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- #include <Globals.h>
- #include "Entity.h"
- #include "Globals.h"
- #include "Game.h"
- Entity::Entity(const EntityType* zType, Framework::Model3DData* model, Framework::Model3DTextur* texture, int id, Framework::Vec3<float> position, float maxMovementSpeed)
- : Model3D(), id(id), zType(zType),
- playerControlled(0),
- maxMovementSpeed(maxMovementSpeed),
- lastFlags(0),
- timeSinceSync(0),
- speed(0, 0, 0)
- {
- pos = position;
- setModelDaten(model);
- setModelTextur(texture);
- lastDirection = currentGame->zKamera()->getDirection();
- currentFrame.duration = 0;
- rend = 1;
- }
- Entity::~Entity()
- {}
- void Entity::api(char* message)
- {
- switch (message[0])
- {
- case 0:
- { // add movement frame
- if (!playerControlled)
- {
- MovementFrame frame;
- frame.direction.x = *(float*)(message += 1);
- frame.direction.y = *(float*)(message += 4);
- frame.direction.z = *(float*)(message += 4);
- frame.targetPosition.x = *(float*)(message += 4);
- frame.targetPosition.y = *(float*)(message += 4);
- frame.targetPosition.z = *(float*)(message += 4);
- frame.movementFlags = *(int*)(message += 4);
- frame.duration = *(double*)(message += 4);
- cs.lock();
- movements.add(frame);
- cs.unlock();
- }
- break;
- }
- case 1:
- { // position correction
- if (playerControlled)
- {
- timeSinceSync = 0;
- pos.x = *(float*)(message += 1);
- pos.y = *(float*)(message += 4);
- pos.z = *(float*)(message += 4);
- lastDirection = currentGame->zKamera()->getDirection();
- lastFlags = 0;
- }
- break;
- }
- }
- }
- bool Entity::tick(double time)
- {
- if (playerControlled && GetForegroundWindow() == window->getFensterHandle())
- {
- Vec3<float> direction = currentGame->zKamera()->getDirection();
- Vec3<float> lastPos = pos;
- int flags = 0;
- speed = { 0, 0, speed.z };
- if (GetKeyState('w') & 0x8000 || GetKeyState('W') & 0x8000)
- {
- flags |= 1;
- speed += {direction.x, direction.y, 0};
- }
- if (GetKeyState('a') & 0x8000 || GetKeyState('A') & 0x8000)
- {
- flags |= 2;
- Vec2<float> norm = { direction.x, direction.y };
- norm.CCW90().normalize();
- speed += {norm.x, norm.y, 0};
- }
- if (GetKeyState('s') & 0x8000 || GetKeyState('S') & 0x8000)
- {
- flags |= 4;
- speed += {-direction.x, -direction.y, 0};
- }
- if (GetKeyState('d') & 0x8000 || GetKeyState('D') & 0x8000)
- {
- flags |= 8;
- Vec2<float> norm = { direction.x, direction.y };
- norm.CW90().normalize();
- speed += {norm.x, norm.y, 0};
- }
- if (GetKeyState(T_Shift) & 0x8000)
- {
- flags |= 16;
- speed.z = -maxMovementSpeed;
- }
- else if (GetKeyState(T_Space) & 0x8000)
- {
- flags |= 32;
- speed.z = maxMovementSpeed;
- }
- else
- {
- speed.z = 0.f;
- }
- Vec2<float> norm = { speed.x, speed.y };
- if (norm.getLengthSq() != 0)
- {
- norm.normalize();
- speed.x = norm.x * maxMovementSpeed;
- speed.y = norm.y * maxMovementSpeed;
- }
- // collision checking
- Vec3<float> minP = model->getMinPos();
- Vec3<float> maxP = model->getMaxPos();
- Vec3<float> worldBoundingBox[8];
- worldBoundingBox[0] = applyWorldTransformation(minP);
- worldBoundingBox[1] = applyWorldTransformation({ minP.x, minP.y, maxP.z });
- worldBoundingBox[2] = applyWorldTransformation({ minP.x, maxP.y, minP.z });
- worldBoundingBox[3] = applyWorldTransformation({ maxP.x, minP.y, minP.z });
- worldBoundingBox[4] = applyWorldTransformation({ maxP.x, minP.y, maxP.z });
- worldBoundingBox[5] = applyWorldTransformation({ maxP.x, maxP.y, minP.z });
- worldBoundingBox[6] = applyWorldTransformation({ minP.x, maxP.y, maxP.z });
- worldBoundingBox[7] = applyWorldTransformation(maxP);
- Vec3<float> worldBoundingBoxFloor[8];
- for (int i = 0; i < 8; i++)
- {
- worldBoundingBoxFloor[i] = Vec3<float>(floor(worldBoundingBox[i].x), floor(worldBoundingBox[i].y), floor(worldBoundingBox[i].z));
