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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27 NOTE: iostream.imbue(std::locale("C")) is very slow
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28 NOTE: Global locale is now set at initialization
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30 SUGGESTION: add a second lighting value to the MS nibble of param of
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31 air to tell how bright the air node is when there is no sunlight.
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32 When day changes to night, these two values can be interpolated.
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34 TODO: Fix address to be ipv6 compatible
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36 TODO: ESC Pause mode in which the cursor is not kept at the center of window.
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37 TODO: Stop player if focus of window is taken away (go to pause mode)
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38 TODO: Optimize and fix makeFastFace or whatever it's called
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39 - Face calculation is the source of CPU usage on the client
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40 SUGGESTION: The client will calculate and send lighting changes and
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41 the server will randomly check some of them and kick the client out
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42 if it fails to calculate them right.
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43 - Actually, it could just start ignoring them and calculate them
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45 SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO
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47 - That is >500 vertices
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49 TODO: Better dungeons
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50 TODO: There should be very slight natural caves also, starting from
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51 only a straightened-up cliff
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53 TODO: Changing of block with mouse wheel or something
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58 - One single map container with ids as keys
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61 TODO: - Keep track of the place of the mob in the last few hundreth's
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62 of a second - then, if a player hits it, take the value that is
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63 avg_rtt/2 before the moment the packet is received.
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66 SUGGESTION: Modify client to calculate single changes asynchronously
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68 TODO: Moving players more smoothly. Calculate moving animation
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69 in a way that doesn't make the player jump to the right place
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70 immediately when the server sends a new position
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72 TODO: There are some lighting-related todos and fixmes in
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73 ServerMap::emergeBlock
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75 FIXME: When a new sector is generated, it may change the ground level
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76 of it's and it's neighbors border that two blocks that are
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77 above and below each other and that are generated before and
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78 after the sector heightmap generation (order doesn't matter),
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79 can have a small gap between each other at the border.
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80 SUGGESTION: Use same technique for sector heightmaps as what we're
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81 using for UnlimitedHeightmap? (getting all neighbors
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84 TODO: Proper handling of spawning place (try to find something that
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85 is not in the middle of an ocean (some land to stand on at
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86 least) and save it in map config.
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87 SUGG: Set server to automatically find a good spawning place in some
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88 place where there is water and land.
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89 - Map to have a getWalkableNear(p)
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90 - Is this a good idea? It's part of the game to find a good place.
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92 TODO: Transfer more blocks in a single packet
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93 SUGG: A blockdata combiner class, to which blocks are added and at
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94 destruction it sends all the stuff in as few packets as possible.
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96 SUGG: If player is on ground, mainly fetch ground-level blocks
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97 SUGG: Fetch stuff mainly from the viewing direction
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99 SUGG: Expose Connection's seqnums and ACKs to server and client.
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100 - This enables saving many packets and making a faster connection
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101 - This also enables server to check if client has received the
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102 most recent block sent, for example.
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103 TODO: Add a sane bandwidth throttling system to Connection
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105 SUGG: More fine-grained control of client's dumping of blocks from
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107 - ...What does this mean in the first place?
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109 TODO: Make the amount of blocks sending to client and the total
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110 amount of blocks dynamically limited. Transferring blocks is the
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111 main network eater of this system, so it is the one that has
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112 to be throttled so that RTTs stay low.
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114 TODO: Server to load starting inventory from disk
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116 TODO: PLayers to only be hidden when the client quits.
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117 TODO: - Players to be saved on disk, with inventory
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118 TODO: Players to be saved as text in map/players/<name>
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120 SUGG: A map editing mode (similar to dedicated server mode)
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122 TODO: Make fetching sector's blocks more efficient when rendering
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123 sectors that have very large amounts of blocks (on client)
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125 TODO: Make the video backend selectable
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127 Block object server side:
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128 - A "near blocks" buffer, in which some nearby blocks are stored.
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129 - For all blocks in the buffer, objects are stepped(). This
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130 means they are active.
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131 - TODO: A global active buffer is needed for the server
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132 - TODO: All blocks going in and out of the buffer are recorded.
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133 - TODO: For outgoing blocks, a timestamp is written.
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134 - TODO: For incoming blocks, the time difference is calculated and
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135 objects are stepped according to it.
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136 TODO: A timestamp to blocks
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138 SUGG: Add a time value to the param of footstepped grass and check it
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139 against a global timer when a block is accessed, to make old
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142 TODO: Add config parameters for server's sending and generating distance
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144 TODO: Copy the text of the last picked sign to inventory in creative
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147 TODO: Untie client network operations from framerate
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148 - Needs some input queues or something
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150 SUGG: Make a copy of close-range environment on client for showing
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151 on screen, with minimal mutexes to slow down the main loop
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153 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
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154 it by sending more stuff in a single packet.
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155 - Add a packet queue to RemoteClient, from which packets will be
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156 combined with object data packets
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157 - This is not exactly trivial: the object data packets are
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158 sometimes very big by themselves
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160 SUGG: Split MapBlockObject serialization to to-client and to-disk
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161 - This will allow saving ages of rats on disk but not sending
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164 TODO: Get rid of GotSplitPacketException
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166 SUGG: Implement lighting using VoxelManipulator
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167 - Would it be significantly faster?
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169 TODO: Check what goes wrong with caching map to disk (Kray)
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171 TODO: Remove LazyMeshUpdater. It is not used as supposed.
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173 FIXME: Rats somehow go underground sometimes (you can see it in water)
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174 - Does their position get saved to a border value or something?
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175 - Does this happen anymore?
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177 SUGG: MovingObject::move and Player::move are basically the same.
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180 SUGG: Implement a "Fast check queue" (a queue with a map for checking
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181 if something is already in it)
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182 - Use it in active block queue in water flowing
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184 SUGG: Signs could be done in the same way as torches. For this, blocks
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185 need an additional metadata field for the texts
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188 ======================================================================
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191 ======================================================================
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196 Setting this to 1 enables a special camera mode that forces
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197 the renderers to think that the camera statically points from
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198 the starting place to a static direction.
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200 This allows one to move around with the player and see what
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201 is actually drawn behind solid things and behind the player.
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203 #define FIELD_OF_VIEW_TEST 0
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205 #ifdef UNITTEST_DISABLE
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207 #pragma message ("Disabling unit tests")
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209 #warning "Disabling unit tests"
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211 // Disable unit tests
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212 #define ENABLE_TESTS 0
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214 // Enable unit tests
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215 #define ENABLE_TESTS 1
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219 #pragma comment(lib, "Irrlicht.lib")
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220 #pragma comment(lib, "jthread.lib")
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221 #pragma comment(lib, "zlibwapi.lib")
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222 // This would get rid of the console window
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223 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
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227 #define WIN32_LEAN_AND_MEAN
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228 #include <windows.h>
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229 #define sleep_ms(x) Sleep(x)
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231 #include <unistd.h>
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232 #define sleep_ms(x) usleep(x*1000)
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235 #include <iostream>
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238 #include <jmutexautolock.h>
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239 #include <locale.h>
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240 #include "common_irrlicht.h"
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243 #include "player.h"
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246 #include "environment.h"
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247 #include "server.h"
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248 #include "client.h"
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249 #include "serialization.h"
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250 #include "constants.h"
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251 #include "strfnd.h"
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252 #include "porting.h"
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253 #include "guiPauseMenu.h"
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255 IrrlichtDevice *g_device = NULL;
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257 /*const char *g_content_filenames[MATERIALS_COUNT] =
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259 "../data/stone.png",
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260 "../data/grass.png",
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261 "../data/water.png",
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262 "../data/torch_on_floor.png",
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263 "../data/tree.png",
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264 "../data/leaves.png",
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265 "../data/grass_footsteps.png",
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266 "../data/mese.png",
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268 "../data/water.png", // CONTENT_OCEAN
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272 video::SMaterial g_materials[MATERIALS_COUNT];*/
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275 TextureCache g_texturecache;
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278 // All range-related stuff below is locked behind this
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279 JMutex g_range_mutex;
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281 // Blocks are viewed in this range from the player
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282 s16 g_viewing_range_nodes = 60;
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283 //s16 g_viewing_range_nodes = 0;
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285 // This is updated by the client's fetchBlocks routine
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286 //s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;
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288 // If true, the preceding value has no meaning and all blocks
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289 // already existing in memory are drawn
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290 bool g_viewing_range_all = false;
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292 // This is the freetime ratio imposed by the dynamic viewing
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293 // range changing code.
