3 Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
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5 This program is free software; you can redistribute it and/or modify
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6 it under the terms of the GNU General Public License as published by
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7 the Free Software Foundation; either version 2 of the License, or
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8 (at your option) any later version.
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10 This program is distributed in the hope that it will be useful,
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 GNU General Public License for more details.
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15 You should have received a copy of the GNU General Public License along
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16 with this program; if not, write to the Free Software Foundation, Inc.,
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17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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21 =============================== NOTES ==============================
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22 NOTE: Things starting with TODO are sometimes only suggestions.
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24 NOTE: VBO cannot be turned on for fast-changing stuff because there
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25 is an apparanet memory leak in irrlicht when using it (not sure)
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26 - It is not a memory leak but some kind of a buffer.
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28 NOTE: iostream.imbue(std::locale("C")) is very slow
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29 NOTE: Global locale is now set at initialization
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31 SUGG: Fix address to be ipv6 compatible
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33 NOTE: When a new sector is generated, it may change the ground level
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34 of it's and it's neighbors border that two blocks that are
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35 above and below each other and that are generated before and
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36 after the sector heightmap generation (order doesn't matter),
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37 can have a small gap between each other at the border.
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38 SUGG: Use same technique for sector heightmaps as what we're
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39 using for UnlimitedHeightmap? (getting all neighbors
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42 SUGG: Transfer more blocks in a single packet
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43 SUGG: A blockdata combiner class, to which blocks are added and at
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44 destruction it sends all the stuff in as few packets as possible.
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46 SUGG: If player is on ground, mainly fetch ground-level blocks
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47 SUGG: Fetch stuff mainly from the viewing direction
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49 SUGG: Expose Connection's seqnums and ACKs to server and client.
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50 - This enables saving many packets and making a faster connection
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51 - This also enables server to check if client has received the
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52 most recent block sent, for example.
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53 SUGG: Add a sane bandwidth throttling system to Connection
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55 SUGG: More fine-grained control of client's dumping of blocks from
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57 - ...What does this mean in the first place?
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59 SUGG: A map editing mode (similar to dedicated server mode)
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61 SUGG: Add a time value to the param of footstepped grass and check it
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62 against a global timer when a block is accessed, to make old
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65 SUGG: Make a copy of close-range environment on client for showing
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66 on screen, with minimal mutexes to slow down the main loop
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68 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
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69 it by sending more stuff in a single packet.
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70 - Add a packet queue to RemoteClient, from which packets will be
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71 combined with object data packets
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72 - This is not exactly trivial: the object data packets are
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73 sometimes very big by themselves
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75 SUGG: Split MapBlockObject serialization to to-client and to-disk
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76 - This will allow saving ages of rats on disk but not sending
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79 SUGG: MovingObject::move and Player::move are basically the same.
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82 SUGG: Precalculate lighting translation table at runtime (at startup)
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83 - This is not doable because it is currently hand-made and not
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84 based on some mathematical function.
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85 - Note: This has been changing lately
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87 SUGG: A version number to blocks, which increments when the block is
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88 modified (node add/remove, water update, lighting update)
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89 - This can then be used to make sure the most recent version of
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90 a block has been sent to client
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92 SUGG: Make the amount of blocks sending to client and the total
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93 amount of blocks dynamically limited. Transferring blocks is the
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94 main network eater of this system, so it is the one that has
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95 to be throttled so that RTTs stay low.
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97 SUGG: Meshes of blocks could be split into 6 meshes facing into
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98 different directions and then only those drawn that need to be
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100 SUGG: Calculate lighting per vertex to get a lighting effect like in
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106 - Aim for something like controlling a single dwarf in Dwarf Fortress
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108 - The player could go faster by a crafting a boat, or riding an animal
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110 - Random NPC traders. what else?
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115 Build system / running:
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116 -----------------------
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118 FIXME: Some network errors on Windows that cause local game to not work
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119 - See siggjen's emails.
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120 - Is this the famous "windows 7 problem"?
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121 - Apparently there might be other errors too
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123 Networking and serialization:
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124 -----------------------------
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126 TODO: Get rid of GotSplitPacketException
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131 TODO: Add gui option to remove map
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133 TODO: Configuration menu, at least for keys
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138 TODO: Optimize day/night mesh updating somehow
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139 - create copies of all textures for all lighting values and only
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140 change texture for material?
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141 - Umm... the collecting of the faces is the slow part
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142 -> what about just changing the color values of the existing
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143 meshbuffers? It should go quite fast.
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144 - This is not easy; There'd need to be a buffer somewhere
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145 that would contain the night and day lighting values.
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146 - Actually if FastFaces would be stored, they could
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149 FEATURE: Combine MapBlock's face caches to so big pieces that VBO
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151 - That is >500 vertices
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152 - This is not easy; all the MapBlocks close to the player would
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153 still need to be drawn separately and combining the blocks
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154 would have to happen in a background thread
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156 TODO: Make fetching sector's blocks more efficient when rendering
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157 sectors that have very large amounts of blocks (on client)
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158 - Is this necessary at all?
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160 TODO: Flowing water animation
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162 NOTE(FIXED): A lock condition is possible:
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163 1) MapBlock::updateMesh() is called from client asynchronously:
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164 - AsyncProcessData() -> Map::updateMeshes()
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165 2) Asynchronous locks m_temp_mods_mutex
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166 3) MapBlock::updateMesh() is called from client synchronously:
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167 - Client::step() -> Environment::step()
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168 4) Synchronous starts waiting for m_temp_mods_mutex
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169 5) Asynchronous calls getTexture, which starts waiting for main thread
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174 TODO: Make the video backend selectable
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179 TODO: Untie client network operations from framerate
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180 - Needs some input queues or something
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182 TODO: Make morning and evening transition more smooth and maybe shorter
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184 TODO: Don't update all meshes always on single node changes, but
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185 check which ones should be updated
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186 - implement Map::updateNodeMeshes()
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191 TODO: When player dies, throw items on map
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193 TODO: Make an option to the server to disable building and digging near
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194 the starting position
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196 TODO: Save players with inventories to disk
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197 TODO: Players to be saved as text in map/players/<name>
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199 TODO: Copy the text of the last picked sign to inventory in creative
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202 TODO: Check what goes wrong with caching map to disk (Kray)
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205 TODO: When server sees that client is removing an inexistent block to
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206 an existent position, resend the MapBlock.
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208 FIXME: Server went into some infinite PeerNotFoundException loop
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213 TODO: Better handling of objects and mobs
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215 - There has to be some way to do it with less messy code
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216 - Make separate classes for client and server
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217 - Client should not discriminate between blocks, server should
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218 - Make other players utilize the same framework
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219 - This is also needed for objects that don't get sent to client
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220 but are used for triggers etc
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222 TODO: There has to be some better way to handle static objects than to
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223 send them all the time. This affects signs and item objects.
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224 SUGG: Signs could be done in the same way as torches. For this, blocks
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225 need an additional metadata field for the texts
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226 - This is also needed for item container chests
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228 Block object server side:
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229 - A "near blocks" buffer, in which some nearby blocks are stored.
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230 - For all blocks in the buffer, objects are stepped(). This
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231 means they are active.
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232 - TODO: A global active buffer is needed for the server
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233 - TODO: A timestamp to blocks
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234 - TODO: All blocks going in and out of the buffer are recorded.
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235 - TODO: For outgoing blocks, timestamp is written.
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236 - TODO: For incoming blocks, time difference is calculated and
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237 objects are stepped according to it.
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242 TODO: Mineral and ground material properties
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243 - This way mineral ground toughness can be calculated with just
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244 some formula, as well as tool strengths
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246 TODO: Flowing water to actually contain flow direction information
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248 TODO: Remove duplicate lighting implementation from Map (leave
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249 VoxelManipulator, which is faster)
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251 FEATURE: Create a system that allows a huge amount of different "map
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252 generator modules/filters"
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254 FEATURE: Erosion simulation at map generation time
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255 - Simulate water flows, which would carve out dirt fast and
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256 then turn stone into gravel and sand and relocate it.
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257 - How about relocating minerals, too? Coal and gold in
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258 downstream sand and gravel would be kind of cool
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259 - This would need a better way of handling minerals, mainly
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260 to have mineral content as a separate field. the first
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261 parameter field is free for this.
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262 - Simulate rock falling from cliffs when water has removed
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263 enough solid rock from the bottom
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265 Doing now (most important at the top):
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266 --------------------------------------
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270 === Stuff to do before release
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271 * Make server find the spawning place from the real map data, not from
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273 - But the changing borders of chunk have to be avoided, because
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274 there is time to generate only one chunk.
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275 * Make the generator to run in background and not blocking block
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276 placement and transfer
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277 * only_from_disk might not work anymore - check and fix it.
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278 * Check the fixmes in the list above
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280 === Making it more portable
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281 * Some MSVC: std::sto* are defined without a namespace and collide
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282 with the ones in utility.h
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283 * On Kray's machine, the new find_library(XXF86VM_LIBRARY, Xxf86vm)
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284 line doesn't find the library.
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286 === Stuff to do after release
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287 * Make an "environment metafile" to store at least time of day
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288 * Move digging property stuff from material.{h,cpp} to mapnode.cpp...
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289 - Or maybe move content_features to material.{h,cpp}?
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290 * Add some kind of erosion and other stuff that now is possible
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291 * Make client to fetch stuff asynchronously
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292 - Needs method SyncProcessData
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293 * Fix the problem with the server constantly saving one or a few
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294 blocks? List the first saved block, maybe it explains.
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295 - It is probably caused by oscillating water
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296 * Water doesn't start flowing after map generation like it should
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297 - Are there still problems?
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298 * Better water generation (spread it to underwater caverns but don't
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299 fill dungeons that don't touch big water masses)
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300 * When generating a chunk and the neighboring chunk doesn't have mud
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301 and stuff yet and the ground is fairly flat, the mud will flow to
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302 the other chunk making nasty straight walls when the other chunk
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303 is generated. Fix it.
