World.cpp 4.2 KB

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  1. #include <Network.h>
  2. #include <Welt3D.h>
  3. #include <GraphicsApi.h>
  4. #include <iostream>
  5. #include "World.h"
  6. #include "Globals.h"
  7. #include "WorldUpdate.h"
  8. #include "Constants.h"
  9. #include "Registries.h"
  10. #include "BasicBlocks.h"
  11. #include "Game.h"
  12. #include <AsynchronCall.h>
  13. using namespace Network;
  14. using namespace Framework;
  15. World::World( Bildschirm3D* zScreen )
  16. : Thread()
  17. {
  18. renderedWorld = new Welt3D();
  19. renderedWorld->addDiffuseLight( DiffuseLight{ Vec3<float>( 0.5f, 0.5f, -1.f ), Vec3<float>( 1.f, 1.f, 1.f ) } );
  20. dimensions = new RCArray<Dimension>();
  21. currentPlayer = new CurrentPlayer();
  22. zScreenPtr = zScreen;
  23. kam = new PlayerKam( zScreen );
  24. kam->setWelt( renderedWorld );
  25. zScreen->addKamera( kam );
  26. start();
  27. }
  28. World::~World()
  29. {
  30. zScreenPtr->removeKamera( kam );
  31. dimensions->release();
  32. currentPlayer->release();
  33. }
  34. void World::update( bool background )
  35. {
  36. NetworkReader* serverMessageReader = 0;
  37. unsigned char type = 0;
  38. while( background ? serverMessageReader = network->zFactoryClient()->getNextBackgroundMessage() : serverMessageReader = network->zFactoryClient()->getNextForegroundMessage() )
  39. {
  40. serverMessageReader->lese( (char*)&type, 1 );
  41. if( type == 2 ) // WORLD UPDATE
  42. {
  43. int id = 0;
  44. serverMessageReader->lese( (char*)&id, 4 );
  45. STATIC_REGISTRY( WorldUpdateType ).zElement( id )->applyUpdate( serverMessageReader );
  46. }
  47. if( type == 3 ) // API MESSAGE
  48. {
  49. // TODO: process messages
  50. }
  51. if( type == 4 ) // POSITION UPDATE
  52. {
  53. Vec3<float> pos;
  54. Vec2<float> dir;
  55. serverMessageReader->lese( (char*)&pos.x, 4 );
  56. serverMessageReader->lese( (char*)&pos.y, 4 );
  57. serverMessageReader->lese( (char*)&pos.z, 4 );
  58. kam->setPosition( pos + Vec3<float>( 0.f, 0.f, 2.f ) );
  59. serverMessageReader->lese( (char*)&dir.x, 4 );
  60. serverMessageReader->lese( (char*)&dir.y, 4 );
  61. ((Game*)(Menu*)menuRegister->get( "game" ))->updatePositionAndFace( pos, dir );
  62. kam->setDirection( { dir.x, dir.y } );
  63. }
  64. }
  65. }
  66. void World::setChunk( Chunk* chunk, int dimensionId )
  67. {
  68. zScreenPtr->lock();
  69. Dimension* zDim = zDimension( dimensionId );
  70. if( !zDim )
  71. {
  72. zDim = new Dimension( dimensionId );
  73. dimensions->add( zDim );
  74. }
  75. zDim->addChunk( chunk );
  76. zScreenPtr->unlock();
  77. zDim->updateVisibility();
  78. }
  79. void World::thread()
  80. {
  81. new AsynchronCall( [this]() {
  82. while( true )
  83. {
  84. zScreenPtr->lock();
  85. if( currentGame != this )
  86. {
  87. zScreenPtr->unlock();
  88. return;
  89. }
  90. zScreenPtr->unlock();
  91. update( 0 );
  92. Sleep( 10 );
  93. }
  94. } );
  95. while( true )
  96. {
  97. zScreenPtr->lock();
  98. if( currentGame != this )
  99. {
  100. zScreenPtr->unlock();
  101. return;
  102. }
  103. zScreenPtr->unlock();
  104. update( 1 );
  105. Sleep( 10 );
  106. }
  107. }
  108. Framework::Either<Block*, int> World::zBlockAt( Framework::Vec3<int> location, int dimension ) const
  109. {
  110. Dimension* dim = zDimension( dimension );
  111. if( dim )
  112. return dim->zBlock( location );
  113. return 0;
  114. }
  115. Dimension* World::zDimension( int id ) const
  116. {
  117. for( auto dim : *dimensions )
  118. {
  119. if( dim->getDimensionId() == id )
  120. return dim;
  121. }
  122. return 0;
  123. }
  124. void World::setVisibility( Framework::Model3D* zModel, bool visible )
  125. {
  126. renderedWorld->lock();
  127. if( visible )
  128. renderedWorld->addZeichnung( dynamic_cast<Framework::Model3D*>(zModel->getThis()) );
  129. else
  130. renderedWorld->removeZeichnung( zModel );
  131. renderedWorld->unlock();
  132. }
  133. Framework::Bildschirm3D* World::zScreen() const
  134. {
  135. return zScreenPtr;
  136. }
  137. Framework::Punkt World::getChunkCenter( int x, int y ) const
  138. {
  139. return Punkt( ((x < 0 ? x + 1 : x) / CHUNK_SIZE) * CHUNK_SIZE + (x < 0 ? -CHUNK_SIZE : CHUNK_SIZE) / 2, ((y < 0 ? y + 1 : y) / CHUNK_SIZE) * CHUNK_SIZE + (y < 0 ? -CHUNK_SIZE : CHUNK_SIZE) / 2 );
  140. }