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294 // It is controlled by the main loop to the smallest value that
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295 // inhibits glitches (dtime jitter) in the main loop.
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296 //float g_freetime_ratio = FREETIME_RATIO_MAX;
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301 These are loaded from the config file.
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304 Settings g_settings;
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306 // Sets default settings
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307 void set_default_settings()
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309 g_settings.set("dedicated_server", "");
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312 g_settings.set("wanted_fps", "30");
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313 g_settings.set("fps_max", "60");
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314 g_settings.set("viewing_range_nodes_max", "300");
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315 g_settings.set("viewing_range_nodes_min", "35");
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316 g_settings.set("screenW", "");
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317 g_settings.set("screenH", "");
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318 g_settings.set("host_game", "");
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319 g_settings.set("port", "");
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320 g_settings.set("address", "");
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321 g_settings.set("name", "");
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322 g_settings.set("random_input", "false");
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323 g_settings.set("client_delete_unused_sectors_timeout", "1200");
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324 g_settings.set("max_block_send_distance", "8");
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325 g_settings.set("max_block_generate_distance", "6");
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328 g_settings.set("creative_mode", "false");
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329 g_settings.set("heightmap_blocksize", "32");
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330 g_settings.set("height_randmax", "constant 50.0");
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331 g_settings.set("height_randfactor", "constant 0.6");
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332 g_settings.set("height_base", "linear 0 0 0");
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333 g_settings.set("plants_amount", "1.0");
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334 g_settings.set("ravines_amount", "1.0");
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335 g_settings.set("objectdata_interval", "0.2");
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336 g_settings.set("active_object_range", "2");
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337 g_settings.set("max_simultaneous_block_sends_per_client", "1");
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338 g_settings.set("max_simultaneous_block_sends_server_total", "4");
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339 g_settings.set("disable_water_climb", "true");
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340 g_settings.set("endless_water", "true");
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347 //u16 g_selected_material = 0;
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348 u16 g_selected_item = 0;
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350 bool g_esc_pressed = false;
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352 std::wstring g_text_buffer;
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353 bool g_text_buffer_accepted = false;
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355 // When true, the mouse and keyboard are grabbed
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356 bool g_game_focused = true;
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363 std::ostream *dout_con_ptr = &dummyout;
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364 std::ostream *derr_con_ptr = &dstream_no_stderr;
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365 //std::ostream *dout_con_ptr = &dstream_no_stderr;
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366 //std::ostream *derr_con_ptr = &dstream_no_stderr;
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367 //std::ostream *dout_con_ptr = &dstream;
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368 //std::ostream *derr_con_ptr = &dstream;
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371 std::ostream *dout_server_ptr = &dstream;
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372 std::ostream *derr_server_ptr = &dstream;
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375 std::ostream *dout_client_ptr = &dstream;
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376 std::ostream *derr_client_ptr = &dstream;
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383 JMutex g_timestamp_mutex;
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384 //std::string g_timestamp;
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386 std::string getTimestamp()
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388 if(g_timestamp_mutex.IsInitialized()==false)
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390 JMutexAutoLock lock(g_timestamp_mutex);
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391 //return g_timestamp;
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392 time_t t = time(NULL);
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393 struct tm *tm = localtime(&t);
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395 strftime(cs, 20, "%H:%M:%S", tm);
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399 class MyEventReceiver : public IEventReceiver
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402 // This is the one method that we have to implement
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403 virtual bool OnEvent(const SEvent& event)
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405 // Remember whether each key is down or up
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406 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
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408 keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
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410 if(event.KeyInput.PressedDown)
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412 //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;
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413 if(g_game_focused == false)
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415 s16 key = event.KeyInput.Key;
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416 if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)
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418 g_text_buffer_accepted = true;
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420 else if(key == irr::KEY_BACK)
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422 if(g_text_buffer.size() > 0)
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423 g_text_buffer = g_text_buffer.substr
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424 (0, g_text_buffer.size()-1);
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428 wchar_t wc = event.KeyInput.Char;
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430 g_text_buffer += wc;
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434 if(event.KeyInput.Key == irr::KEY_ESCAPE)
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436 //TODO: Not used anymore?
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437 if(g_game_focused == true)
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439 dstream<<DTIME<<"ESC pressed"<<std::endl;
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440 g_esc_pressed = true;
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444 // Material selection
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445 if(event.KeyInput.Key == irr::KEY_KEY_F)
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447 if(g_game_focused == true)
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449 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
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452 g_selected_item = 0;
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453 dstream<<DTIME<<"Selected item: "
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454 <<g_selected_item<<std::endl;
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458 // Viewing range selection
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459 if(event.KeyInput.Key == irr::KEY_KEY_R
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462 JMutexAutoLock lock(g_range_mutex);
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463 if(g_viewing_range_all)
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465 g_viewing_range_all = false;
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466 dstream<<DTIME<<"Disabled full viewing range"<<std::endl;
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470 g_viewing_range_all = true;
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471 dstream<<DTIME<<"Enabled full viewing range"<<std::endl;
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475 // Print debug stacks
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476 if(event.KeyInput.Key == irr::KEY_KEY_P
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479 dstream<<"-----------------------------------------"
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481 dstream<<DTIME<<"Printing debug stacks:"<<std::endl;
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482 dstream<<"-----------------------------------------"
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484 debug_stacks_print();
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489 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
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491 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
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493 leftclicked = true;
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495 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
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497 rightclicked = true;
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499 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
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501 /*dstream<<"event.MouseInput.Wheel="
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502 <<event.MouseInput.Wheel<<std::endl;*/
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503 if(event.MouseInput.Wheel < 0)
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505 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
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508 g_selected_item = 0;
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510 else if(event.MouseInput.Wheel > 0)
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512 if(g_selected_item > 0)
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515 g_selected_item = PLAYER_INVENTORY_SIZE-1;
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523 // This is used to check whether a key is being held down
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524 virtual bool IsKeyDown(EKEY_CODE keyCode) const
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526 return keyIsDown[keyCode];
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531 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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532 keyIsDown[i] = false;
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533 leftclicked = false;
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534 rightclicked = false;
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540 // We use this array to store the current state of each key
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541 bool keyIsDown[KEY_KEY_CODES_COUNT];
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552 virtual ~InputHandler()
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555 virtual bool isKeyDown(EKEY_CODE keyCode) = 0;
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556 virtual v2s32 getMousePos() = 0;
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557 virtual void setMousePos(s32 x, s32 y) = 0;
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558 virtual bool getLeftClicked() = 0;
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559 virtual bool getRightClicked() = 0;
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560 virtual void resetLeftClicked() = 0;
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561 virtual void resetRightClicked() = 0;