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304 * Make a small history check to transformLiquids to detect and log
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305 continuous oscillations, in such detail that they can be fixed.
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306 * Combine meshes to bigger ones in ClientMap and set them EHM_STATIC
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308 ======================================================================
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313 Setting this to 1 enables a special camera mode that forces
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314 the renderers to think that the camera statically points from
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315 the starting place to a static direction.
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317 This allows one to move around with the player and see what
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318 is actually drawn behind solid things and behind the player.
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320 #define FIELD_OF_VIEW_TEST 0
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324 #pragma message ("Disabling unit tests")
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326 #warning "Disabling unit tests"
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328 // Disable unit tests
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329 #define ENABLE_TESTS 0
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331 // Enable unit tests
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332 #define ENABLE_TESTS 1
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336 #pragma comment(lib, "Irrlicht.lib")
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337 //#pragma comment(lib, "jthread.lib")
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338 #pragma comment(lib, "zlibwapi.lib")
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339 #pragma comment(lib, "Shell32.lib")
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340 // This would get rid of the console window
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341 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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344 #include <iostream>
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346 #include <jmutexautolock.h>
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347 #include <locale.h>
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348 #include "common_irrlicht.h"
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351 #include "player.h"
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354 #include "environment.h"
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355 #include "server.h"
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356 #include "client.h"
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357 #include "serialization.h"
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358 #include "constants.h"
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359 #include "strfnd.h"
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360 #include "porting.h"
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361 #include "irrlichtwrapper.h"
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362 #include "gettime.h"
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363 #include "porting.h"
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364 #include "guiPauseMenu.h"
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365 #include "guiInventoryMenu.h"
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366 #include "guiTextInputMenu.h"
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367 #include "materials.h"
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368 #include "guiMessageMenu.h"
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369 #include "filesys.h"
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370 #include "config.h"
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371 #include "guiMainMenu.h"
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372 #include "mineral.h"
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376 // TODO: Remove this
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377 IrrlichtWrapper *g_irrlicht = NULL;
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379 // This makes textures
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380 ITextureSource *g_texturesource = NULL;
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382 MapDrawControl draw_control;
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386 These are loaded from the config file.
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389 Settings g_settings;
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391 extern void set_default_settings();
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397 IrrlichtDevice *g_device = NULL;
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398 Client *g_client = NULL;
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404 gui::IGUIEnvironment* guienv = NULL;
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405 gui::IGUIStaticText *guiroot = NULL;
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407 class MainMenuManager : public IMenuManager
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410 virtual void createdMenu(GUIModalMenu *menu)
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412 for(core::list<GUIModalMenu*>::Iterator
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413 i = m_stack.begin();
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414 i != m_stack.end(); i++)
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416 assert(*i != menu);
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419 if(m_stack.size() != 0)
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420 (*m_stack.getLast())->setVisible(false);
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421 m_stack.push_back(menu);
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424 virtual void deletingMenu(GUIModalMenu *menu)
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426 // Remove all entries if there are duplicates
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427 bool removed_entry;
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429 removed_entry = false;
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430 for(core::list<GUIModalMenu*>::Iterator
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431 i = m_stack.begin();
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432 i != m_stack.end(); i++)
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437 removed_entry = true;
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441 }while(removed_entry);
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443 /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();
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444 assert(*i == menu);
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445 m_stack.erase(i);*/
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447 if(m_stack.size() != 0)
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448 (*m_stack.getLast())->setVisible(true);
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453 return m_stack.size();
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456 core::list<GUIModalMenu*> m_stack;
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459 MainMenuManager g_menumgr;
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461 bool noMenuActive()
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463 return (g_menumgr.menuCount() == 0);
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466 bool g_disconnect_requested = false;
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468 class MainGameCallback : public IGameCallback
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471 virtual void exitToOS()
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473 g_device->closeDevice();
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476 virtual void disconnect()
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478 g_disconnect_requested = true;
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482 MainGameCallback g_gamecallback;
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484 // Inventory actions from the menu are buffered here before sending
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485 Queue<InventoryAction*> inventory_action_queue;
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486 // This is a copy of the inventory that the client's environment has
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487 Inventory local_inventory;
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489 u16 g_selected_item = 0;
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496 std::ostream *dout_con_ptr = &dummyout;
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497 std::ostream *derr_con_ptr = &dstream_no_stderr;
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498 //std::ostream *dout_con_ptr = &dstream_no_stderr;
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499 //std::ostream *derr_con_ptr = &dstream_no_stderr;
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500 //std::ostream *dout_con_ptr = &dstream;
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501 //std::ostream *derr_con_ptr = &dstream;
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504 std::ostream *dout_server_ptr = &dstream;
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505 std::ostream *derr_server_ptr = &dstream;
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508 std::ostream *dout_client_ptr = &dstream;
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509 std::ostream *derr_client_ptr = &dstream;
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512 gettime.h implementation
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518 Use irrlicht because it is more precise than porting.h's
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521 if(g_irrlicht == NULL)
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523 return g_irrlicht->getTime();
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530 struct TextDestSign : public TextDest
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532 TextDestSign(v3s16 blockpos, s16 id, Client *client)
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534 m_blockpos = blockpos;
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538 void gotText(std::wstring text)
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540 std::string ntext = wide_to_narrow(text);
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541 dstream<<"Changing text of a sign object: "
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542 <<ntext<<std::endl;
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543 m_client->sendSignText(m_blockpos, m_id, ntext);
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551 struct TextDestChat : public TextDest
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553 TextDestChat(Client *client)
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557 void gotText(std::wstring text)
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559 m_client->sendChatMessage(text);
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560 m_client->addChatMessage(text);
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566 class MyEventReceiver : public IEventReceiver
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569 // This is the one method that we have to implement
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570 virtual bool OnEvent(const SEvent& event)
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573 React to nothing here if a menu is active
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575 if(noMenuActive() == false)
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581 // Remember whether each key is down or up
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582 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
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584 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
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586 if(event.KeyInput.PressedDown)
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588 //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;
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594 if(guienv != NULL && guiroot != NULL && g_device != NULL)
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596 if(event.KeyInput.Key == irr::KEY_ESCAPE)
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598 dstream<<DTIME<<"MyEventReceiver: "
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599 <<"Launching pause menu"<<std::endl;
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600 // It will delete itself by itself
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601 (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,
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602 &g_menumgr))->drop();
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605 if(event.KeyInput.Key == irr::KEY_KEY_I)
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607 dstream<<DTIME<<"MyEventReceiver: "
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608 <<"Launching inventory"<<std::endl;
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609 (new GUIInventoryMenu(guienv, guiroot, -1,
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610 &local_inventory, &inventory_action_queue,
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611 &g_menumgr))->drop();
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614 if(event.KeyInput.Key == irr::KEY_KEY_T)
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616 TextDest *dest = new TextDestChat(g_client);
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618 (new GUITextInputMenu(guienv, guiroot, -1,
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624 // Material selection
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625 /*if(event.KeyInput.Key == irr::KEY_KEY_F)
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627 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
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630 g_selected_item = 0;
