internal Vector3IntRef _tempValue; //outside of the function to prevent regular need for GC public void Set(Vector3IntRef value) { int i = 0; #if !CITO unchecked { #endif for (i = 0; i < max; i++) { _tempValue = values[i]; if (_tempValue == null) { break; } if (_tempValue.X == value.X && _tempValue.Y == value.Y && _tempValue.Z == value.Z) { return; } } values[i] = Vector3IntRef.Create(value.X, value.Y, value.Z); #if !CITO } #endif }
public static Vector3IntRef[] BlocksAround7(Vector3IntRef pos) { Vector3IntRef[] arr = new Vector3IntRef[7]; arr[0] = pos; arr[1] = Vector3IntRef.Create(pos.X + 1, pos.Y + 0, pos.Z + 0); arr[2] = Vector3IntRef.Create(pos.X - 1, pos.Y + 0, pos.Z + 0); arr[3] = Vector3IntRef.Create(pos.X + 0, pos.Y + 1, pos.Z + 0); arr[4] = Vector3IntRef.Create(pos.X + 0, pos.Y - 1, pos.Z + 0); arr[5] = Vector3IntRef.Create(pos.X + 0, pos.Y + 0, pos.Z + 1); arr[6] = Vector3IntRef.Create(pos.X + 0, pos.Y + 0, pos.Z - 1); return(arr); }
public Vector3IntRef[] GetTable(int posx, int posy, int posz, IntRef retCount) { Vector3IntRef[] l = new Vector3IntRef[2048]; int lCount = 0; Vector3IntRef[] todo = new Vector3IntRef[2048]; int todoCount = 0; todo[todoCount++] = Vector3IntRef.Create(posx, posy, posz); for (; ;) { if (todoCount == 0 || lCount >= maxcraftingtablesize) { break; } Vector3IntRef p = todo[todoCount - 1]; todoCount--; if (Vector3IntRefArrayContains(l, lCount, p)) { continue; } l[lCount++] = p; Vector3IntRef a = Vector3IntRef.Create(p.X + 1, p.Y, p.Z); if (d_Map.GetBlock(a.X, a.Y, a.Z) == d_Data.BlockIdCraftingTable()) { todo[todoCount++] = a; } Vector3IntRef b = Vector3IntRef.Create(p.X - 1, p.Y, p.Z); if (d_Map.GetBlock(b.X, b.Y, b.Z) == d_Data.BlockIdCraftingTable()) { todo[todoCount++] = b; } Vector3IntRef c = Vector3IntRef.Create(p.X, p.Y + 1, p.Z); if (d_Map.GetBlock(c.X, c.Y, c.Z) == d_Data.BlockIdCraftingTable()) { todo[todoCount++] = c; } Vector3IntRef d = Vector3IntRef.Create(p.X, p.Y - 1, p.Z); if (d_Map.GetBlock(d.X, d.Y, d.Z) == d_Data.BlockIdCraftingTable()) { todo[todoCount++] = d; } } retCount.value = lCount; return(l); }
public void Set(Vector3IntRef value) { int i = 0; for (i = 0; i < max; i++) { if (values[i] == null) { break; } if (values[i].X == value.X && values[i].Y == value.Y && values[i].Z == value.Z) { return; } } values[i] = Vector3IntRef.Create(value.X, value.Y, value.Z); }
public static Vector3IntRef NextTile_(TileExitDirection direction, int currentTileX, int currentTileY, int currentTileZ) { switch (direction) { case TileExitDirection.Left: return(Vector3IntRef.Create(currentTileX - 1, currentTileY, currentTileZ)); case TileExitDirection.Right: return(Vector3IntRef.Create(currentTileX + 1, currentTileY, currentTileZ)); case TileExitDirection.Up: return(Vector3IntRef.Create(currentTileX, currentTileY - 1, currentTileZ)); case TileExitDirection.Down: return(Vector3IntRef.Create(currentTileX, currentTileY + 1, currentTileZ)); default: return(null); } }
public void DrawBlockInfo(Game game) { if (!game.drawblockinfo) { return; } int x = game.SelectedBlockPositionX; int y = game.SelectedBlockPositionZ; int z = game.SelectedBlockPositionY; //string info = "None"; if (!game.map.IsValidPos(x, y, z)) { return; } int blocktype = game.map.GetBlock(x, y, z); if (!game.IsValid(blocktype)) { return; } game.currentAttackedBlock = Vector3IntRef.Create(x, y, z); DrawEnemyHealthBlock(game); }