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563 virtual void step(float dtime) {};
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565 virtual void clear() {};
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568 InputHandler *g_input = NULL;
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573 g_game_focused = true;
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578 g_game_focused = false;
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581 class RealInputHandler : public InputHandler
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584 RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
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586 m_receiver(receiver)
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589 virtual bool isKeyDown(EKEY_CODE keyCode)
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591 return m_receiver->IsKeyDown(keyCode);
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593 virtual v2s32 getMousePos()
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595 return m_device->getCursorControl()->getPosition();
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597 virtual void setMousePos(s32 x, s32 y)
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599 m_device->getCursorControl()->setPosition(x, y);
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602 virtual bool getLeftClicked()
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604 if(g_game_focused == false)
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606 return m_receiver->leftclicked;
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608 virtual bool getRightClicked()
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610 if(g_game_focused == false)
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612 return m_receiver->rightclicked;
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614 virtual void resetLeftClicked()
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616 m_receiver->leftclicked = false;
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618 virtual void resetRightClicked()
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620 m_receiver->rightclicked = false;
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625 resetRightClicked();
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626 resetLeftClicked();
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629 IrrlichtDevice *m_device;
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630 MyEventReceiver *m_receiver;
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633 class RandomInputHandler : public InputHandler
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636 RandomInputHandler()
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638 leftclicked = false;
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639 rightclicked = false;
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640 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
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641 keydown[i] = false;
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643 virtual bool isKeyDown(EKEY_CODE keyCode)
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645 return keydown[keyCode];
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647 virtual v2s32 getMousePos()
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651 virtual void setMousePos(s32 x, s32 y)
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653 mousepos = v2s32(x,y);
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656 virtual bool getLeftClicked()
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658 return leftclicked;
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660 virtual bool getRightClicked()
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662 return rightclicked;
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664 virtual void resetLeftClicked()
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666 leftclicked = false;
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668 virtual void resetRightClicked()
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670 rightclicked = false;
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673 virtual void step(float dtime)
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676 static float counter1 = 0;
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680 counter1 = 0.1*Rand(1,10);
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681 /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)
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682 g_selected_material++;
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684 g_selected_material = 0;*/
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685 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
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688 g_selected_item = 0;
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692 static float counter1 = 0;
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696 counter1 = 0.1*Rand(1, 40);
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697 keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];
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701 static float counter1 = 0;
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705 counter1 = 0.1*Rand(1, 40);
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706 keydown[irr::KEY_KEY_2] = !keydown[irr::KEY_KEY_2];
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710 static float counter1 = 0;
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714 counter1 = 0.1*Rand(1, 40);
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715 keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];
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719 static float counter1 = 0;
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723 counter1 = 0.1*Rand(1, 40);
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724 keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];
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728 static float counter1 = 0;
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732 counter1 = 0.1*Rand(1, 20);
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733 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
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737 static float counter1 = 0;
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741 counter1 = 0.1*Rand(1, 30);
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742 leftclicked = true;
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746 static float counter1 = 0;
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750 counter1 = 0.1*Rand(1, 20);
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751 rightclicked = true;
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754 mousepos += mousespeed;
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757 s32 Rand(s32 min, s32 max)
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759 return (rand()%(max-min+1))+min;
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762 bool keydown[KEY_KEY_CODES_COUNT];
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769 void updateViewingRange(f32 frametime, Client *client)
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771 // Range_all messes up frametime_avg
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772 if(g_viewing_range_all == true)
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775 float wanted_fps = g_settings.getFloat("wanted_fps");
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777 // Initialize to the target value
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778 static float frametime_avg = 1.0/wanted_fps;
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779 frametime_avg = frametime_avg * 0.9 + frametime * 0.1;
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781 static f32 counter = 0;
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783 counter -= frametime;
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786 //counter = 1.0; //seconds
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787 counter = 0.5; //seconds
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789 //float freetime_ratio = 0.2;
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790 //float freetime_ratio = 0.4;
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791 float freetime_ratio = FREETIME_RATIO;
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793 float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));
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795 float fraction = sqrt(frametime_avg / frametime_wanted);
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797 static bool fraction_is_good = false;
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799 float fraction_good_threshold = 0.1;
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800 //float fraction_bad_threshold = 0.25;
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801 float fraction_bad_threshold = 0.1;
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802 float fraction_limit;
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803 // Use high limit if fraction is good AND the fraction would
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804 // lower the range. We want to keep the range fairly high.
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805 if(fraction_is_good && fraction > 1.0)
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806 fraction_limit = fraction_bad_threshold;
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808 fraction_limit = fraction_good_threshold;
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810 if(fabs(fraction - 1.0) < fraction_limit)
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812 fraction_is_good = true;
\r
817 fraction_is_good = false;
\r
820 //dstream<<"frametime_avg="<<frametime_avg<<std::endl;
\r
821 //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;
\r
822 /*dstream<<"fetching="<<client->isFetchingBlocks()
\r
823 <<" faction = "<<fraction<<std::endl;*/
\r
825 JMutexAutoLock lock(g_range_mutex);
\r
827 s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");
\r
828 s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");
\r
830 s16 n = (float)g_viewing_range_nodes / fraction;
\r
831 if(n < viewing_range_nodes_min)
\r
832 n = viewing_range_nodes_min;
\r
833 if(n > viewing_range_nodes_max)
\r
834 n = viewing_range_nodes_max;
\r
836 bool can_change = true;
\r
838 if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)
\r
839 can_change = false;
\r
842 g_viewing_range_nodes = n;
\r
844 /*dstream<<"g_viewing_range_nodes = "
\r
845 <<g_viewing_range_nodes<<std::endl;*/
\r
848 class GUIQuickInventory : public IEventReceiver
\r
852 gui::IGUIEnvironment* env,
\r
853 gui::IGUIElement* parent,
\r
856 Inventory *inventory):
\r
857 m_itemcount(itemcount),
\r
858 m_inventory(inventory)
\r
860 core::rect<s32> imgsize(0,0,48,48);
\r
861 core::rect<s32> textsize(0,0,48,16);
\r
862 v2s32 spacing(0, 64);
\r
863 for(s32 i=0; i<m_itemcount; i++)
\r
865 m_images.push_back(env->addImage(
\r
866 imgsize + pos + spacing*i
\r
868 m_images[i]->setScaleImage(true);
\r
869 m_texts.push_back(env->addStaticText(
\r
871 textsize + pos + spacing*i,
\r
874 m_texts[i]->setBackgroundColor(
\r
875 video::SColor(128,0,0,0));
\r
876 m_texts[i]->setTextAlignment(
\r
878 gui::EGUIA_UPPERLEFT);
\r
882 virtual bool OnEvent(const SEvent& event)
\r
887 void setSelection(s32 i)
\r
896 start = m_selection - m_itemcount / 2;
\r
898 for(s32 i=0; i<m_itemcount; i++)
\r
902 if(j > (s32)m_inventory->getSize() - 1)
\r
903 j -= m_inventory->getSize();
\r
905 j += m_inventory->getSize();
\r
907 InventoryItem *item = m_inventory->getItem(j);
\r
911 m_images[i]->setImage(NULL);
\r
914 if(m_selection == j)
\r
915 swprintf(t, 10, L"<-");
\r
917 swprintf(t, 10, L"");
\r
918 m_texts[i]->setText(t);
\r
920 // The next ifs will segfault with a NULL pointer
\r
925 m_images[i]->setImage(item->getImage());
\r
928 if(m_selection == j)
\r
929 swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());
\r
931 swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());
\r
932 m_texts[i]->setText(t);
\r
938 core::array<gui::IGUIStaticText*> m_texts;
\r
939 core::array<gui::IGUIImage*> m_images;
\r
940 Inventory *m_inventory;
\r
944 int main(int argc, char *argv[])
\r
947 Low-level initialization
\r
950 bool disable_stderr = false;
\r
952 disable_stderr = true;
\r
955 // Initialize debug streams
\r
956 debugstreams_init(disable_stderr, DEBUGFILE);
\r
957 // Initialize debug stacks
\r
958 debug_stacks_init();
\r
960 DSTACK(__FUNCTION_NAME);
\r
966 Basic initialization
\r
969 // Initialize default settings
\r
970 set_default_settings();
\r
972 // Print startup message
\r
973 dstream<<DTIME<<"minetest-c55"
\r
974 " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
\r
975 <<", ENABLE_TESTS="<<ENABLE_TESTS
\r
978 // Set locale. This is for forcing '.' as the decimal point.