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631 dstream<<DTIME<<"Selected item: "
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632 <<g_selected_item<<std::endl;
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635 if(event.KeyInput.Key >= irr::KEY_KEY_0
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636 && event.KeyInput.Key <= irr::KEY_KEY_9)
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638 u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0;
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639 if(event.KeyInput.Key == irr::KEY_KEY_0)
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641 if(s1 < PLAYER_INVENTORY_SIZE)
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642 g_selected_item = s1-1;
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643 dstream<<DTIME<<"Selected item: "
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644 <<g_selected_item<<std::endl;
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647 // Viewing range selection
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648 if(event.KeyInput.Key == irr::KEY_KEY_R)
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650 if(draw_control.range_all)
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652 draw_control.range_all = false;
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653 dstream<<DTIME<<"Disabled full viewing range"<<std::endl;
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657 draw_control.range_all = true;
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658 dstream<<DTIME<<"Enabled full viewing range"<<std::endl;
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662 // Print debug stacks
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663 if(event.KeyInput.Key == irr::KEY_KEY_P)
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665 dstream<<"-----------------------------------------"
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667 dstream<<DTIME<<"Printing debug stacks:"<<std::endl;
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668 dstream<<"-----------------------------------------"
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670 debug_stacks_print();
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675 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
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677 if(noMenuActive() == false)
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679 left_active = false;
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680 middle_active = false;
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681 right_active = false;
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685 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
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686 left_active = event.MouseInput.isLeftPressed();
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687 middle_active = event.MouseInput.isMiddlePressed();
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688 right_active = event.MouseInput.isRightPressed();
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690 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
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692 leftclicked = true;
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694 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
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696 rightclicked = true;
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698 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
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700 leftreleased = true;
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702 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
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704 rightreleased = true;
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706 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
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708 /*dstream<<"event.MouseInput.Wheel="
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709 <<event.MouseInput.Wheel<<std::endl;*/
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710 if(event.MouseInput.Wheel < 0)
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712 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
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715 g_selected_item = 0;
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717 else if(event.MouseInput.Wheel > 0)
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719 if(g_selected_item > 0)
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722 g_selected_item = PLAYER_INVENTORY_SIZE-1;
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731 // This is used to check whether a key is being held down
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732 virtual bool IsKeyDown(EKEY_CODE keyCode) const
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734 return keyIsDown[keyCode];
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739 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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740 keyIsDown[i] = false;
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742 leftclicked = false;
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743 rightclicked = false;
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744 leftreleased = false;
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745 rightreleased = false;
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747 left_active = false;
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748 middle_active = false;
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749 right_active = false;
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760 bool rightreleased;
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763 bool middle_active;
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767 // We use this array to store the current state of each key
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768 bool keyIsDown[KEY_KEY_CODES_COUNT];
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771 IrrlichtDevice *m_device;
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780 virtual ~InputHandler()
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784 virtual bool isKeyDown(EKEY_CODE keyCode) = 0;
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786 virtual v2s32 getMousePos() = 0;
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787 virtual void setMousePos(s32 x, s32 y) = 0;
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789 virtual bool getLeftState() = 0;
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790 virtual bool getRightState() = 0;
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792 virtual bool getLeftClicked() = 0;
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793 virtual bool getRightClicked() = 0;
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794 virtual void resetLeftClicked() = 0;
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795 virtual void resetRightClicked() = 0;
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797 virtual bool getLeftReleased() = 0;
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798 virtual bool getRightReleased() = 0;
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799 virtual void resetLeftReleased() = 0;
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800 virtual void resetRightReleased() = 0;
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802 virtual void step(float dtime) {};
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804 virtual void clear() {};
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807 InputHandler *g_input = NULL;
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809 class RealInputHandler : public InputHandler
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812 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
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814 m_receiver(receiver)
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817 virtual bool isKeyDown(EKEY_CODE keyCode)
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819 return m_receiver->IsKeyDown(keyCode);
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821 virtual v2s32 getMousePos()
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823 return m_device->getCursorControl()->getPosition();
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825 virtual void setMousePos(s32 x, s32 y)
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827 m_device->getCursorControl()->setPosition(x, y);
\r
830 virtual bool getLeftState()
\r
832 return m_receiver->left_active;
\r
834 virtual bool getRightState()
\r
836 return m_receiver->right_active;
\r
839 virtual bool getLeftClicked()
\r
841 return m_receiver->leftclicked;
\r
843 virtual bool getRightClicked()
\r
845 return m_receiver->rightclicked;
\r
847 virtual void resetLeftClicked()
\r
849 m_receiver->leftclicked = false;
\r
851 virtual void resetRightClicked()
\r
853 m_receiver->rightclicked = false;
\r
856 virtual bool getLeftReleased()
\r
858 return m_receiver->leftreleased;
\r
860 virtual bool getRightReleased()
\r
862 return m_receiver->rightreleased;
\r
864 virtual void resetLeftReleased()
\r
866 m_receiver->leftreleased = false;
\r
868 virtual void resetRightReleased()
\r
870 m_receiver->rightreleased = false;
\r
875 resetRightClicked();
\r
876 resetLeftClicked();
\r
879 IrrlichtDevice *m_device;
\r
880 MyEventReceiver *m_receiver;
\r
883 class RandomInputHandler : public InputHandler
\r
886 RandomInputHandler()
\r
888 leftclicked = false;
\r
889 rightclicked = false;
\r
890 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
\r
891 keydown[i] = false;
\r
893 virtual bool isKeyDown(EKEY_CODE keyCode)
\r
895 return keydown[keyCode];
\r
897 virtual v2s32 getMousePos()
\r
901 virtual void setMousePos(s32 x, s32 y)
\r
903 mousepos = v2s32(x,y);
\r
906 virtual bool getLeftState()
\r
910 virtual bool getRightState()
\r
915 virtual bool getLeftClicked()
\r
917 return leftclicked;
\r
919 virtual bool getRightClicked()
\r
921 return rightclicked;
\r
923 virtual void resetLeftClicked()
\r
925 leftclicked = false;
\r
927 virtual void resetRightClicked()
\r
929 rightclicked = false;
\r
932 virtual bool getLeftReleased()
\r
936 virtual bool getRightReleased()
\r
940 virtual void resetLeftReleased()
\r
943 virtual void resetRightReleased()
\r
947 virtual void step(float dtime)
\r
950 static float counter1 = 0;
\r
954 counter1 = 0.1*Rand(1,10);
\r
955 /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)
\r
956 g_selected_material++;
\r
958 g_selected_material = 0;*/
\r
959 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
\r
962 g_selected_item = 0;
\r
966 static float counter1 = 0;
\r
970 counter1 = 0.1*Rand(1, 40);
\r
971 keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];
\r
975 static float counter1 = 0;
\r
979 counter1 = 0.1*Rand(1, 40);
\r
980 keydown[irr::KEY_KEY_E] = !keydown[irr::KEY_KEY_E];
\r
984 static float counter1 = 0;
\r
988 counter1 = 0.1*Rand(1, 40);
\r
989 keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];
\r
993 static float counter1 = 0;
\r
997 counter1 = 0.1*Rand(1, 40);
\r
998 keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];
\r
1002 static float counter1 = 0;
\r
1003 counter1 -= dtime;
\r
1004 if(counter1 < 0.0)
\r
1006 counter1 = 0.1*Rand(1, 20);
\r
1007 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
\r
1011 static float counter1 = 0;
\r
1012 counter1 -= dtime;
\r
1013 if(counter1 < 0.0)
\r
1015 counter1 = 0.1*Rand(1, 30);
\r
1016 leftclicked = true;
\r
1020 static float counter1 = 0;
\r
1021 counter1 -= dtime;
\r
1022 if(counter1 < 0.0)
\r
1024 counter1 = 0.1*Rand(1, 20);
\r
1025 rightclicked = true;
\r
1028 mousepos += mousespeed;
\r
1031 s32 Rand(s32 min, s32 max)
\r
1033 return (myrand()%(max-min+1))+min;
\r
1036 bool keydown[KEY_KEY_CODES_COUNT];
\r
1040 bool rightclicked;
\r
1043 void updateViewingRange(f32 frametime_in, Client *client)
\r
1045 if(draw_control.range_all == true)
\r
1048 static f32 added_frametime = 0;
\r
1049 static s16 added_frames = 0;
\r
1051 added_frametime += frametime_in;
\r
1052 added_frames += 1;
\r
1054 // Actually this counter kind of sucks because frametime is busytime
\r
1055 static f32 counter = 0;
\r
1056 counter -= frametime_in;
\r
1062 /*dstream<<__FUNCTION_NAME
\r
1063 <<": Collected "<<added_frames<<" frames, total of "
\r
1064 <<added_frametime<<"s."<<std::endl;*/
\r
1066 /*dstream<<"draw_control.blocks_drawn="
\r
1067 <<draw_control.blocks_drawn
\r
1068 <<", draw_control.blocks_would_have_drawn="
\r
1069 <<draw_control.blocks_would_have_drawn
\r
1072 float range_min = g_settings.getS16("viewing_range_nodes_min");
\r
1073 float range_max = g_settings.getS16("viewing_range_nodes_max");
\r
1075 draw_control.wanted_min_range = range_min;
\r
1076 draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;
\r
1078 float block_draw_ratio = 1.0;
\r
1079 if(draw_control.blocks_would_have_drawn != 0)
\r
1081 block_draw_ratio = (float)draw_control.blocks_drawn
\r
1082 / (float)draw_control.blocks_would_have_drawn;
\r
1085 // Calculate the average frametime in the case that all wanted
\r
1086 // blocks had been drawn
\r
1087 f32 frametime = added_frametime / added_frames / block_draw_ratio;
\r
1089 added_frametime = 0.0;
\r
1092 float wanted_fps = g_settings.getFloat("wanted_fps");
\r
1093 float wanted_frametime = 1.0 / wanted_fps;
\r
1095 f32 wanted_frametime_change = wanted_frametime - frametime;
\r
1096 //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
\r
1098 // If needed frametime change is very small, just return
\r
1099 if(fabs(wanted_frametime_change) < wanted_frametime*0.2)
\r
1101 //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
\r
1105 float range = draw_control.wanted_range;
\r
1106 float new_range = range;
\r
1108 static s16 range_old = 0;
\r
1109 static f32 frametime_old = 0;
\r
1111 float d_range = range - range_old;
\r
1112 f32 d_frametime = frametime - frametime_old;
\r
1113 // A sane default of 30ms per 50 nodes of range
\r
1114 static f32 time_per_range = 30. / 50;
\r
1117 time_per_range = d_frametime / d_range;
\r
1120 // The minimum allowed calculated frametime-range derivative:
\r
1121 // Practically this sets the maximum speed of changing the range.
\r
1122 // The lower this value, the higher the maximum changing speed.
