]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/camera.cpp
Fix script error reporting a bit
[dragonfireclient.git] / src / camera.cpp
index 56028da4027ea0c5a2cecf68bc21225c1333ce26..8f421e6916852ade67b21f6a69a60d86939cb8dd 100644 (file)
@@ -25,6 +25,17 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "player.h"
 #include "tile.h"
 #include <cmath>
+#include <SAnimatedMesh.h>
+#include "settings.h"
+#include "nodedef.h" // For wield visualization
+
+// In Irrlicht 1.8 the signature of ITexture::lock was changed from
+// (bool, u32) to (E_TEXTURE_LOCK_MODE, u32).
+#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 7
+#define MY_ETLM_READ_ONLY true
+#else
+#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
+#endif
 
 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control):
        m_smgr(smgr),
@@ -126,9 +137,11 @@ void Camera::step(f32 dtime)
 {
        if (m_view_bobbing_state != 0)
        {
-               f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               //f32 offset = dtime * m_view_bobbing_speed * 0.035;
+               f32 offset = dtime * m_view_bobbing_speed * 0.030;
                if (m_view_bobbing_state == 2)
                {
+#if 0
                        // Animation is getting turned off
                        if (m_view_bobbing_anim < 0.5)
                                m_view_bobbing_anim -= offset;
@@ -139,6 +152,29 @@ void Camera::step(f32 dtime)
                                m_view_bobbing_anim = 0;
                                m_view_bobbing_state = 0;
                        }
+#endif
+#if 1
+                       // Animation is getting turned off
+                       if(m_view_bobbing_anim < 0.25){
+                               m_view_bobbing_anim -= offset;
+                       } else if(m_view_bobbing_anim > 0.75){
+                               m_view_bobbing_anim += offset;
+                       } if(m_view_bobbing_anim < 0.5){
+                               m_view_bobbing_anim += offset;
+                               if(m_view_bobbing_anim > 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       } else {
+                               m_view_bobbing_anim -= offset;
+                               if(m_view_bobbing_anim < 0.5)
+                                       m_view_bobbing_anim = 0.5;
+                       }
+                       if(m_view_bobbing_anim <= 0 || m_view_bobbing_anim >= 1 ||
+                                       fabs(m_view_bobbing_anim - 0.5) < 0.01)
+                       {
+                               m_view_bobbing_anim = 0;
+                               m_view_bobbing_state = 0;
+                       }
+#endif
                }
                else
                {
@@ -183,15 +219,25 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
                #if 1
                f32 bobknob = 1.2;
                f32 bobtmp = sin(pow(bobfrac, bobknob) * PI);
+               //f32 bobtmp2 = cos(pow(bobfrac, bobknob) * PI);
 
                v3f bobvec = v3f(
-                       bobdir * sin(bobfrac * PI),
-                       0.8 * bobtmp * bobtmp,
+                       0.3 * bobdir * sin(bobfrac * PI),
+                       -0.28 * bobtmp * bobtmp,
                        0.);
 
-               rel_cam_pos += 0.03 * bobvec;
-               rel_cam_target += 0.045 * bobvec;
-               rel_cam_up.rotateXYBy(0.03 * bobdir * bobtmp * PI);
+               //rel_cam_pos += 0.2 * bobvec;
+               //rel_cam_target += 0.03 * bobvec;
+               //rel_cam_up.rotateXYBy(0.02 * bobdir * bobtmp * PI);
+               float f = 1.0;
+               f *= g_settings->getFloat("view_bobbing_amount");
+               rel_cam_pos += bobvec * f;
+               //rel_cam_target += 0.995 * bobvec * f;
+               rel_cam_target += bobvec * f;
+               rel_cam_target.Z -= 0.005 * bobvec.Z * f;
+               //rel_cam_target.X -= 0.005 * bobvec.X * f;
+               //rel_cam_target.Y -= 0.005 * bobvec.Y * f;
+               rel_cam_up.rotateXYBy(-0.03 * bobdir * bobtmp * PI * f);
                #else
                f32 angle_deg = 1 * bobdir * sin(bobfrac * PI);
                f32 angle_rad = angle_deg * PI / 180;
@@ -231,7 +277,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
 
