2016-04-01 11:44:51 +11:00

294 lines
10 KiB
C#

// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT
using System;
using System.Drawing;
using ClassicalSharp.Renderers;
using OpenTK;
using OpenTK.Input;
namespace ClassicalSharp.Entities {
public partial class LocalPlayer : Player {
/// <summary> Position the player's position is set to when the 'respawn' key binding is pressed. </summary>
public Vector3 SpawnPoint;
public float SpawnYaw, SpawnPitch;
/// <summary> The distance (in blocks) that players are allowed to
/// reach to and interact/modify blocks in. </summary>
public float ReachDistance = 5f;
/// <summary> Returns the height that the client can currently jump up to.<br/>
/// Note that when speeding is enabled the client is able to jump much further. </summary>
public float JumpHeight {
get { return (float)PhysicsComponent.GetMaxHeight( physics.jumpVel ); }
}
internal float curWalkTime, curSwing;
internal CollisionsComponent collisions;
public HacksComponent Hacks;
internal PhysicsComponent physics;
public LocalPlayer( Game game ) : base( game ) {
DisplayName = game.Username;
SkinName = game.Username;
SkinIdentifier = "skin_255";
collisions = new CollisionsComponent( game, this );
Hacks = new HacksComponent( game, this );
physics = new PhysicsComponent( game, this );
physics.hacks = Hacks;
physics.collisions = collisions;
Hacks.SpeedMultiplier = Options.GetFloat( OptionsKey.Speed, 0.1f, 50, 10 );
Hacks.PushbackPlacing = !game.ClassicMode && Options.GetBool( OptionsKey.PushbackPlacing, false );
Hacks.NoclipSlide = Options.GetBool( OptionsKey.NoclipSlide, false );
Hacks.DoubleJump = !game.ClassicMode && Options.GetBool( OptionsKey.DoubleJump, false );
Hacks.Enabled = !game.ClassicMode && Options.GetBool( OptionsKey.HacksEnabled, true );
if( game.ClassicMode && game.ClassicHacks ) Hacks.Enabled = true;
InitRenderingData();
}
Vector3 lastSoundPos = new Vector3( float.PositiveInfinity );
public override void Tick( double delta ) {
if( game.World.IsNotLoaded ) return;
float xMoving = 0, zMoving = 0;
lastPos = Position = nextPos;
lastYaw = nextYaw;
lastPitch = nextPitch;
bool wasOnGround = onGround;
HandleInput( ref xMoving, ref zMoving );
physics.UpdateVelocityState( xMoving, zMoving );
physics.PhysicsTick( xMoving, zMoving );
nextPos = Position;
Position = lastPos;
anim.UpdateAnimState( lastPos, nextPos, delta );
CheckSkin();
Vector3 soundPos = nextPos;
GetSound();
if( !anyNonAir ) soundPos = new Vector3( -100000 );
if( onGround && (DoPlaySound( soundPos ) || !wasOnGround) ) {
game.AudioPlayer.PlayStepSound( sndType );
lastSoundPos = soundPos;
}
UpdateCurrentBodyYaw();
}
bool DoPlaySound( Vector3 soundPos ) {
float distSq = (lastSoundPos - soundPos).LengthSquared;
bool enoughDist = distSq > 1.75f * 1.75f;
// just play every certain block interval when not animating
if( curSwing < 0.999f ) return enoughDist;
// have our legs just crossed over the '0' point?
