y - 0.01f);
feetZ = Math_Floor(e->Position.z);
feetBlock = World_GetPhysicsBlock(feetX, feetY, feetZ);
if (Blocks.ExtendedCollide[feetBlock] == COLLIDE_ICE) return true;
Entity_GetBounds(e, &bounds);
bounds.Min.y -= 0.01f; bounds.Max.y = bounds.Min.y;
return Entity_TouchesAny(&bounds, PhysicsComp_TouchesSlipperyIce);
}
static void PhysicsComp_MoveHor(struct PhysicsComp* comp, Vec3 vel, float factor) {
struct Entity* entity;
float dist;
dist = Math_SqrtF(vel.x * vel.x + vel.z * vel.z);
if (dist < 0.00001f) return;
if (dist < 1.0f) dist = 1.0f;
/* entity.Velocity += vel * (factor / dist) */
entity = comp->Entity;
Vec3_Mul1By(&vel, factor / dist);
Vec3_AddBy(&entity->Velocity, &vel);
}
static void PhysicsComp_Move(struct PhysicsComp* comp, Vec3 drag, float gravity, float yMul) {
struct Entity* entity = comp->Entity;
entity->Velocity.y *= yMul;
if (!comp->Hacks->Noclip) {
Collisions_MoveAndWallSlide(comp->Collisions);
}
Vec3_AddBy(&entity->Position, &entity->Velocity);
entity->Velocity.y /= yMul;
Vec3_Mul3By(&entity->Velocity, &drag);
entity->Velocity.y -= gravity;
}
static void PhysicsComp_MoveFlying(struct PhysicsComp* comp, Vec3 vel, float factor, Vec3 drag, float gravity, float yMul) {
struct Entity* entity = comp->Entity;
struct HacksComp* hacks = comp->Hacks;
float yVel;
PhysicsComp_MoveHor(comp, vel, factor);
yVel = Math_SqrtF(entity->Velocity.x * entity->Velocity.x + entity->Velocity.z * entity->Velocity.z);
/* make horizontal speed the same as vertical speed */
if ((vel.x != 0.0f || vel.z != 0.0f) && yVel > 0.001f) {
entity->Velocity.y = 0.0f;
yMul = 1.0f;
if (hacks->FlyingUp || comp->Jumping) entity->Velocity.y += yVel;
if (hacks->FlyingDown) entity->Velocity.y -= yVel;
}
PhysicsComp_Move(comp, drag, gravity, yMul);
}
static void PhysicsComp_MoveNormal(struct PhysicsComp* comp, Vec3 vel, float factor, Vec3 drag, float gravity, float yMul) {
PhysicsComp_MoveHor(comp, vel, factor);
PhysicsComp_Move(comp, drag, gravity, yMul);
}
static float PhysicsComp_LowestModifier(struct PhysicsComp* comp, struct AABB* bounds, cc_bool checkSolid) {
IVec3 bbMin, bbMax;
float modifier = MATH_LARGENUM;
struct AABB blockBB;
BlockID block;
cc_uint8 collide;
Vec3 v;
int x, y, z;
IVec3_Floor(&bbMin, &bounds->Min);
IVec3_Floor(&bbMax, &bounds->Max);
bbMin.x = max(bbMin.x, 0); bbMax.x = min(bbMax.x, World.MaxX);
bbMin.y = max(bbMin.y, 0); bbMax.y = min(bbMax.y, World.MaxY);
bbMin.z = max(bbMin.z, 0); bbMax.z = min(bbMax.z, World.MaxZ);
for (y = bbMin.y; y <= bbMax.y; y++) { v.y = (float)y;
for (z = bbMin.z; z <= bbMax.z; z++) { v.z = (float)z;
for (x = bbMin.x; x <= bbMax.x; x++) { v.x = (float)x;
block = World_GetBlock(x, y, z);
if (block == BLOCK_AIR) continue;
collide = Blocks.Collide[block];
if (collide == COLLIDE_SOLID && !checkSolid) continue;
Vec3_Add(&blockBB.Min, &v, &Blocks.MinBB[block]);
Vec3_Add(&blockBB.Max, &v, &Blocks.MaxBB[block]);
if (!AABB_Intersects(&blockBB, bounds)) continue;