        // Position the wielded item
        v3f wield_position = v3f(45, -35, 65);
-       v3f wield_rotation = v3f(90, -90, -90);
+       v3f wield_rotation = v3f(-100, 120, -100);
        if (m_digging_button != -1)
        {
                f32 digfrac = m_digging_anim;
@@ -241,14 +287,20 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
 
                // Euler angles are PURE EVIL, so why not use quaternions?
                core::quaternion quat_begin(wield_rotation * core::DEGTORAD);
-               core::quaternion quat_end(v3f(90, 20, -130) * core::DEGTORAD);
+               core::quaternion quat_end(v3f(90, -10, -130) * core::DEGTORAD);
                core::quaternion quat_slerp;
                quat_slerp.slerp(quat_begin, quat_end, sin(digfrac * PI));
                quat_slerp.toEuler(wield_rotation);
                wield_rotation *= core::RADTODEG;
        }
+       else {
+               f32 bobfrac = my_modf(m_view_bobbing_anim);
+               wield_position.X -= sin(bobfrac*PI*2.0) * 3.0;
+               wield_position.Y += sin(my_modf(bobfrac*2.0)*PI) * 3.0;
+       }
        m_wieldnode->setPosition(wield_position);
        m_wieldnode->setRotation(wield_rotation);
+       m_wieldnode->updateLight(player->light);
 
        // Render distance feedback loop
        updateViewingRange(frametime);
@@ -259,8 +311,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize)
        v3f speed = player->getSpeed();
        if ((hypot(speed.X, speed.Z) > BS) &&
                (player->touching_ground) &&
-               (g_settings.getBool("view_bobbing") == true) &&
-               (g_settings.getBool("free_move") == false))
+               (g_settings->getBool("view_bobbing") == true) &&
+               (g_settings->getBool("free_move") == false))
        {
                // Start animation
                m_view_bobbing_state = 1;
@@ -299,7 +351,7 @@ void Camera::updateViewingRange(f32 frametime_in)
                        <<std::endl;*/
 
        m_draw_control.wanted_min_range = m_viewing_range_min;
-       m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
+       m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
        if (m_draw_control.wanted_max_blocks < 10)
                m_draw_control.wanted_max_blocks = 10;
 
@@ -321,7 +373,9 @@ void Camera::updateViewingRange(f32 frametime_in)
        //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
 
        // If needed frametime change is small, just return
-       if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
+       // This value was 0.4 for many months until 2011-10-18 by c55;
+       // Let's see how this works out.
+       if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
        {
                //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
                return;
@@ -387,24 +441,27 @@ void Camera::updateViewingRange(f32 frametime_in)
 
 void Camera::updateSettings()
 {
-       m_viewing_range_min = g_settings.getS16("viewing_range_nodes_min");
+       m_viewing_range_min = g_settings->getS16("viewing_range_nodes_min");
        m_viewing_range_min = MYMAX(5.0, m_viewing_range_min);
 
-       m_viewing_range_max = g_settings.getS16("viewing_range_nodes_max");
+       m_viewing_range_max = g_settings->getS16("viewing_range_nodes_max");
        m_viewing_range_max = MYMAX(m_viewing_range_min, m_viewing_range_max);
 
-       f32 fov_degrees = g_settings.getFloat("fov");
+       f32 fov_degrees = g_settings->getFloat("fov");
        fov_degrees = MYMAX(fov_degrees, 10.0);
        fov_degrees = MYMIN(fov_degrees, 170.0);
        m_fov_y = fov_degrees * PI / 180.0;
 
