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path: root/src/player.c
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#include "player.h"
#include "game.h"

Player createPlayer()
{
  return (Player){
    .position = Vector3Zero(),
    .direction = (Vector3){0.0, 0.0, 0.0},
    .velocity = Vector3Zero(),
    .camera = (Camera){
      .position = (Vector3){0.0, 0.0, 0.0},
      .target = Vector3Zero(),
      .up = (Vector3){0.0, 1.0, 0.0},
      .fovy = 90.0,
      .projection = CAMERA_PERSPECTIVE
    },
    .cameraAngle = Vector2Zero()
  };
}

// Fake physics, distance from ground.
void updatePlayerHeight(Player* player, Game* game)
{
  float height = getWorldHeightAtLocation(
    &game->world, player->position.x, player->position.z) + PLAYER_HEIGHT;
  player->position.y = height;
}

void updatePlayerMovement(Player* player, Game* game)
{
  Camera* camera = &player->camera;
  Vector2* cameraAngle = &player->cameraAngle;
  Settings* settings = &game->settings;

  // Get mouse speed.
  Vector2 mouseSpeed = Vector2Scale(GetMouseDelta(), settings->mouseSpeed);
  mouseSpeed = Vector2Scale(mouseSpeed, 1.0 / (PI * 2.0));

  // Update camera angle.
  *cameraAngle = Vector2Add(*cameraAngle, mouseSpeed);
  cameraAngle->x = Wrap(cameraAngle->x, -PI, PI);
  cameraAngle->y = Clamp(cameraAngle->y, -PI / 2.5, PI / 2.5);

  // Set player direction
  Matrix matrix = MatrixRotateXYZ(
    (Vector3){-cameraAngle->y, cameraAngle->x, 0.0});
  player->direction = (Vector3){matrix.m2, matrix.m6, matrix.m10};

  // Walking around.
  player->velocity = Vector3Zero();

  if (IsKeyDown(settings->forwardKey))
  {
    player->velocity.z += cosf(cameraAngle->x);
    player->velocity.x += -sinf(cameraAngle->x);
  }
  if (IsKeyDown(settings->leftKey))
  {
    player->velocity.z += cosf(cameraAngle->x - (PI / 2.0));
    player->velocity.x += -sinf(cameraAngle->x - (PI / 2.0));
  }
  if (IsKeyDown(settings->backwardKey))
  {
    player->velocity.z += -cosf(cameraAngle->x);
    player->velocity.x += sinf(cameraAngle->x);
  }
  if (IsKeyDown(settings->rightKey))
  {
    player->velocity.z += cosf(cameraAngle->x + (PI / 2.0));
    player->velocity.x += -sinf(cameraAngle->x + (PI / 2.0));
  }

  player->velocity = Vector3Scale(player->velocity, PLAYER_SPEED);

  // Apply velocity.
  player->position = Vector3Add(
    player->position, Vector3Scale(player->velocity, GetFrameTime()));

  updatePlayerHeight(player, game);
  
  // Apply camera.
  camera->position = player->position;
  camera->target = Vector3Add(player->position, player->direction);
}

bool playerCanEntityBeSelected(Player* player, Entity* entity)
{
  float maxDistance = PLAYER_MAX_SELECT_DISTANCE;
  maxDistance += Vector3Distance(entity->box.min, entity->box.max) / 2.0;
  
  return Vector3Distance(player->position, entity->position) <= maxDistance;
}

void playerInteractWithEntity(Player* player, Entity* entity, Game* game)
{
  printf("%d\n", interactWithEntity(entity, game, SELECTION_INTERACT));
}

void playerUpdateSelectedEntity(Player* player, Entity* entity, Game* game)
{
  if (!playerCanEntityBeSelected(player, entity))
  {
    return;
  }
  
  DrawBoundingBox(entity->box, RED);

  if (IsKeyPressed(game->settings.interactKey))
  {
    playerInteractWithEntity(player, entity, game);
  }
}

// TODO: move magic numbers to settings
void updatePlayer(Player* player, Game* game)
{
  updatePlayerMovement(player, game);

  Ray ray = (Ray){
    .position = player->position,
    .direction = player->direction
  };

  DrawRay(ray, YELLOW);

  WorldUID uid = castRayAtWorld(&game->world, ray, false, NULL);

  if (uid != -1)
  {
    playerUpdateSelectedEntity(player, &game->world.entities[uid], game);
  }
}