#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->BobStrength = 1.0f; 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->BobStrength = Math_Lerp(anim->BobStrengthO, anim->BobStrengthN, 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; anim->BobbingHor = Math_CosF(anim->WalkTime) * anim->Swing * (2.5f/16.0f); anim->BobbingVer = Math_AbsF(Math_SinF(anim->WalkTime)) * anim->Swing * (2.5f/16.0f); 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->TiltX = 0.0f; anim->TiltY = 0.0f; anim->VelTiltStrength = 1.0f; 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); } } void TiltComp_GetCurrent(struct LocalPlayer* p, struct TiltComp* anim, float t) { struct AnimatedComp* pAnim = &p->Base.Anim; anim->VelTiltStrength = Math_Lerp(anim->VelTiltStrengthO, anim->VelTiltStrengthN, t); anim->TiltX = Math_CosF(pAnim->WalkTime) * pAnim->Swing * (0.15f * MATH_DEG2RAD); anim->TiltY = Math_SinF(pAnim->WalkTime) * pAnim->Swing * (0.15f * MATH_DEG2RAD); } /*########################################################################################################################* *-----------------------------------------------------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 = true; } } 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, true); } } void HacksComp_RecheckFlags(struct HacksComp* hacks) { /* Can use hacks by default (also case with WoM), no need to check +hax */ cc_bool hax = true; 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) + 2; 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; } 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 : entity->Model->gravity; if (hacks->Floating) { PhysicsComp_MoveFlying(comp, vel, factor * horSpeed, entity->Model->drag, gravity, verSpeed); } else { PhysicsComp_MoveNormal(comp, vel, factor * horSpeed, entity->Model->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, &entity->Model->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; } }