\r
1123 // A low value here results in wobbly range (0.001)
\r
1124 // A high value here results in slow changing range (0.0025)
\r
1125 // SUGG: This could be dynamically adjusted so that when
\r
1126 // the camera is turning, this is lower
\r
1127 //float min_time_per_range = 0.0015;
\r
1128 float min_time_per_range = 0.0010;
\r
1129 //float min_time_per_range = 0.05 / range;
\r
1130 if(time_per_range < min_time_per_range)
\r
1132 time_per_range = min_time_per_range;
\r
1133 //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
\r
1137 //dstream<<"time_per_range="<<time_per_range<<std::endl;
\r
1140 f32 wanted_range_change = wanted_frametime_change / time_per_range;
\r
1141 // Dampen the change a bit to kill oscillations
\r
1142 //wanted_range_change *= 0.9;
\r
1143 //wanted_range_change *= 0.75;
\r
1144 wanted_range_change *= 0.5;
\r
1145 //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
\r
1147 // If needed range change is very small, just return
\r
1148 if(fabs(wanted_range_change) < 0.001)
\r
1150 //dstream<<"ignoring small wanted_range_change"<<std::endl;
\r
1154 new_range += wanted_range_change;
\r
1155 //dstream<<"new_range="<<new_range/*<<std::endl*/;
\r
1157 //float new_range_unclamped = new_range;
\r
1158 if(new_range < range_min)
\r
1159 new_range = range_min;
\r
1160 if(new_range > range_max)
\r
1161 new_range = range_max;
\r
1163 /*if(new_range != new_range_unclamped)
\r
1164 dstream<<", clamped to "<<new_range<<std::endl;
\r
1166 dstream<<std::endl;*/
\r
1168 draw_control.wanted_range = new_range;
\r
1170 range_old = new_range;
\r
1171 frametime_old = frametime;
\r
1174 class GUIQuickInventory : public IEventReceiver
\r
1177 GUIQuickInventory(
\r
1178 gui::IGUIEnvironment* env,
\r
1179 gui::IGUIElement* parent,
\r
1182 Inventory *inventory):
\r
1183 m_itemcount(itemcount),
\r
1184 m_inventory(inventory)
\r
1186 core::rect<s32> imgsize(0,0,48,48);
\r
1187 core::rect<s32> textsize(0,0,48,16);
\r
1188 v2s32 spacing(0, 64);
\r
1189 for(s32 i=0; i<m_itemcount; i++)
\r
1191 m_images.push_back(env->addImage(
\r
1192 imgsize + pos + spacing*i
\r
1194 m_images[i]->setScaleImage(true);
\r
1195 m_texts.push_back(env->addStaticText(
\r
1197 textsize + pos + spacing*i,
\r
1200 m_texts[i]->setBackgroundColor(
\r
1201 video::SColor(128,0,0,0));
\r
1202 m_texts[i]->setTextAlignment(
\r
1203 gui::EGUIA_CENTER,
\r
1204 gui::EGUIA_UPPERLEFT);
\r
1208 ~GUIQuickInventory()
\r
1210 for(u32 i=0; i<m_texts.size(); i++)
\r
1212 m_texts[i]->remove();
\r
1214 for(u32 i=0; i<m_images.size(); i++)
\r
1216 m_images[i]->remove();
\r
1220 virtual bool OnEvent(const SEvent& event)
\r
1225 void setSelection(s32 i)
\r
1234 start = m_selection - m_itemcount / 2;
\r
1236 InventoryList *mainlist = m_inventory->getList("main");
\r
1238 for(s32 i=0; i<m_itemcount; i++)
\r
1240 s32 j = i + start;
\r
1242 if(j > (s32)mainlist->getSize() - 1)
\r
1243 j -= mainlist->getSize();
\r
1245 j += mainlist->getSize();
\r
1247 InventoryItem *item = mainlist->getItem(j);
\r
1251 m_images[i]->setImage(NULL);
\r
1253 if(m_selection == j)
\r
1254 m_texts[i]->setText(L"<-");
\r
1256 m_texts[i]->setText(L"");
\r
1258 // The next ifs will segfault with a NULL pointer
\r
1263 m_images[i]->setImage(item->getImage());
\r
1265 std::ostringstream os;
\r
1266 os<<item->getText();
\r
1267 if(m_selection == j)
\r
1269 m_texts[i]->setText(narrow_to_wide(os.str()).c_str());
\r
1272 if(m_selection == j)
\r
1273 swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());
\r
1275 swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());
\r
1276 m_texts[i]->setText(t);*/
\r
1282 core::array<gui::IGUIStaticText*> m_texts;
\r
1283 core::array<gui::IGUIImage*> m_images;
\r
1284 Inventory *m_inventory;
\r
1295 ChatLine(const std::wstring &a_text):
\r
1301 std::wstring text;
\r
1304 // These are defined global so that they're not optimized too much.
\r
1305 // Can't change them to volatile.
\r
1310 std::string tempstring;
\r
1311 std::string tempstring2;
\r
1316 dstream<<"The following test should take around 20ms."<<std::endl;
\r
1317 TimeTaker timer("Testing std::string speed");
\r
1318 const u32 jj = 10000;
\r
1319 for(u32 j=0; j<jj; j++)
\r
1323 const u32 ii = 10;
\r
1324 for(u32 i=0; i<ii; i++){
\r
1325 tempstring2 += "asd";
\r
1327 for(u32 i=0; i<ii+1; i++){
\r
1328 tempstring += "asd";
\r
1329 if(tempstring == tempstring2)
\r
1335 dstream<<"All of the following tests should take around 100ms each."
\r
1339 TimeTaker timer("Testing floating-point conversion speed");
\r
1341 for(u32 i=0; i<4000000; i++){
\r
1348 TimeTaker timer("Testing floating-point vector speed");
\r
1350 tempv3f1 = v3f(1,2,3);
\r
1351 tempv3f2 = v3f(4,5,6);
\r
1352 for(u32 i=0; i<10000000; i++){
\r
1353 tempf += tempv3f1.dotProduct(tempv3f2);
\r
1354 tempv3f2 += v3f(7,8,9);
\r
1359 TimeTaker timer("Testing core::map speed");
\r
1361 core::map<v2s16, f32> map1;
\r
1364 for(s16 y=0; y<ii; y++){
\r
1365 for(s16 x=0; x<ii; x++){
\r
1366 map1.insert(v2s16(x,y), tempf);
\r
1370 for(s16 y=ii-1; y>=0; y--){
\r
1371 for(s16 x=0; x<ii; x++){
\r
1372 tempf = map1[v2s16(x,y)];
\r
1378 dstream<<"Around 5000/ms should do well here."<<std::endl;
\r
1379 TimeTaker timer("Testing mutex speed");
\r
1392 // Do at least 10ms
\r
1393 while(timer.getTime() < 10);
\r
1395 u32 dtime = timer.stop();
\r
1396 u32 per_ms = n / dtime;
\r
1397 std::cout<<"Done. "<<dtime<<"ms, "
\r
1398 <<per_ms<<"/ms"<<std::endl;
\r
1402 int main(int argc, char *argv[])
\r
1405 Parse command line
\r
1408 // List all allowed options
\r
1409 core::map<std::string, ValueSpec> allowed_options;
\r
1410 allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
\r
1411 allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
\r
1412 "Run server directly"));
\r
1413 allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
\r
1414 "Load configuration from specified file"));
\r
1415 allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
\r
1416 allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
\r
1417 allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
\r
1418 allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1419 allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
\r
1420 allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
\r
1422 allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
\r
1424 allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
\r
1426 Settings cmd_args;
\r
1428 bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
\r
1430 if(ret == false || cmd_args.getFlag("help"))
\r
1432 dstream<<"Allowed options:"<<std::endl;
\r
1433 for(core::map<std::string, ValueSpec>::Iterator
\r
1434 i = allowed_options.getIterator();
\r
1435 i.atEnd() == false; i++)
\r
1437 dstream<<" --"<<i.getNode()->getKey();
\r
1438 if(i.getNode()->getValue().type == VALUETYPE_FLAG)
\r
1443 dstream<<" <value>";
\r
1445 dstream<<std::endl;
\r
1447 if(i.getNode()->getValue().help != NULL)
\r
1449 dstream<<" "<<i.getNode()->getValue().help
\r
1454 return cmd_args.getFlag("help") ? 0 : 1;
\r
1458 Low-level initialization
\r
1461 bool disable_stderr = false;
\r
1463 if(cmd_args.getFlag("dstream-on-stderr") == false)
\r
1464 disable_stderr = true;
\r
1467 // Initialize debug streams
\r
1468 debugstreams_init(disable_stderr, DEBUGFILE);
\r
1469 // Initialize debug stacks
\r
1470 debug_stacks_init();
\r
1472 DSTACK(__FUNCTION_NAME);
\r
1474 porting::initializePaths();
\r
1475 // Create user data directory
\r
1476 fs::CreateDir(porting::path_userdata);
\r
1478 // C-style stuff initialization
\r
1479 initializeMaterialProperties();
\r
1482 BEGIN_DEBUG_EXCEPTION_HANDLER
\r
1484 // Print startup message
\r
1485 dstream<<DTIME<<"minetest-c55"
\r
1486 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
\r
1487 <<", "<<BUILD_INFO
\r
1491 Basic initialization
\r
1494 // Initialize default settings
\r
1495 set_default_settings();
\r
1497 // Set locale. This is for forcing '.' as the decimal point.
\r
1498 std::locale::global(std::locale("C"));
\r
1499 // This enables printing all characters in bitmap font
\r
1500 setlocale(LC_CTYPE, "en_US");
\r
1502 // Initialize sockets
\r
1504 atexit(sockets_cleanup);
\r
1514 // Path of configuration file in use
\r
1515 std::string configpath = "";
\r
1517 if(cmd_args.exists("config"))
\r
1519 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
\r
1522 dstream<<"Could not read configuration from \""
\r
1523 <<cmd_args.get("config")<<"\""<<std::endl;
\r
1526 configpath = cmd_args.get("config");
\r
1530 core::array<std::string> filenames;
\r
1531 filenames.push_back(porting::path_userdata + "/minetest.conf");
\r
1532 #ifdef RUN_IN_PLACE
\r
1533 filenames.push_back(porting::path_userdata + "/../minetest.conf");
\r
1536 for(u32 i=0; i<filenames.size(); i++)
\r
1538 bool r = g_settings.readConfigFile(filenames[i].c_str());
\r
1541 configpath = filenames[i];
\r
1546 // If no path found, use the first one (menu creates the file)
\r
1547 if(configpath == "")
\r
1548 configpath = filenames[0];
\r
1551 // Initialize random seed
\r
1556 Pre-initialize some stuff with a dummy irrlicht wrapper.
\r
1558 These are needed for unit tests at least.
\r
1561 // Initial call with g_texturesource not set.
