#include "client/tile.h"
#endif
#include "log.h"
-#include "main.h" // g_settings
#include "settings.h"
#include "util/serialize.h"
#include "util/container.h"
groups = def.groups;
node_placement_prediction = def.node_placement_prediction;
sound_place = def.sound_place;
+ sound_place_failed = def.sound_place_failed;
range = def.range;
return *this;
}
}
groups.clear();
sound_place = SimpleSoundSpec();
+ sound_place_failed = SimpleSoundSpec();
range = -1;
node_placement_prediction = "";
os<<serializeString(tool_capabilities_s);
writeU16(os, groups.size());
for(std::map<std::string, int>::const_iterator
- i = groups.begin(); i != groups.end(); i++){
+ i = groups.begin(); i != groups.end(); ++i){
os<<serializeString(i->first);
writeS16(os, i->second);
}
os<<serializeString(sound_place.name);
writeF1000(os, sound_place.gain);
}
- if(protocol_version > 20){
+ if (protocol_version > 20) {
writeF1000(os, range);
+ os << serializeString(sound_place_failed.name);
+ writeF1000(os, sound_place_failed.gain);
}
}
}
// If you add anything here, insert it primarily inside the try-catch
// block to not need to increase the version.
- try{
- }catch(SerializationError &e) {};
+ try {
+ sound_place_failed.name = deSerializeString(is);
+ sound_place_failed.gain = readF1000(is);
+ } catch(SerializationError &e) {};
}
/*
{
#ifndef SERVER
- m_main_thread = get_current_thread_id();
+ m_main_thread = thr_get_current_thread_id();
#endif
clear();
}
#endif
for (std::map<std::string, ItemDefinition*>::iterator iter =
m_item_definitions.begin(); iter != m_item_definitions.end();
- iter ++) {
+ ++iter) {
delete iter->second;
}
m_item_definitions.clear();
}
virtual std::string getAlias(const std::string &name) const
{
- std::map<std::string, std::string>::const_iterator i;
- i = m_aliases.find(name);
- if(i != m_aliases.end())
- return i->second;
+ StringMap::const_iterator it = m_aliases.find(name);
+ if (it != m_aliases.end())
+ return it->second;
return name;
}
virtual std::set<std::string> getAll() const
{
std::set<std::string> result;
- for(std::map<std::string, ItemDefinition*>::const_iterator
- i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
- {
- result.insert(i->first);
+ for(std::map<std::string, ItemDefinition *>::const_iterator
+ it = m_item_definitions.begin();
+ it != m_item_definitions.end(); ++it) {
+ result.insert(it->first);
}
- for(std::map<std::string, std::string>::const_iterator
- i = m_aliases.begin();
- i != m_aliases.end(); i++)
- {
- result.insert(i->first);
+ for (StringMap::const_iterator
+ it = m_aliases.begin();
+ it != m_aliases.end(); ++it) {
+ result.insert(it->first);
}
return result;
}
<<name<<"\""<<std::endl;
// This is not thread-safe
- sanity_check(get_current_thread_id() == m_main_thread);
+ sanity_check(thr_is_current_thread(m_main_thread));
// Skip if already in cache
ClientCached *cc = NULL;
return cc;
ITextureSource *tsrc = gamedef->getTextureSource();
- INodeDefManager *nodedef = gamedef->getNodeDefManager();
const ItemDefinition &def = get(name);
// Create new ClientCached
if(def.inventory_image != "")
cc->inventory_texture = tsrc->getTexture(def.inventory_image);
- // Additional processing for nodes:
- // - Create a wield mesh if WieldMeshSceneNode can't render
- // the node on its own.
- // - If inventory_texture isn't set yet, create one using
- // render-to-texture.
