Example #1
0
    public static BlockPosSide Create(int x, int y, int z)
    {
        BlockPosSide p = new BlockPosSide();

        p.blockPos = Vec3.FromValues(x, y, z);
        return(p);
    }
Example #2
0
    internal void LimitThirdPersonCameraToWalls(Game game, Vector3Ref eye, Vector3Ref target, FloatRef curtppcameradistance)
    {
        float      one             = 1;
        Vector3Ref ray_start_point = target;
        Vector3Ref raytarget       = eye;

        Line3D pick    = new Line3D();
        float  raydirX = (raytarget.X - ray_start_point.X);
        float  raydirY = (raytarget.Y - ray_start_point.Y);
        float  raydirZ = (raytarget.Z - ray_start_point.Z);

        float raydirLength1 = game.Length(raydirX, raydirY, raydirZ);

        raydirX    /= raydirLength1;
        raydirY    /= raydirLength1;
        raydirZ    /= raydirLength1;
        raydirX     = raydirX * (game.tppcameradistance + 1);
        raydirY     = raydirY * (game.tppcameradistance + 1);
        raydirZ     = raydirZ * (game.tppcameradistance + 1);
        pick.Start  = Vec3.FromValues(ray_start_point.X, ray_start_point.Y, ray_start_point.Z);
        pick.End    = new float[3];
        pick.End[0] = ray_start_point.X + raydirX;
        pick.End[1] = ray_start_point.Y + raydirY;
        pick.End[2] = ray_start_point.Z + raydirZ;

        //pick terrain
        IntRef pick2Count = new IntRef();

        BlockPosSide[] pick2 = game.Pick(game.s, pick, pick2Count);

        if (pick2Count.value > 0)
        {
            BlockPosSide pick2nearest = game.Nearest(pick2, pick2Count.value, ray_start_point.X, ray_start_point.Y, ray_start_point.Z);
            //pick2.Sort((a, b) => { return (FloatArrayToVector3(a.blockPos) - ray_start_point).Length.CompareTo((FloatArrayToVector3(b.blockPos) - ray_start_point).Length); });

            float pickX        = pick2nearest.blockPos[0] - target.X;
            float pickY        = pick2nearest.blockPos[1] - target.Y;
            float pickZ        = pick2nearest.blockPos[2] - target.Z;
            float pickdistance = game.Length(pickX, pickY, pickZ);
            curtppcameradistance.value = MathCi.MinFloat(pickdistance - 1, curtppcameradistance.value);
            if (curtppcameradistance.value < one * 3 / 10)
            {
                curtppcameradistance.value = one * 3 / 10;
            }
        }

        float cameraDirectionX = target.X - eye.X;
        float cameraDirectionY = target.Y - eye.Y;
        float cameraDirectionZ = target.Z - eye.Z;
        float raydirLength     = game.Length(raydirX, raydirY, raydirZ);

        raydirX /= raydirLength;
        raydirY /= raydirLength;
        raydirZ /= raydirLength;
        eye.X    = target.X + raydirX * curtppcameradistance.value;
        eye.Y    = target.Y + raydirY * curtppcameradistance.value;
        eye.Z    = target.Z + raydirZ * curtppcameradistance.value;
    }
Example #3
0
    public BlockPosSide[] LineIntersection(DelegateIsBlockEmpty isEmpty, DelegateGetBlockHeight getBlockHeight, Line3D line, IntRef retCount)
    {
        lCount        = 0;
        currentLine   = line;
        currentHit[0] = 0;
        currentHit[1] = 0;
        currentHit[2] = 0;
        ListBox3d l1 = Search(PredicateBox3DHit.Create(this));

        for (int i = 0; i < l1.count; i++)
        {
            Box3D   node = l1.arr[i];
            float[] hit  = currentHit;
            float   x    = node.MinEdge[0];
            float   y    = node.MinEdge[2];
            float   z    = node.MinEdge[1];
            if (!isEmpty.IsBlockEmpty(platform.FloatToInt(x), platform.FloatToInt(y), platform.FloatToInt(z)))
            {
                Box3D node2 = new Box3D();
                node2.MinEdge    = Vec3.CloneIt(node.MinEdge);
                node2.MaxEdge    = Vec3.CloneIt(node.MaxEdge);
                node2.MaxEdge[1] = node2.MinEdge[1] + getBlockHeight.GetBlockHeight(platform.FloatToInt(x), platform.FloatToInt(y), platform.FloatToInt(z));

                BlockPosSide b    = new BlockPosSide();
                float[]      hit2 = new float[3];

                float[] dir = new float[3];
                dir[0] = line.End[0] - line.Start[0];
                dir[1] = line.End[1] - line.Start[1];
                dir[2] = line.End[2] - line.Start[2];
                bool ishit = Intersection.HitBoundingBox(node2.MinEdge, node2.MaxEdge, line.Start, dir, hit2);
                if (ishit)
                {
                    //hit2.pos = Vec3.FromValues(x, z, y);
                    b.blockPos     = Vec3.FromValues(platform.FloatToInt(x), platform.FloatToInt(z), platform.FloatToInt(y));
                    b.collisionPos = hit2;
                    l[lCount++]    = b;
                }
            }
        }
        BlockPosSide[] ll = new BlockPosSide[lCount];
        for (int i = 0; i < lCount; i++)
        {
            ll[i] = l[i];
        }
        retCount.value = lCount;
        return(ll);
    }
Example #4
0
    public BlockPosSide[] LineIntersection(DelegateIsBlockEmpty isEmpty, DelegateGetBlockHeight getBlockHeight, Line3D line, IntRef retCount)
    {
        lCount = 0;
        currentLine = line;
        currentHit[0] = 0;
        currentHit[1] = 0;
        currentHit[2] = 0;
        ListBox3d l1 = Search(PredicateBox3DHit.Create(this));
        for (int i = 0; i < l1.count; i++)
        {
            Box3D node = l1.arr[i];
            float[] hit = currentHit;
            float x = node.MinEdge[0];
            float y = node.MinEdge[2];
            float z = node.MinEdge[1];
            if (!isEmpty.IsBlockEmpty(platform.FloatToInt(x),platform.FloatToInt(y),platform.FloatToInt( z)))
            {
                Box3D node2 = new Box3D();
                node2.MinEdge = Vec3.CloneIt(node.MinEdge);
                node2.MaxEdge = Vec3.CloneIt(node.MaxEdge);
                node2.MaxEdge[1] = node2.MinEdge[1] + getBlockHeight.GetBlockHeight(platform.FloatToInt(x),platform.FloatToInt(y),platform.FloatToInt(z));

