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20eb410b08
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5a491c5446
@ -7,7 +7,7 @@ Bullet::Bullet(Vector3f pos, Vector3f dir, uint64_t tid): m_startpos(pos), m_cur
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Bullet::~Bullet() {}
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer) {
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bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> mapPlayer, netprot::ChunkMod** chunkmod) {
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int max = 100 / perframe;
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float damage = 0.057f;
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for (int x = 0; x < max; ++x) {
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@ -23,6 +23,15 @@ bool Bullet::Update(World* world, float elapsedtime, int perframe, std::unordere
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if (!world->ChunkAt(m_currentpos))
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return true;
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else if (world->BlockAt(m_currentpos) != BTYPE_AIR) {
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if (chunkmod) {
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using namespace netprot;
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ChunkMod* cmod = *chunkmod;
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cmod = new ChunkMod();
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cmod->old_b_type = world->BlockAt(m_currentpos);
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cmod->b_type = BTYPE_AIR;
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cmod->pos = m_currentpos;
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}
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world->ChangeBlockAtPosition(BTYPE_AIR, m_currentpos);
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return true;
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}
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@ -5,7 +5,7 @@
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#include "define.h"
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#include "vector3.h"
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#include "player.h"
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#include "netprotocol.h"
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class World;
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class Player;
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@ -16,7 +16,7 @@ public:
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Bullet(Vector3f pos, Vector3f dir, uint64_t tid);
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~Bullet();
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bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer);
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bool Update(World* world, float elapsedtime, int perframe, std::unordered_map<uint64_t, Player*> m_mapPlayer, netprot::ChunkMod** chunkmod);
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void Transpose(int& x, int& z);
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Vector3f getPos() const;
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Vector3f getVel() const;
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@ -425,8 +425,9 @@ void netprot::Serialize(ChunkMod* chmod, char* buf[], uint32_t* buflen) {
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memcpy(*buf + 1, vec8, sizeof(uint32_t) * 3);
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memcpy(*buf + sizeof(uint32_t) * 3 + 1, &chmod->b_type, sizeof(BlockType));
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memcpy(*buf + sizeof(uint32_t) * 3 + 2, &chmod->old_b_type, sizeof(BlockType));
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*buflen = sizeof(uint32_t) * 3 + 2;
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*buflen = sizeof(uint32_t) * 3 + 3;
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}
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void netprot::Serialize(ErrorLog* errlog, char* buf[], uint32_t* buflen) {
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@ -868,8 +869,9 @@ bool netprot::Deserialize(ChunkMod* chmod, char* buf, uint32_t* buflen) {
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memcpy(&chmod->pos, vec, sizeof(uint32_t) * 3);
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memcpy(&chmod->b_type, &buf[1 + sizeof(uint8_t) * 12], sizeof(BlockType));
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memcpy(&chmod->old_b_type, &buf[2 + sizeof(uint8_t) * 12], sizeof(BlockType));
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*buflen = sizeof(uint32_t) * 3 + 2;
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*buflen = sizeof(uint32_t) * 3 + 3;
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return true;
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}
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@ -132,7 +132,7 @@ namespace netprot {
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struct ChunkMod {
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Vector3f pos;
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BlockType b_type;
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BlockType b_type, old_b_type;
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};
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struct ErrorLog { // srv -> cli TCP event
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@ -169,31 +169,26 @@ void World::Update(Bullet* bullets[MAX_BULLETS], const Vector3f& player_pos, Blo
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UpdateWorld(player_pos, blockinfo);
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//TransposeWorld(player_pos, bullets);
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}
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//
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//void World::UpdateChunk(int& updates, unsigned int chx, unsigned int chy, BlockInfo* blockinfo[BTYPE_LAST]) {
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// if (updates == 0 && ChunkAt(chx, 1, chy) &&
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// ChunkAt(chx, 1, chy)->IsDirty()) {
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// ChunkAt(chx, 1, chy)->Update(blockinfo, this);
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// updates = FRAMES_UPDATE_CHUNKS;
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// }
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//
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//}
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void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block) {
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netprot::ChunkMod* World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net) {
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Vector3f currentPos = player_pos;
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Vector3f currentBlock = currentPos;
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Vector3f ray = player_dir;
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BlockType oldbtype;
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netprot::ChunkMod* cmod = nullptr;
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bool found = false;
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if (block) return;
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if (block) return cmod;
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while ((currentPos - currentBlock).Length() <= MAX_SELECTION_DISTANCE && !found) {
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currentBlock += ray / 10.f;
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BlockType bt = BlockAt(currentBlock);
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if (bt != BTYPE_AIR)
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if (bt != BTYPE_AIR) {
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found = true;
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oldbtype = bt;
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}
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}
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if (found)
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@ -219,21 +214,30 @@ void World::ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos,
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(By == PyA ||
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By == PyB ||
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By == PyC) &&
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Bz == Pz))
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Bz == Pz)) {
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found = true;
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oldbtype = bt;
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}
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}
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}
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}
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if (found && (int)currentBlock.y < CHUNK_SIZE_Y) {
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if (net) {
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cmod = new netprot::ChunkMod();
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cmod->old_b_type = oldbtype;
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cmod->b_type = blockType;
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cmod->pos = currentBlock;
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}
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int bx = (int)currentBlock.x % CHUNK_SIZE_X;
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int by = (int)currentBlock.y % CHUNK_SIZE_Y;
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int bz = (int)currentBlock.z % CHUNK_SIZE_Z;
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ChunkAt(currentBlock)->SetBlock(bx, by, bz, blockType, this);
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ChunkAt(currentBlock)->MakeModified();
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block = true;
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}
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return cmod;
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}
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void World::ChangeBlockAtPosition(BlockType blockType, Vector3f pos) {
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@ -11,6 +11,7 @@
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#include "array2d.h"
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#include "bullet.h"
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#include "chunk.h"
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#include "netprotocol.h"
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class Chunk;
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class Bullet;
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@ -37,7 +38,7 @@ public:
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void GetScope(unsigned int& x, unsigned int& y);
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void ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block);
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netprot::ChunkMod* ChangeBlockAtCursor(BlockType blockType, const Vector3f& player_pos, const Vector3f& player_dir, bool& block, bool net);
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void ChangeBlockAtPosition(BlockType blockType, Vector3f pos);
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void CleanUpWorld(int& deleteframes, bool clear);
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int GettbDeleted() const;
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@ -122,6 +122,13 @@ void Connection::Run(World* world) {
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last = m_input_vector.at(m_last_in);
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el = (double)(in.timestamp - last.timestamp) / 1000.;
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if (m_shoot_acc > 0.) {
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m_shoot_acc -= el;
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if (m_shoot_acc < 0.)