public void UpdateTerrain() { if (!terrainRendererStarted) { //Start() not called yet. return; } if (!(game.lastplacedblockX == -1 && game.lastplacedblockY == -1 && game.lastplacedblockZ == -1)) { HashSetVector3IntRef ChunksToRedraw = new HashSetVector3IntRef(); Vector3IntRef[] around = BlocksAround7(Vector3IntRef.Create(game.lastplacedblockX, game.lastplacedblockY, game.lastplacedblockZ)); for (int i = 0; i < 7; i++) { Vector3IntRef a = around[i]; ChunksToRedraw.Set(Vector3IntRef.Create(a.X / chunksize, a.Y / chunksize, a.Z / chunksize)); } for (int i = 0; i < ChunksToRedraw.max; i++) { if (ChunksToRedraw.values[i] == null) { break; } int[] c = new int[3]; int xx = ChunksToRedraw.values[i].X; int yy = ChunksToRedraw.values[i].Y; int zz = ChunksToRedraw.values[i].Z; if (xx >= 0 && yy >= 0 && zz >= 0 && xx < game.map.MapSizeX / chunksize && yy < game.map.MapSizeY / chunksize && zz < game.map.MapSizeZ / chunksize) { Chunk chunk = game.map.chunks[Index3d(xx, yy, zz, mapsizexchunks(), mapsizeychunks())]; if (chunk == null || chunk.rendered == null) { continue; } if (chunk.rendered.dirty) { RedrawChunk(xx, yy, zz); } } } game.lastplacedblockX = -1; game.lastplacedblockY = -1; game.lastplacedblockZ = -1; } int updated = 0; for (; ;) { NearestDirty(tempnearestpos); if (tempnearestpos[0] == -1 && tempnearestpos[1] == -1 && tempnearestpos[2] == -1) { break; } RedrawChunk(tempnearestpos[0], tempnearestpos[1], tempnearestpos[2]); //if (updated++ >= 1) { break; } //if (framestopwatch.ElapsedMilliseconds > 5) //{ // break; //} } }
internal void OnPick(Game game, int blockposX, int blockposY, int blockposZ, int blockposoldX, int blockposoldY, int blockposoldZ, float[] collisionPos, bool right) { float xfract = collisionPos[0] - game.MathFloor(collisionPos[0]); float zfract = collisionPos[2] - game.MathFloor(collisionPos[2]); int activematerial = game.MaterialSlots_(game.ActiveMaterial); int railstart = game.d_Data.BlockIdRailstart(); if (activematerial == railstart + RailDirectionFlags.TwoHorizontalVertical || activematerial == railstart + RailDirectionFlags.Corners) { RailDirection dirnew; if (activematerial == railstart + RailDirectionFlags.TwoHorizontalVertical) { dirnew = PickHorizontalVertical(xfract, zfract); } else { dirnew = PickCorners(xfract, zfract); } int dir = game.d_Data.Rail()[game.map.GetBlock(blockposoldX, blockposoldY, blockposoldZ)]; if (dir != 0) { blockposX = blockposoldX; blockposY = blockposoldY; blockposZ = blockposoldZ; } activematerial = railstart + (dir | DirectionUtils.ToRailDirectionFlags(dirnew)); } int x = game.platform.FloatToInt(blockposX); int y = game.platform.FloatToInt(blockposY); int z = game.platform.FloatToInt(blockposZ); int mode = right ? Packet_BlockSetModeEnum.Create : Packet_BlockSetModeEnum.Destroy; { if (game.IsAnyPlayerInPos(x, y, z) || activematerial == 151) // Compass { return; } Vector3IntRef v = Vector3IntRef.Create(x, y, z); Vector3IntRef oldfillstart = fillstart; Vector3IntRef oldfillend = fillend; if (mode == Packet_BlockSetModeEnum.Create) { if (game.blocktypes[activematerial].IsTool) { OnPickUseWithTool(game, blockposX, blockposY, blockposZ); return; } if (activematerial == game.d_Data.BlockIdCuboid()) { ClearFillArea(game); if (fillstart != null) { Vector3IntRef f = fillstart; if (!game.IsFillBlock(game.map.GetBlock(f.X, f.Y, f.Z))) { fillarea.Set(f.X, f.Y, f.Z, game.map.GetBlock(f.X, f.Y, f.Z)); } game.SetBlock(f.X, f.Y, f.Z, game.d_Data.BlockIdFillStart()); FillFill(game, v, fillstart); } if (!game.IsFillBlock(game.map.GetBlock(v.X, v.Y, v.Z))) { fillarea.Set(v.X, v.Y, v.Z, game.map.GetBlock(v.X, v.Y, v.Z)); } game.SetBlock(v.X, v.Y, v.Z, game.d_Data.BlockIdCuboid()); fillend = v; game.RedrawBlock(v.X, v.Y, v.Z); return; } if (activematerial == game.d_Data.BlockIdFillStart()) { ClearFillArea(game); if (!game.IsFillBlock(game.map.GetBlock(v.X, v.Y, v.Z))) { fillarea.Set(v.X, v.Y, v.Z, game.map.GetBlock(v.X, v.Y, v.Z)); } game.SetBlock(v.X, v.Y, v.Z, game.d_Data.BlockIdFillStart()); fillstart = v; fillend = null; game.RedrawBlock(v.X, v.Y, v.Z); return; } if (fillarea.ContainsKey(v.X, v.Y, v.Z))// && fillarea[v]) { game.SendFillArea(fillstart.X, fillstart.Y, fillstart.Z, fillend.X, fillend.Y, fillend.Z, activematerial); ClearFillArea(game); fillstart = null; fillend = null; return; } } else { if (game.blocktypes[activematerial].IsTool) { OnPickUseWithTool(game, blockposX, blockposY, blockposoldZ); return; } //delete fill start if (fillstart != null && fillstart.X == v.X && fillstart.Y == v.Y && fillstart.Z == v.Z) { ClearFillArea(game); fillstart = null; fillend = null; return; } //delete fill end if (fillend != null && fillend.X == v.X && fillend.Y == v.Y && fillend.Z == v.Z) { ClearFillArea(game); fillend = null; return; } } game.SendSetBlockAndUpdateSpeculative(activematerial, x, y, z, mode); } }
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); }
internal Vector3Ref GrenadeBounce(Game game, Vector3Ref oldposition, Vector3Ref newposition, Vector3Ref velocity, float dt) { bool ismoving = velocity.Length() > 100 * dt; float modelheight = walldistance; oldposition.Y += walldistance; newposition.Y += walldistance; //Math.Floor() is needed because casting negative values to integer is not floor. Vector3IntRef oldpositioni = Vector3IntRef.Create(game.MathFloor(oldposition.X), game.MathFloor(oldposition.Z), game.MathFloor(oldposition.Y)); float playerpositionX = newposition.X; float playerpositionY = newposition.Y; float playerpositionZ = newposition.Z; //left { float qnewpositionX = newposition.X; float qnewpositionY = newposition.Y; float qnewpositionZ = newposition.Z + walldistance; bool newempty = game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY)) && game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY) + 1); if (newposition.Z - oldposition.Z > 0) { if (!newempty) { velocity.Z = -velocity.Z; velocity.X *= bouncespeedmultiply; velocity.Y *= bouncespeedmultiply; velocity.Z *= bouncespeedmultiply; if (ismoving) { game.AudioPlayAt("grenadebounce.ogg", newposition.X, newposition.Y, newposition.Z); } //playerposition.Z = oldposition.Z - newposition.Z; } } } //front { float qnewpositionX = newposition.X + walldistance; float qnewpositionY = newposition.Y; float qnewpositionZ = newposition.Z; bool newempty = game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY)) && game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY) + 1); if (newposition.X - oldposition.X > 0) { if (!newempty) { velocity.X = -velocity.X; velocity.X *= bouncespeedmultiply; velocity.Y *= bouncespeedmultiply; velocity.Z *= bouncespeedmultiply; if (ismoving) { game.AudioPlayAt("grenadebounce.ogg", newposition.X, newposition.Y, newposition.Z); } //playerposition.X = oldposition.X - newposition.X; } } } //top { float qnewpositionX = newposition.X; float qnewpositionY = newposition.Y - walldistance; float qnewpositionZ = newposition.Z; int x = game.MathFloor(qnewpositionX); int y = game.MathFloor(qnewpositionZ); int z = game.MathFloor(qnewpositionY); float a_ = walldistance; bool newfull = (!game.IsTileEmptyForPhysics(x, y, z)) || (qnewpositionX - game.MathFloor(qnewpositionX) <= a_ && (!game.IsTileEmptyForPhysics(x - 1, y, z)) && (game.IsTileEmptyForPhysics(x - 1, y, z + 1))) || (qnewpositionX - game.MathFloor(qnewpositionX) >= (1 - a_) && (!game.IsTileEmptyForPhysics(x + 1, y, z)) && (game.IsTileEmptyForPhysics(x + 1, y, z + 1))) || (qnewpositionZ - game.MathFloor(qnewpositionZ) <= a_ && (!game.IsTileEmptyForPhysics(x, y - 1, z)) && (game.IsTileEmptyForPhysics(x, y - 1, z + 1))) || (qnewpositionZ - game.MathFloor(qnewpositionZ) >= (1 - a_) && (!game.IsTileEmptyForPhysics(x, y + 1, z)) && (game.IsTileEmptyForPhysics(x, y + 1, z + 1))); if (newposition.Y - oldposition.Y < 0) { if (newfull) { velocity.Y = -velocity.Y; velocity.X *= bouncespeedmultiply; velocity.Y *= bouncespeedmultiply; velocity.Z *= bouncespeedmultiply; if (ismoving) { game.AudioPlayAt("grenadebounce.ogg", newposition.X, newposition.Y, newposition.Z); } //playerposition.Y = oldposition.Y - newposition.Y; } } } //right { float qnewpositionX = newposition.X; float qnewpositionY = newposition.Y; float qnewpositionZ = newposition.Z - walldistance; bool newempty = game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY)) && game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY) + 1); if (newposition.Z - oldposition.Z < 0) { if (!newempty) { velocity.Z = -velocity.Z; velocity.X *= bouncespeedmultiply; velocity.Y *= bouncespeedmultiply; velocity.Z *= bouncespeedmultiply; if (ismoving) { game.AudioPlayAt("grenadebounce.ogg", newposition.X, newposition.Y, newposition.Z); } //playerposition.Z = oldposition.Z - newposition.Z; } } } //back { float qnewpositionX = newposition.X - walldistance; float qnewpositionY = newposition.Y; float qnewpositionZ = newposition.Z; bool newempty = game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY)) && game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY) + 1); if (newposition.X - oldposition.X < 0) { if (!newempty) { velocity.X = -velocity.X; velocity.X *= bouncespeedmultiply; velocity.Y *= bouncespeedmultiply; velocity.Z *= bouncespeedmultiply; if (ismoving) { game.AudioPlayAt("grenadebounce.ogg", newposition.X, newposition.Y, newposition.Z); } //playerposition.X = oldposition.X - newposition.X; } } } //bottom { float qnewpositionX = newposition.X; float qnewpositionY = newposition.Y + modelheight; float qnewpositionZ = newposition.Z; bool newempty = game.IsTileEmptyForPhysics(game.MathFloor(qnewpositionX), game.MathFloor(qnewpositionZ), game.MathFloor(qnewpositionY)); if (newposition.Y - oldposition.Y > 0) { if (!newempty) { velocity.Y = -velocity.Y; velocity.X *= bouncespeedmultiply; velocity.Y *= bouncespeedmultiply; velocity.Z *= bouncespeedmultiply; if (ismoving) { game.AudioPlayAt("grenadebounce.ogg", newposition.X, newposition.Y, newposition.Z); } //playerposition.Y = oldposition.Y - newposition.Y; } } } //ok: playerpositionY -= walldistance; return(Vector3Ref.Create(playerpositionX, playerpositionY, playerpositionZ)); }