                BlockPosSide b = new BlockPosSide();
                float[] hit2 = new float[3];

                float[] dir = new float[3];
                dir[0] = line.End[0] - line.Start[0];
                dir[1] = line.End[1] - line.Start[1];
                dir[2] = line.End[2] - line.Start[2];
                bool ishit = Intersection.HitBoundingBox(node2.MinEdge, node2.MaxEdge, line.Start, dir, hit2);
                if (ishit)
                {
                    //hit2.pos = Vec3.FromValues(x, z, y);
                    b.blockPos = Vec3.FromValues(platform.FloatToInt(x), platform.FloatToInt(z), platform.FloatToInt(y));
                    b.collisionPos = hit2;
                    l[lCount++] = b;
                }
            }
        }
        BlockPosSide[] ll = new BlockPosSide[lCount];
        for (int i = 0; i < lCount; i++)
        {
            ll[i] = l[i];
        }
        retCount.value = lCount;
        return ll;
    }
Example #5
0
 public BlockOctreeSearcher()
 {
     intersection = new Intersection();
     pool         = new Box3D[10000];
     for (int i = 0; i < 10000; i++)
     {
         pool[i] = new Box3D();
     }
     listpool = new ListBox3d[50];
     for (int i = 0; i < 50; i++)
     {
         listpool[i]     = new ListBox3d();
         listpool[i].arr = new Box3D[1000];
     }
     l          = new BlockPosSide[1024];
     lCount     = 0;
     currentHit = new float[3];
 }
Example #6
0
    void PickEntity(Game game, Line3D pick, BlockPosSide[] pick2, IntRef pick2count)
    {
        game.SelectedEntityId = -1;
        game.currentlyAttackedEntity = -1;
        float one = 1;
        for (int i = 0; i < game.entitiesCount; i++)
        {
            if (game.entities[i] == null)
            {
                continue;
            }
            if (i == game.LocalPlayerId)
            {
                continue;
            }
            if (game.entities[i].drawModel == null)
            {
                continue;
            }
            Entity p_ = game.entities[i];
            if (p_.networkPosition == null)
            {
                continue;
            }
            if (!p_.networkPosition.PositionLoaded)
            {
                continue;
            }
            if (!p_.usable)
            {
                continue;
            }
            float feetposX = p_.position.x;
            float feetposY = p_.position.y;
            float feetposZ = p_.position.z;

            float dist = game.Dist(feetposX, feetposY, feetposZ, game.player.position.x, game.player.position.y, game.player.position.z);
            if (dist > 5)
            {
                continue;
            }

            //var p = PlayerPositionSpawn;
            Box3D bodybox = new Box3D();
            float h = p_.drawModel.ModelHeight;
            float r = one * 35 / 100;

            bodybox.AddPoint(feetposX - r, feetposY + 0, feetposZ - r);
            bodybox.AddPoint(feetposX - r, feetposY + 0, feetposZ + r);
            bodybox.AddPoint(feetposX + r, feetposY + 0, feetposZ - r);
            bodybox.AddPoint(feetposX + r, feetposY + 0, feetposZ + r);

            bodybox.AddPoint(feetposX - r, feetposY + h, feetposZ - r);
            bodybox.AddPoint(feetposX - r, feetposY + h, feetposZ + r);
            bodybox.AddPoint(feetposX + r, feetposY + h, feetposZ - r);
            bodybox.AddPoint(feetposX + r, feetposY + h, feetposZ + r);

            float[] p;
            float localeyeposX = game.EyesPosX();
            float localeyeposY = game.EyesPosY();
            float localeyeposZ = game.EyesPosZ();
            p = Intersection.CheckLineBoxExact(pick, bodybox);
            if (p != null)
            {
                //do not allow to shoot through terrain
                if (pick2count.value == 0 || (game.Dist(pick2[0].blockPos[0], pick2[0].blockPos[1], pick2[0].blockPos[2], localeyeposX, localeyeposY, localeyeposZ)
                    > game.Dist(p[0], p[1], p[2], localeyeposX, localeyeposY, localeyeposZ)))
                {
                    game.SelectedEntityId = i;
                    if (game.cameratype == CameraType.Fpp || game.cameratype == CameraType.Tpp)
                    {
                        game.currentlyAttackedEntity = i;
                    }
                }
            }
        }
    }
Example #7
0
 internal void OnPick_(BlockPosSide pick0)
 {
     //playerdestination = pick0.pos;
 }
Example #8
0
    internal void NextBullet(Game game, int bulletsshot)
    {
        float one = 1;
        bool left = game.mouseLeft;
        bool middle = game.mouseMiddle;
        bool right = game.mouseRight;

        bool IsNextShot = bulletsshot != 0;

        if (!game.leftpressedpicking)
        {
            if (game.mouseleftclick)
            {
                game.leftpressedpicking = true;
            }
            else
            {
                left = false;
            }
        }
        else
        {
            if (game.mouseleftdeclick)
            {
                game.leftpressedpicking = false;
                left = false;
            }
        }
        if (!left)
        {
            game.currentAttackedBlock = null;
        }

        Packet_Item item = game.d_Inventory.RightHand[game.ActiveMaterial];
        bool ispistol = (item != null && game.blocktypes[item.BlockId].IsPistol);
        bool ispistolshoot = ispistol && left;
        bool isgrenade = ispistol && game.blocktypes[item.BlockId].PistolType == Packet_PistolTypeEnum.Grenade;
        if (ispistol && isgrenade)
        {
            ispistolshoot = game.mouseleftdeclick;
        }
        //grenade cooking - TODO: fix instant explosion when closing ESC menu
        if (game.mouseleftclick)
        {
            game.grenadecookingstartMilliseconds = game.platform.TimeMillisecondsFromStart();
            if (ispistol && isgrenade)
            {
                if (game.blocktypes[item.BlockId].Sounds.ShootCount > 0)
                {
                    game.AudioPlay(game.platform.StringFormat("{0}.ogg", game.blocktypes[item.BlockId].Sounds.Shoot[0]));
                }
            }
        }
        float wait = ((one * (game.platform.TimeMillisecondsFromStart() - game.grenadecookingstartMilliseconds)) / 1000);
        if (isgrenade && left)
        {
            if (wait >= game.grenadetime && isgrenade && game.grenadecookingstartMilliseconds != 0)
            {
                ispistolshoot = true;
                game.mouseleftdeclick = true;
            }
            else
            {
                return;
            }
        }
        else
        {
            game.grenadecookingstartMilliseconds = 0;
        }

        if (ispistol && game.mouserightclick && (game.platform.TimeMillisecondsFromStart() - game.lastironsightschangeMilliseconds) >= 500)
        {
            game.IronSights = !game.IronSights;
            game.lastironsightschangeMilliseconds = game.platform.TimeMillisecondsFromStart();
        }