\r
979 std::locale::global(std::locale("C"));
\r
980 // This enables printing all characters in bitmap font
\r
981 setlocale(LC_CTYPE, "en_US");
\r
983 // Initialize sockets
\r
985 atexit(sockets_cleanup);
\r
987 // Initialize timestamp mutex
\r
988 g_timestamp_mutex.Init();
\r
1002 // Read config file
\r
1006 g_settings.readConfigFile(argv[1]);
\r
1010 const char *filenames[2] =
\r
1012 "../minetest.conf",
\r
1013 "../../minetest.conf"
\r
1016 for(u32 i=0; i<2; i++)
\r
1018 bool r = g_settings.readConfigFile(filenames[i]);
\r
1024 // Initialize random seed
\r
1027 g_range_mutex.Init();
\r
1028 assert(g_range_mutex.IsInitialized());
\r
1030 // Read map parameters from settings
\r
1032 HMParams hm_params;
\r
1033 hm_params.blocksize = g_settings.getU16("heightmap_blocksize");
\r
1034 hm_params.randmax = g_settings.get("height_randmax");
\r
1035 hm_params.randfactor = g_settings.get("height_randfactor");
\r
1036 hm_params.base = g_settings.get("height_base");
\r
1038 MapParams map_params;
\r
1039 map_params.plants_amount = g_settings.getFloat("plants_amount");
\r
1040 map_params.ravines_amount = g_settings.getFloat("ravines_amount");
\r
1046 std::cout<<std::endl<<std::endl;
\r
1049 <<" .__ __ __ "<<std::endl
\r
1050 <<" _____ |__| ____ _____/ |_ ____ _______/ |_ "<<std::endl
\r
1051 <<" / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\"<<std::endl
\r
1052 <<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
\r
1053 <<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
\r
1054 <<" \\/ \\/ \\/ \\/ \\/ "<<std::endl
\r
1056 <<"Now with more waterish water!"
\r
1059 std::cout<<std::endl;
\r
1060 char templine[100];
\r
1063 bool dedicated = g_settings.getBoolAsk
\r
1064 ("dedicated_server", "Dedicated server?", false);
\r
1065 std::cout<<"dedicated = "<<dedicated<<std::endl;
\r
1068 u16 port = g_settings.getU16Ask("port", "Port", 30000);
\r
1069 std::cout<<"-> "<<port<<std::endl;
\r
1073 DSTACK("Dedicated server branch");
\r
1075 std::cout<<std::endl;
\r
1076 std::cout<<"========================"<<std::endl;
\r
1077 std::cout<<"Running dedicated server"<<std::endl;
\r
1078 std::cout<<"========================"<<std::endl;
\r
1079 std::cout<<std::endl;
\r
1081 Server server("../map", hm_params, map_params);
\r
1082 server.start(port);
\r
1086 // This is kind of a hack but can be done like this
\r
1087 // because server.step() is very light
\r
1089 server.step(0.030);
\r
1091 static int counter = 0;
\r
1097 core::list<PlayerInfo> list = server.getPlayerInfo();
\r
1098 core::list<PlayerInfo>::Iterator i;
\r
1099 static u32 sum_old = 0;
\r
1100 u32 sum = PIChecksum(list);
\r
1101 if(sum != sum_old)
\r
1103 std::cout<<DTIME<<"Player info:"<<std::endl;
\r
1104 for(i=list.begin(); i!=list.end(); i++)
\r
1106 i->PrintLine(&std::cout);
\r
1116 bool hosting = false;
\r
1117 char connect_name[100] = "";
\r
1119 std::cout<<"Address to connect to [empty = host a game]: ";
\r
1120 if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)
\r
1122 std::cout<<g_settings.get("address")<<std::endl;
\r
1123 snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());
\r
1127 std::cin.getline(connect_name, 100);
\r
1130 if(connect_name[0] == 0){
\r
1131 snprintf(connect_name, 100, "127.0.0.1");
\r
1136 std::cout<<"-> hosting"<<std::endl;
\r
1138 std::cout<<"-> "<<connect_name<<std::endl;
\r
1140 char playername[PLAYERNAME_SIZE] = "";
\r
1141 if(g_settings.get("name") != "")
\r
1143 snprintf(playername, PLAYERNAME_SIZE, "%s", g_settings.get("name").c_str());
\r
1147 std::cout<<"Name of player: ";
\r
1148 std::cin.getline(playername, PLAYERNAME_SIZE);
\r
1150 std::cout<<"-> \""<<playername<<"\""<<std::endl;
\r
1153 Resolution selection
\r
1158 bool fullscreen = false;
\r
1160 if(g_settings.get("screenW") != "" && g_settings.get("screenH") != "")
\r
1162 screenW = atoi(g_settings.get("screenW").c_str());
\r
1163 screenH = atoi(g_settings.get("screenH").c_str());
\r
1167 u16 resolutions[][3] = {
\r
1168 //W, H, fullscreen
\r
1179 u16 res_count = sizeof(resolutions)/sizeof(resolutions[0]);
\r
1181 for(u16 i=0; i<res_count; i++)
\r
1183 std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"
\r
1184 <<resolutions[i][1];
\r
1185 if(resolutions[i][2])
\r
1186 std::cout<<" fullscreen"<<std::endl;
\r
1188 std::cout<<" windowed"<<std::endl;
\r
1190 std::cout<<"Select a window resolution number [empty = 2]: ";
\r
1191 std::cin.getline(templine, 100);
\r
1194 if(templine[0] == 0)
\r
1197 r0 = atoi(templine);
\r
1199 if(r0 > res_count || r0 == 0)
\r
1205 std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"
\r
1206 <<resolutions[i][1];
\r
1207 if(resolutions[i][2])
\r
1208 std::cout<<" fullscreen"<<std::endl;
\r
1210 std::cout<<" windowed"<<std::endl;
\r
1213 screenW = resolutions[r0-1][0];
\r
1214 screenH = resolutions[r0-1][1];
\r
1215 fullscreen = resolutions[r0-1][2];
\r
1220 MyEventReceiver receiver;
\r
1222 video::E_DRIVER_TYPE driverType;
\r
1225 //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work
\r
1226 driverType = video::EDT_OPENGL;
\r
1228 driverType = video::EDT_OPENGL;
\r
1231 // create device and exit if creation failed
\r
1233 IrrlichtDevice *device;
\r
1234 device = createDevice(driverType,
\r
1235 core::dimension2d<u32>(screenW, screenH),
\r
1236 16, fullscreen, false, false, &receiver);
\r
1238 /*device = createDevice(driverType,
\r
1239 core::dimension2d<u32>(screenW, screenH),
\r
1240 16, fullscreen, false, true, &receiver);*/
\r
1243 return 1; // could not create selected driver.