- if (def.type == ITEM_NODE) {
- // Get node properties
- content_t id = nodedef->getId(name);
- const ContentFeatures &f = nodedef->get(id);
-
- bool need_rtt_mesh = cc->inventory_texture == NULL;
-
- // Keep this in sync with WieldMeshSceneNode::setItem()
- bool need_wield_mesh =
- !(f.mesh_ptr[0] ||
- f.drawtype == NDT_NORMAL ||
- f.drawtype == NDT_ALLFACES ||
- f.drawtype == NDT_AIRLIKE);
-
- scene::IMesh *node_mesh = NULL;
-
- if (need_rtt_mesh || need_wield_mesh) {
- u8 param1 = 0;
- if (f.param_type == CPT_LIGHT)
- param1 = 0xee;
-
- /*
- Make a mesh from the node
- */
- MeshMakeData mesh_make_data(gamedef, false);
- u8 param2 = 0;
- if (f.param_type_2 == CPT2_WALLMOUNTED)
- param2 = 1;
- MapNode mesh_make_node(id, param1, param2);
- mesh_make_data.fillSingleNode(&mesh_make_node);
- MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
- node_mesh = mapblock_mesh.getMesh();
- node_mesh->grab();
- video::SColor c(255, 255, 255, 255);
- setMeshColor(node_mesh, c);
-
- // scale and translate the mesh so it's a
- // unit cube centered on the origin
- scaleMesh(node_mesh, v3f(1.0/BS, 1.0/BS, 1.0/BS));
- translateMesh(node_mesh, v3f(-1.0, -1.0, -1.0));
- }
-
- /*
- Draw node mesh into a render target texture
- */
- if (need_rtt_mesh) {
- TextureFromMeshParams params;
- params.mesh = node_mesh;
- params.dim.set(64, 64);
- params.rtt_texture_name = "INVENTORY_"
- + def.name + "_RTT";
- params.delete_texture_on_shutdown = true;
- params.camera_position.set(0, 1.0, -1.5);
- params.camera_position.rotateXZBy(45);
- params.camera_lookat.set(0, 0, 0);
- // Set orthogonal projection
- params.camera_projection_matrix.buildProjectionMatrixOrthoLH(
- 1.65, 1.65, 0, 100);
- params.ambient_light.set(1.0, 0.2, 0.2, 0.2);
- params.light_position.set(10, 100, -50);
- params.light_color.set(1.0, 0.5, 0.5, 0.5);
- params.light_radius = 1000;
-
-#ifdef __ANDROID__
- params.camera_position.set(0, -1.0, -1.5);
- params.camera_position.rotateXZBy(45);
- params.light_position.set(10, -100, -50);
-#endif
- cc->inventory_texture =
- tsrc->generateTextureFromMesh(params);
-
- // render-to-target didn't work
- if (cc->inventory_texture == NULL) {
- cc->inventory_texture =
- tsrc->getTexture(f.tiledef[0].name);
- }
- }
+ ItemStack item = ItemStack();
+ item.name = def.name;
- /*
- Use the node mesh as the wield mesh
- */
- if (need_wield_mesh) {
- cc->wield_mesh = node_mesh;
- cc->wield_mesh->grab();
-
- // no way reference count can be smaller than 2 in this place!
- assert(cc->wield_mesh->getReferenceCount() >= 2);
- }
-
- if (node_mesh)
- node_mesh->drop();
- }
+ scene::IMesh *mesh = getItemMesh(gamedef, item);
+ cc->wield_mesh = mesh;
// Put in cache
m_clientcached.set(name, cc);
if(cc)
return cc;
- if(get_current_thread_id() == m_main_thread)
+ if(thr_is_current_thread(m_main_thread))
{
return createClientCachedDirect(name, gamedef);
}
{
for(std::map<std::string, ItemDefinition*>::const_iterator
i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
+ i != m_item_definitions.end(); ++i)
{
delete i->second;
}
writeU8(os, 0); // version
u16 count = m_item_definitions.size();
writeU16(os, count);
- for(std::map<std::string, ItemDefinition*>::const_iterator
- i = m_item_definitions.begin();
- i != m_item_definitions.end(); i++)
- {
- ItemDefinition *def = i->second;
+
+ for (std::map<std::string, ItemDefinition *>::const_iterator
+ it = m_item_definitions.begin();
+ it != m_item_definitions.end(); ++it) {
+ ItemDefinition *def = it->second;
// Serialize ItemDefinition and write wrapped in a string
std::ostringstream tmp_os(std::ios::binary);
def->serialize(tmp_os, protocol_version);
- os<<serializeString(tmp_os.str());
+ os << serializeString(tmp_os.str());
}
+
writeU16(os, m_aliases.size());
- for(std::map<std::string, std::string>::const_iterator
- i = m_aliases.begin(); i != m_aliases.end(); i++)
- {
- os<<serializeString(i->first);
- os<<serializeString(i->second);
+
+ for (StringMap::const_iterator
+ it = m_aliases.begin();
+ it != m_aliases.end(); ++it) {
+ os << serializeString(it->first);
+ os << serializeString(it->second);
}
}
void deSerialize(std::istream &is)
// Key is name
std::map<std::string, ItemDefinition*> m_item_definitions;
// Aliases
- std::map<std::string, std::string> m_aliases;
+ StringMap m_aliases;
#ifndef SERVER
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;