        IntRef pick2count = new IntRef();
        Line3D pick = new Line3D();
        GetPickingLine(game, pick, ispistolshoot);
        BlockPosSide[] pick2 = game.Pick(game.s, pick, pick2count);

        if (left)
        {
            game.handSetAttackDestroy = true;
        }
        else if (right)
        {
            game.handSetAttackBuild = true;
        }

        if (game.overheadcamera && pick2count.value > 0 && left)
        {
            //if not picked any object, and mouse button is pressed, then walk to destination.
            if (game.Follow == null)
            {
                //Only walk to destination when not following someone
                game.playerdestination = Vector3Ref.Create(pick2[0].blockPos[0], pick2[0].blockPos[1] + 1, pick2[0].blockPos[2]);
            }
        }
        bool pickdistanceok = (pick2count.value > 0); //&& (!ispistol);
        if (pickdistanceok)
        {
            if (game.Dist(pick2[0].blockPos[0] + one / 2, pick2[0].blockPos[1] + one / 2, pick2[0].blockPos[2] + one / 2,
                pick.Start[0], pick.Start[1], pick.Start[2]) > CurrentPickDistance(game))
            {
                pickdistanceok = false;
            }
        }
        bool playertileempty = game.IsTileEmptyForPhysics(
                  game.platform.FloatToInt(game.player.position.x),
                  game.platform.FloatToInt(game.player.position.z),
                  game.platform.FloatToInt(game.player.position.y + (one / 2)));
        bool playertileemptyclose = game.IsTileEmptyForPhysicsClose(
                  game.platform.FloatToInt(game.player.position.x),
                  game.platform.FloatToInt(game.player.position.z),
                  game.platform.FloatToInt(game.player.position.y + (one / 2)));
        BlockPosSide pick0 = new BlockPosSide();
        if (pick2count.value > 0 &&
            ((pickdistanceok && (playertileempty || (playertileemptyclose)))
            || game.overheadcamera)
            )
        {
            game.SelectedBlockPositionX = game.platform.FloatToInt(pick2[0].Current()[0]);
            game.SelectedBlockPositionY = game.platform.FloatToInt(pick2[0].Current()[1]);
            game.SelectedBlockPositionZ = game.platform.FloatToInt(pick2[0].Current()[2]);
            pick0 = pick2[0];
        }
        else
        {
            game.SelectedBlockPositionX = -1;
            game.SelectedBlockPositionY = -1;
            game.SelectedBlockPositionZ = -1;
            pick0.blockPos = new float[3];
            pick0.blockPos[0] = -1;
            pick0.blockPos[1] = -1;
            pick0.blockPos[2] = -1;
        }
        PickEntity(game, pick, pick2, pick2count);
        if (game.cameratype == CameraType.Fpp || game.cameratype == CameraType.Tpp)
        {
            int ntileX = game.platform.FloatToInt(pick0.Current()[0]);
            int ntileY = game.platform.FloatToInt(pick0.Current()[1]);
            int ntileZ = game.platform.FloatToInt(pick0.Current()[2]);
            if (game.IsUsableBlock(game.map.GetBlock(ntileX, ntileZ, ntileY)))
            {
                game.currentAttackedBlock = Vector3IntRef.Create(ntileX, ntileZ, ntileY);
            }
        }
        if (game.GetFreeMouse())
        {
            if (pick2count.value > 0)
            {
                OnPick_(pick0);
            }
            return;
        }

        if ((one * (game.platform.TimeMillisecondsFromStart() - lastbuildMilliseconds) / 1000) >= BuildDelay(game)
            || IsNextShot)
        {
            if (left && game.d_Inventory.RightHand[game.ActiveMaterial] == null)
            {
                game.SendPacketClient(ClientPackets.MonsterHit(game.platform.FloatToInt(2 + game.rnd.NextFloat() * 4)));
            }
            if (left && !fastclicking)
            {
                //todo animation
                fastclicking = false;
            }
            if ((left || right || middle) && (!isgrenade))
            {
                lastbuildMilliseconds = game.platform.TimeMillisecondsFromStart();
            }
            if (isgrenade && game.mouseleftdeclick)
            {
                lastbuildMilliseconds = game.platform.TimeMillisecondsFromStart();
            }
            if (game.reloadstartMilliseconds != 0)
            {
                PickingEnd(left, right, middle, ispistol);
                return;
            }
            if (ispistolshoot)
            {
                if ((!(game.LoadedAmmo[item.BlockId] > 0))
                    || (!(game.TotalAmmo[item.BlockId] > 0)))
                {
                    game.AudioPlay("Dry Fire Gun-SoundBible.com-2053652037.ogg");
                    PickingEnd(left, right, middle, ispistol);
                    return;
                }
            }
            if (ispistolshoot)
            {
                float toX = pick.End[0];
                float toY = pick.End[1];
                float toZ = pick.End[2];
                if (pick2count.value > 0)
                {
                    toX = pick2[0].blockPos[0];
                    toY = pick2[0].blockPos[1];
                    toZ = pick2[0].blockPos[2];
                }

                Packet_ClientShot shot = new Packet_ClientShot();
                shot.FromX = game.SerializeFloat(pick.Start[0]);
                shot.FromY = game.SerializeFloat(pick.Start[1]);
                shot.FromZ = game.SerializeFloat(pick.Start[2]);
                shot.ToX = game.SerializeFloat(toX);
                shot.ToY = game.SerializeFloat(toY);
                shot.ToZ = game.SerializeFloat(toZ);
                shot.HitPlayer = -1;

                for (int i = 0; i < game.entitiesCount; i++)
                {
                    if (game.entities[i] == null)
                    {
                        continue;
                    }
                    if (game.entities[i].drawModel == null)
                    {
                        continue;
                    }
                    Entity p_ = game.entities[i];
                    if (p_.networkPosition == null)
                    {
                        continue;
                    }
                    if (!p_.networkPosition.PositionLoaded)
                    {
                        continue;
                    }
                    float feetposX = p_.position.x;
                    float feetposY = p_.position.y;
                    float feetposZ = p_.position.z;
                    //var p = PlayerPositionSpawn;
                    Box3D bodybox = new Box3D();
                    float headsize = (p_.drawModel.ModelHeight - p_.drawModel.eyeHeight) * 2; //0.4f;
                    float h = p_.drawModel.ModelHeight - headsize;
                    float r = one * 35 / 100;

                    bodybox.AddPoint(feetposX - r, feetposY + 0, feetposZ - r);
                    bodybox.AddPoint(feetposX - r, feetposY + 0, feetposZ + r);
                    bodybox.AddPoint(feetposX + r, feetposY + 0, feetposZ - r);
                    bodybox.AddPoint(feetposX + r, feetposY + 0, feetposZ + r);

                    bodybox.AddPoint(feetposX - r, feetposY + h, feetposZ - r);
                    bodybox.AddPoint(feetposX - r, feetposY + h, feetposZ + r);
                    bodybox.AddPoint(feetposX + r, feetposY + h, feetposZ - r);
                    bodybox.AddPoint(feetposX + r, feetposY + h, feetposZ + r);

                    Box3D headbox = new Box3D();

                    headbox.AddPoint(feetposX - r, feetposY + h, feetposZ - r);
                    headbox.AddPoint(feetposX - r, feetposY + h, feetposZ + r);
                    headbox.AddPoint(feetposX + r, feetposY + h, feetposZ - r);
                    headbox.AddPoint(feetposX + r, feetposY + h, feetposZ + r);

                    headbox.AddPoint(feetposX - r, feetposY + h + headsize, feetposZ - r);
                    headbox.AddPoint(feetposX - r, feetposY + h + headsize, feetposZ + r);
                    headbox.AddPoint(feetposX + r, feetposY + h + headsize, feetposZ - r);
                    headbox.AddPoint(feetposX + r, feetposY + h + headsize, feetposZ + r);