\r
1245 g_device = device;
\r
1247 device->setResizable(true);
\r
1249 if(g_settings.getBool("random_input"))
\r
1250 g_input = new RandomInputHandler();
\r
1252 g_input = new RealInputHandler(device, &receiver);
\r
1255 Continue initialization
\r
1258 video::IVideoDriver* driver = device->getVideoDriver();
\r
1259 // These make the textures not to show at all
\r
1260 //driver->setTextureCreationFlag(video::ETCF_ALWAYS_16_BIT);
\r
1261 //driver->setTextureCreationFlag(video::ETCF_OPTIMIZED_FOR_SPEED );
\r
1263 //driver->setMinHardwareBufferVertexCount(1);
\r
1265 scene::ISceneManager* smgr = device->getSceneManager();
\r
1268 guiPauseMenu pauseMenu(device, &receiver);
\r
1270 gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
\r
1271 gui::IGUISkin* skin = guienv->getSkin();
\r
1272 gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");
\r
1274 skin->setFont(font);
\r
1275 //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
\r
1276 skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
\r
1277 //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
\r
1278 //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
\r
1279 skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
\r
1280 skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
\r
1282 const wchar_t *text = L"Loading and connecting...";
\r
1283 core::vector2d<s32> center(screenW/2, screenH/2);
\r
1284 core::dimension2d<u32> textd = font->getDimension(text);
\r
1285 std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;
\r
1286 // Have to add a bit to disable the text from word wrapping
\r
1287 //core::vector2d<s32> textsize(textd.Width+4, textd.Height);
\r
1288 core::vector2d<s32> textsize(300, textd.Height);
\r
1289 core::rect<s32> textrect(center - textsize/2, center + textsize/2);
\r
1291 gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(
\r
1292 text, textrect, false, false);
\r
1293 gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
\r
1295 driver->beginScene(true, true, video::SColor(255,0,0,0));
\r
1296 guienv->drawAll();
\r
1297 driver->endScene();
\r
1300 Preload some random textures that are used in threads
\r
1303 g_texturecache.set("torch", driver->getTexture("../data/torch.png"));
\r
1304 g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png"));
\r
1305 g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png"));
\r
1308 Load tile textures
\r
1310 for(s32 i=0; i<TILES_COUNT; i++)
\r
1312 if(g_tile_texture_names[i] == NULL)
\r
1314 std::string name = g_tile_texture_names[i];
\r
1315 std::string filename;
\r
1316 filename += "../data/";
\r
1318 filename += ".png";
\r
1319 g_texturecache.set(name, driver->getTexture(filename.c_str()));
\r
1322 tile_materials_preload(g_texturecache);
\r
1325 Make a scope here for the client so that it gets removed
\r
1326 before the irrlicht device
\r
1330 std::cout<<DTIME<<"Creating server and client"<<std::endl;
\r
1335 SharedPtr<Server> server;
\r
1337 server = new Server("../map", hm_params, map_params);
\r
1338 server->start(port);
\r
1345 Client client(device, playername);
\r
1347 Address connect_address(0,0,0,0, port);
\r
1349 connect_address.Resolve(connect_name);
\r
1351 catch(ResolveError &e)
\r
1353 std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;
\r
1357 std::cout<<DTIME<<"Connecting to server..."<<std::endl;
\r
1358 client.connect(connect_address);
\r
1361 while(client.connectedAndInitialized() == false)
\r
1364 if(server != NULL){
\r
1365 server->step(0.1);
\r
1370 catch(con::PeerNotFoundException &e)
\r
1372 std::cout<<DTIME<<"Timed out."<<std::endl;
\r
1379 scene::ISceneNode* skybox;
\r
1380 skybox = smgr->addSkyBoxSceneNode(
\r
1381 driver->getTexture("../data/skybox2.png"),
\r
1382 driver->getTexture("../data/skybox3.png"),
\r
1383 driver->getTexture("../data/skybox1.png"),
\r
1384 driver->getTexture("../data/skybox1.png"),
\r
1385 driver->getTexture("../data/skybox1.png"),
\r
1386 driver->getTexture("../data/skybox1.png"));
\r
1389 Create the camera node
\r
1392 scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
\r
1393 0, // Camera parent
\r
1394 v3f(BS*100, BS*2, BS*100), // Look from
\r
1395 v3f(BS*100+1, BS*2, BS*100), // Look to
\r
1399 if(camera == NULL)
\r
1402 video::SColor skycolor = video::SColor(255,90,140,200);
\r
1404 camera->setFOV(FOV_ANGLE);
\r
1406 // Just so big a value that everything rendered is visible
\r
1407 camera->setFarValue(100000*BS);
\r
1409 /*//f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;
\r
1410 f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;
\r
1412 camera->setFarValue(range);
\r
1416 video::EFT_FOG_LINEAR,
\r
1424 f32 camera_yaw = 0; // "right/left"
\r
1425 f32 camera_pitch = 0; // "up/down"
\r
1431 gui_loadingtext->remove();
\r
1433 pauseMenu.setVisible(true);
\r
1436 Add some gui stuff
\r
1439 // First line of debug text
\r
1440 gui::IGUIStaticText *guitext = guienv->addStaticText(
\r
1442 core::rect<s32>(5, 5, 795, 5+textsize.Y),
\r
1444 // Second line of debug text
\r
1445 gui::IGUIStaticText *guitext2 = guienv->addStaticText(
\r
1447 core::rect<s32>(5, 5+(textsize.Y+5)*1, 795, (5+textsize.Y)*2),
\r
1450 // At the middle of the screen
\r
1451 // Object infos are shown in this
\r
1452 gui::IGUIStaticText *guitext_info = guienv->addStaticText(
\r
1454 core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),
\r
1457 // This is a copy of the inventory that the client's environment has
\r
1458 Inventory local_inventory(PLAYER_INVENTORY_SIZE);
\r
1460 GUIQuickInventory *quick_inventory = new GUIQuickInventory
\r
1461 (guienv, NULL, v2s32(10, 70), 5, &local_inventory);
\r
1464 Some statistics are collected in these
\r
1467 u32 beginscenetime = 0;
\r
1468 u32 scenetime = 0;
\r
1469 u32 endscenetime = 0;
\r
1477 virtual void sendText(std::string text) = 0;
\r
1480 struct TextDestSign : public TextDest
\r
1482 TextDestSign(v3s16 blockpos, s16 id, Client *client)
\r
1484 m_blockpos = blockpos;
\r
1486 m_client = client;
\r
1488 void sendText(std::string text)
\r
1490 dstream<<"Changing text of a sign object: "
\r
1491 <<text<<std::endl;
\r
1492 m_client->sendSignText(m_blockpos, m_id, text);
\r
1500 TextDest *textbuf_dest = NULL;
\r
1502 //gui::IGUIWindow* input_window = NULL;
\r
1503 gui::IGUIStaticText* input_guitext = NULL;
\r
1509 bool first_loop_after_window_activation = true;
\r
1511 // Time is in milliseconds
\r
1512 // NOTE: getRealTime() without run()s causes strange problems in wine
\r
1513 // NOTE: Have to call run() between calls of this to update the timer
\r
1514 u32 lasttime = device->getTimer()->getTime();
\r
1516 while(device->run())
\r
1519 Random calculations
\r
1521 v2u32 screensize = driver->getScreenSize();
\r
1522 core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);
\r
1524 // Hilight boxes collected during the loop and displayed
\r
1525 core::list< core::aabbox3d<f32> > hilightboxes;
\r
1528 std::wstring infotext;
\r
1530 //TimeTaker //timer1("//timer1", device);
\r
1532 // Time of frame without fps limit
\r
1536 // not using getRealTime is necessary for wine
\r
1537 u32 time = device->getTimer()->getTime();
\r
1538 if(time > lasttime)
\r
1539 busytime_u32 = time - lasttime;
\r
1542 busytime = busytime_u32 / 1000.0;
\r
1545 //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;
\r
1547 // Absolutelu necessary for wine!