\r
1568 if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
\r
1569 || cmd_args.getFlag("enable-unittests") == true)
\r
1574 /*for(s16 y=-100; y<100; y++)
\r
1575 for(s16 x=-100; x<100; x++)
\r
1577 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
\r
1587 if(cmd_args.exists("port"))
\r
1588 port = cmd_args.getU16("port");
\r
1589 else if(cmd_args.exists("port"))
\r
1590 port = g_settings.getU16("port");
\r
1593 std::string map_dir = porting::path_userdata+"/map";
\r
1594 if(cmd_args.exists("map-dir"))
\r
1595 map_dir = cmd_args.get("map-dir");
\r
1596 else if(g_settings.exists("map-dir"))
\r
1597 map_dir = g_settings.get("map-dir");
\r
1599 // Run dedicated server if asked to
\r
1600 if(cmd_args.getFlag("server"))
\r
1602 DSTACK("Dedicated server branch");
\r
1605 Server server(map_dir.c_str());
\r
1606 server.start(port);
\r
1609 dedicated_server_loop(server);
\r
1618 // Address to connect to
\r
1619 std::string address = "";
\r
1621 if(cmd_args.exists("address"))
\r
1623 address = cmd_args.get("address");
\r
1627 address = g_settings.get("address");
\r
1630 std::string playername = g_settings.get("name");
\r
1633 Resolution selection
\r
1636 bool fullscreen = false;
\r
1637 u16 screenW = g_settings.getU16("screenW");
\r
1638 u16 screenH = g_settings.getU16("screenH");
\r
1642 MyEventReceiver receiver;
\r
1644 video::E_DRIVER_TYPE driverType;
\r
1647 //driverType = video::EDT_DIRECT3D9;
\r
1648 driverType = video::EDT_OPENGL;
\r
1650 driverType = video::EDT_OPENGL;
\r
1651 //driverType = video::EDT_BURNINGSVIDEO; // Best software renderer
\r
1654 // create device and exit if creation failed
\r
1656 IrrlichtDevice *device;
\r
1657 device = createDevice(driverType,
\r
1658 core::dimension2d<u32>(screenW, screenH),
\r
1659 16, fullscreen, false, false, &receiver);
\r
1662 return 1; // could not create selected driver.
\r
1664 g_device = device;
\r
1665 g_irrlicht = new IrrlichtWrapper(device);
\r
1666 TextureSource *texturesource = new TextureSource(device);
\r
1667 g_texturesource = texturesource;
\r
1670 Speed tests (done after irrlicht is loaded to get timer)
\r
1672 if(cmd_args.getFlag("speedtests"))
\r
1674 dstream<<"Running speed tests"<<std::endl;
\r
1679 device->setResizable(true);
\r
1681 bool random_input = g_settings.getBool("random_input")
\r
1682 || cmd_args.getFlag("random-input");
\r
1684 g_input = new RandomInputHandler();
\r
1686 g_input = new RealInputHandler(device, &receiver);
\r
1689 Continue initialization
\r
1692 video::IVideoDriver* driver = device->getVideoDriver();
\r
1695 This changes the minimum allowed number of vertices in a VBO.
\r
1698 //driver->setMinHardwareBufferVertexCount(50);
\r
1700 scene::ISceneManager* smgr = device->getSceneManager();
\r
1702 guienv = device->getGUIEnvironment();
\r
1703 gui::IGUISkin* skin = guienv->getSkin();
\r
1704 gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());
\r
1706 skin->setFont(font);
\r
1708 dstream<<"WARNING: Font file was not found."
\r
1709 " Using default font."<<std::endl;
\r
1710 // If font was not found, this will get us one
\r
1711 font = skin->getFont();
\r
1714 u32 text_height = font->getDimension(L"Hello, world!").Height;
\r
1715 dstream<<"text_height="<<text_height<<std::endl;
\r
1717 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
\r
1718 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
\r
1719 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
\r
1720 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
\r
1721 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
\r
1722 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
\r
1725 Preload some textures and stuff
\r
1728 init_content_inventory_texture_paths();
\r
1729 init_mapnode(); // Second call with g_texturesource set
\r
1737 We need some kind of a root node to be able to add
\r
1738 custom gui elements directly on the screen.
\r
1739 Otherwise they won't be automatically drawn.
\r
1741 guiroot = guienv->addStaticText(L"",
\r
1742 core::rect<s32>(0, 0, 10000, 10000));
\r
1744 // First line of debug text
\r
1745 gui::IGUIStaticText *guitext = guienv->addStaticText(
\r
1747 core::rect<s32>(5, 5, 795, 5+text_height),
\r
1749 // Second line of debug text
\r
1750 gui::IGUIStaticText *guitext2 = guienv->addStaticText(
\r
1752 core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),
\r
1755 // At the middle of the screen
\r
1756 // Object infos are shown in this
\r
1757 gui::IGUIStaticText *guitext_info = guienv->addStaticText(
\r
1759 core::rect<s32>(100, 70, 100+400, 70+(text_height+5)),
\r
1763 gui::IGUIStaticText *guitext_chat = guienv->addStaticText(
\r
1765 core::rect<s32>(0,0,0,0),
\r
1766 false, false); // Disable word wrap as of now
\r
1768 guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));
\r
1769 core::list<ChatLine> chat_lines;
\r
1772 If an error occurs, this is set to something and the
\r
1773 menu-game loop is restarted. It is then displayed before
\r
1776 std::wstring error_message = L"";
\r
1781 while(g_device->run())
\r
1784 // This is used for catching disconnects
\r
1789 Out-of-game menu loop.
\r
1791 Loop quits when menu returns proper parameters.
\r
1795 // Cursor can be non-visible when coming from the game
\r
1796 device->getCursorControl()->setVisible(true);
\r
1797 // Some stuff are left to scene manager when coming from the game
\r
1798 // (map at least?)
\r
1800 // Reset or hide the debug gui texts
\r
1801 guitext->setText(L"Minetest-c55");
\r
1802 guitext2->setVisible(false);
\r
1803 guitext_info->setVisible(false);
\r
1804 guitext_chat->setVisible(false);
\r
1806 // Initialize menu data
\r
1807 MainMenuData menudata;
\r
1808 menudata.address = narrow_to_wide(address);
\r
1809 menudata.name = narrow_to_wide(playername);
\r
1810 menudata.port = narrow_to_wide(itos(port));
\r
1811 menudata.creative_mode = g_settings.getBool("creative_mode");
\r
1813 GUIMainMenu *menu =
\r
1814 new GUIMainMenu(guienv, guiroot, -1,
\r
1815 &g_menumgr, &menudata, &g_gamecallback);
\r
1816 menu->allowFocusRemoval(true);
\r
1818 if(error_message != L"")
\r
1820 GUIMessageMenu *menu2 =
\r
1821 new GUIMessageMenu(guienv, guiroot, -1,
\r
1822 &g_menumgr, error_message.c_str());
\r
1824 error_message = L"";
\r
1827 video::IVideoDriver* driver = g_device->getVideoDriver();
\r
1829 dstream<<"Created main menu"<<std::endl;
\r
1831 while(g_device->run())
\r
1833 // Run global IrrlichtWrapper's main thread processing stuff
\r
1834 g_irrlicht->Run();
\r
1836 if(menu->getStatus() == true)
\r
1839 //driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1840 driver->beginScene(true, true, video::SColor(255,128,128,128));
\r
1841 guienv->drawAll();
\r
1842 driver->endScene();
\r
1845 // Break out of menu-game loop to shut down cleanly
\r
1846 if(g_device->run() == false)
\r
1849 dstream<<"Dropping main menu"<<std::endl;
\r
1853 // Delete map if requested
\r
1854 if(menudata.delete_map)
\r
1856 bool r = fs::RecursiveDeleteContent(map_dir);
\r
1858 error_message = L"Delete failed";
\r
1862 playername = wide_to_narrow(menudata.name);
\r
1863 address = wide_to_narrow(menudata.address);
\r
1864 port = stoi(wide_to_narrow(menudata.port));
\r
1865 g_settings.set("creative_mode", itos(menudata.creative_mode));
\r
1867 // Check for valid parameters, restart menu if invalid.
\r
1868 if(playername == "")
\r
1870 error_message = L"Name required.";
\r
1875 g_settings.set("name", playername);
\r
1876 g_settings.set("address", address);
\r
1877 g_settings.set("port", itos(port));
\r
1878 // Update configuration file
\r
1879 if(configpath != "")
\r
1880 g_settings.updateConfigFile(configpath.c_str());
\r
1882 // Continue to game
\r
1886 // Break out of menu-game loop to shut down cleanly
\r
1887 if(g_device->run() == false)
\r
1891 Make a scope here so that the client and the server and other
\r
1892 stuff gets removed when disconnected or the irrlicht device
\r
1897 // This is set to true at the end of the scope
\r
1898 g_irrlicht->Shutdown(false);
\r
1901 Draw "Loading" screen
\r
1903 const wchar_t *text = L"Loading and connecting...";
\r
1904 core::vector2d<s32> center(screenW/2, screenH/2);
\r
1905 core::vector2d<s32> textsize(300, text_height);
\r
1906 core::rect<s32> textrect(center - textsize/2, center + textsize/2);
\r
1908 gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(
\r
1909 text, textrect, false, false);
\r
1910 gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
\r
1912 driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1913 guienv->drawAll();
\r
1914 driver->endScene();
\r
1916 std::cout<<DTIME<<"Creating server and client"<<std::endl;