modifier = min(modifier, Blocks.SpeedMultiplier[block]);
if (Blocks.ExtendedCollide[block] == COLLIDE_LIQUID) {
comp->UseLiquidGravity = true;
}
}
}
}
return modifier;
}
static float PhysicsComp_GetSpeed(struct HacksComp* hacks, float speedMul, cc_bool canSpeed) {
float factor = hacks->Floating ? speedMul : 1.0f;
float speed = factor * (1 + HacksComp_CalcSpeedFactor(hacks, canSpeed));
return hacks->CanSpeed ? speed : min(speed, hacks->MaxHorSpeed);
}
static float PhysicsComp_GetBaseSpeed(struct PhysicsComp* comp) {
struct AABB bounds;
float baseModifier, solidModifier;
Entity_GetBounds(comp->Entity, &bounds);
comp->UseLiquidGravity = false;
baseModifier = PhysicsComp_LowestModifier(comp, &bounds, false);
bounds.Min.y -= 0.5f/16.0f; /* also check block standing on */
solidModifier = PhysicsComp_LowestModifier(comp, &bounds, true);
if (baseModifier == MATH_LARGENUM && solidModifier == MATH_LARGENUM) return 1.0f;
return baseModifier == MATH_LARGENUM ? solidModifier : baseModifier;
}
#define LIQUID_GRAVITY 0.02f
#define ROPE_GRAVITY 0.034f
void PhysicsComp_PhysicsTick(struct PhysicsComp* comp, Vec3 vel) {
struct Entity* entity = comp->Entity;
struct HacksComp* hacks = comp->Hacks;
float baseSpeed, verSpeed, horSpeed;
float factor, gravity;
cc_bool womSpeedBoost;
if (hacks->Noclip) entity->OnGround = false;
baseSpeed = PhysicsComp_GetBaseSpeed(comp);
verSpeed = baseSpeed * (PhysicsComp_GetSpeed(hacks, 8.0f, hacks->CanSpeed) / 5.0f);
horSpeed = baseSpeed * PhysicsComp_GetSpeed(hacks, 8.0f / 5.0f, true) * hacks->BaseHorSpeed;
/* previously horSpeed used to be multiplied by factor of 0.02 in last case */
/* it's now multiplied by 0.1, so need to divide by 5 so user speed modifier comes out same */
/* TODO: this is a temp fix to avoid crashing for high horizontal speed */
Math_Clamp(horSpeed, -75.0f, 75.0f);
/* vertical speed never goes below: base speed * 1.0 */
if (verSpeed < baseSpeed) verSpeed = baseSpeed;
womSpeedBoost = hacks->CanDoubleJump && hacks->WOMStyleHacks;
if (!hacks->Floating && womSpeedBoost) {
if (comp->MultiJumps == 1) { horSpeed *= 46.5f; verSpeed *= 7.5f; }
else if (comp->MultiJumps > 1) { horSpeed *= 93.0f; verSpeed *= 10.0f; }
}
if (Entity_TouchesAnyWater(entity) && !hacks->Floating) {
Vec3 waterDrag = { 0.8f, 0.8f, 0.8f };
PhysicsComp_MoveNormal(comp, vel, 0.02f * horSpeed, waterDrag, LIQUID_GRAVITY, verSpeed);
} else if (Entity_TouchesAnyLava(entity) && !hacks->Floating) {
Vec3 lavaDrag = { 0.5f, 0.5f, 0.5f };
PhysicsComp_MoveNormal(comp, vel, 0.02f * horSpeed, lavaDrag, LIQUID_GRAVITY, verSpeed);
} else if (Entity_TouchesAnyRope(entity) && !hacks->Floating) {
Vec3 ropeDrag = { 0.5f, 0.85f, 0.5f };
PhysicsComp_MoveNormal(comp, vel, 0.02f * 1.7f, ropeDrag, ROPE_GRAVITY, verSpeed);
} else {
factor = hacks->Floating || entity->OnGround ? 0.1f : 0.02f;
gravity = comp->UseLiquidGravity ? LIQUID_GRAVITY : comp->gravity;
if (hacks->Floating) {