                    float[] p;
                    float localeyeposX = game.EyesPosX();
                    float localeyeposY = game.EyesPosY();
                    float localeyeposZ = game.EyesPosZ();
                    p = Intersection.CheckLineBoxExact(pick, headbox);
                    if (p != null)
                    {
                        //do not allow to shoot through terrain
                        if (pick2count.value == 0 || (game.Dist(pick2[0].blockPos[0], pick2[0].blockPos[1], pick2[0].blockPos[2], localeyeposX, localeyeposY, localeyeposZ)
                            > game.Dist(p[0], p[1], p[2], localeyeposX, localeyeposY, localeyeposZ)))
                        {
                            if (!isgrenade)
                            {
                                Entity entity = new Entity();
                                Sprite sprite = new Sprite();
                                sprite.positionX = p[0];
                                sprite.positionY = p[1];
                                sprite.positionZ = p[2];
                                sprite.image = "blood.png";
                                entity.sprite = sprite;
                                entity.expires = Expires.Create(one * 2 / 10);
                                game.EntityAddLocal(entity);
                            }
                            shot.HitPlayer = i;
                            shot.IsHitHead = 1;
                        }
                    }
                    else
                    {
                        p = Intersection.CheckLineBoxExact(pick, bodybox);
                        if (p != null)
                        {
                            //do not allow to shoot through terrain
                            if (pick2count.value == 0 || (game.Dist(pick2[0].blockPos[0], pick2[0].blockPos[1], pick2[0].blockPos[2], localeyeposX, localeyeposY, localeyeposZ)
                                > game.Dist(p[0], p[1], p[2], localeyeposX, localeyeposY, localeyeposZ)))
                            {
                                if (!isgrenade)
                                {
                                    Entity entity = new Entity();
                                    Sprite sprite = new Sprite();
                                    sprite.positionX = p[0];
                                    sprite.positionY = p[1];
                                    sprite.positionZ = p[2];
                                    sprite.image = "blood.png";
                                    entity.sprite = sprite;
                                    entity.expires = Expires.Create(one * 2 / 10);
                                    game.EntityAddLocal(entity);
                                }
                                shot.HitPlayer = i;
                                shot.IsHitHead = 0;
                            }
                        }
                    }
                }
                shot.WeaponBlock = item.BlockId;
                game.LoadedAmmo[item.BlockId] = game.LoadedAmmo[item.BlockId] - 1;
                game.TotalAmmo[item.BlockId] = game.TotalAmmo[item.BlockId] - 1;
                float projectilespeed = game.DeserializeFloat(game.blocktypes[item.BlockId].ProjectileSpeedFloat);
                if (projectilespeed == 0)
                {
                    {
                        Entity entity = game.CreateBulletEntity(
                          pick.Start[0], pick.Start[1], pick.Start[2],
                          toX, toY, toZ, 150);
                        game.EntityAddLocal(entity);
                    }
                }
                else
                {
                    float vX = toX - pick.Start[0];
                    float vY = toY - pick.Start[1];
                    float vZ = toZ - pick.Start[2];
                    float vLength = game.Length(vX, vY, vZ);
                    vX /= vLength;
                    vY /= vLength;
                    vZ /= vLength;
                    vX *= projectilespeed;
                    vY *= projectilespeed;
                    vZ *= projectilespeed;
                    shot.ExplodesAfter = game.SerializeFloat(game.grenadetime - wait);

                    {
                        Entity grenadeEntity = new Entity();

                        Sprite sprite = new Sprite();
                        sprite.image = "ChemicalGreen.png";
                        sprite.size = 14;
                        sprite.animationcount = 0;
                        sprite.positionX = pick.Start[0];
                        sprite.positionY = pick.Start[1];
                        sprite.positionZ = pick.Start[2];
                        grenadeEntity.sprite = sprite;

                        Grenade_ projectile = new Grenade_();
                        projectile.velocityX = vX;
                        projectile.velocityY = vY;
                        projectile.velocityZ = vZ;
                        projectile.block = item.BlockId;
                        projectile.sourcePlayer = game.LocalPlayerId;

                        grenadeEntity.expires = Expires.Create(game.grenadetime - wait);

                        grenadeEntity.grenade = projectile;
                        game.EntityAddLocal(grenadeEntity);
                    }
                }
                Packet_Client packet = new Packet_Client();
                packet.Id = Packet_ClientIdEnum.Shot;
                packet.Shot = shot;
                game.SendPacketClient(packet);

                if (game.blocktypes[item.BlockId].Sounds.ShootEndCount > 0)
                {
                    game.pistolcycle = game.rnd.Next() % game.blocktypes[item.BlockId].Sounds.ShootEndCount;
                    game.AudioPlay(game.platform.StringFormat("{0}.ogg", game.blocktypes[item.BlockId].Sounds.ShootEnd[game.pistolcycle]));
                }

                bulletsshot++;
                if (bulletsshot < game.DeserializeFloat(game.blocktypes[item.BlockId].BulletsPerShotFloat))
                {
                    NextBullet(game, bulletsshot);
                }

                //recoil
                game.player.position.rotx -= game.rnd.NextFloat() * game.CurrentRecoil();
                game.player.position.roty += game.rnd.NextFloat() * game.CurrentRecoil() * 2 - game.CurrentRecoil();

