Example #1
0
    public override void Handle(Game game, Packet_Server packet)
    {
        Entity          entity = game.entities[packet.EntityPosition.Id];
        EntityPosition_ pos    = ClientPacketHandlerEntitySpawn.ToClientEntityPosition(packet.EntityPosition.PositionAndOrientation);

        entity.networkPosition = pos;
        entity.networkPosition.PositionLoaded         = true;
        entity.networkPosition.LastUpdateMilliseconds = game.platform.TimeMillisecondsFromStart();
        if (packet.EntityPosition.Id == game.LocalPlayerId)
        {
            // Override local player position if necessary (teleport)
            game.player.position.x    = pos.x;
            game.player.position.y    = pos.y;
            game.player.position.z    = pos.z;
            game.player.position.rotx = pos.rotx;
            game.player.position.roty = pos.roty;
            game.player.position.rotz = pos.rotz;
            entity.networkPosition    = null;
        }
        else if (entity.push != null)
        {
            // Create push force for any player except local player
            entity.push.XFloat = packet.EntityPosition.PositionAndOrientation.X;
            entity.push.YFloat = packet.EntityPosition.PositionAndOrientation.Z;
            entity.push.ZFloat = packet.EntityPosition.PositionAndOrientation.Y;
        }
    }
Example #2
0
    public static EntityPosition_ ToClientEntityPosition(Packet_PositionAndOrientation pos)
    {
        float           one = 1;
        EntityPosition_ p   = new EntityPosition_();

        p.x    = (one * pos.X) / 32;
        p.y    = (one * pos.Y) / 32;
        p.z    = (one * pos.Z) / 32;
        p.rotx = Game.Angle256ToRad(pos.Pitch);
        p.roty = Game.Angle256ToRad(pos.Heading);
        return(p);
    }
Example #3
0
    public override void Handle(Game game, Packet_Server packet)
    {
        Entity          entity = game.entities[packet.EntityPosition.Id];
        EntityPosition_ pos    = ClientPacketHandlerEntitySpawn.ToClientEntityPosition(packet.EntityPosition.PositionAndOrientation);

        entity.networkPosition = pos;
        entity.networkPosition.PositionLoaded         = true;
        entity.networkPosition.LastUpdateMilliseconds = game.platform.TimeMillisecondsFromStart();
        if (packet.EntityPosition.Id == game.LocalPlayerId)
        {
            game.player.position.x = pos.x;
            game.player.position.y = pos.y;
            game.player.position.z = pos.z;
            entity.networkPosition = null;
        }
    }
    public void Update(EntityPosition_ stateplayerposition, Controls move, float dt, BoolRef soundnow, Vector3Ref push, float modelheight)
    {
        if (game.stopPlayerMove)
        {
            movedz = 0;
            game.stopPlayerMove = false;
        }

        // No air control
        if (!isplayeronground)
        {
            acceleration.acceleration1 = 0.99f;
            acceleration.acceleration2 = 0.2f;
            acceleration.acceleration3 = 70;
        }

        // Trampoline
        {
            int blockunderplayer = game.BlockUnderPlayer();
            if (blockunderplayer != -1 && blockunderplayer == game.d_Data.BlockIdTrampoline() &&
                (!isplayeronground) && !game.controls.shiftkeydown)
            {
                game.controls.wantsjump = true;
                jumpstartacceleration   = 20.666f * constGravity;
            }
        }

        // Slippery walk on ice and when swimming
        {
            int blockunderplayer = game.BlockUnderPlayer();
            if ((blockunderplayer != -1 && game.d_Data.IsSlipperyWalk()[blockunderplayer]) || game.SwimmingBody())
            {
                acceleration.acceleration1 = 0.99f;
                acceleration.acceleration2 = 0.2f;
                acceleration.acceleration3 = 70;
            }
        }

        soundnow.value = false;
        Vector3Ref diff1ref = new Vector3Ref();

