World.cpp 4.6 KB

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  1. #include <Network.h>
  2. #include <Welt3D.h>
  3. #include <GraphicsApi.h>
  4. #include <iostream>
  5. #include "World.h"
  6. #include "Globals.h"
  7. #include "WorldUpdate.h"
  8. #include "Constants.h"
  9. #include "Registries.h"
  10. #include "BasicBlocks.h"
  11. #include "Game.h"
  12. #include <AsynchronCall.h>
  13. using namespace Network;
  14. using namespace Framework;
  15. World::World( Bildschirm3D* zScreen )
  16. : Thread()
  17. {
  18. renderedWorld = new Welt3D();
  19. renderedWorld->addDiffuseLight( DiffuseLight{ Vec3<float>( 0.5f, 0.5f, -1.f ), Vec3<float>( 1.f, 1.f, 1.f ) } );
  20. dimensions = new RCArray<Dimension>();
  21. currentPlayer = new CurrentPlayer();
  22. zScreenPtr = zScreen;
  23. kam = new PlayerKam( zScreen );
  24. kam->setWelt( renderedWorld );
  25. zScreen->addKamera( kam );
  26. firstMessage = 1;
  27. start();
  28. }
  29. World::~World()
  30. {
  31. zScreenPtr->removeKamera( kam );
  32. dimensions->release();
  33. currentPlayer->release();
  34. }
  35. void World::update( bool background )
  36. {
  37. NetworkReader* serverMessageReader = 0;
  38. unsigned char type = 0;
  39. while( background ? serverMessageReader = network->zFactoryClient()->getNextBackgroundMessage() : serverMessageReader = network->zFactoryClient()->getNextForegroundMessage() )
  40. {
  41. serverMessageReader->lese( (char*)&type, 1 );
  42. if( type == 2 ) // WORLD UPDATE
  43. {
  44. int id = 0;
  45. serverMessageReader->lese( (char*)&id, 4 );
  46. STATIC_REGISTRY( WorldUpdateType ).zElement( id )->applyUpdate( serverMessageReader );
  47. }
  48. if( type == 3 ) // API MESSAGE
  49. {
  50. // TODO: process messages
  51. }
  52. if( type == 4 ) // POSITION UPDATE
  53. {
  54. Vec3<float> pos;
  55. Vec3<float> dir;
  56. serverMessageReader->lese( (char*)&pos.x, 4 );
  57. serverMessageReader->lese( (char*)&pos.y, 4 );
  58. serverMessageReader->lese( (char*)&pos.z, 4 );
  59. kam->setPosition( pos + Vec3<float>( 0.f, 0.f, 2.f ) );
  60. if( firstMessage )
  61. {
  62. firstMessage = 0;
  63. serverMessageReader->lese( (char*)&dir.x, 4 );
  64. serverMessageReader->lese( (char*)&dir.y, 4 );
  65. serverMessageReader->lese( (char*)&dir.z, 4 );
  66. kam->setDirection( dir );
  67. }
  68. ((Game*)(Menu*)menuRegister->get( "game" ))->updatePosition( pos );
  69. for( Dimension* dim : *dimensions )
  70. dim->removeDistantChunks( { (int)pos.x, (int)pos.y } );
  71. }
  72. network->zFactoryClient()->endMessageReading( background );
  73. }
  74. network->zFactoryClient()->endMessageReading( background );
  75. }
  76. void World::setChunk( Chunk* chunk, int dimensionId )
  77. {
  78. zScreenPtr->lock();
  79. Dimension* zDim = zDimension( dimensionId );
  80. if( !zDim )
  81. {
  82. zDim = new Dimension( dimensionId );
  83. dimensions->add( zDim );
  84. }
  85. zDim->setChunk( chunk, chunk->getCenter() );
  86. zScreenPtr->unlock();
  87. zDim->updateVisibility();
  88. }
  89. void World::thread()
  90. {
  91. new AsynchronCall( [this]() {
  92. while( true )
  93. {
  94. zScreenPtr->lock();
  95. if( currentGame != this )
  96. {
  97. zScreenPtr->unlock();
  98. return;
  99. }
  100. zScreenPtr->unlock();
  101. update( 0 );
  102. Sleep( 10 );
  103. }
  104. } );
  105. while( true )
  106. {
  107. zScreenPtr->lock();
  108. if( currentGame != this )
  109. {
  110. zScreenPtr->unlock();
  111. return;
  112. }
  113. zScreenPtr->unlock();
  114. update( 1 );
  115. Sleep( 10 );
  116. }
  117. }
  118. Framework::Either<Block*, int> World::zBlockAt( Framework::Vec3<int> location, int dimension ) const
  119. {
  120. Dimension* dim = zDimension( dimension );
  121. if( dim )
  122. return dim->zBlock( location );
  123. return 0;
  124. }
  125. Dimension* World::zDimension( int id ) const
  126. {
  127. for( auto dim : *dimensions )
  128. {
  129. if( dim->getDimensionId() == id )
  130. return dim;
  131. }
  132. return 0;
  133. }
  134. void World::setVisibility( Framework::Model3D* zModel, bool visible )
  135. {
  136. renderedWorld->lock();
  137. if( visible )
  138. renderedWorld->addZeichnung( dynamic_cast<Framework::Model3D*>(zModel->getThis()) );
  139. else
  140. renderedWorld->removeZeichnung( zModel );
  141. renderedWorld->unlock();
  142. }
  143. Framework::Bildschirm3D* World::zScreen() const
  144. {
  145. return zScreenPtr;
  146. }
  147. Framework::Punkt World::getChunkCenter( int x, int y ) const
  148. {
  149. return Punkt( ((x < 0 ? x + 1 : x) / CHUNK_SIZE) * CHUNK_SIZE + (x < 0 ? -CHUNK_SIZE : CHUNK_SIZE) / 2, ((y < 0 ? y + 1 : y) / CHUNK_SIZE) * CHUNK_SIZE + (y < 0 ? -CHUNK_SIZE : CHUNK_SIZE) / 2 );
  150. }