float oldLegRot = (float)Math.Sin( anim.walkTimeO );
float newLegRot = (float)Math.Sin( anim.walkTimeN );
return Math.Sign( oldLegRot ) != Math.Sign( newLegRot );
}
bool anyNonAir = false;
SoundType sndType = SoundType.None;
void GetSound() {
Vector3 pos = nextPos, size = CollisionSize;
BoundingBox bounds = new BoundingBox( pos - size / 2, pos + size / 2 );
sndType = SoundType.None;
anyNonAir = false;
// first check surrounding liquids/gas for sounds
TouchesAny( bounds, CheckSoundNonSolid );
if( sndType != SoundType.None ) return;
// then check block standing on
byte blockUnder = (byte)BlockUnderFeet;
SoundType typeUnder = game.BlockInfo.StepSounds[blockUnder];
CollideType collideType = game.BlockInfo.Collide[blockUnder];
if( collideType == CollideType.Solid && typeUnder != SoundType.None ) {
anyNonAir = true; sndType = typeUnder; return;
}
// then check all solid blocks at feet
pos.Y -= 0.01f;
bounds.Max.Y = bounds.Min.Y = pos.Y;
TouchesAny( bounds, CheckSoundSolid );
}
bool CheckSoundNonSolid( byte b ) {
SoundType newType = game.BlockInfo.StepSounds[b];
CollideType collide = game.BlockInfo.Collide[b];
if( newType != SoundType.None && collide != CollideType.Solid )
sndType = newType;
if( b != 0 ) anyNonAir = true;
return false;
}
bool CheckSoundSolid( byte b ) {
SoundType newType = game.BlockInfo.StepSounds[b];
if( newType != SoundType.None ) sndType = newType;
if( b != 0 ) anyNonAir = true;
return false;
}
public override void RenderModel( double deltaTime, float t ) {
anim.GetCurrentAnimState( t );
curSwing = Utils.Lerp( anim.swingO, anim.swingN, t );
curWalkTime = Utils.Lerp( anim.walkTimeO, anim.walkTimeN, t );
if( !game.Camera.IsThirdPerson ) return;
Model.Render( this );
}
public override void RenderName() {
if( !game.Camera.IsThirdPerson ) return;
DrawName();
}
void HandleInput( ref float xMoving, ref float zMoving ) {
if( game.ScreenLockedInput ) {
physics.jumping = Hacks.Speeding = Hacks.FlyingUp = Hacks.FlyingDown = false;
} else {
if( game.IsKeyDown( KeyBinding.Forward ) ) xMoving -= 0.98f;
if( game.IsKeyDown( KeyBinding.Back ) ) xMoving += 0.98f;
if( game.IsKeyDown( KeyBinding.Left ) ) zMoving -= 0.98f;
if( game.IsKeyDown( KeyBinding.Right ) ) zMoving += 0.98f;
physics.jumping = game.IsKeyDown( KeyBinding.Jump );
Hacks.Speeding = Hacks.Enabled && game.IsKeyDown( KeyBinding.Speed );
Hacks.HalfSpeeding = Hacks.Enabled && game.IsKeyDown( KeyBinding.HalfSpeed );
Hacks.FlyingUp = game.IsKeyDown( KeyBinding.FlyUp );
Hacks.FlyingDown = game.IsKeyDown( KeyBinding.FlyDown );
}
}
/// <summary> Disables any hacks if their respective CanHackX value is set to false. </summary>
public void CheckHacksConsistency() {
Hacks.CheckHacksConsistency();
if( !Hacks.Enabled || !Hacks.CanAnyHacks || !Hacks.CanSpeed )
physics.jumpVel = physics.serverJumpVel;
}
internal Vector3 lastPos, nextPos;
internal float lastYaw, nextYaw, lastPitch, nextPitch;
float newYaw, oldYaw;
int yawStateCount;
float[] yawStates = new float[15];
public override void SetLocation( LocationUpdate update, bool interpolate ) {
if( update.IncludesPosition ) {
nextPos = update.RelativePosition ? nextPos + update.Pos : update.Pos;
double blockOffset = nextPos.Y - Math.Floor( nextPos.Y );
if( blockOffset < Entity.Adjustment )
nextPos.Y += Entity.Adjustment;
if( !interpolate ) {
lastPos = Position = nextPos;
}
}