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m_shoot_acc = 0;
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}
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player.get()->SetDirection(in.direction);
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player.get()->ApplyPhysics(player.get()->GetInput(in.keys.forward,
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in.keys.backward,
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@ -129,6 +136,13 @@ void Connection::Run(World* world) {
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in.keys.right,
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in.keys.jump, false, el), world, el);
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//if (in.keys.block)
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// ChunkDiffs.push_back()
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if (in.keys.shoot && m_shoot_acc <= 0.)
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Bullets.push_back(Bullet(player.get()->GetPOV() + player.get()->GetDirection(), player.get()->GetDirection()));
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out.position = player.get()->GetPositionAbs();
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out.direction = in.direction;
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out.timestamp = in.timestamp;
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@ -42,8 +42,8 @@ public:
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bool m_nsync = true;
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std::vector<Bullet> m_bullet_vector;
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std::vector<ChunkMod> m_diff_vector;
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std::vector<Bullet> Bullets;
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std::vector<ChunkMod> ChunkDiffs;
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private:
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std::unordered_map<Timestamp, Input> m_input_manifest;
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@ -52,6 +52,7 @@ private:
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std::deque<Output> m_output_vector;
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std::unordered_map<Timestamp, Chat> m_chatlog;
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float m_shoot_acc = 0;
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SOCKET m_sock;
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sockaddr_in m_addr;
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@ -1193,10 +1193,11 @@ void Engine::Render(float elapsedTime) {
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if (bloc == BTYPE_LAST + 1) bloc = BTYPE_AIR + 1;
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else if (bloc == BTYPE_AIR) bloc = BTYPE_LAST; // La selection de BTYPE_LAST <20>quipe l'arme.
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m_mouseWU = m_mouseWD = m_key1 = m_key2 = false;
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netprot::ChunkMod* cmod = nullptr;
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if (m_mouseL) {
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if (bloc != BTYPE_LAST)
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m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block);
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cmod = m_world.ChangeBlockAtCursor(bloc, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
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else if (bulletTime <= 0.f) {
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for (int x = 0; x < MAX_BULLETS; ++x) // Ajouter une balle dans l'array (aussi connu sous le nom de "faire pow pow").
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if (!m_bullets[x]) {
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@ -1218,12 +1219,12 @@ void Engine::Render(float elapsedTime) {
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}
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}
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else if (m_mouseR)
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m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block);
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cmod = m_world.ChangeBlockAtCursor(BTYPE_AIR, m_player.GetPosition(), m_player.GetDirection(), m_block, m_networkgame);
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for (int x = 0; x < MAX_BULLETS; ++x) { // Array de bullets en jeu.
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if (m_bullets[x]) {
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for (int b = 0; b < BULLET_UPDATES_PER_FRAME; ++b) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players)) {
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if (m_bullets[x]->Update(&m_world, elapsedTime, BULLET_UPDATES_PER_FRAME, m_players, m_networkgame ? &m_chunkmod : nullptr)) {
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m_bullets[x]->~Bullet();
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if (m_whoosh[x])
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m_whoosh[x]->drop();
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@ -1282,6 +1283,9 @@ void Engine::Render(float elapsedTime) {
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static std::vector<char*> lsPck;
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static int sync_acc = 0;
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if (cmod)
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m_chunkmod_manifest.emplace_back(cmod);
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if (last == 0)
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last = tstamp;
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@ -101,10 +101,12 @@ private:
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Player m_player = Player(Vector3f(.5f, CHUNK_SIZE_Y + 1.8f, .5f));
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Bullet* m_bullets[MAX_BULLETS];
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std::vector<netprot::ChunkMod*> m_chunkmod_manifest;
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std::unordered_map<uint64_t, Player*> m_players;
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netprot::Buffer m_buf, m_bufout;
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std::chrono::high_resolution_clock::time_point m_startTime;
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netprot::ChunkMod* m_chunkmod = nullptr;
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//Menu
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enum class GameState: uint8_t { MAIN_MENU, OPTIONS, QUIT, NEWG, PLAY, PAUSE };
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