\r
1554 //updateViewingRange(dtime, &client);
\r
1555 updateViewingRange(busytime, &client);
\r
1562 float fps_max = g_settings.getFloat("fps_max");
\r
1563 u32 frametime_min = 1000./fps_max;
\r
1565 if(busytime_u32 < frametime_min)
\r
1567 u32 sleeptime = frametime_min - busytime_u32;
\r
1568 device->sleep(sleeptime);
\r
1572 // Absolutelu necessary for wine!
\r
1576 Time difference calculation
\r
1578 f32 dtime; // in seconds
\r
1580 u32 time = device->getTimer()->getTime();
\r
1581 if(time > lasttime)
\r
1582 dtime = (time - lasttime) / 1000.0;
\r
1588 Time average and jitter calculation
\r
1591 static f32 dtime_avg1 = 0.0;
\r
1592 dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;
\r
1593 f32 dtime_jitter1 = dtime - dtime_avg1;
\r
1595 static f32 dtime_jitter1_max_sample = 0.0;
\r
1596 static f32 dtime_jitter1_max_fraction = 0.0;
\r
1598 static f32 jitter1_max = 0.0;
\r
1599 static f32 counter = 0.0;
\r
1600 if(dtime_jitter1 > jitter1_max)
\r
1601 jitter1_max = dtime_jitter1;
\r
1606 dtime_jitter1_max_sample = jitter1_max;
\r
1607 dtime_jitter1_max_fraction
\r
1608 = dtime_jitter1_max_sample / (dtime_avg1+0.001);
\r
1609 jitter1_max = 0.0;
\r
1612 Control freetime ratio
\r
1614 /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)
\r
1616 if(g_freetime_ratio < FREETIME_RATIO_MAX)
\r
1617 g_freetime_ratio += 0.01;
\r
1621 if(g_freetime_ratio > FREETIME_RATIO_MIN)
\r
1622 g_freetime_ratio -= 0.01;
\r
1628 Busytime average and jitter calculation
\r
1631 static f32 busytime_avg1 = 0.0;
\r
1632 busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;
\r
1633 f32 busytime_jitter1 = busytime - busytime_avg1;
\r
1635 static f32 busytime_jitter1_max_sample = 0.0;
\r
1636 static f32 busytime_jitter1_min_sample = 0.0;
\r
1638 static f32 jitter1_max = 0.0;
\r
1639 static f32 jitter1_min = 0.0;
\r
1640 static f32 counter = 0.0;
\r
1641 if(busytime_jitter1 > jitter1_max)
\r
1642 jitter1_max = busytime_jitter1;
\r
1643 if(busytime_jitter1 < jitter1_min)
\r
1644 jitter1_min = busytime_jitter1;
\r
1646 if(counter > 0.0){
\r
1648 busytime_jitter1_max_sample = jitter1_max;
\r
1649 busytime_jitter1_min_sample = jitter1_min;
\r
1650 jitter1_max = 0.0;
\r
1651 jitter1_min = 0.0;
\r
1656 Debug info for client
\r
1659 static float counter = 0.0;
\r
1664 client.printDebugInfo(std::cout);
\r
1669 Input handler step()
\r
1671 g_input->step(dtime);
\r
1676 /*if(g_esc_pressed)
\r
1682 Player speed control
\r
1685 if(g_game_focused)
\r
1692 bool a_superspeed,
\r
1695 PlayerControl control(
\r
1696 g_input->isKeyDown(irr::KEY_KEY_W),
\r
1697 g_input->isKeyDown(irr::KEY_KEY_S),
\r
1698 g_input->isKeyDown(irr::KEY_KEY_A),
\r
1699 g_input->isKeyDown(irr::KEY_KEY_D),
\r
1700 g_input->isKeyDown(irr::KEY_SPACE),
\r
1701 g_input->isKeyDown(irr::KEY_KEY_2),
\r
1705 client.setPlayerControl(control);
\r
1709 // Set every key to inactive
\r
1710 PlayerControl control;
\r
1711 client.setPlayerControl(control);
\r
1716 Process environment
\r
1720 //TimeTaker timer("client.step(dtime)", device);
\r
1721 client.step(dtime);
\r
1722 //client.step(dtime_avg1);
\r
1725 if(server != NULL)
\r
1727 //TimeTaker timer("server->step(dtime)", device);
\r
1728 server->step(dtime);
\r
1731 v3f player_position = client.getPlayerPosition();
\r
1733 //TimeTaker //timer2("//timer2", device);
\r
1736 Mouse and camera control
\r
1739 if(device->isWindowActive() && g_game_focused && !pauseMenu.isVisible())
\r
1741 device->getCursorControl()->setVisible(false);
\r
1743 if(first_loop_after_window_activation){
\r
1744 //std::cout<<"window active, first loop"<<std::endl;
\r
1745 first_loop_after_window_activation = false;
\r
1748 s32 dx = g_input->getMousePos().X - displaycenter.X;
\r
1749 s32 dy = g_input->getMousePos().Y - displaycenter.Y;
\r
1750 //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
\r
1751 camera_yaw -= dx*0.2;
\r
1752 camera_pitch += dy*0.2;
\r
1753 if(camera_pitch < -89.5) camera_pitch = -89.5;
\r
1754 if(camera_pitch > 89.5) camera_pitch = 89.5;
\r
1756 g_input->setMousePos(displaycenter.X, displaycenter.Y);
\r
1759 device->getCursorControl()->setVisible(true);
\r
1761 //std::cout<<"window inactive"<<std::endl;
\r
1762 first_loop_after_window_activation = true;
\r
1765 camera_yaw = wrapDegrees(camera_yaw);
\r
1766 camera_pitch = wrapDegrees(camera_pitch);
\r
1768 v3f camera_direction = v3f(0,0,1);
\r
1769 camera_direction.rotateYZBy(camera_pitch);
\r
1770 camera_direction.rotateXZBy(camera_yaw);
\r
1772 v3f camera_position =
\r
1773 player_position + v3f(0, BS+BS/2, 0);
\r
1775 camera->setPosition(camera_position);
\r
1776 // *100.0 helps in large map coordinates
\r
1777 camera->setTarget(camera_position + camera_direction * 100.0);
\r
1779 if(FIELD_OF_VIEW_TEST){
\r
1780 //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));
\r
1781 client.updateCamera(v3f(0,0,0), v3f(0,0,1));
\r
1784 //client.m_env.getMap().updateCamera(camera_position, camera_direction);
\r
1785 //TimeTaker timer("client.updateCamera", device);
\r
1786 client.updateCamera(camera_position, camera_direction);
\r
1790 //TimeTaker //timer3("//timer3", device);
\r
1793 Calculate what block is the crosshair pointing to
\r
1796 //u32 t1 = device->getTimer()->getRealTime();
\r
1798 //f32 d = 4; // max. distance
\r
1799 f32 d = 4; // max. distance
\r
1800 core::line3d<f32> shootline(camera_position,
\r
1801 camera_position + camera_direction * BS * (d+1));
\r
1803 MapBlockObject *selected_object = client.getSelectedObject
\r
1804 (d*BS, camera_position, shootline);
\r
1806 if(selected_object != NULL)
\r
1808 //dstream<<"Client returned selected_object != NULL"<<std::endl;
\r
1810 core::aabbox3d<f32> box_on_map
\r
1811 = selected_object->getSelectionBoxOnMap();
\r
1813 hilightboxes.push_back(box_on_map);
\r
1815 infotext = narrow_to_wide(selected_object->infoText());
\r
1817 if(g_input->getLeftClicked())
\r
1819 std::cout<<DTIME<<"Left-clicked object"<<std::endl;
\r
1820 client.clickObject(0, selected_object->getBlock()->getPos(),
\r
1821 selected_object->getId(), g_selected_item);
\r
1823 else if(g_input->getRightClicked())
\r
1825 std::cout<<DTIME<<"Right-clicked object"<<std::endl;
\r
1827 Check if we want to modify the object ourselves
\r
1829 if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)
\r
1831 dstream<<"Sign object right-clicked"<<std::endl;
\r
1835 input_guitext = guienv->addStaticText(L"",
\r
1836 core::rect<s32>(150,100,350,120),
\r
1838 false, // wordwrap?