\r
1920 SharedPtr will delete it when it goes out of scope.
\r
1922 SharedPtr<Server> server;
\r
1923 if(address == ""){
\r
1924 server = new Server(map_dir);
\r
1925 server->start(port);
\r
1932 Client client(device, playername.c_str(), draw_control);
\r
1934 g_client = &client;
\r
1936 Address connect_address(0,0,0,0, port);
\r
1939 //connect_address.Resolve("localhost");
\r
1940 connect_address.setAddress(127,0,0,1);
\r
1942 connect_address.Resolve(address.c_str());
\r
1944 catch(ResolveError &e)
\r
1946 std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;
\r
1948 error_message = L"Couldn't resolve address";
\r
1949 gui_loadingtext->remove();
\r
1953 dstream<<DTIME<<"Connecting to server at ";
\r
1954 connect_address.print(&dstream);
\r
1955 dstream<<std::endl;
\r
1956 client.connect(connect_address);
\r
1959 while(client.connectedAndInitialized() == false)
\r
1962 driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1963 guienv->drawAll();
\r
1964 driver->endScene();
\r
1966 // Update client and server
\r
1970 if(server != NULL)
\r
1971 server->step(0.1);
\r
1977 catch(con::PeerNotFoundException &e)
\r
1979 std::cout<<DTIME<<"Timed out."<<std::endl;
\r
1981 error_message = L"Connection timed out.";
\r
1982 gui_loadingtext->remove();
\r
1989 /*scene::ISceneNode* skybox;
\r
1990 skybox = smgr->addSkyBoxSceneNode(
\r
1991 driver->getTexture(porting::getDataPath("skybox2.png").c_str()),
\r
1992 driver->getTexture(porting::getDataPath("skybox3.png").c_str()),
\r
1993 driver->getTexture(porting::getDataPath("skybox1.png").c_str()),
\r
1994 driver->getTexture(porting::getDataPath("skybox1.png").c_str()),
\r
1995 driver->getTexture(porting::getDataPath("skybox1.png").c_str()),
\r
1996 driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/
\r
1999 Create the camera node
\r
2002 scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
\r
2003 0, // Camera parent
\r
2004 v3f(BS*100, BS*2, BS*100), // Look from
\r
2005 v3f(BS*100+1, BS*2, BS*100), // Look to
\r
2009 if(camera == NULL)
\r
2012 video::SColor skycolor = video::SColor(255,90,140,200);
\r
2014 camera->setFOV(FOV_ANGLE);
\r
2016 // Just so big a value that everything rendered is visible
\r
2017 camera->setFarValue(100000*BS);
\r
2019 f32 camera_yaw = 0; // "right/left"
\r
2020 f32 camera_pitch = 0; // "up/down"
\r
2026 gui_loadingtext->remove();
\r
2029 Add some gui stuff
\r
2032 GUIQuickInventory *quick_inventory = new GUIQuickInventory
\r
2033 (guienv, NULL, v2s32(10, 70), 5, &local_inventory);
\r
2035 // Test the text input system
\r
2036 /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,
\r
2038 /*GUIMessageMenu *menu =
\r
2039 new GUIMessageMenu(guienv, guiroot, -1,
\r
2044 // Launch pause menu
\r
2045 (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,
\r
2046 &g_menumgr))->drop();
\r
2049 guitext2->setVisible(true);
\r
2050 guitext_info->setVisible(true);
\r
2051 guitext_chat->setVisible(true);
\r
2054 Some statistics are collected in these
\r
2057 u32 beginscenetime = 0;
\r
2058 u32 scenetime = 0;
\r
2059 u32 endscenetime = 0;
\r
2062 //throw con::PeerNotFoundException("lol");
\r
2064 core::list<float> frametime_log;
\r
2070 bool first_loop_after_window_activation = true;
\r
2072 // Time is in milliseconds
\r
2073 // NOTE: getRealTime() causes strange problems in wine (imprecision?)
\r
2074 // NOTE: So we have to use getTime() and call run()s between them
\r
2075 u32 lasttime = device->getTimer()->getTime();
\r
2077 while(device->run())
\r
2079 if(g_disconnect_requested)
\r
2081 g_disconnect_requested = false;
\r
2086 Run global IrrlichtWrapper's main thread processing stuff
\r
2088 g_irrlicht->Run();
\r
2091 Process TextureSource's queue
\r
2093 texturesource->processQueue();
\r
2096 Random calculations
\r
2098 v2u32 screensize = driver->getScreenSize();
\r
2099 core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);
\r
2101 // Hilight boxes collected during the loop and displayed
\r
2102 core::list< core::aabbox3d<f32> > hilightboxes;
\r
2105 std::wstring infotext;
\r
2107 //TimeTaker //timer1("//timer1");
\r
2109 // Time of frame without fps limit
\r
2113 // not using getRealTime is necessary for wine
\r
2114 u32 time = device->getTimer()->getTime();
\r
2115 if(time > lasttime)
\r
2116 busytime_u32 = time - lasttime;
\r
2119 busytime = busytime_u32 / 1000.0;
\r
2122 //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;
\r
2124 // Absolutelu necessary for wine!
\r
2131 updateViewingRange(busytime, &client);
\r
2138 float fps_max = g_settings.getFloat("fps_max");
\r
2139 u32 frametime_min = 1000./fps_max;
\r
2141 if(busytime_u32 < frametime_min)
\r
2143 u32 sleeptime = frametime_min - busytime_u32;
\r
2144 device->sleep(sleeptime);
\r
2148 // Absolutelu necessary for wine!
\r
2152 Time difference calculation
\r
2154 f32 dtime; // in seconds
\r
2156 u32 time = device->getTimer()->getTime();
\r
2157 if(time > lasttime)
\r
2158 dtime = (time - lasttime) / 1000.0;
\r
2164 Log frametime for visualization
\r
2166 frametime_log.push_back(dtime);
\r
2167 if(frametime_log.size() > 100)
\r
2169 core::list<float>::Iterator i = frametime_log.begin();
\r
2170 frametime_log.erase(i);
\r
2174 Visualize frametime in terminal
\r
2176 /*for(u32 i=0; i<dtime*400; i++)
\r
2178 std::cout<<std::endl;*/
\r
2181 Time average and jitter calculation
\r
2184 static f32 dtime_avg1 = 0.0;
\r
2185 dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;
\r
2186 f32 dtime_jitter1 = dtime - dtime_avg1;
\r
2188 static f32 dtime_jitter1_max_sample = 0.0;
\r
2189 static f32 dtime_jitter1_max_fraction = 0.0;
\r
2191 static f32 jitter1_max = 0.0;
\r
2192 static f32 counter = 0.0;
\r
2193 if(dtime_jitter1 > jitter1_max)
\r
2194 jitter1_max = dtime_jitter1;
\r
2199 dtime_jitter1_max_sample = jitter1_max;
\r
2200 dtime_jitter1_max_fraction
\r
2201 = dtime_jitter1_max_sample / (dtime_avg1+0.001);
\r
2202 jitter1_max = 0.0;
\r
2207 Busytime average and jitter calculation
\r
2210 static f32 busytime_avg1 = 0.0;
\r
2211 busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;
\r
2212 f32 busytime_jitter1 = busytime - busytime_avg1;
\r
2214 static f32 busytime_jitter1_max_sample = 0.0;
\r
2215 static f32 busytime_jitter1_min_sample = 0.0;
\r
2217 static f32 jitter1_max = 0.0;
\r
2218 static f32 jitter1_min = 0.0;
\r
2219 static f32 counter = 0.0;
\r
2220 if(busytime_jitter1 > jitter1_max)
\r
2221 jitter1_max = busytime_jitter1;
\r
2222 if(busytime_jitter1 < jitter1_min)
\r
2223 jitter1_min = busytime_jitter1;
\r
2225 if(counter > 0.0){
\r
2227 busytime_jitter1_max_sample = jitter1_max;
\r
2228 busytime_jitter1_min_sample = jitter1_min;
\r
2229 jitter1_max = 0.0;
\r
2230 jitter1_min = 0.0;
\r
2235 Debug info for client
\r
2238 static float counter = 0.0;
\r
2243 client.printDebugInfo(std::cout);
\r
2248 Input handler step()
\r
2250 g_input->step(dtime);
\r
2253 Player speed control
\r
2262 bool a_superspeed,
\r
2265 PlayerControl control(
\r
2266 g_input->isKeyDown(irr::KEY_KEY_W),
\r
2267 g_input->isKeyDown(irr::KEY_KEY_S),
\r
2268 g_input->isKeyDown(irr::KEY_KEY_A),
\r
2269 g_input->isKeyDown(irr::KEY_KEY_D),
\r
2270 g_input->isKeyDown(irr::KEY_SPACE),
\r
2271 g_input->isKeyDown(irr::KEY_KEY_E),
\r
2275 client.setPlayerControl(control);
\r
2279 Process environment
\r
2283 //TimeTaker timer("client.step(dtime)");
\r
2284 client.step(dtime);
\r
2285 //client.step(dtime_avg1);
\r
2288 if(server != NULL)
\r
2290 //TimeTaker timer("server->step(dtime)");
\r
2291 server->step(dtime);
\r
2294 v3f player_position = client.getPlayerPosition();
\r
2296 //TimeTaker //timer2("//timer2");
\r
2299 Mouse and camera control
\r
2302 if((device->isWindowActive() && noMenuActive()) || random_input)
\r
2305 device->getCursorControl()->setVisible(false);
\r
2307 if(first_loop_after_window_activation){
\r
2308 //std::cout<<"window active, first loop"<<std::endl;
\r
2309 first_loop_after_window_activation = false;
\r
2312 s32 dx = g_input->getMousePos().X - displaycenter.X;
\r
2313 s32 dy = g_input->getMousePos().Y - displaycenter.Y;
\r
2314 //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
\r
2315 camera_yaw -= dx*0.2;
\r
2316 camera_pitch += dy*0.2;
\r
2317 if(camera_pitch < -89.5) camera_pitch = -89.5;
\r
2318 if(camera_pitch > 89.5) camera_pitch = 89.5;
\r
2320 g_input->setMousePos(displaycenter.X, displaycenter.Y);
\r
2323 device->getCursorControl()->setVisible(true);
\r
2325 //std::cout<<"window inactive"<<std::endl;
\r
2326 first_loop_after_window_activation = true;
\r
2329 camera_yaw = wrapDegrees(camera_yaw);
\r
2330 camera_pitch = wrapDegrees(camera_pitch);