-       f32 wanted_fps = g_settings.getFloat("wanted_fps");
+       f32 wanted_fps = g_settings->getFloat("wanted_fps");
        wanted_fps = MYMAX(wanted_fps, 1.0);
        m_wanted_frametime = 1.0 / wanted_fps;
 }
 
-void Camera::wield(const InventoryItem* item)
+void Camera::wield(const InventoryItem* item, IGameDef *gamedef)
 {
+       //ITextureSource *tsrc = gamedef->tsrc();
+       INodeDefManager *ndef = gamedef->ndef();
+
        if (item != NULL)
        {
                bool isCube = false;
@@ -415,11 +472,19 @@ void Camera::wield(const InventoryItem* item)
                        // A block-type material
                        MaterialItem* mat_item = (MaterialItem*) item;
                        content_t content = mat_item->getMaterial();
-                       if (content_features(content).solidness || content_features(content).visual_solidness)
-                       {
-                               m_wieldnode->setCube(content_features(content).tiles);
+                       switch(ndef->get(content).drawtype){
+                       case NDT_NORMAL:
+                       case NDT_LIQUID:
+                       case NDT_FLOWINGLIQUID:
+                       case NDT_GLASSLIKE:
+                       case NDT_ALLFACES:
+                       case NDT_ALLFACES_OPTIONAL:
+                               m_wieldnode->setCube(ndef->get(content).tiles);
                                m_wieldnode->setScale(v3f(30));
                                isCube = true;
+                               break;
+                       default:
+                               break;
                        }
                }
 
@@ -435,7 +500,9 @@ void Camera::wield(const InventoryItem* item)
        else
        {
                // Bare hands
-               m_wieldnode->setVisible(false);
+               m_wieldnode->setSprite(gamedef->tsrc()->getTextureRaw("wieldhand.png"));
+               m_wieldnode->setScale(v3f(40));
+               m_wieldnode->setVisible(true);
        }
 }
 
@@ -472,6 +539,7 @@ ExtrudedSpriteSceneNode::ExtrudedSpriteSceneNode(
        m_thickness = 0.1;
        m_cubemesh = NULL;
        m_is_cube = false;
+       m_light = LIGHT_MAX;
 }
 
 ExtrudedSpriteSceneNode::~ExtrudedSpriteSceneNode()
@@ -519,6 +587,7 @@ void ExtrudedSpriteSceneNode::setSprite(video::ITexture* texture)
        m_meshnode->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
        m_meshnode->setVisible(true);
        m_is_cube = false;
+       updateLight(m_light);
 }
 
 void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
@@ -546,6 +615,18 @@ void ExtrudedSpriteSceneNode::setCube(const TileSpec tiles[6])
        }
        m_meshnode->setVisible(true);
        m_is_cube = true;
+       updateLight(m_light);
+}
+
+void ExtrudedSpriteSceneNode::updateLight(u8 light)
+{
+       m_light = light;
+
+       u8 li = decode_light(light);
+       // Set brightness one lower than incoming light
+       diminish_light(li);
+       video::SColor color(255,li,li,li);
+       setMeshVerticesColor(m_meshnode->getMesh(), color);
 }
 
 void ExtrudedSpriteSceneNode::removeSpriteFromCache(video::ITexture* texture)
@@ -761,7 +842,7 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
        {
                // Texture is in the correct color format, we can pass it
                // to extrudeARGB right away.
-               void* data = texture->lock(true);
+               void* data = texture->lock(MY_ETLM_READ_ONLY);
                if (data == NULL)
                        return NULL;
                mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
@@ -771,7 +852,7 @@ scene::IAnimatedMesh* ExtrudedSpriteSceneNode::extrude(video::ITexture* texture)
        {
                video::IVideoDriver* driver = SceneManager->getVideoDriver();
 
-               video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(true));
+               video::IImage* img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY));
                if (img1 == NULL)
                        return NULL;