/*\r
Minetest-c55\r
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>\r
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
\r
This program is free software; you can redistribute it and/or modify\r
it under the terms of the GNU General Public License as published by\r
=============================== NOTES ==============================\r
NOTE: Things starting with TODO are sometimes only suggestions.\r
\r
-NOTE: VBO cannot be turned on for fast-changing stuff because there\r
- is an apparanet memory leak in irrlicht when using it (not sure)\r
- - It is not a memory leak but some kind of a buffer.\r
-\r
NOTE: iostream.imbue(std::locale("C")) is very slow\r
NOTE: Global locale is now set at initialization\r
\r
-SUGG: Fix address to be ipv6 compatible\r
+NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
+ hardware buffer (it is not freed automatically)\r
\r
-NOTE: When a new sector is generated, it may change the ground level\r
- of it's and it's neighbors border that two blocks that are\r
- above and below each other and that are generated before and\r
- after the sector heightmap generation (order doesn't matter),\r
- can have a small gap between each other at the border.\r
-SUGG: Use same technique for sector heightmaps as what we're\r
- using for UnlimitedHeightmap? (getting all neighbors\r
- when generating)\r
+Random suggeestions (AKA very old suggestions that haven't been done):\r
+----------------------------------------------------------------------\r
\r
-SUGG: Transfer more blocks in a single packet\r
-SUGG: A blockdata combiner class, to which blocks are added and at\r
- destruction it sends all the stuff in as few packets as possible.\r
+SUGG: Fix address to be ipv6 compatible\r
\r
SUGG: If player is on ground, mainly fetch ground-level blocks\r
-SUGG: Fetch stuff mainly from the viewing direction\r
\r
SUGG: Expose Connection's seqnums and ACKs to server and client.\r
- This enables saving many packets and making a faster connection\r
\r
SUGG: A map editing mode (similar to dedicated server mode)\r
\r
-SUGG: Add a time value to the param of footstepped grass and check it\r
- against a global timer when a block is accessed, to make old\r
- steps fade away.\r
-\r
-SUGG: Make a copy of close-range environment on client for showing\r
- on screen, with minimal mutexes to slow down the main loop\r
-\r
+SUGG: Transfer more blocks in a single packet\r
+SUGG: A blockdata combiner class, to which blocks are added and at\r
+ destruction it sends all the stuff in as few packets as possible.\r
SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
it by sending more stuff in a single packet.\r
- Add a packet queue to RemoteClient, from which packets will be\r
combined with object data packets\r
- This is not exactly trivial: the object data packets are\r
sometimes very big by themselves\r
-\r
-SUGG: Split MapBlockObject serialization to to-client and to-disk\r
- - This will allow saving ages of rats on disk but not sending\r
- them to clients\r
-\r
-SUGG: MovingObject::move and Player::move are basically the same.\r
- combine them.\r
-\r
-SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
- if something is already in it)\r
- - Use it in active block queue in water flowing\r
+ - This might not give much network performance gain though.\r
\r
SUGG: Precalculate lighting translation table at runtime (at startup)\r
- This is not doable because it is currently hand-made and not\r
based on some mathematical function.\r
+ - Note: This has been changing lately\r
\r
SUGG: A version number to blocks, which increments when the block is\r
modified (node add/remove, water update, lighting update)\r
- This can then be used to make sure the most recent version of\r
- a block has been sent to client\r
+ a block has been sent to client, for example\r
\r
SUGG: Make the amount of blocks sending to client and the total\r
amount of blocks dynamically limited. Transferring blocks is the\r
\r
SUGG: Meshes of blocks could be split into 6 meshes facing into\r
different directions and then only those drawn that need to be\r
- - Also an 1-dimensional tile map would be nice probably\r
+\r
+SUGG: Calculate lighting per vertex to get a lighting effect like in\r
+ bartwe's game\r
+\r
+SUGG: Background music based on cellular automata?\r
+ http://www.earslap.com/projectslab/otomata\r
+\r
+SUGG: Simple light color information to air\r
\r
Gaming ideas:\r
-------------\r
\r
- Aim for something like controlling a single dwarf in Dwarf Fortress\r
-\r
- The player could go faster by a crafting a boat, or riding an animal\r
-\r
- Random NPC traders. what else?\r
\r
+Game content:\r
+-------------\r
+\r
+- When furnace is destroyed, move items to player's inventory\r
+- Add lots of stuff\r
+- Glass blocks\r
+- Growing grass, decaying leaves\r
+ - This can be done in the active blocks I guess.\r
+ - Lots of stuff can be done in the active blocks.\r
+ - Uh, is there an active block list somewhere? I think not. Add it.\r
+- Breaking weak structures\r
+ - This can probably be accomplished in the same way as grass\r
+- Player health points\r