- }
- Vec3<float> frameSpeed = speed * (float)time;
- bool hasCollided = 0;
- while (true)
- {
- float tf = 1.f;
- int collType = 0;
- int updateType = 0;
- int updateI = 0;
- if (frameSpeed.x > 0)
- {
- for (int i = 0; i < 8; i++)
- {
- if (abs(frameSpeed.x) >= abs(worldBoundingBoxFloor[i].x + 1.f - worldBoundingBox[i].x))
- {
- float xt = (worldBoundingBoxFloor[i].x + 1.f - worldBoundingBox[i].x) / frameSpeed.x;
- Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * xt;
- if (tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
- {
- Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x + 1, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z });
- if (b) // TODO: ignore passable blocks
- {
- if (xt < tf)
- {
- tf = xt;
- collType = 1;
- updateType = 0;
- }
- hasCollided = 1;
- }
- else
- {
- if (xt < tf)
- {
- tf = xt;
- collType = 0;
- updateType = 1;
- updateI = i;
- }
- }
- }
- }
- }
- }
- if (frameSpeed.x < 0)
- {
- for (int i = 0; i < 8; i++)
- {
- if (abs(frameSpeed.x) >= abs(worldBoundingBoxFloor[i].x - worldBoundingBox[i].x))
- {
- float xt = (worldBoundingBoxFloor[i].x - worldBoundingBox[i].x) / frameSpeed.x;
- Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * xt;
- if (tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
- {
- Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x - 1, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z });
- if (b) // TODO: ignore passable blocks
- {
- if (xt < tf)
- {
- tf = xt;
- collType = 1;
- updateType = 0;
- }
- hasCollided = 1;
- }
- else
- {
- if (xt < tf)
- {
- tf = xt;
- collType = 0;
- updateType = 1;
- updateI = i;
- }
- }
- }
- }
- }
- }
- if (frameSpeed.y > 0)
- {
- for (int i = 0; i < 8; i++)
- {
- if (abs(frameSpeed.y) >= abs(worldBoundingBoxFloor[i].y + 1.f - worldBoundingBox[i].y))
- {
- float yt = (worldBoundingBoxFloor[i].y + 1.f - worldBoundingBox[i].y) / frameSpeed.y;
- Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * yt;
- if (tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
- {
- Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y + 1, (int)worldBoundingBoxFloor[i].z });
- if (b) // TODO: ignore passable blocks
- {
- if (yt < tf)
- {
- tf = yt;
- collType = 2;
- updateType = 0;
- }
- hasCollided = 1;
- }
- else
- {
- if (yt < tf)
- {
- tf = yt;
- collType = 0;
- updateType = 2;
- updateI = i;
- }
- }
- }
- }
- }
- }
- if (frameSpeed.y < 0)
- {
- for (int i = 0; i < 8; i++)
- {
- if (abs(frameSpeed.y) >= abs(worldBoundingBoxFloor[i].y - worldBoundingBox[i].y))
- {
- float yt = (worldBoundingBoxFloor[i].y - worldBoundingBox[i].y) / frameSpeed.y;
- Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * yt;
- if (tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.z >= worldBoundingBoxFloor[i].z && tmp.z < worldBoundingBoxFloor[i].z + 1.f)
- {
- Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y - 1, (int)worldBoundingBoxFloor[i].z });
- if (b) // TODO: ignore passable blocks
- {
- if (yt < tf)
- {
- tf = yt;
- collType = 2;
- updateType = 0;
- }
- hasCollided = 1;
- }
- else
- {
- if (yt < tf)
- {
- tf = yt;
- collType = 0;
- updateType = 2;
- updateI = i;
- }
- }
- }
- }
- }
- }
- if (frameSpeed.z > 0)
- {
- for (int i = 0; i < 8; i++)
- {
- if (abs(frameSpeed.z) >= abs(worldBoundingBoxFloor[i].z + 1.f - worldBoundingBox[i].z))
- {
- float zt = (worldBoundingBoxFloor[i].z + 1.f - worldBoundingBox[i].z) / frameSpeed.z;
- Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * zt;
- if (zt <= 1.f && tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1.f)
- {
- Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z + 1 });
- if (b) // TODO: ignore passable blocks
- {
- if (zt < tf)
- {
- tf = zt;
- collType = 3;
- }
- hasCollided = 1;
- }
- else
- {
- if (zt < tf)
- {
- tf = zt;
- collType = 0;