                PickingEnd(left, right, middle, ispistol);
                return;
            }
            if (ispistol && right)
            {
                PickingEnd(left, right, middle, ispistol);
                return;
            }
            if (pick2count.value > 0)
            {
                if (middle)
                {
                    int newtileX = game.platform.FloatToInt(pick0.Current()[0]);
                    int newtileY = game.platform.FloatToInt(pick0.Current()[1]);
                    int newtileZ = game.platform.FloatToInt(pick0.Current()[2]);
                    if (game.map.IsValidPos(newtileX, newtileZ, newtileY))
                    {
                        int clonesource = game.map.GetBlock(newtileX, newtileZ, newtileY);
                        int clonesource2 = game.d_Data.WhenPlayerPlacesGetsConvertedTo()[clonesource];
                        bool gotoDone = false;
                        //find this block in another right hand.
                        for (int i = 0; i < 10; i++)
                        {
                            if (game.d_Inventory.RightHand[i] != null
                                && game.d_Inventory.RightHand[i].ItemClass == Packet_ItemClassEnum.Block
                                && game.d_Inventory.RightHand[i].BlockId == clonesource2)
                            {
                                game.ActiveMaterial = i;
                                gotoDone = true;
                            }
                        }
                        if (!gotoDone)
                        {
                            IntRef freehand = game.d_InventoryUtil.FreeHand(game.ActiveMaterial);
                            //find this block in inventory.
                            for (int i = 0; i < game.d_Inventory.ItemsCount; i++)
                            {
                                Packet_PositionItem k = game.d_Inventory.Items[i];
                                if (k == null)
                                {
                                    continue;
                                }
                                if (k.Value_.ItemClass == Packet_ItemClassEnum.Block
                                    && k.Value_.BlockId == clonesource2)
                                {
                                    //free hand
                                    if (freehand != null)
                                    {
                                        game.WearItem(
                                            game.InventoryPositionMainArea(k.X, k.Y),
                                            game.InventoryPositionMaterialSelector(freehand.value));
                                        break;
                                    }
                                    //try to replace current slot
                                    if (game.d_Inventory.RightHand[game.ActiveMaterial] != null
                                        && game.d_Inventory.RightHand[game.ActiveMaterial].ItemClass == Packet_ItemClassEnum.Block)
                                    {
                                        game.MoveToInventory(
                                            game.InventoryPositionMaterialSelector(game.ActiveMaterial));
                                        game.WearItem(
                                            game.InventoryPositionMainArea(k.X, k.Y),
                                            game.InventoryPositionMaterialSelector(game.ActiveMaterial));
                                    }
                                }
                            }
                        }
                        string[] sound = game.d_Data.CloneSound()[clonesource];
                        if (sound != null) // && sound.Length > 0)
                        {
                            game.AudioPlay(sound[0]); //todo sound cycle
                        }
                    }
                }
                if (left || right)
                {
                    BlockPosSide tile = pick0;
                    int newtileX;
                    int newtileY;
                    int newtileZ;
                    if (right)
                    {
                        newtileX = game.platform.FloatToInt(tile.Translated()[0]);
                        newtileY = game.platform.FloatToInt(tile.Translated()[1]);
                        newtileZ = game.platform.FloatToInt(tile.Translated()[2]);
                    }
                    else
                    {
                        newtileX = game.platform.FloatToInt(tile.Current()[0]);
                        newtileY = game.platform.FloatToInt(tile.Current()[1]);
                        newtileZ = game.platform.FloatToInt(tile.Current()[2]);
                    }
                    if (game.map.IsValidPos(newtileX, newtileZ, newtileY))
                    {
                        //Console.WriteLine(". newtile:" + newtile + " type: " + d_Map.GetBlock(newtileX, newtileZ, newtileY));
                        if (!(pick0.blockPos[0] == -1
                             && pick0.blockPos[1] == -1
                            && pick0.blockPos[2] == -1))
                        {
                            int blocktype;
                            if (left) { blocktype = game.map.GetBlock(newtileX, newtileZ, newtileY); }
                            else { blocktype = ((game.BlockInHand() == null) ? 1 : game.BlockInHand().value); }
                            if (left && blocktype == game.d_Data.BlockIdAdminium())
                            {
                                PickingEnd(left, right, middle, ispistol);
                                return;
                            }
                            string[] sound = left ? game.d_Data.BreakSound()[blocktype] : game.d_Data.BuildSound()[blocktype];
                            if (sound != null) // && sound.Length > 0)
                            {
                                game.AudioPlay(sound[0]); //todo sound cycle
                            }
                        }
                        //normal attack
                        if (!right)
                        {
                            //attack
                            int posx = newtileX;
                            int posy = newtileZ;
                            int posz = newtileY;
                            game.currentAttackedBlock = Vector3IntRef.Create(posx, posy, posz);
                            if (!game.blockHealth.ContainsKey(posx, posy, posz))
                            {
                                game.blockHealth.Set(posx, posy, posz, game.GetCurrentBlockHealth(posx, posy, posz));
                            }
                            game.blockHealth.Set(posx, posy, posz, game.blockHealth.Get(posx, posy, posz) - game.WeaponAttackStrength());
                            float health = game.GetCurrentBlockHealth(posx, posy, posz);
                            if (health <= 0)
                            {
                                if (game.currentAttackedBlock != null)
                                {
                                    game.blockHealth.Remove(posx, posy, posz);
                                }
                                game.currentAttackedBlock = null;
                                OnPick(game, game.platform.FloatToInt(newtileX), game.platform.FloatToInt(newtileZ), game.platform.FloatToInt(newtileY),
                                    game.platform.FloatToInt(tile.Current()[0]), game.platform.FloatToInt(tile.Current()[2]), game.platform.FloatToInt(tile.Current()[1]),
                                    tile.collisionPos,
                                    right);
                            }
                            PickingEnd(left, right, middle, ispistol);
                            return;
                        }
                        if (!right)
                        {
                            game.particleEffectBlockBreak.StartParticleEffect(newtileX, newtileY, newtileZ);//must be before deletion - gets ground type.
                        }
                        if (!game.map.IsValidPos(newtileX, newtileZ, newtileY))
                        {
                            game.platform.ThrowException("Error in picking - NextBullet()");
                        }
                        OnPick(game, game.platform.FloatToInt(newtileX), game.platform.FloatToInt(newtileZ), game.platform.FloatToInt(newtileY),
                            game.platform.FloatToInt(tile.Current()[0]), game.platform.FloatToInt(tile.Current()[2]), game.platform.FloatToInt(tile.Current()[1]),
                            tile.collisionPos,
                            right);
                        //network.SendSetBlock(new Vector3((int)newtile.X, (int)newtile.Z, (int)newtile.Y),
                        //    right ? BlockSetMode.Create : BlockSetMode.Destroy, (byte)MaterialSlots[activematerial]);
                    }
                }
            }
        }
        PickingEnd(left, right, middle, ispistol);
    }
Example #9
0
 internal void OnPick_(BlockPosSide pick0)
 {
     //playerdestination = pick0.pos;
 }
Example #10
0
    internal void NextBullet(Game game, int bulletsshot)
    {
        float one    = 1;
        bool  left   = game.mouseLeft;
        bool  middle = game.mouseMiddle;
        bool  right  = game.mouseRight;

        bool IsNextShot = bulletsshot != 0;

        if (!game.leftpressedpicking)
        {
            if (game.mouseleftclick)
            {
                game.leftpressedpicking = true;
            }
            else
            {
                left = false;
            }
        }
        else
        {
            if (game.mouseleftdeclick)
            {
                game.leftpressedpicking = false;
                left = false;
            }
        }
        if (!left)
        {
            game.currentAttackedBlock = null;
        }

        Packet_Item item          = game.d_Inventory.RightHand[game.ActiveMaterial];
        bool        ispistol      = (item != null && game.blocktypes[item.BlockId].IsPistol);
        bool        ispistolshoot = ispistol && left;
        bool        isgrenade     = ispistol && game.blocktypes[item.BlockId].PistolType == Packet_PistolTypeEnum.Grenade;

        if (ispistol && isgrenade)
        {
            ispistolshoot = game.mouseleftdeclick;
        }
        //grenade cooking - TODO: fix instant explosion when closing ESC menu
        if (game.mouseleftclick)
        {
            game.grenadecookingstartMilliseconds = game.platform.TimeMillisecondsFromStart();
            if (ispistol && isgrenade)
            {
                if (game.blocktypes[item.BlockId].Sounds.ShootCount > 0)
                {
                    game.AudioPlay(game.platform.StringFormat("{0}.ogg", game.blocktypes[item.BlockId].Sounds.Shoot[0]));
                }
            }
        }
        float wait = ((one * (game.platform.TimeMillisecondsFromStart() - game.grenadecookingstartMilliseconds)) / 1000);

        if (isgrenade && left)
        {
            if (wait >= game.grenadetime && isgrenade && game.grenadecookingstartMilliseconds != 0)
            {
                ispistolshoot         = true;
                game.mouseleftdeclick = true;
            }
            else
            {
                return;
            }
        }
        else
        {
            game.grenadecookingstartMilliseconds = 0;
        }

        if (ispistol && game.mouserightclick && (game.platform.TimeMillisecondsFromStart() - game.lastironsightschangeMilliseconds) >= 500)
        {
            game.IronSights = !game.IronSights;
            game.lastironsightschangeMilliseconds = game.platform.TimeMillisecondsFromStart();
        }

        IntRef pick2count = new IntRef();
        Line3D pick       = new Line3D();