+ - When player dies, throw items on map (needs better item-on-map\r
+ implementation)\r
+- Cobble to get mossy if near water\r
+- More slots in furnace source list, so that multiple ingredients\r
+ are possible.\r
+- Keys to chests?\r
+\r
+- The Treasure Guard; a big monster with a hammer\r
+ - The hammer does great damage, shakes the ground and removes a block\r
+ - You can drop on top of it, and have some time to attack there\r
+ before he shakes you off\r
+\r
+- Maybe the difficulty could come from monsters getting tougher in\r
+ far-away places, and the player starting to need something from\r
+ there when time goes by.\r
+ - The player would have some of that stuff at the beginning, and\r
+ would need new supplies of it when it runs out\r
+\r
+- A bomb\r
+- A spread-items-on-map routine for the bomb, and for dying players\r
+\r
+- Fighting:\r
+ - Proper sword swing simulation\r
+ - Player should get damage from colliding to a wall at high speed\r
+\r
Documentation:\r
--------------\r
\r
Build system / running:\r
-----------------------\r
\r
-NOTE: The following fixme is not apparently valid, and it does work.\r
-FIXME: Graphical mode seems to segfault with Irrlicht 1.7.1 on 64-bit\r
- systems. (Ubuntu)\r
- - http://pastebin.no/32bo\r
- - Might be just a bad build, too\r
- - Doesn't affect Irrlicht 1.7.2 or 32-bit 1.7.1. (Arch/Debian)\r
- - A similar error occurs when getTexture is called from a thread\r
- when the texture has not been already loaded from disk:\r
- http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?p=68830\r
-\r
-FIXME: Some network errors on Windows that cause local game to not work\r
- - See siggjen's emails.\r
-\r
Networking and serialization:\r
-----------------------------\r
\r
-TODO: Get rid of GotSplitPacketException\r
-\r
-GUI:\r
-----\r
-\r
-TODO: Add gui option to remove map\r
-\r
-TODO: Configuration menu, at least for keys\r
+User Interface:\r
+---------------\r
\r
Graphics:\r
---------\r
\r
-TODO: Optimize day/night mesh updating somehow\r
- - create copies of all textures for all lighting values and only\r
- change texture for material?\r
- - Umm... the collecting of the faces is the slow part\r
- -> what about just changing the color values of the existing\r
- meshbuffers? It should go quite fast.\r
- - This is not easy; There'd need to be a buffer somewhere\r
- that would contain the night and day lighting values.\r
- - Actually if FastFaces would be stored, they could\r
- hold both values\r
-\r
-FEATURE: Combine MapBlock's face caches to so big pieces that VBO\r
- gets used\r
+SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
+ can be used\r
- That is >500 vertices\r
- This is not easy; all the MapBlocks close to the player would\r
still need to be drawn separately and combining the blocks\r
would have to happen in a background thread\r
\r
-TODO: Make fetching sector's blocks more efficient when rendering\r
+SUGG: Make fetching sector's blocks more efficient when rendering\r
sectors that have very large amounts of blocks (on client)\r
- Is this necessary at all?\r
\r
TODO: Flowing water animation\r
\r
-FIXME(FIXED): The new texture stuff is slow on wine\r
- - A basic grassy ground block takes 20-40ms\r
- - A bit more complicated block can take 270ms\r
- - On linux, a similar one doesn't take long at all (14ms)\r
- - It is NOT a bad std::string implementation of MSVC.\r
- - Can take up to 200ms? Is it when loading textures or always?\r
- - Updating excess amount of meshes when making footprints is too\r
- slow. It has to be fixed.\r
- -> implement Map::updateNodeMeshes()\r
- The fix:\r
- * Optimize TileSpec to only contain a reference number that\r
- is fast to compare, which refers to a cached string, or\r
- * Make TextureSpec for using instead of strings\r
-\r
-FIXME(FIXED): A lock condition is possible:\r
- 1) MapBlock::updateMesh() is called from client asynchronously:\r
- - AsyncProcessData() -> Map::updateMeshes()\r
- 2) Asynchronous locks m_temp_mods_mutex\r
- 3) MapBlock::updateMesh() is called from client synchronously:\r
- - Client::step() -> Environment::step()\r
- 4) Synchronous starts waiting for m_temp_mods_mutex\r
- 5) Asynchronous calls getTexture, which starts waiting for main thread\r
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
+ animating them is easier.\r
+\r
+SUGG: Option for enabling proper alpha channel for textures\r
+TODO: A setting for enabling bilinear filtering for textures\r
+\r
+TODO: Better control of draw_control.wanted_max_blocks\r
+\r
+TODO: Block mesh generator to tile properly on smooth lighting\r
\r
Configuration:\r
--------------\r
\r
-TODO: Make the video backend selectable\r
-\r
Client:\r
-------\r
\r
TODO: Untie client network operations from framerate\r
- Needs some input queues or something\r
- - Not really necessary?\r
+ - This won't give much performance boost because calculating block\r
+ meshes takes so long\r
\r
-TODO: Make morning and evening shorter\r
+SUGG: Make morning and evening transition more smooth and maybe shorter\r
\r
TODO: Don't update all meshes always on single node changes, but\r
check which ones should be updated\r