\r
2332 v3f camera_direction = v3f(0,0,1);
\r
2333 camera_direction.rotateYZBy(camera_pitch);
\r
2334 camera_direction.rotateXZBy(camera_yaw);
\r
2336 // This is at the height of the eyes of the current figure
\r
2337 //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
\r
2338 // This is more like in minecraft
\r
2339 v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
\r
2341 camera->setPosition(camera_position);
\r
2342 // *100.0 helps in large map coordinates
\r
2343 camera->setTarget(camera_position + camera_direction * 100.0);
\r
2345 if(FIELD_OF_VIEW_TEST){
\r
2346 //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));
\r
2347 client.updateCamera(v3f(0,0,0), v3f(0,0,1));
\r
2350 //client.m_env.getMap().updateCamera(camera_position, camera_direction);
\r
2351 //TimeTaker timer("client.updateCamera");
\r
2352 client.updateCamera(camera_position, camera_direction);
\r
2356 //TimeTaker //timer3("//timer3");
\r
2359 Calculate what block is the crosshair pointing to
\r
2362 //u32 t1 = device->getTimer()->getRealTime();
\r
2364 //f32 d = 4; // max. distance
\r
2365 f32 d = 4; // max. distance
\r
2366 core::line3d<f32> shootline(camera_position,
\r
2367 camera_position + camera_direction * BS * (d+1));
\r
2369 MapBlockObject *selected_object = client.getSelectedObject
\r
2370 (d*BS, camera_position, shootline);
\r
2373 If it's pointing to a MapBlockObject
\r
2376 if(selected_object != NULL)
\r
2378 //dstream<<"Client returned selected_object != NULL"<<std::endl;
\r
2380 core::aabbox3d<f32> box_on_map
\r
2381 = selected_object->getSelectionBoxOnMap();
\r
2383 hilightboxes.push_back(box_on_map);
\r
2385 infotext = narrow_to_wide(selected_object->infoText());
\r
2387 if(g_input->getLeftClicked())
\r
2389 std::cout<<DTIME<<"Left-clicked object"<<std::endl;
\r
2390 client.clickObject(0, selected_object->getBlock()->getPos(),
\r
2391 selected_object->getId(), g_selected_item);
\r
2393 else if(g_input->getRightClicked())
\r
2395 std::cout<<DTIME<<"Right-clicked object"<<std::endl;
\r
2397 Check if we want to modify the object ourselves
\r
2399 if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)
\r
2401 dstream<<"Sign object right-clicked"<<std::endl;
\r
2403 if(random_input == false)
\r
2405 // Get a new text for it
\r
2407 TextDest *dest = new TextDestSign(
\r
2408 selected_object->getBlock()->getPos(),
\r
2409 selected_object->getId(),
\r
2412 SignObject *sign_object = (SignObject*)selected_object;
\r
2414 std::wstring wtext =
\r
2415 narrow_to_wide(sign_object->getText());
\r
2417 (new GUITextInputMenu(guienv, guiroot, -1,
\r
2423 Otherwise pass the event to the server as-is
\r
2427 client.clickObject(1, selected_object->getBlock()->getPos(),
\r
2428 selected_object->getId(), g_selected_item);
\r
2432 else // selected_object == NULL
\r
2436 Find out which node we are pointing at
\r
2439 bool nodefound = false;
\r
2441 v3s16 neighbourpos;
\r
2442 core::aabbox3d<f32> nodehilightbox;
\r
2443 f32 mindistance = BS * 1001;
\r
2445 v3s16 pos_i = floatToInt(player_position);
\r
2447 /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
\r
2451 s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);
\r
2452 s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);
\r
2453 s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);
\r
2454 s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);
\r
2455 s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);
\r
2456 s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);
\r
2458 for(s16 y = ystart; y <= yend; y++)
\r
2459 for(s16 z = zstart; z <= zend; z++)
\r
2460 for(s16 x = xstart; x <= xend; x++)
\r
2465 n = client.getNode(v3s16(x,y,z));
\r
2466 if(content_pointable(n.d) == false)
\r
2469 catch(InvalidPositionException &e)
\r
2475 v3f npf = intToFloat(np);
\r
2480 v3s16(0,0,1), // back
\r
2481 v3s16(0,1,0), // top
\r
2482 v3s16(1,0,0), // right
\r
2483 v3s16(0,0,-1), // front
\r
2484 v3s16(0,-1,0), // bottom
\r
2485 v3s16(-1,0,0), // left
\r
2491 if(n.d == CONTENT_TORCH)
\r
2493 v3s16 dir = unpackDir(n.dir);
\r
2494 v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
\r
2495 dir_f *= BS/2 - BS/6 - BS/20;
\r
2496 v3f cpf = npf + dir_f;
\r
2497 f32 distance = (cpf - camera_position).getLength();
\r
2499 core::aabbox3d<f32> box;
\r
2502 if(dir == v3s16(0,-1,0))
\r
2504 box = core::aabbox3d<f32>(
\r
2505 npf - v3f(BS/6, BS/2, BS/6),
\r
2506 npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)
\r
2510 else if(dir == v3s16(0,1,0))
\r
2512 box = core::aabbox3d<f32>(
\r
2513 npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),
\r
2514 npf + v3f(BS/6, BS/2, BS/6)
\r
2520 box = core::aabbox3d<f32>(
\r
2521 cpf - v3f(BS/6, BS/3, BS/6),
\r
2522 cpf + v3f(BS/6, BS/3, BS/6)
\r
2526 if(distance < mindistance)
\r
2528 if(box.intersectsWithLine(shootline))
\r
2532 neighbourpos = np;
\r
2533 mindistance = distance;
\r
2534 nodehilightbox = box;
\r
2543 for(u16 i=0; i<6; i++)
\r
2545 v3f dir_f = v3f(dirs[i].X,
\r
2546 dirs[i].Y, dirs[i].Z);
\r
2547 v3f centerpoint = npf + dir_f * BS/2;
\r
2549 (centerpoint - camera_position).getLength();
\r
2551 if(distance < mindistance)
\r
2553 core::CMatrix4<f32> m;
\r
2554 m.buildRotateFromTo(v3f(0,0,1), dir_f);
\r
2556 // This is the back face
\r
2557 v3f corners[2] = {
\r
2558 v3f(BS/2, BS/2, BS/2),
\r
2559 v3f(-BS/2, -BS/2, BS/2+d)
\r
2562 for(u16 j=0; j<2; j++)
\r
2564 m.rotateVect(corners[j]);
\r
2565 corners[j] += npf;
\r
2568 core::aabbox3d<f32> facebox(corners[0]);
\r
2569 facebox.addInternalPoint(corners[1]);
\r
2571 if(facebox.intersectsWithLine(shootline))
\r
2575 neighbourpos = np + dirs[i];
\r
2576 mindistance = distance;
\r
2578 //nodehilightbox = facebox;
\r
2580 const float d = 0.502;
\r
2581 core::aabbox3d<f32> nodebox
\r
2582 (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
\r
2583 v3f nodepos_f = intToFloat(nodepos);
\r
2584 nodebox.MinEdge += nodepos_f;
\r
2585 nodebox.MaxEdge += nodepos_f;
\r
2586 nodehilightbox = nodebox;
\r
2588 } // if distance < mindistance
\r
2590 } // regular block
\r
2593 static float nodig_delay_counter = 0.0;
\r
2597 static v3s16 nodepos_old(-32768,-32768,-32768);
\r
2599 static float dig_time = 0.0;
\r
2600 static u16 dig_index = 0;
\r
2602 // Visualize selection
\r
2604 hilightboxes.push_back(nodehilightbox);
\r
2608 if(g_input->getLeftReleased())
\r
2610 client.clearTempMod(nodepos);
\r
2614 if(nodig_delay_counter > 0.0)
\r
2616 nodig_delay_counter -= dtime;
\r
2620 if(nodepos != nodepos_old)
\r
2622 std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","
\r
2623 <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
\r
2625 if(nodepos_old != v3s16(-32768,-32768,-32768))
\r
2627 client.clearTempMod(nodepos_old);
\r
2632 if(g_input->getLeftClicked() ||
\r
2633 (g_input->getLeftState() && nodepos != nodepos_old))
\r
2635 dstream<<DTIME<<"Started digging"<<std::endl;
\r
2636 client.groundAction(0, nodepos, neighbourpos, g_selected_item);
\r
2638 if(g_input->getLeftClicked())
\r
2640 client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));
\r
2642 if(g_input->getLeftState())
\r
2644 MapNode n = client.getNode(nodepos);
\r
2646 // Get tool name. Default is "" = bare hands
\r
2647 std::string toolname = "";
\r
2648 InventoryList *mlist = local_inventory.getList("main");
\r
2651 InventoryItem *item = mlist->getItem(g_selected_item);
\r
2652 if(item && (std::string)item->getName() == "ToolItem")
\r
2654 ToolItem *titem = (ToolItem*)item;
\r
2655 toolname = titem->getToolName();
\r
2659 // Get digging properties for material and tool
\r
2660 u8 material = n.d;
\r
2661 DiggingProperties prop =
\r
2662 getDiggingProperties(material, toolname);
\r
2664 float dig_time_complete = 0.0;
\r
2666 if(prop.diggable == false)
\r
2668 /*dstream<<"Material "<<(int)material
\r
2669 <<" not diggable with \""
\r
2670 <<toolname<<"\""<<std::endl;*/
\r
2671 // I guess nobody will wait for this long
\r
2672 dig_time_complete = 10000000.0;
\r
2676 dig_time_complete = prop.time;
\r
2679 if(dig_time_complete >= 0.001)
\r
2681 dig_index = (u16)((float)CRACK_ANIMATION_LENGTH
\r
2682 * dig_time/dig_time_complete);
\r
2684 // This is for torches
\r
2687 dig_index = CRACK_ANIMATION_LENGTH;
\r
2690 if(dig_index < CRACK_ANIMATION_LENGTH)
\r
2692 //TimeTaker timer("client.setTempMod");
\r
2693 //dstream<<"dig_index="<<dig_index<<std::endl;
\r
2694 client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));
\r
2698 dstream<<DTIME<<"Digging completed"<<std::endl;
\r
2699 client.groundAction(3, nodepos, neighbourpos, g_selected_item);
\r