        VectorTool.ToVectorInFixedSystem
            (move.movedx * movespeednow * dt,
            0,
            move.movedy * movespeednow * dt, stateplayerposition.rotx, stateplayerposition.roty, diff1ref);
        Vector3Ref diff1 = new Vector3Ref();

        diff1.X = diff1ref.X;
        diff1.Y = diff1ref.Y;
        diff1.Z = diff1ref.Z;
        if (MiscCi.Vec3Length(push.X, push.Y, push.Z) > 0.01f)
        {
            push.Normalize();
            push.X *= 5;
            push.Y *= 5;
            push.Z *= 5;
        }
        diff1.X += push.X * dt;
        diff1.Y += push.Y * dt;
        diff1.Z += push.Z * dt;

        bool loaded = false;
        int  cx     = game.platform.FloatToInt(game.player.position.x / Game.chunksize);
        int  cy     = game.platform.FloatToInt(game.player.position.z / Game.chunksize);
        int  cz     = game.platform.FloatToInt(game.player.position.y / Game.chunksize);

        if (game.map.IsValidChunkPos(cx, cy, cz))
        {
            if (game.map.chunks[MapUtilCi.Index3d(cx, cy, cz,
                                                  game.map.MapSizeX / Game.chunksize,
                                                  game.map.MapSizeY / Game.chunksize)] != null)
            {
                loaded = true;
            }
        }
        else
        {
            loaded = true;
        }
        if ((!(move.freemove)) && loaded)
        {
            if (!game.SwimmingBody())
            {
                movedz += -constGravity;//gravity
            }
            else
            {
                movedz += -constGravity * constWaterGravityMultiplier; //more gravity because it's slippery.
            }
        }
        game.movedz = movedz;
        if (constEnableAcceleration)
        {
            curspeed.X *= acceleration.acceleration1;
            curspeed.Y *= acceleration.acceleration1;
            curspeed.Z *= acceleration.acceleration1;
            curspeed.X  = MakeCloserToZero(curspeed.X, acceleration.acceleration2 * dt);
            curspeed.Y  = MakeCloserToZero(curspeed.Y, acceleration.acceleration2 * dt);
            curspeed.Z  = MakeCloserToZero(curspeed.Z, acceleration.acceleration2 * dt);
            diff1.Y    += move.moveup ? 2 * movespeednow * dt : 0;
            diff1.Y    -= move.movedown ? 2 * movespeednow * dt : 0;
            curspeed.X += diff1.X * acceleration.acceleration3 * dt;
            curspeed.Y += diff1.Y * acceleration.acceleration3 * dt;
            curspeed.Z += diff1.Z * acceleration.acceleration3 * dt;
            if (curspeed.Length() > movespeednow)
            {
                curspeed.Normalize();
                curspeed.X *= movespeednow;
                curspeed.Y *= movespeednow;
                curspeed.Z *= movespeednow;
            }
        }
        else
        {
            if (MiscCi.Vec3Length(diff1.X, diff1.Y, diff1.Z) > 0)
            {
                diff1.Normalize();
            }
            curspeed.X = diff1.X * movespeednow;
            curspeed.Y = diff1.Y * movespeednow;
            curspeed.Z = diff1.Z * movespeednow;
        }
        Vector3Ref newposition = Vector3Ref.Create(0, 0, 0);

        if (!(move.freemove))
        {
            newposition.X = stateplayerposition.x + curspeed.X;
            newposition.Y = stateplayerposition.y + curspeed.Y;
            newposition.Z = stateplayerposition.z + curspeed.Z;
            if (!game.SwimmingBody())
            {
                newposition.Y = stateplayerposition.y;
            }
            // Fast move when looking at the ground
            float diffx      = newposition.X - stateplayerposition.x;
            float diffy      = newposition.Y - stateplayerposition.y;
            float diffz      = newposition.Z - stateplayerposition.z;
            float difflength = MiscCi.Vec3Length(diffx, diffy, diffz);
            if (difflength > 0)
            {
                diffx /= difflength;
                diffy /= difflength;
                diffz /= difflength;
                diffx *= curspeed.Length();
                diffy *= curspeed.Length();
                diffz *= curspeed.Length();
            }
            newposition.X = stateplayerposition.x + diffx * dt;
            newposition.Y = stateplayerposition.y + diffy * dt;
            newposition.Z = stateplayerposition.z + diffz * dt;
        }
        else
        {
            newposition.X = stateplayerposition.x + (curspeed.X) * dt;
            newposition.Y = stateplayerposition.y + (curspeed.Y) * dt;
            newposition.Z = stateplayerposition.z + (curspeed.Z) * dt;
        }
        newposition.Y += movedz * dt;
        Vector3Ref previousposition = Vector3Ref.Create(stateplayerposition.x, stateplayerposition.y, stateplayerposition.z);