- updateType = 3;
- updateI = i;
- }
- }
- }
- }
- }
- }
- if (frameSpeed.z < 0)
- {
- for (int i = 0; i < 8; i++)
- {
- if (abs(frameSpeed.z) >= abs(worldBoundingBoxFloor[i].z - worldBoundingBox[i].z))
- {
- float zt = (worldBoundingBoxFloor[i].z - worldBoundingBox[i].z) / frameSpeed.z;
- Vec3<float> tmp = worldBoundingBox[i] + frameSpeed * zt;
- if (tmp.x >= worldBoundingBoxFloor[i].x && tmp.x < worldBoundingBoxFloor[i].x + 1.f && tmp.y >= worldBoundingBoxFloor[i].y && tmp.y < worldBoundingBoxFloor[i].y + 1)
- {
- Block* b = currentGame->zBlockAt(Vec3<int>{ (int)worldBoundingBoxFloor[i].x, (int)worldBoundingBoxFloor[i].y, (int)worldBoundingBoxFloor[i].z - 1 });
- if (b) // TODO: ignore passable blocks
- {
- if (zt < tf)
- {
- tf = zt;
- collType = 3;
- updateType = 0;
- }
- hasCollided = 1;
- }
- else
- {
- if (zt < tf)
- {
- tf = zt;
- collType = 0;
- updateType = 3;
- updateI = i;
- }
- }
- }
- }
- }
- }
- if (collType == 1)
- frameSpeed.x = tf > 0.1f ? frameSpeed.x * (tf - 0.1f) : 0.f;
- if (collType == 2)
- frameSpeed.y = tf > 0.1f ? frameSpeed.y * (tf - 0.1f) : 0.f;
- if (collType == 3)
- frameSpeed.z = tf > 0.1f ? frameSpeed.z * (tf - 0.1f) : 0.f;
- if (updateType == 1)
- {
- if ((int)worldBoundingBoxFloor[updateI].x < (int)floor(worldBoundingBox[updateI].x + frameSpeed.x))
- worldBoundingBoxFloor[updateI].x++;
- if ((int)worldBoundingBoxFloor[updateI].x > (int)floor(worldBoundingBox[updateI].x + frameSpeed.x))
- worldBoundingBoxFloor[updateI].x--;
- }
- if (updateType == 2)
- {
- if ((int)worldBoundingBoxFloor[updateI].y < (int)floor(worldBoundingBox[updateI].y + frameSpeed.y))
- worldBoundingBoxFloor[updateI].y++;
- if ((int)worldBoundingBoxFloor[updateI].y > (int)floor(worldBoundingBox[updateI].y + frameSpeed.y))
- worldBoundingBoxFloor[updateI].y--;
- }
- if (updateType == 3)
- {
- if ((int)worldBoundingBoxFloor[updateI].z < (int)floor(worldBoundingBox[updateI].z + frameSpeed.z))
- worldBoundingBoxFloor[updateI].z++;
- if ((int)worldBoundingBoxFloor[updateI].z > (int)floor(worldBoundingBox[updateI].z + frameSpeed.z))
- worldBoundingBoxFloor[updateI].z--;
- }
- if (updateType || collType)
- continue;
- break;
- }
- pos += frameSpeed;
- currentGame->zKamera()->setPosition(pos + Vec3<float>(0.f, 0.f, 1.5f));
- ((Game*)(Menu*)menuRegister->get("game"))->updatePosition(pos, 0, { 0, 0, 0 });
- if (flags != lastFlags || direction != lastDirection || timeSinceSync >= 1 || hasCollided)
- {
- if (timeSinceSync > 0)
- {
- MovementFrame frame;
- frame.direction = lastDirection;
- frame.targetPosition = lastPos;
- frame.movementFlags = lastFlags;
- frame.duration = timeSinceSync;
- network->zFactoryClient()->sendPlayerMovement(frame);
- }
- lastFlags = flags;
- lastDirection = direction;
- timeSinceSync = 0;
- }
- timeSinceSync += time;
- rend = 1;
- }
- else
- {
- double totalTime = time;
- while (totalTime > 0)
- {
- if (currentFrame.duration <= 0)
- {
- if (movements.getEintragAnzahl() > 0)
- {
- currentFrame = movements.get(0);
- cs.lock();
- movements.remove(0);
- cs.unlock();
- }
- else
- {
- break;
- }
- }
- double t = min(currentFrame.duration, totalTime);
- pos += (currentFrame.targetPosition - pos) * (float)(t / currentFrame.duration);
- currentFrame.duration -= t;
- totalTime -= t;
- if (currentFrame.duration <= 0)
- {
- pos = currentFrame.targetPosition;
- }
- rend = 1;
- }
- }
- return Model3D::tick(time);
- }
- int Entity::getId() const
- {
- return id;
- }
- const EntityType* Entity::zEntityType() const
- {
- return zType;
- }
- void Entity::lock()
- {
- cs.lock();
- }
- void Entity::unlock()
- {
- cs.unlock();
- }
- void Entity::setPlayerControlled()
- {
- playerControlled = 1;
- currentGame->zKamera()->setPosition(pos + Vec3<float>(0.f, 0.f, 1.5f));
- }
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