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path: root/player.c
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#include "all.h"
#include "raymath.h"

#include <float.h>

static void PlayerRotate(void) {
	if (!game.cursor_captured) return;

	Vector2 mouseDelta = GetMouseDelta();
	game.player.yaw += -mouseDelta.x * PLAYER_MOUSE_SENSITIVITY;
	game.player.pitch += mouseDelta.y * PLAYER_MOUSE_SENSITIVITY;

	if (game.player.pitch > 89.0f * DEG2RAD) game.player.pitch = 89.0f * DEG2RAD;
	if (game.player.pitch < -89.0f * DEG2RAD) game.player.pitch = -89.0f * DEG2RAD;
}

static void MoveNormal(float dt) {
	float eyeHeight = PLAYER_EYE_HEIGHT - (game.player.crouch_amount * PLAYER_CROUCH_OFFSET);

	Vector3 forward = { sinf(game.player.yaw), 0, cosf(game.player.yaw) };
	Vector3 right = { sinf(game.player.yaw - PI/2.0f), 0, cosf(game.player.yaw - PI/2.0f) };

	Vector3 moveDir = { 0 };
	if (IsKeyDown(KEY_W)) moveDir = Vector3Add(moveDir, forward);
	if (IsKeyDown(KEY_S)) moveDir = Vector3Subtract(moveDir, forward);
	if (IsKeyDown(KEY_D)) moveDir = Vector3Add(moveDir, right);
	if (IsKeyDown(KEY_A)) moveDir = Vector3Subtract(moveDir, right);

	float speed = PLAYER_MOVE_SPEED;
	if (IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT)) speed *= PLAYER_SPRINT_MULTIPLIER;
	speed *= Lerp(1.0f, PLAYER_CROUCH_MOVE_MULTIPLIER, game.player.crouch_amount);

	if (Vector3Length(moveDir) > 0) {
		moveDir = Vector3Scale(Vector3Normalize(moveDir), speed * dt);
	}

	game.player.velocity.y -= PLAYER_GRAVITY * dt;

	if (game.player.is_grounded && IsKeyPressed(KEY_SPACE)) {
		game.player.velocity.y = PLAYER_JUMP_FORCE;
		game.player.is_grounded = false;
	}

	Vector3 remainingMove = moveDir;
	for (int iter = 0; iter < 4 && Vector3Length(remainingMove) > 0.001f; iter++) {
		RayCollision closestHit = { 0 };
		closestHit.distance = FLT_MAX;
		bool hitFound = false;

		// Cast rays at different heights to check for obstacles.
		// The bottom ray is raised slightly to allow stepping over small ledges/stairs.
		float heights[] = { -eyeHeight + 18.0f, -eyeHeight / 2.0f, 0.0f };
		Vector3 currentPos = game.player.pos;

		for (int i = 0; i < 3; i++) {
			Vector3 start = Vector3Add(currentPos, (Vector3){0, heights[i], 0});
			Vector3 dir = Vector3Normalize(remainingMove);
			float dist = Vector3Length(remainingMove) + PLAYER_RADIUS;
			Vector3 end = Vector3Add(start, Vector3Scale(dir, dist));

			RayCollision col;
			if (CheckMapCollision(start, end, &col)) {
				float adjustedDist = col.distance - PLAYER_RADIUS;
				if (adjustedDist < closestHit.distance) {
					closestHit = col;
					closestHit.distance = adjustedDist;
					hitFound = true;
				}
			}
		}

		if (hitFound) {
			float moveDist = fmaxf(0, closestHit.distance - 0.1f);
			Vector3 moveStep = Vector3Scale(Vector3Normalize(remainingMove), moveDist);
			game.player.pos.x += moveStep.x;
			game.player.pos.z += moveStep.z;

			Vector3 slideNormal = { closestHit.normal.x, 0, closestHit.normal.z };
			if (Vector3Length(slideNormal) > 0.001f) {
				slideNormal = Vector3Normalize(slideNormal);
				remainingMove = Vector3Subtract(remainingMove, moveStep);
				float dot = Vector3DotProduct(remainingMove, slideNormal);
				remainingMove = Vector3Subtract(remainingMove, Vector3Scale(slideNormal, dot));
			} else {
				remainingMove = (Vector3){0, 0, 0};
			}
		} else {
			game.player.pos.x += remainingMove.x;
			game.player.pos.z += remainingMove.z;
			break;
		}
	}

	float verticalMove = game.player.velocity.y * dt;
	Vector3 vStart = game.player.pos;
	float oldY = game.player.pos.y; // Record Y for stair smoothing snap detection

	if (verticalMove < 0) {
		Vector3 start = vStart;
		Vector3 end = Vector3Add(vStart, (Vector3){0, verticalMove - eyeHeight, 0});
		RayCollision vCol;
		if (CheckMapCollision(start, end, &vCol) && vCol.normal.y > 0.5f) {
			game.player.pos.y = vCol.point.y + eyeHeight;
			game.player.velocity.y = 0;
			game.player.is_grounded = true;
		} else {
			game.player.pos.y += verticalMove;
			game.player.is_grounded = false;
		}
	} else if (verticalMove > 0) {
		Vector3 start = vStart;
		float headHeight = PLAYER_HEIGHT - PLAYER_EYE_HEIGHT;
		Vector3 end = Vector3Add(vStart, (Vector3){0, verticalMove + headHeight, 0});
		RayCollision vCol;
		if (CheckMapCollision(start, end, &vCol)) {
			game.player.pos.y = vCol.point.y - headHeight - 1.0f;
			game.player.velocity.y = 0;
		} else {
			game.player.pos.y += verticalMove;
		}
		game.player.is_grounded = false;
	} else {
		Vector3 start = vStart;
		Vector3 end = Vector3Add(vStart, (Vector3){0, -eyeHeight - 2.0f, 0});
		RayCollision vCol;
		if (CheckMapCollision(start, end, &vCol) && vCol.normal.y > 0.5f) {
			game.player.is_grounded = true;
			if (vCol.distance < eyeHeight + 1.0f) {
				game.player.pos.y = vCol.point.y + eyeHeight;
			}
		} else {
			game.player.is_grounded = false;
		}
	}