        if (!move.noclip)
        {
            float[] v = WallSlide(
                Vec3.FromValues(stateplayerposition.x, stateplayerposition.y, stateplayerposition.z),
                Vec3.FromValues(newposition.X, newposition.Y, newposition.Z),
                modelheight);
            stateplayerposition.x = v[0];
            stateplayerposition.y = v[1];
            stateplayerposition.z = v[2];
        }
        else
        {
            stateplayerposition.x = newposition.X;
            stateplayerposition.y = newposition.Y;
            stateplayerposition.z = newposition.Z;
        }
        if (!(move.freemove))
        {
            if ((isplayeronground) || game.SwimmingBody())
            {
                jumpacceleration = 0;
                movedz           = 0;
            }
            if ((move.wantsjump || move.wantsjumphalf) && (((jumpacceleration == 0 && isplayeronground) || game.SwimmingBody()) && loaded) && (!game.SwimmingEyes()))
            {
                jumpacceleration = move.wantsjumphalf ? jumpstartaccelerationhalf : jumpstartacceleration;
                soundnow.value   = true;
            }

            if (jumpacceleration > 0)
            {
                isplayeronground = false;
                jumpacceleration = jumpacceleration / 2;
            }

            //if (!this.reachedceiling)
            {
                movedz += jumpacceleration * constJump;
            }
        }
        else
        {
            isplayeronground = true;
        }
        game.isplayeronground = isplayeronground;
    }
Example #5
0
 public static EntityPosition_ ToClientEntityPosition(Packet_PositionAndOrientation pos)
 {
     float one = 1;
     EntityPosition_ p = new EntityPosition_();
     p.x = (one * pos.X) / 32;
     p.y = (one * pos.Y) / 32;
     p.z = (one * pos.Z) / 32;
     p.rotx = Game.Angle256ToRad(pos.Pitch);
     p.roty = Game.Angle256ToRad(pos.Heading);
     return p;
 }
    public void Update(EntityPosition_ stateplayerposition, Controls move, float dt, BoolRef soundnow, Vector3Ref push, float modelheight)
    {
        if (game.stopPlayerMove)
        {
            movedz = 0;
            game.stopPlayerMove = false;
        }

        // No air control
        if (!isplayeronground)
        {
            acceleration.acceleration1 = 0.99f;
            acceleration.acceleration2 = 0.2f;
            acceleration.acceleration3 = 70;
        }

        // Trampoline
        {
            int blockunderplayer = game.BlockUnderPlayer();
            if (blockunderplayer != -1 && blockunderplayer == game.d_Data.BlockIdTrampoline()
                && (!isplayeronground) && !game.controls.shiftkeydown)
            {
                game.controls.wantsjump = true;
                jumpstartacceleration = 20.666f * constGravity;
            }
        }

        // Slippery walk on ice and when swimming
        {
            int blockunderplayer = game.BlockUnderPlayer();
            if ((blockunderplayer != -1 && game.d_Data.IsSlipperyWalk()[blockunderplayer]) || game.SwimmingBody())
            {
                acceleration.acceleration1 = 0.99f;
                acceleration.acceleration2 = 0.2f;
                acceleration.acceleration3 = 70;
            }
        }

        soundnow.value = false;
        Vector3Ref diff1ref = new Vector3Ref();
        VectorTool.ToVectorInFixedSystem
            (move.movedx * movespeednow * dt,
            0,
            move.movedy * movespeednow * dt, stateplayerposition.rotx, stateplayerposition.roty, diff1ref);
        Vector3Ref diff1 = new Vector3Ref();
        diff1.X = diff1ref.X;
        diff1.Y = diff1ref.Y;
        diff1.Z = diff1ref.Z;
        if (MiscCi.Vec3Length(push.X, push.Y, push.Z) > 0.01f)
        {
            push.Normalize();
            push.X *= 5;
            push.Y *= 5;
            push.Z *= 5;
        }
        diff1.X += push.X * dt;
        diff1.Y += push.Y * dt;
        diff1.Z += push.Z * dt;