        GetPickingLine(game, pick, ispistolshoot);
        BlockPosSide[] pick2 = game.Pick(game.s, pick, pick2count);

        if (left)
        {
            game.handSetAttackDestroy = true;
        }
        else if (right)
        {
            game.handSetAttackBuild = true;
        }

        if (game.overheadcamera && pick2count.value > 0 && left)
        {
            //if not picked any object, and mouse button is pressed, then walk to destination.
            if (game.Follow == null)
            {
                //Only walk to destination when not following someone
                game.playerdestination = Vector3Ref.Create(pick2[0].blockPos[0], pick2[0].blockPos[1] + 1, pick2[0].blockPos[2]);
            }
        }
        bool pickdistanceok = (pick2count.value > 0); //&& (!ispistol);

        if (pickdistanceok)
        {
            if (game.Dist(pick2[0].blockPos[0] + one / 2, pick2[0].blockPos[1] + one / 2, pick2[0].blockPos[2] + one / 2,
                          pick.Start[0], pick.Start[1], pick.Start[2]) > CurrentPickDistance(game))
            {
                pickdistanceok = false;
            }
        }
        bool playertileempty = game.IsTileEmptyForPhysics(
            game.platform.FloatToInt(game.player.position.x),
            game.platform.FloatToInt(game.player.position.z),
            game.platform.FloatToInt(game.player.position.y + (one / 2)));
        bool playertileemptyclose = game.IsTileEmptyForPhysicsClose(
            game.platform.FloatToInt(game.player.position.x),
            game.platform.FloatToInt(game.player.position.z),
            game.platform.FloatToInt(game.player.position.y + (one / 2)));
        BlockPosSide pick0 = new BlockPosSide();

        if (pick2count.value > 0 &&
            ((pickdistanceok && (playertileempty || (playertileemptyclose))) ||
             game.overheadcamera)
            )
        {
            game.SelectedBlockPositionX = game.platform.FloatToInt(pick2[0].Current()[0]);
            game.SelectedBlockPositionY = game.platform.FloatToInt(pick2[0].Current()[1]);
            game.SelectedBlockPositionZ = game.platform.FloatToInt(pick2[0].Current()[2]);
            pick0 = pick2[0];
        }
        else
        {
            game.SelectedBlockPositionX = -1;
            game.SelectedBlockPositionY = -1;
            game.SelectedBlockPositionZ = -1;
            pick0.blockPos    = new float[3];
            pick0.blockPos[0] = -1;
            pick0.blockPos[1] = -1;
            pick0.blockPos[2] = -1;
        }
        PickEntity(game, pick, pick2, pick2count);
        if (game.cameratype == CameraType.Fpp || game.cameratype == CameraType.Tpp)
        {
            int ntileX = game.platform.FloatToInt(pick0.Current()[0]);
            int ntileY = game.platform.FloatToInt(pick0.Current()[1]);
            int ntileZ = game.platform.FloatToInt(pick0.Current()[2]);
            if (game.IsUsableBlock(game.map.GetBlock(ntileX, ntileZ, ntileY)))
            {
                game.currentAttackedBlock = Vector3IntRef.Create(ntileX, ntileZ, ntileY);
            }
        }
        if (game.GetFreeMouse())
        {
            if (pick2count.value > 0)
            {
                OnPick_(pick0);
            }
            return;
        }

        if ((one * (game.platform.TimeMillisecondsFromStart() - lastbuildMilliseconds) / 1000) >= BuildDelay(game) ||
            IsNextShot)
        {
            if (left && game.d_Inventory.RightHand[game.ActiveMaterial] == null)
            {
                game.SendPacketClient(ClientPackets.MonsterHit(game.platform.FloatToInt(2 + game.rnd.NextFloat() * 4)));
            }
            if (left && !fastclicking)
            {
                //todo animation
                fastclicking = false;
            }
            if ((left || right || middle) && (!isgrenade))
            {
                lastbuildMilliseconds = game.platform.TimeMillisecondsFromStart();
            }
            if (isgrenade && game.mouseleftdeclick)
            {
                lastbuildMilliseconds = game.platform.TimeMillisecondsFromStart();
            }
            if (game.reloadstartMilliseconds != 0)
            {
                PickingEnd(left, right, middle, ispistol);
                return;
            }
            if (ispistolshoot)
            {
                if ((!(game.LoadedAmmo[item.BlockId] > 0)) ||
                    (!(game.TotalAmmo[item.BlockId] > 0)))
                {
                    game.AudioPlay("Dry Fire Gun-SoundBible.com-2053652037.ogg");
                    PickingEnd(left, right, middle, ispistol);
                    return;
                }
            }
            if (ispistolshoot)
            {
                float toX = pick.End[0];
                float toY = pick.End[1];
                float toZ = pick.End[2];
                if (pick2count.value > 0)
                {
                    toX = pick2[0].blockPos[0];
                    toY = pick2[0].blockPos[1];
                    toZ = pick2[0].blockPos[2];
                }

                Packet_ClientShot shot = new Packet_ClientShot();
                shot.FromX     = game.SerializeFloat(pick.Start[0]);
                shot.FromY     = game.SerializeFloat(pick.Start[1]);
                shot.FromZ     = game.SerializeFloat(pick.Start[2]);
                shot.ToX       = game.SerializeFloat(toX);
                shot.ToY       = game.SerializeFloat(toY);
                shot.ToZ       = game.SerializeFloat(toZ);
                shot.HitPlayer = -1;

                for (int i = 0; i < game.entitiesCount; i++)
                {
                    if (game.entities[i] == null)
                    {
                        continue;
                    }
                    if (game.entities[i].drawModel == null)
                    {
                        continue;
                    }
                    Entity p_ = game.entities[i];
                    if (p_.networkPosition == null)
                    {
                        continue;
                    }
                    if (!p_.networkPosition.PositionLoaded)
                    {
                        continue;
                    }
                    float feetposX = p_.position.x;
                    float feetposY = p_.position.y;
                    float feetposZ = p_.position.z;
                    //var p = PlayerPositionSpawn;
                    Box3D bodybox  = new Box3D();
                    float headsize = (p_.drawModel.ModelHeight - p_.drawModel.eyeHeight) * 2; //0.4f;
                    float h        = p_.drawModel.ModelHeight - headsize;
                    float r        = one * 35 / 100;

                    bodybox.AddPoint(feetposX - r, feetposY + 0, feetposZ - r);
                    bodybox.AddPoint(feetposX - r, feetposY + 0, feetposZ + r);
                    bodybox.AddPoint(feetposX + r, feetposY + 0, feetposZ - r);
                    bodybox.AddPoint(feetposX + r, feetposY + 0, feetposZ + r);

                    bodybox.AddPoint(feetposX - r, feetposY + h, feetposZ - r);
                    bodybox.AddPoint(feetposX - r, feetposY + h, feetposZ + r);
                    bodybox.AddPoint(feetposX + r, feetposY + h, feetposZ - r);
                    bodybox.AddPoint(feetposX + r, feetposY + h, feetposZ + r);