PhysicsComp_MoveFlying(comp, vel, factor * horSpeed, comp->drag, gravity, verSpeed);
} else {
PhysicsComp_MoveNormal(comp, vel, factor * horSpeed, comp->drag, gravity, verSpeed);
}
if (PhysicsComp_OnIce(entity) && !hacks->Floating) {
/* limit components to +-0.25f by rescaling vector to [-0.25, 0.25] */
if (Math_AbsF(entity->Velocity.x) > 0.25f || Math_AbsF(entity->Velocity.z) > 0.25f) {
float xScale = Math_AbsF(0.25f / entity->Velocity.x);
float zScale = Math_AbsF(0.25f / entity->Velocity.z);
float scale = min(xScale, zScale);
entity->Velocity.x *= scale;
entity->Velocity.z *= scale;
}
} else if (entity->OnGround || hacks->Flying) {
Vec3_Mul3By(&entity->Velocity, &comp->groundFriction); /* air drag or ground friction */
}
}
if (entity->OnGround) comp->MultiJumps = 0;
}
static double PhysicsComp_YPosAt(int t, float u) {
/* v(t, u) = (4 + u) * (0.98^t) - 4, where u = initial velocity */
/* x(t, u) = Σv(t, u) from 0 to t (since we work in discrete timesteps) */
/* plugging into Wolfram Alpha gives 1 equation as */
/* (0.98^t) * (-49u - 196) - 4t + 50u + 196 */
double a = Math_Exp2(-0.02914633510256746 * t); /* ~0.98^t */
return a * (-49 * u - 196) - 4 * t + 50 * u + 196;
}
double PhysicsComp_CalcMaxHeight(float u) {
/* equation below comes from solving diff(x(t, u))= 0 */
/* We only work in discrete timesteps, so test both rounded up and down */
double t = 34.30961849 * Math_Log2(0.247483075 * u + 0.9899323);
double value_floor = PhysicsComp_YPosAt((int)t, u);
double value_ceil = PhysicsComp_YPosAt((int)t + 1, u);
return max(value_floor, value_ceil);
}
/* Calculates the jump velocity required such that when user presses
the jump binding they will be able to jump up to the given height. */
float PhysicsComp_CalcJumpVelocity(float jumpHeight) {
float jumpVel = 0.0f;
if (jumpHeight == 0.0f) return jumpVel;
if (jumpHeight >= 256.0f) jumpVel = 10.0f;
if (jumpHeight >= 512.0f) jumpVel = 16.5f;
if (jumpHeight >= 768.0f) jumpVel = 22.5f;
while (PhysicsComp_CalcMaxHeight(jumpVel) <= jumpHeight) { jumpVel += 0.001f; }
return jumpVel;
}
void PhysicsComp_DoEntityPush(struct Entity* entity) {
struct Entity* other;
cc_bool yIntersects;
Vec3 dir;
float dist, pushStrength;
int id;
dir.y = 0.0f;
for (id = 0; id < ENTITIES_MAX_COUNT; id++) {
other = Entities.List[id];
if (!other || other == entity) continue;
if (!other->Model->pushes) continue;
yIntersects =
entity->Position.y <= (other->Position.y + other->Size.y) &&
other->Position.y <= (entity->Position.y + entity->Size.y);
if (!yIntersects) continue;
dir.x = other->Position.x - entity->Position.x;
dir.z = other->Position.z - entity->Position.z;
dist = dir.x * dir.x + dir.z * dir.z;
if (dist < 0.002f || dist > 1.0f) continue; /* TODO: range needs to be lower? */
Vec3_Normalise(&dir);
pushStrength = (1 - dist) / 32.0f; /* TODO: should be 24/25 */
/* entity.Velocity -= dir * pushStrength */
Vec3_Mul1By(&dir, pushStrength);
Vec3_SubBy(&entity->Velocity, &dir);
}
}