\r
1841 input_guitext->setDrawBackground(true);
\r
1843 g_text_buffer = L"";
\r
1844 g_text_buffer_accepted = false;
\r
1845 textbuf_dest = new TextDestSign(
\r
1846 selected_object->getBlock()->getPos(),
\r
1847 selected_object->getId(),
\r
1851 Otherwise pass the event to the server as-is
\r
1855 client.clickObject(1, selected_object->getBlock()->getPos(),
\r
1856 selected_object->getId(), g_selected_item);
\r
1860 else // selected_object == NULL
\r
1863 bool nodefound = false;
\r
1865 v3s16 neighbourpos;
\r
1866 core::aabbox3d<f32> nodefacebox;
\r
1867 f32 mindistance = BS * 1001;
\r
1869 v3s16 pos_i = floatToInt(player_position);
\r
1871 /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
\r
1875 s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);
\r
1876 s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);
\r
1877 s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);
\r
1878 s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);
\r
1879 s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);
\r
1880 s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);
\r
1882 for(s16 y = ystart; y <= yend; y++)
\r
1883 for(s16 z = zstart; z <= zend; z++)
\r
1884 for(s16 x = xstart; x <= xend; x++)
\r
1889 n = client.getNode(v3s16(x,y,z));
\r
1890 if(content_pointable(n.d) == false)
\r
1893 catch(InvalidPositionException &e)
\r
1899 v3f npf = intToFloat(np);
\r
1904 v3s16(0,0,1), // back
\r
1905 v3s16(0,1,0), // top
\r
1906 v3s16(1,0,0), // right
\r
1907 v3s16(0,0,-1), // front
\r
1908 v3s16(0,-1,0), // bottom
\r
1909 v3s16(-1,0,0), // left
\r
1915 if(n.d == CONTENT_TORCH)
\r
1917 v3s16 dir = unpackDir(n.dir);
\r
1918 v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
\r
1919 dir_f *= BS/2 - BS/6 - BS/20;
\r
1920 v3f cpf = npf + dir_f;
\r
1921 f32 distance = (cpf - camera_position).getLength();
\r
1923 core::aabbox3d<f32> box;
\r
1926 if(dir == v3s16(0,-1,0))
\r
1928 box = core::aabbox3d<f32>(
\r
1929 npf - v3f(BS/6, BS/2, BS/6),
\r
1930 npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)
\r
1934 else if(dir == v3s16(0,1,0))
\r
1936 box = core::aabbox3d<f32>(
\r
1937 npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),
\r
1938 npf + v3f(BS/6, BS/2, BS/6)
\r
1944 box = core::aabbox3d<f32>(
\r
1945 cpf - v3f(BS/6, BS/3, BS/6),
\r
1946 cpf + v3f(BS/6, BS/3, BS/6)
\r
1950 if(distance < mindistance)
\r
1952 if(box.intersectsWithLine(shootline))
\r
1956 neighbourpos = np;
\r
1957 mindistance = distance;
\r
1958 nodefacebox = box;
\r
1967 for(u16 i=0; i<6; i++)
\r
1969 v3f dir_f = v3f(dirs[i].X,
\r
1970 dirs[i].Y, dirs[i].Z);
\r
1971 v3f centerpoint = npf + dir_f * BS/2;
\r
1973 (centerpoint - camera_position).getLength();
\r
1975 if(distance < mindistance)
\r
1977 core::CMatrix4<f32> m;
\r
1978 m.buildRotateFromTo(v3f(0,0,1), dir_f);
\r
1980 // This is the back face
\r
1981 v3f corners[2] = {
\r
1982 v3f(BS/2, BS/2, BS/2),
\r
1983 v3f(-BS/2, -BS/2, BS/2+d)
\r
1986 for(u16 j=0; j<2; j++)
\r
1988 m.rotateVect(corners[j]);
\r
1989 corners[j] += npf;
\r
1992 core::aabbox3d<f32> facebox(corners[0]);
\r
1993 facebox.addInternalPoint(corners[1]);
\r
1995 if(facebox.intersectsWithLine(shootline))
\r
1999 neighbourpos = np + dirs[i];
\r
2000 mindistance = distance;
\r
2001 nodefacebox = facebox;
\r
2003 } // if distance < mindistance
\r
2005 } // regular block
\r
2010 //std::cout<<DTIME<<"nodefound == true"<<std::endl;
\r
2011 //std::cout<<DTIME<<"nodepos=("<<nodepos.X<<","<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
\r
2012 //std::cout<<DTIME<<"neighbourpos=("<<neighbourpos.X<<","<<neighbourpos.Y<<","<<neighbourpos.Z<<")"<<std::endl;
\r
2014 static v3s16 nodepos_old(-1,-1,-1);
\r
2015 if(nodepos != nodepos_old){
\r
2016 std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","
\r
2017 <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
\r
2018 nodepos_old = nodepos;
\r
2020 /*wchar_t positiontext[20];
\r
2021 swprintf(positiontext, 20, L"(%i,%i,%i)",
\r
2022 nodepos.X, nodepos.Y, nodepos.Z);
\r
2023 positiontextgui->setText(positiontext);*/
\r
2026 hilightboxes.push_back(nodefacebox);
\r
2028 if(g_input->getLeftClicked())
\r
2030 //std::cout<<DTIME<<"Removing node"<<std::endl;
\r
2031 //client.removeNode(nodepos);
\r
2032 std::cout<<DTIME<<"Ground left-clicked"<<std::endl;
\r
2033 client.pressGround(0, nodepos, neighbourpos, g_selected_item);
\r
2035 if(g_input->getRightClicked())
\r
2037 //std::cout<<DTIME<<"Placing node"<<std::endl;
\r
2038 //client.addNodeFromInventory(neighbourpos, g_selected_item);
\r
2039 std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
\r
2040 client.pressGround(1, nodepos, neighbourpos, g_selected_item);
\r
2044 //std::cout<<DTIME<<"nodefound == false"<<std::endl;
\r
2045 //positiontextgui->setText(L"");
\r
2048 } // selected_object == NULL
\r
2050 g_input->resetLeftClicked();
\r
2051 g_input->resetRightClicked();
\r
2054 Calculate stuff for drawing
\r
2057 camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
\r
2059 /*f32 range = g_viewing_range_nodes * BS;
\r
2060 if(g_viewing_range_all)
\r
2061 range = 100000*BS;
\r
2065 video::EFT_FOG_LINEAR,
\r
2069 false, // pixel fog
\r
2070 false // range fog
\r
2075 Update gui stuff (0ms)
\r
2078 //TimeTaker guiupdatetimer("Gui updating", device);
