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