if( update.IncludesOrientation ) {
nextYaw = update.Yaw;
nextPitch = update.Pitch;
if( !interpolate ) {
lastYaw = YawDegrees = nextYaw;
lastPitch = PitchDegrees = nextPitch;
HeadYawDegrees = YawDegrees;
yawStateCount = 0;
} else {
for( int i = 0; i < 3; i++ )
AddYaw( Utils.LerpAngle( lastYaw, nextYaw, (i + 1) / 3f ) );
}
}
}
/// <summary> Linearly interpolates position and rotation between the previous and next state. </summary>
public void SetInterpPosition( float t ) {
Position = Vector3.Lerp( lastPos, nextPos, t );
HeadYawDegrees = Utils.LerpAngle( lastYaw, nextYaw, t );
YawDegrees = Utils.LerpAngle( oldYaw, newYaw, t );
PitchDegrees = Utils.LerpAngle( lastPitch, nextPitch, t );
}
void AddYaw( float state ) {
if( yawStateCount == yawStates.Length )
RemoveOldest( yawStates, ref yawStateCount );
yawStates[yawStateCount++] = state;
}
void UpdateCurrentBodyYaw() {
oldYaw = newYaw;
if( yawStateCount > 0 ) {
newYaw = yawStates[0];
RemoveOldest( yawStates, ref yawStateCount );
}
}
void RemoveOldest<T>(T[] array, ref int count) {
for( int i = 0; i < array.Length - 1; i++ )
array[i] = array[i + 1];
count--;
}
internal bool HandleKeyDown( Key key ) {
KeyMap keys = game.InputHandler.Keys;
if( key == keys[KeyBinding.Respawn] && Hacks.CanRespawn ) {
Vector3 spawn = SpawnPoint;
if( game.World.IsValidPos( Vector3I.Floor( spawn ) ) )
FindHighestFree( ref spawn );
LocationUpdate update = LocationUpdate.MakePosAndOri( spawn, SpawnYaw, SpawnPitch, false );
SetLocation( update, false );
} else if( key == keys[KeyBinding.SetSpawn] && Hacks.CanRespawn ) {
SpawnPoint = Position;
SpawnYaw = HeadYawDegrees;
SpawnPitch = PitchDegrees;
} else if( key == keys[KeyBinding.Fly] && Hacks.CanFly && Hacks.Enabled ) {
Hacks.Flying = !Hacks.Flying;
} else if( key == keys[KeyBinding.NoClip] && Hacks.CanNoclip && Hacks.Enabled ) {
if( Hacks.Noclip ) Velocity.Y = 0;
Hacks.Noclip = !Hacks.Noclip;
} else if( key == keys[KeyBinding.Jump] && !onGround && !(Hacks.Flying || Hacks.Noclip) ) {
if( !physics.firstJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) {
physics.DoNormalJump();
physics.firstJump = true;
} else if( !physics.secondJump && Hacks.CanDoubleJump && Hacks.DoubleJump ) {
physics.DoNormalJump();
physics.secondJump = true;
}
} else {
return false;
}
return true;
}
void FindHighestFree( ref Vector3 spawn ) {
Vector3 size = Model.CollisionSize;
BoundingBox bb = CollisionBounds;
Vector3I P = Vector3I.Floor( spawn );
int bbMax = Utils.Floor( size.Y );
int minX = Utils.Floor( -size.X / 2 ), maxX = Utils.Floor( size.X / 2 );
int minZ = Utils.Floor( -size.Z / 2 ), maxZ = Utils.Floor( size.Z / 2 );
// Spawn player at highest valid position.
for( int y = P.Y; y <= game.World.Height; y++ ) {
bool anyHit = false;
for( int yy = 0; yy <= bbMax; yy++ )
for( int zz = minZ; zz <= maxZ; zz++ )
for ( int xx = minX; xx <= maxX; xx++ )
{
Vector3I coords = new Vector3I( P.X + xx, y + yy, P.Z + zz );
byte block = collisions.GetPhysicsBlockId( coords.X, coords.Y, coords.Z );
Vector3 min = info.MinBB[block] + (Vector3)coords;
Vector3 max = info.MaxBB[block] + (Vector3)coords;
if( !bb.Intersects( new BoundingBox( min, max ) ) ) continue;
anyHit |= info.Collide[block] == CollideType.Solid;
}
if( !anyHit ) {
byte block = collisions.GetPhysicsBlockId( P.X, y, P.Z );
spawn.Y = y + info.MaxBB[block].Y + Entity.Adjustment;
return;
}
}
}
}
}