        bool loaded = false;
        int cx = game.platform.FloatToInt(game.player.position.x / Game.chunksize);
        int cy = game.platform.FloatToInt(game.player.position.z / Game.chunksize);
        int cz = game.platform.FloatToInt(game.player.position.y / Game.chunksize);
        if (game.map.IsValidChunkPos(cx, cy, cz))
        {
            if (game.map.chunks[MapUtilCi.Index3d(cx, cy, cz,
                game.map.MapSizeX / Game.chunksize,
                game.map.MapSizeY / Game.chunksize)] != null)
            {
                loaded = true;
            }
        }
        else
        {
            loaded = true;
        }
        if ((!(move.freemove)) && loaded)
        {
            if (!game.SwimmingBody())
            {
                movedz += -constGravity;//gravity
            }
            else
            {
                movedz += -constGravity * constWaterGravityMultiplier; //more gravity because it's slippery.
            }
        }
        game.movedz = movedz;
        if (constEnableAcceleration)
        {
            curspeed.X *= acceleration.acceleration1;
            curspeed.Y *= acceleration.acceleration1;
            curspeed.Z *= acceleration.acceleration1;
            curspeed.X = MakeCloserToZero(curspeed.X, acceleration.acceleration2 * dt);
            curspeed.Y = MakeCloserToZero(curspeed.Y, acceleration.acceleration2 * dt);
            curspeed.Z = MakeCloserToZero(curspeed.Z, acceleration.acceleration2 * dt);
            diff1.Y += move.moveup ? 2 * movespeednow * dt : 0;
            diff1.Y -= move.movedown ? 2 * movespeednow * dt : 0;
            curspeed.X += diff1.X * acceleration.acceleration3 * dt;
            curspeed.Y += diff1.Y * acceleration.acceleration3 * dt;
            curspeed.Z += diff1.Z * acceleration.acceleration3 * dt;
            if (curspeed.Length() > movespeednow)
            {
                curspeed.Normalize();
                curspeed.X *= movespeednow;
                curspeed.Y *= movespeednow;
                curspeed.Z *= movespeednow;
            }
        }
        else
        {
            if (MiscCi.Vec3Length(diff1.X, diff1.Y, diff1.Z) > 0)
            {
                diff1.Normalize();
            }
            curspeed.X = diff1.X * movespeednow;
            curspeed.Y = diff1.Y * movespeednow;
            curspeed.Z = diff1.Z * movespeednow;
        }
        Vector3Ref newposition = Vector3Ref.Create(0, 0, 0);
        if (!(move.freemove))
        {
            newposition.X = stateplayerposition.x + curspeed.X;
            newposition.Y = stateplayerposition.y + curspeed.Y;
            newposition.Z = stateplayerposition.z + curspeed.Z;
            if (!game.SwimmingBody())
            {
                newposition.Y = stateplayerposition.y;
            }
            // Fast move when looking at the ground
            float diffx = newposition.X - stateplayerposition.x;
            float diffy = newposition.Y - stateplayerposition.y;
            float diffz = newposition.Z - stateplayerposition.z;
            float difflength = MiscCi.Vec3Length(diffx, diffy, diffz);
            if (difflength > 0)
            {
                diffx /= difflength;
                diffy /= difflength;
                diffz /= difflength;
                diffx *= curspeed.Length();
                diffy *= curspeed.Length();
                diffz *= curspeed.Length();
            }
            newposition.X = stateplayerposition.x + diffx * dt;
            newposition.Y = stateplayerposition.y + diffy * dt;
            newposition.Z = stateplayerposition.z + diffz * dt;
        }
        else
        {
            newposition.X = stateplayerposition.x + (curspeed.X) * dt;
            newposition.Y = stateplayerposition.y + (curspeed.Y) * dt;
            newposition.Z = stateplayerposition.z + (curspeed.Z) * dt;
        }
        newposition.Y += movedz * dt;
        Vector3Ref previousposition = Vector3Ref.Create(stateplayerposition.x, stateplayerposition.y, stateplayerposition.z);
        if (!move.noclip)
        {
            float[] v = WallSlide(
                Vec3.FromValues(stateplayerposition.x, stateplayerposition.y, stateplayerposition.z),
                Vec3.FromValues(newposition.X, newposition.Y, newposition.Z),
                modelheight);
            stateplayerposition.x = v[0];
            stateplayerposition.y = v[1];
            stateplayerposition.z = v[2];
        }
        else
        {
            stateplayerposition.x = newposition.X;
            stateplayerposition.y = newposition.Y;
            stateplayerposition.z = newposition.Z;
        }
        if (!(move.freemove))
        {
            if ((isplayeronground) || game.SwimmingBody())
            {
                jumpacceleration = 0;
                movedz = 0;
            }
            if ((move.wantsjump || move.wantsjumphalf) && (((jumpacceleration == 0 && isplayeronground) || game.SwimmingBody()) && loaded) && (!game.SwimmingEyes()))
            {
                jumpacceleration = move.wantsjumphalf ? jumpstartaccelerationhalf : jumpstartacceleration;
                soundnow.value = true;
            }

            if (jumpacceleration > 0)
            {
                isplayeronground = false;
                jumpacceleration = jumpacceleration / 2;
            }

            //if (!this.reachedceiling)
            {
                movedz += jumpacceleration * constJump;
            }
        }
        else
        {
            isplayeronground = true;
        }
        game.isplayeronground = isplayeronground;
    }