                    Box3D headbox = new Box3D();

                    headbox.AddPoint(feetposX - r, feetposY + h, feetposZ - r);
                    headbox.AddPoint(feetposX - r, feetposY + h, feetposZ + r);
                    headbox.AddPoint(feetposX + r, feetposY + h, feetposZ - r);
                    headbox.AddPoint(feetposX + r, feetposY + h, feetposZ + r);

                    headbox.AddPoint(feetposX - r, feetposY + h + headsize, feetposZ - r);
                    headbox.AddPoint(feetposX - r, feetposY + h + headsize, feetposZ + r);
                    headbox.AddPoint(feetposX + r, feetposY + h + headsize, feetposZ - r);
                    headbox.AddPoint(feetposX + r, feetposY + h + headsize, feetposZ + r);

                    float[] p;
                    float   localeyeposX = game.EyesPosX();
                    float   localeyeposY = game.EyesPosY();
                    float   localeyeposZ = game.EyesPosZ();
                    p = Intersection.CheckLineBoxExact(pick, headbox);
                    if (p != null)
                    {
                        //do not allow to shoot through terrain
                        if (pick2count.value == 0 || (game.Dist(pick2[0].blockPos[0], pick2[0].blockPos[1], pick2[0].blockPos[2], localeyeposX, localeyeposY, localeyeposZ)
                                                      > game.Dist(p[0], p[1], p[2], localeyeposX, localeyeposY, localeyeposZ)))
                        {
                            if (!isgrenade)
                            {
                                Entity entity = new Entity();
                                Sprite sprite = new Sprite();
                                sprite.positionX = p[0];
                                sprite.positionY = p[1];
                                sprite.positionZ = p[2];
                                sprite.image     = "blood.png";
                                entity.sprite    = sprite;
                                entity.expires   = Expires.Create(one * 2 / 10);
                                game.EntityAddLocal(entity);
                            }
                            shot.HitPlayer = i;
                            shot.IsHitHead = 1;
                        }
                    }
                    else
                    {
                        p = Intersection.CheckLineBoxExact(pick, bodybox);
                        if (p != null)
                        {
                            //do not allow to shoot through terrain
                            if (pick2count.value == 0 || (game.Dist(pick2[0].blockPos[0], pick2[0].blockPos[1], pick2[0].blockPos[2], localeyeposX, localeyeposY, localeyeposZ)
                                                          > game.Dist(p[0], p[1], p[2], localeyeposX, localeyeposY, localeyeposZ)))
                            {
                                if (!isgrenade)
                                {
                                    Entity entity = new Entity();
                                    Sprite sprite = new Sprite();
                                    sprite.positionX = p[0];
                                    sprite.positionY = p[1];
                                    sprite.positionZ = p[2];
                                    sprite.image     = "blood.png";
                                    entity.sprite    = sprite;
                                    entity.expires   = Expires.Create(one * 2 / 10);
                                    game.EntityAddLocal(entity);
                                }
                                shot.HitPlayer = i;
                                shot.IsHitHead = 0;
                            }
                        }
                    }
                }
                shot.WeaponBlock = item.BlockId;
                game.LoadedAmmo[item.BlockId] = game.LoadedAmmo[item.BlockId] - 1;
                game.TotalAmmo[item.BlockId]  = game.TotalAmmo[item.BlockId] - 1;
                float projectilespeed = game.DeserializeFloat(game.blocktypes[item.BlockId].ProjectileSpeedFloat);
                if (projectilespeed == 0)
                {
                    {
                        Entity entity = game.CreateBulletEntity(
                            pick.Start[0], pick.Start[1], pick.Start[2],
                            toX, toY, toZ, 150);
                        game.EntityAddLocal(entity);
                    }
                }
                else
                {
                    float vX      = toX - pick.Start[0];
                    float vY      = toY - pick.Start[1];
                    float vZ      = toZ - pick.Start[2];
                    float vLength = game.Length(vX, vY, vZ);
                    vX /= vLength;
                    vY /= vLength;
                    vZ /= vLength;
                    vX *= projectilespeed;
                    vY *= projectilespeed;
                    vZ *= projectilespeed;
                    shot.ExplodesAfter = game.SerializeFloat(game.grenadetime - wait);

                    {
                        Entity grenadeEntity = new Entity();

                        Sprite sprite = new Sprite();
                        sprite.image          = "ChemicalGreen.png";
                        sprite.size           = 14;
                        sprite.animationcount = 0;
                        sprite.positionX      = pick.Start[0];
                        sprite.positionY      = pick.Start[1];
                        sprite.positionZ      = pick.Start[2];
                        grenadeEntity.sprite  = sprite;

                        Grenade_ projectile = new Grenade_();
                        projectile.velocityX    = vX;
                        projectile.velocityY    = vY;
                        projectile.velocityZ    = vZ;
                        projectile.block        = item.BlockId;
                        projectile.sourcePlayer = game.LocalPlayerId;

                        grenadeEntity.expires = Expires.Create(game.grenadetime - wait);

                        grenadeEntity.grenade = projectile;
                        game.EntityAddLocal(grenadeEntity);
                    }
                }
                Packet_Client packet = new Packet_Client();
                packet.Id   = Packet_ClientIdEnum.Shot;
                packet.Shot = shot;
                game.SendPacketClient(packet);

                if (game.blocktypes[item.BlockId].Sounds.ShootEndCount > 0)
                {
                    game.pistolcycle = game.rnd.Next() % game.blocktypes[item.BlockId].Sounds.ShootEndCount;
                    game.AudioPlay(game.platform.StringFormat("{0}.ogg", game.blocktypes[item.BlockId].Sounds.ShootEnd[game.pistolcycle]));
                }

                bulletsshot++;
                if (bulletsshot < game.DeserializeFloat(game.blocktypes[item.BlockId].BulletsPerShotFloat))
                {
                    NextBullet(game, bulletsshot);
                }

                //recoil
                game.player.position.rotx -= game.rnd.NextFloat() * game.CurrentRecoil();
                game.player.position.roty += game.rnd.NextFloat() * game.CurrentRecoil() * 2 - game.CurrentRecoil();