\r
2081 wchar_t temptext[150];
\r
2083 static float drawtime_avg = 0;
\r
2084 drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;
\r
2085 static float beginscenetime_avg = 0;
\r
2086 beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02;
\r
2087 static float scenetime_avg = 0;
\r
2088 scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;
\r
2089 static float endscenetime_avg = 0;
\r
2090 endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;
\r
2092 swprintf(temptext, 150, L"Minetest-c55 ("
\r
2094 L", R: range_all=%i"
\r
2096 L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",
\r
2098 g_viewing_range_all,
\r
2100 beginscenetime_avg,
\r
2105 guitext->setText(temptext);
\r
2109 wchar_t temptext[150];
\r
2110 swprintf(temptext, 150,
\r
2111 L"(% .1f, % .1f, % .1f)"
\r
2112 L" (% .3f < btime_jitter < % .3f"
\r
2113 L", dtime_jitter = % .1f %%)",
\r
2114 player_position.X/BS,
\r
2115 player_position.Y/BS,
\r
2116 player_position.Z/BS,
\r
2117 busytime_jitter1_min_sample,
\r
2118 busytime_jitter1_max_sample,
\r
2119 dtime_jitter1_max_fraction * 100.0
\r
2122 guitext2->setText(temptext);
\r
2126 /*wchar_t temptext[100];
\r
2127 swprintf(temptext, 100,
\r
2128 SWPRINTF_CHARSTRING,
\r
2129 infotext.substr(0,99).c_str()
\r
2132 guitext_info->setText(temptext);*/
\r
2134 guitext_info->setText(infotext.c_str());
\r
2141 static u16 old_selected_item = 65535;
\r
2142 if(client.getLocalInventoryUpdated()
\r
2143 || g_selected_item != old_selected_item)
\r
2145 old_selected_item = g_selected_item;
\r
2146 //std::cout<<"Updating local inventory"<<std::endl;
\r
2147 client.getLocalInventory(local_inventory);
\r
2148 quick_inventory->setSelection(g_selected_item);
\r
2149 quick_inventory->update();
\r
2152 if(input_guitext != NULL)
\r
2154 /*wchar_t temptext[100];
\r
2155 swprintf(temptext, 100,
\r
2156 SWPRINTF_CHARSTRING,
\r
2157 g_text_buffer.substr(0,99).c_str()
\r
2159 input_guitext->setText(g_text_buffer.c_str());
\r
2165 if(input_guitext != NULL && g_text_buffer_accepted)
\r
2167 input_guitext->remove();
\r
2168 input_guitext = NULL;
\r
2170 if(textbuf_dest != NULL)
\r
2172 std::string text = wide_to_narrow(g_text_buffer);
\r
2173 dstream<<"Sending text: "<<text<<std::endl;
\r
2174 textbuf_dest->sendText(text);
\r
2175 delete textbuf_dest;
\r
2176 textbuf_dest = NULL;
\r
2182 //guiupdatetimer.stop();
\r
2188 TimeTaker drawtimer("Drawing", device);
\r
2191 Background color is choosen based on whether the player is
\r
2192 much beyond the initial ground level
\r
2194 /*video::SColor bgcolor;
\r
2195 v3s16 p0 = Map::floatToInt(player_position);
\r
2196 // Does this make short random delays?
\r
2197 // NOTE: no need for this, sky doesn't show underground with
\r
2199 bool is_underground = client.isNodeUnderground(p0);
\r
2200 //bool is_underground = false;
\r
2201 if(is_underground == false)
\r
2202 bgcolor = video::SColor(255,90,140,200);
\r
2204 bgcolor = video::SColor(255,0,0,0);*/
\r
2206 //video::SColor bgcolor = video::SColor(255,90,140,200);
\r
2207 video::SColor bgcolor = skycolor;
\r
2210 TimeTaker timer("beginScene", device);
\r
2211 driver->beginScene(true, true, bgcolor);
\r
2212 beginscenetime = timer.stop(true);
\r
2217 //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;
\r
2220 TimeTaker timer("smgr", device);
\r
2222 scenetime = timer.stop(true);
\r
2226 //TimeTaker timer9("auxiliary drawings", device);
\r
2229 driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),
\r
2230 displaycenter + core::vector2d<s32>(10,0),
\r
2231 video::SColor(255,255,255,255));
\r
2232 driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),
\r
2233 displaycenter + core::vector2d<s32>(0,10),
\r
2234 video::SColor(255,255,255,255));
\r
2237 //TimeTaker //timer10("//timer10", device);
\r
2239 video::SMaterial m;
\r
2241 m.Lighting = false;
\r
2242 driver->setMaterial(m);
\r
2244 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
2246 for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();
\r
2247 i != hilightboxes.end(); i++)
\r
2249 /*std::cout<<"hilightbox min="
\r
2250 <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"
\r
2252 <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"
\r
2254 driver->draw3DBox(*i, video::SColor(255,0,0,0));
\r
2260 //TimeTaker //timer11("//timer11", device);
\r
2266 guienv->drawAll();
\r
2270 TimeTaker timer("endScene", device);
\r
2271 driver->endScene();
\r
2272 endscenetime = timer.stop(true);
\r
2275 drawtime = drawtimer.stop(true);
\r
2281 static s16 lastFPS = 0;
\r
2282 //u16 fps = driver->getFPS();
\r
2283 u16 fps = (1.0/dtime_avg1);
\r
2285 if (lastFPS != fps)
\r
2287 core::stringw str = L"Minetest [";
\r
2288 str += driver->getName();
\r
2292 device->setWindowCaption(str.c_str());
\r
2298 device->yield();*/
\r
2301 } // client is deleted at this point
\r
2306 In the end, delete the Irrlicht device.
\r
2311 catch(con::PeerNotFoundException &e)
\r
2313 dstream<<DTIME<<"Connection timed out."<<std::endl;
\r
2315 #if CATCH_UNHANDLED_EXCEPTIONS
\r
2317 This is what has to be done in every thread to get suitable debug info
\r
2319 catch(std::exception &e)
\r
2321 dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "
\r
2322 <<e.what()<<std::endl;
\r
2327 debugstreams_deinit();
\r