	// Stair smoothing: detect if the player position snapped vertically (e.g. stepping up a stair)
	// and apply a counter-offset to the camera to keep the movement visually smooth.
	float deltaY = game.player.pos.y - oldY;
	if (game.player.is_grounded && deltaY != 0) {
		game.player.camera_offset_y -= deltaY;
	}
}

static void MoveFly(float dt) {
	Vector3 forward = { 
		cosf(game.player.pitch) * sinf(game.player.yaw), 
		-sinf(game.player.pitch), 
		cosf(game.player.pitch) * cosf(game.player.yaw) 
	};
	Vector3 right = { sinf(game.player.yaw - PI/2.0f), 0, cosf(game.player.yaw - PI/2.0f) };

	Vector3 move = { 0 };
	if (IsKeyDown(KEY_W)) move = Vector3Add(move, forward);
	if (IsKeyDown(KEY_S)) move = Vector3Subtract(move, forward);
	if (IsKeyDown(KEY_D)) move = Vector3Add(move, right);
	if (IsKeyDown(KEY_A)) move = Vector3Subtract(move, right);

	if (IsKeyDown(KEY_SPACE)) move.y += 1.0f;
	if (IsKeyDown(KEY_LEFT_CONTROL)) move.y -= 1.0f;

	float speed = PLAYER_FLY_SPEED;
	if (IsKeyDown(KEY_LEFT_SHIFT) || IsKeyDown(KEY_RIGHT_SHIFT)) speed *= PLAYER_SPRINT_MULTIPLIER;

	if (Vector3Length(move) > 0) {
		move = Vector3Scale(Vector3Normalize(move), speed * dt);
		game.player.pos = Vector3Add(game.player.pos, move);
	}

	game.player.velocity = (Vector3){0, 0, 0};
	game.player.is_grounded = false;
}

void UpdatePlayer(void) {
	float dt = GetFrameTime();
	Vector3 oldPos = game.player.pos;

	// Decay the stair smoothing offset over time
	game.player.camera_offset_y = Lerp(game.player.camera_offset_y, 0.0f, 15.0f * dt);
	if (fabsf(game.player.camera_offset_y) < 0.001f) game.player.camera_offset_y = 0.0f;

	if (IsKeyPressed(KEY_F)) {
		game.player.move_mode = (game.player.move_mode == MOVE_NORMAL) ? MOVE_FLY : MOVE_NORMAL;
	}

	PlayerRotate();

	bool canStand = true;
	if (game.player.crouch_amount > 0.1f) {
		Vector3 headPos = game.player.pos;
		Vector3 headEnd = Vector3Add(headPos, (Vector3){0, PLAYER_HEIGHT - PLAYER_EYE_HEIGHT + PLAYER_CROUCH_OFFSET, 0});
		RayCollision col;
		if (CheckMapCollision(headPos, headEnd, &col)) {
			canStand = false;
		}
	}

	float targetCrouch = 0.0f;
	if (IsKeyDown(KEY_LEFT_CONTROL) || !canStand) targetCrouch = 1.0f;
	game.player.crouch_amount = Lerp(game.player.crouch_amount, targetCrouch, PLAYER_CROUCH_SPEED * dt);

	float targetLean = 0.0f;
	if (IsKeyDown(KEY_Q)) targetLean -= 1.0f;
	if (IsKeyDown(KEY_E)) targetLean += 1.0f;
	game.player.lean_amount = Lerp(game.player.lean_amount, targetLean, PLAYER_LEAN_SPEED * dt);

	if (game.player.move_mode == MOVE_FLY) {
		MoveFly(dt);
	} else {
		MoveNormal(dt);
	}

	float leanAngle = game.player.lean_amount * PLAYER_LEAN_ANGLE * DEG2RAD;
	Vector3 bodyForward = { sinf(game.player.yaw), 0, cosf(game.player.yaw) };

	float currentEyeHeight = PLAYER_EYE_HEIGHT - (game.player.crouch_amount * PLAYER_CROUCH_OFFSET);
	float pivotDist = fminf(PLAYER_LEAN_PIVOT_DISTANCE, currentEyeHeight * 0.8f);

	Vector3 neckToEye = { 0, pivotDist, 0 };
	Vector3 rotatedOffset = Vector3RotateByAxisAngle(neckToEye, bodyForward, leanAngle);
	Vector3 pivot = Vector3Subtract(game.player.pos, (Vector3){ 0, pivotDist, 0 });

	game.camera.position = Vector3Add(pivot, rotatedOffset);
	game.camera.position.y += game.player.camera_offset_y;

	Vector3 forward = {
		cosf(game.player.pitch) * sinf(game.player.yaw),
		-sinf(game.player.pitch),
		cosf(game.player.pitch) * cosf(game.player.yaw)
	};

	Vector3 up = { 0, 1, 0 };
	up = Vector3RotateByAxisAngle(up, forward, leanAngle);
	game.camera.up = up;
	game.camera.target = Vector3Add(game.camera.position, Vector3Scale(forward, 20.0f));

	if (dt > 0) {
		Vector2 velH = { game.player.pos.x - oldPos.x, game.player.pos.z - oldPos.z };
		game.player.horizontal_speed = Vector2Length(velH) / dt;
	} else {
		game.player.horizontal_speed = 0;
	}
}