/*########################################################################################################################*
*----------------------------------------------------SoundsComponent------------------------------------------------------*
*#########################################################################################################################*/
static Vec3 sounds_lastPos = { -87.1234f, -99.5678f, -100.91237f };
static cc_bool sounds_anyNonAir;
static cc_uint8 sounds_type;
static cc_bool Sounds_CheckNonSolid(BlockID b) {
cc_uint8 type = Blocks.StepSounds[b];
cc_uint8 collide = Blocks.Collide[b];
if (type != SOUND_NONE && collide != COLLIDE_SOLID) sounds_type = type;
if (Blocks.Draw[b] != DRAW_GAS) sounds_anyNonAir = true;
return false;
}
static cc_bool Sounds_CheckSolid(BlockID b) {
cc_uint8 type = Blocks.StepSounds[b];
if (type != SOUND_NONE) sounds_type = type;
if (Blocks.Draw[b] != DRAW_GAS) sounds_anyNonAir = true;
return false;
}
static void SoundComp_GetSound(struct LocalPlayer* p) {
struct AABB bounds;
Vec3 pos;
IVec3 coords;
BlockID blockUnder;
float maxY;
cc_uint8 typeUnder, collideUnder;
Entity_GetBounds(&p->Base, &bounds);
sounds_type = SOUND_NONE;
sounds_anyNonAir = false;
/* first check surrounding liquids/gas for sounds */
Entity_TouchesAny(&bounds, Sounds_CheckNonSolid);
if (sounds_type != SOUND_NONE) return;
/* then check block standing on (feet) */
pos = p->Base.next.pos; pos.y -= 0.01f;
IVec3_Floor(&coords, &pos);
blockUnder = World_SafeGetBlock(coords.x, coords.y, coords.z);
maxY = coords.y + Blocks.MaxBB[blockUnder].y;
typeUnder = Blocks.StepSounds[blockUnder];
collideUnder = Blocks.Collide[blockUnder];
if (maxY >= pos.y && collideUnder == COLLIDE_SOLID && typeUnder != SOUND_NONE) {
sounds_anyNonAir = true; sounds_type = typeUnder; return;
}
/* then check all solid blocks at feet */
bounds.Max.y = bounds.Min.y = pos.y;
Entity_TouchesAny(&bounds, Sounds_CheckSolid);
}
static cc_bool SoundComp_ShouldPlay(struct LocalPlayer* p, Vec3 soundPos) {
Vec3 delta;
float distSq;
float oldLegRot, newLegRot;
Vec3_Sub(&delta, &sounds_lastPos, &soundPos);
distSq = Vec3_LengthSquared(&delta);
/* just play every certain block interval when not animating */
if (p->Base.Anim.Swing < 0.999f) return distSq > 1.75f * 1.75f;
/* have our legs just crossed over the '0' point? */
if (Camera.Active->isThirdPerson) {
oldLegRot = Math_CosF(p->Base.Anim.WalkTimeO);
newLegRot = Math_CosF(p->Base.Anim.WalkTimeN);
} else {
oldLegRot = Math_SinF(p->Base.Anim.WalkTimeO);
newLegRot = Math_SinF(p->Base.Anim.WalkTimeN);
}
return Math_Sign(oldLegRot) != Math_Sign(newLegRot);
}
void SoundComp_Tick(struct LocalPlayer* p, cc_bool wasOnGround) {
Vec3 soundPos = p->Base.next.pos;
SoundComp_GetSound(p);
if (!sounds_anyNonAir) soundPos = Vec3_BigPos();
if (p->Base.OnGround && (SoundComp_ShouldPlay(p, soundPos) || !wasOnGround)) {
Audio_PlayStepSound(sounds_type);
sounds_lastPos = soundPos;
}
}