                PickingEnd(left, right, middle, ispistol);
                return;
            }
            if (ispistol && right)
            {
                PickingEnd(left, right, middle, ispistol);
                return;
            }
            if (pick2count.value > 0)
            {
                if (middle)
                {
                    int newtileX = game.platform.FloatToInt(pick0.Current()[0]);
                    int newtileY = game.platform.FloatToInt(pick0.Current()[1]);
                    int newtileZ = game.platform.FloatToInt(pick0.Current()[2]);
                    if (game.map.IsValidPos(newtileX, newtileZ, newtileY))
                    {
                        int  clonesource  = game.map.GetBlock(newtileX, newtileZ, newtileY);
                        int  clonesource2 = game.d_Data.WhenPlayerPlacesGetsConvertedTo()[clonesource];
                        bool gotoDone     = false;
                        //find this block in another right hand.
                        for (int i = 0; i < 10; i++)
                        {
                            if (game.d_Inventory.RightHand[i] != null &&
                                game.d_Inventory.RightHand[i].ItemClass == Packet_ItemClassEnum.Block &&
                                game.d_Inventory.RightHand[i].BlockId == clonesource2)
                            {
                                game.ActiveMaterial = i;
                                gotoDone            = true;
                            }
                        }
                        if (!gotoDone)
                        {
                            IntRef freehand = game.d_InventoryUtil.FreeHand(game.ActiveMaterial);
                            //find this block in inventory.
                            for (int i = 0; i < game.d_Inventory.ItemsCount; i++)
                            {
                                Packet_PositionItem k = game.d_Inventory.Items[i];
                                if (k == null)
                                {
                                    continue;
                                }
                                if (k.Value_.ItemClass == Packet_ItemClassEnum.Block &&
                                    k.Value_.BlockId == clonesource2)
                                {
                                    //free hand
                                    if (freehand != null)
                                    {
                                        game.WearItem(
                                            game.InventoryPositionMainArea(k.X, k.Y),
                                            game.InventoryPositionMaterialSelector(freehand.value));
                                        break;
                                    }
                                    //try to replace current slot
                                    if (game.d_Inventory.RightHand[game.ActiveMaterial] != null &&
                                        game.d_Inventory.RightHand[game.ActiveMaterial].ItemClass == Packet_ItemClassEnum.Block)
                                    {
                                        game.MoveToInventory(
                                            game.InventoryPositionMaterialSelector(game.ActiveMaterial));
                                        game.WearItem(
                                            game.InventoryPositionMainArea(k.X, k.Y),
                                            game.InventoryPositionMaterialSelector(game.ActiveMaterial));
                                    }
                                }
                            }
                        }
                        string[] sound = game.d_Data.CloneSound()[clonesource];
                        if (sound != null)            // && sound.Length > 0)
                        {
                            game.AudioPlay(sound[0]); //todo sound cycle
                        }
                    }
                }
                if (left || right)
                {
                    BlockPosSide tile = pick0;
                    int          newtileX;
                    int          newtileY;
                    int          newtileZ;
                    if (right)
                    {
                        newtileX = game.platform.FloatToInt(tile.Translated()[0]);
                        newtileY = game.platform.FloatToInt(tile.Translated()[1]);
                        newtileZ = game.platform.FloatToInt(tile.Translated()[2]);
                    }
                    else
                    {
                        newtileX = game.platform.FloatToInt(tile.Current()[0]);
                        newtileY = game.platform.FloatToInt(tile.Current()[1]);
                        newtileZ = game.platform.FloatToInt(tile.Current()[2]);
                    }
                    if (game.map.IsValidPos(newtileX, newtileZ, newtileY))
                    {
                        //Console.WriteLine(". newtile:" + newtile + " type: " + d_Map.GetBlock(newtileX, newtileZ, newtileY));
                        if (!(pick0.blockPos[0] == -1 &&
                              pick0.blockPos[1] == -1 &&
                              pick0.blockPos[2] == -1))
                        {
                            int blocktype;
                            if (left)
                            {
                                blocktype = game.map.GetBlock(newtileX, newtileZ, newtileY);
                            }
                            else
                            {
                                blocktype = ((game.BlockInHand() == null) ? 1 : game.BlockInHand().value);
                            }
                            if (left && blocktype == game.d_Data.BlockIdAdminium())
                            {
                                PickingEnd(left, right, middle, ispistol);
                                return;
                            }
                            string[] sound = left ? game.d_Data.BreakSound()[blocktype] : game.d_Data.BuildSound()[blocktype];
                            if (sound != null)            // && sound.Length > 0)
                            {
                                game.AudioPlay(sound[0]); //todo sound cycle
                            }
                        }
                        //normal attack
                        if (!right)
                        {
                            //attack
                            int posx = newtileX;
                            int posy = newtileZ;
                            int posz = newtileY;
                            game.currentAttackedBlock = Vector3IntRef.Create(posx, posy, posz);
                            if (!game.blockHealth.ContainsKey(posx, posy, posz))
                            {
                                game.blockHealth.Set(posx, posy, posz, game.GetCurrentBlockHealth(posx, posy, posz));
                            }
                            game.blockHealth.Set(posx, posy, posz, game.blockHealth.Get(posx, posy, posz) - game.WeaponAttackStrength());
                            float health = game.GetCurrentBlockHealth(posx, posy, posz);
                            if (health <= 0)
                            {
                                if (game.currentAttackedBlock != null)
                                {
                                    game.blockHealth.Remove(posx, posy, posz);
                                }
                                game.currentAttackedBlock = null;
                                OnPick(game, game.platform.FloatToInt(newtileX), game.platform.FloatToInt(newtileZ), game.platform.FloatToInt(newtileY),
                                       game.platform.FloatToInt(tile.Current()[0]), game.platform.FloatToInt(tile.Current()[2]), game.platform.FloatToInt(tile.Current()[1]),
                                       tile.collisionPos,
                                       right);
                            }
                            PickingEnd(left, right, middle, ispistol);
                            return;
                        }
                        if (!right)
                        {
                            game.particleEffectBlockBreak.StartParticleEffect(newtileX, newtileY, newtileZ);//must be before deletion - gets ground type.
                        }
                        if (!game.map.IsValidPos(newtileX, newtileZ, newtileY))
                        {
                            game.platform.ThrowException("Error in picking - NextBullet()");
                        }
                        OnPick(game, game.platform.FloatToInt(newtileX), game.platform.FloatToInt(newtileZ), game.platform.FloatToInt(newtileY),
                               game.platform.FloatToInt(tile.Current()[0]), game.platform.FloatToInt(tile.Current()[2]), game.platform.FloatToInt(tile.Current()[1]),
                               tile.collisionPos,
                               right);
                        //network.SendSetBlock(new Vector3((int)newtile.X, (int)newtile.Z, (int)newtile.Y),
                        //    right ? BlockSetMode.Create : BlockSetMode.Destroy, (byte)MaterialSlots[activematerial]);
                    }
                }
            }
        }
        PickingEnd(left, right, middle, ispistol);
    }
Example #11
0
 public static BlockPosSide Create(int x, int y, int z)
 {
     BlockPosSide p=new BlockPosSide();
     p.blockPos = Vec3.FromValues(x, y, z);
     return p;
 }
Example #12
0
    void PickSort(BlockPosSide[] pick, int pickCount, float x, float y, float z)
    {
        bool changed = false;
        do
        {
            changed = false;
            for (int i = 0; i < pickCount - 1; i++)
            {
                float dist = Dist(pick[i].blockPos[0], pick[i].blockPos[1], pick[i].blockPos[2], x, y, z);
                float distNext = Dist(pick[i + 1].blockPos[0], pick[i + 1].blockPos[1], pick[i + 1].blockPos[2], x, y, z);
                if (dist > distNext)
                {
                    changed = true;

                    BlockPosSide swapTemp = pick[i];
                    pick[i] = pick[i + 1];
                    pick[i + 1] = swapTemp;
                }
            }
        }
        while (changed);
    }
Example #13
0
 internal BlockPosSide Nearest(BlockPosSide[] pick2, int pick2Count, float x, float y, float z)
 {
     float minDist = 1000 * 1000;
     BlockPosSide nearest = null;
     for (int i = 0; i < pick2Count; i++)
     {
         float dist = Dist(pick2[i].blockPos[0], pick2[i].blockPos[1], pick2[i].blockPos[2], x, y, z);
         if (dist < minDist)
         {
             minDist = dist;
             nearest = pick2[i];
         }
     }
     return nearest;
 }