2700 client.clearTempMod(nodepos);
\r
2701 client.removeNode(nodepos);
\r
2705 nodig_delay_counter = dig_time_complete
\r
2706 / (float)CRACK_ANIMATION_LENGTH;
\r
2708 // We don't want a corresponding delay to
\r
2709 // very time consuming nodes
\r
2710 if(nodig_delay_counter > 0.5)
\r
2712 nodig_delay_counter = 0.5;
\r
2714 // We want a slight delay to very little
\r
2715 // time consuming nodes
\r
2716 float mindelay = 0.15;
\r
2717 if(nodig_delay_counter < mindelay)
\r
2719 nodig_delay_counter = mindelay;
\r
2723 dig_time += dtime;
\r
2727 if(g_input->getRightClicked())
\r
2729 std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
\r
2730 client.groundAction(1, nodepos, neighbourpos, g_selected_item);
\r
2733 nodepos_old = nodepos;
\r
2738 } // selected_object == NULL
\r
2740 g_input->resetLeftClicked();
\r
2741 g_input->resetRightClicked();
\r
2743 if(g_input->getLeftReleased())
\r
2745 std::cout<<DTIME<<"Left button released (stopped digging)"
\r
2747 client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);
\r
2749 if(g_input->getRightReleased())
\r
2751 //std::cout<<DTIME<<"Right released"<<std::endl;
\r
2755 g_input->resetLeftReleased();
\r
2756 g_input->resetRightReleased();
\r
2759 Calculate stuff for drawing
\r
2762 camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
\r
2764 u32 daynight_ratio = client.getDayNightRatio();
\r
2765 /*video::SColor bgcolor = video::SColor(
\r
2767 skycolor.getRed() * daynight_ratio / 1000,
\r
2768 skycolor.getGreen() * daynight_ratio / 1000,
\r
2769 skycolor.getBlue() * daynight_ratio / 1000);*/
\r
2771 u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
\r
2772 video::SColor bgcolor = video::SColor(
\r
2774 skycolor.getRed() * l / 255,
\r
2775 skycolor.getGreen() * l / 255,
\r
2776 skycolor.getBlue() * l / 255);
\r
2782 if(g_settings.getBool("enable_fog") == true)
\r
2784 //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;
\r
2785 f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/3*BS;
\r
2786 if(draw_control.range_all)
\r
2787 range = 100000*BS;
\r
2791 video::EFT_FOG_LINEAR,
\r
2795 false, // pixel fog
\r
2796 false // range fog
\r
2802 Update gui stuff (0ms)
\r
2805 //TimeTaker guiupdatetimer("Gui updating");
\r
2808 static float drawtime_avg = 0;
\r
2809 drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;
\r
2810 static float beginscenetime_avg = 0;
\r
2811 beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;
\r
2812 static float scenetime_avg = 0;
\r
2813 scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;
\r
2814 static float endscenetime_avg = 0;
\r
2815 endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;
\r
2817 char temptext[300];
\r
2818 snprintf(temptext, 300, "Minetest-c55 ("
\r
2820 ", R: range_all=%i"
\r
2822 " drawtime=%.0f, beginscenetime=%.0f"
\r
2823 ", scenetime=%.0f, endscenetime=%.0f",
\r
2825 draw_control.range_all,
\r
2827 beginscenetime_avg,
\r
2832 guitext->setText(narrow_to_wide(temptext).c_str());
\r
2836 char temptext[300];
\r
2837 snprintf(temptext, 300,
\r
2838 "(% .1f, % .1f, % .1f)"
\r
2839 " (% .3f < btime_jitter < % .3f"
\r
2840 ", dtime_jitter = % .1f %%"
\r
2841 ", v_range = %.1f)",
\r
2842 player_position.X/BS,
\r
2843 player_position.Y/BS,
\r
2844 player_position.Z/BS,
\r
2845 busytime_jitter1_min_sample,
\r
2846 busytime_jitter1_max_sample,
\r
2847 dtime_jitter1_max_fraction * 100.0,
\r
2848 draw_control.wanted_range
\r
2851 guitext2->setText(narrow_to_wide(temptext).c_str());
\r
2855 guitext_info->setText(infotext.c_str());
\r
2859 Get chat messages from client
\r
2862 // Get new messages
\r
2863 std::wstring message;
\r
2864 while(client.getChatMessage(message))
\r
2866 chat_lines.push_back(ChatLine(message));
\r
2867 /*if(chat_lines.size() > 6)
\r
2869 core::list<ChatLine>::Iterator
\r
2870 i = chat_lines.begin();
\r
2871 chat_lines.erase(i);
\r
2874 // Append them to form the whole static text and throw
\r
2875 // it to the gui element
\r
2876 std::wstring whole;
\r
2877 // This will correspond to the line number counted from
\r
2878 // top to bottom, from size-1 to 0
\r
2879 s16 line_number = chat_lines.size();
\r
2880 // Count of messages to be removed from the top
\r
2881 u16 to_be_removed_count = 0;
\r
2882 for(core::list<ChatLine>::Iterator
\r
2883 i = chat_lines.begin();
\r
2884 i != chat_lines.end(); i++)
\r
2886 // After this, line number is valid for this loop
\r
2889 (*i).age += dtime;
\r
2891 This results in a maximum age of 60*6 to the
\r
2892 lowermost line and a maximum of 6 lines
\r
2894 float allowed_age = (6-line_number) * 60.0;
\r
2896 if((*i).age > allowed_age)
\r
2898 to_be_removed_count++;
\r
2901 whole += (*i).text + L'\n';
\r
2903 for(u16 i=0; i<to_be_removed_count; i++)
\r
2905 core::list<ChatLine>::Iterator
\r
2906 it = chat_lines.begin();
\r
2907 chat_lines.erase(it);
\r
2909 guitext_chat->setText(whole.c_str());
\r
2910 // Update gui element size and position
\r
2911 core::rect<s32> rect(
\r
2913 screensize.Y - 10 - text_height*chat_lines.size(),
\r
2914 screensize.X - 10,
\r
2917 guitext_chat->setRelativePosition(rect);
\r
2919 if(chat_lines.size() == 0)
\r
2920 guitext_chat->setVisible(false);
\r
2922 guitext_chat->setVisible(true);
\r
2929 static u16 old_selected_item = 65535;
\r
2930 if(client.getLocalInventoryUpdated()
\r
2931 || g_selected_item != old_selected_item)
\r
2933 old_selected_item = g_selected_item;
\r
2934 //std::cout<<"Updating local inventory"<<std::endl;
\r
2935 client.getLocalInventory(local_inventory);
\r
2936 quick_inventory->setSelection(g_selected_item);
\r
2937 quick_inventory->update();
\r
2941 Send actions returned by the inventory menu
\r
2943 while(inventory_action_queue.size() != 0)
\r
2945 InventoryAction *a = inventory_action_queue.pop_front();
\r
2947 client.sendInventoryAction(a);
\r
2956 TimeTaker drawtimer("Drawing");
\r
2960 TimeTaker timer("beginScene");
\r
2961 driver->beginScene(true, true, bgcolor);
\r
2962 //driver->beginScene(false, true, bgcolor);
\r
2963 beginscenetime = timer.stop(true);
\r
2968 //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;
\r
2971 TimeTaker timer("smgr");
\r
2973 scenetime = timer.stop(true);
\r
2977 //TimeTaker timer9("auxiliary drawings");
\r
2981 //TimeTaker //timer10("//timer10");
\r
2983 video::SMaterial m;
\r
2984 //m.Thickness = 10;
\r
2986 m.Lighting = false;
\r
2987 driver->setMaterial(m);
\r
2989 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
2991 for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();
\r
2992 i != hilightboxes.end(); i++)
\r
2994 /*std::cout<<"hilightbox min="
\r
2995 <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"
\r
2997 <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"
\r
2999 driver->draw3DBox(*i, video::SColor(255,0,0,0));
\r
3005 driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),
\r
3006 displaycenter + core::vector2d<s32>(10,0),
\r
3007 video::SColor(255,255,255,255));
\r
3008 driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),
\r
3009 displaycenter + core::vector2d<s32>(0,10),
\r
3010 video::SColor(255,255,255,255));
\r
3015 if(g_settings.getBool("frametime_graph") == true)
\r
3018 for(core::list<float>::Iterator
\r
3019 i = frametime_log.begin();
\r
3020 i != frametime_log.end();
\r
3023 driver->draw2DLine(v2s32(x,50),
\r
3024 v2s32(x,50+(*i)*1000),
\r
3025 video::SColor(255,255,255,255));
\r
3033 //TimeTaker //timer11("//timer11");
\r
3039 guienv->drawAll();
\r
3043 TimeTaker timer("endScene");
\r
3044 driver->endScene();
\r
3045 endscenetime = timer.stop(true);
\r
3048 drawtime = drawtimer.stop(true);
\r
3054 static s16 lastFPS = 0;
\r
3055 //u16 fps = driver->getFPS();
\r
3056 u16 fps = (1.0/dtime_avg1);
\r
3058 if (lastFPS != fps)
\r
3060 core::stringw str = L"Minetest [";
\r
3061 str += driver->getName();
\r
3065 device->setWindowCaption(str.c_str());
\r
3071 device->yield();*/
\r
3074 delete quick_inventory;
\r
3077 Disable texture fetches and other stuff that is queued
\r
3078 to be processed by the main loop.
\r
3080 This has to be done before client goes out of scope.
\r
3082 g_irrlicht->Shutdown(true);
\r
3084 } // client and server are deleted at this point
\r
3087 catch(con::PeerNotFoundException &e)
\r
3089 dstream<<DTIME<<"Connection timed out."<<std::endl;
\r
3090 error_message = L"Connection timed out.";
\r
3093 } // Menu-game loop
\r
3098 In the end, delete the Irrlicht device.
\r
3103 Update configuration file
\r
3105 /*if(configpath != "")
\r
3107 g_settings.updateConfigFile(configpath.c_str());
\r
3110 END_DEBUG_EXCEPTION_HANDLER
\r
3112 debugstreams_deinit();
\r