- - implement Map::updateNodeMeshes()\r
+ - implement Map::updateNodeMeshes() and the usage of it\r
+ - It will give almost always a 4x boost in mesh update performance.\r
+\r
+- A weapon engine\r
+\r
+- Tool/weapon visualization\r
+\r
+FIXME: When disconnected to the menu, memory is not freed properly\r
\r
Server:\r
-------\r
\r
-TODO: When player dies, throw items on map\r
-\r
-TODO: Make an option to the server to disable building and digging near\r
+SUGG: Make an option to the server to disable building and digging near\r
the starting position\r
\r
-TODO: Save players with inventories to disk\r
-TODO: Players to be saved as text in map/players/<name>\r
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
\r
-TODO: Copy the text of the last picked sign to inventory in creative\r
- mode\r
-\r
-TODO: Check what goes wrong with caching map to disk (Kray)\r
- - Nothing?\r
+* Fix the problem with the server constantly saving one or a few\r
+ blocks? List the first saved block, maybe it explains.\r
+ - It is probably caused by oscillating water\r
+* Make a small history check to transformLiquids to detect and log\r
+ continuous oscillations, in such detail that they can be fixed.\r
\r
-TODO: When server sees that client is removing an inexistent block or\r
- adding a block to an existent position, resend the MapBlock.\r
+FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
+ from big caves and such\r
\r
Objects:\r
--------\r
\r
-TODO: Better handling of objects and mobs\r
- - Scripting?\r
- - There has to be some way to do it with less messy code\r
- - Make separate classes for client and server\r
- - Client should not discriminate between blocks, server should\r
- - Make other players utilize the same framework\r
- - This is also needed for objects that don't get sent to client\r
- but are used for triggers etc\r
-\r
-TODO: There has to be some better way to handle static objects than to\r
- send them all the time. This affects signs and item objects.\r
-SUGG: Signs could be done in the same way as torches. For this, blocks\r
- need an additional metadata field for the texts\r
- - This is also needed for item container chests\r
-\r
-Block object server side:\r
- - A "near blocks" buffer, in which some nearby blocks are stored.\r
- - For all blocks in the buffer, objects are stepped(). This\r
- means they are active.\r
- - TODO: A global active buffer is needed for the server\r
- - TODO: A timestamp to blocks\r
- - TODO: All blocks going in and out of the buffer are recorded.\r
- - TODO: For outgoing blocks, timestamp is written.\r
- - TODO: For incoming blocks, time difference is calculated and\r
- objects are stepped according to it.\r
+TODO: Get rid of MapBlockObjects and use ActiveObjects\r
+\r
+SUGG: MovingObject::move and Player::move are basically the same.\r
+ combine them.\r
+ - NOTE: Player::move is more up-to-date.\r
+ - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
+\r
+SUGG: Server-side objects could be moved based on nodes to enable very\r
+ lightweight operation and simple AI\r
\r
Map:\r
----\r
\r
-NOTE: There are some lighting-related todos and fixmes in\r
- ServerMap::emergeBlock. And there always will be. 8)\r
-\r
TODO: Mineral and ground material properties\r
- This way mineral ground toughness can be calculated with just\r
some formula, as well as tool strengths\r
\r
-TODO: Change AttributeList to split the area into smaller sections so\r
- that searching won't be as heavy.\r
-\r
-TODO: Remove HMParams\r
-\r
TODO: Flowing water to actually contain flow direction information\r
-\r
-TODO: Remove duplicate lighting implementation from Map (leave\r
- VoxelManipulator, which is faster)\r
-\r
-FEATURE: Map generator version 2\r
- - Create surface areas based on central points; a given point's\r
- area type is given by the nearest central point\r
- - Separate points for heightmap, caves, plants and minerals?\r
- - Flat land, mountains, forest, jungle\r
- - Cliffs, arcs\r
- - There could be a certain height (to which mountains only reach)\r
- where some minerals are found\r
- - Create a system that allows a huge amount of different "map\r
- generator modules/filters"\r
-\r
-FEATURE: The map could be generated procedually:\r
- - This would need the map to be generated in larger pieces\r
- - How large? How do they connect to each other?\r
- - It has to be split vertically also\r
- - Lighting would not have to be necessarily calculated until\r
- the blocks are actually needed - it would be quite fast\r
- - Something like 64*64*16 MapBlocks?\r
- - No, MapSectors. And as much as it is efficient to do,\r
- 64x64 might be too much.\r
- - FIXME: This is currently halfway done and the generator is\r
- fairly broken\r
- * Make the stone level with a heightmap\r
- * Carve out stuff in the stone\r
- * Dump dirt all around, and simulate it falling off steep\r
- places\r
- * Erosion simulation at map generation time\r
- - Simulate water flows, which would carve out dirt fast and\r
- then turn stone into gravel and sand and relocate it.\r
- - How about relocating minerals, too? Coal and gold in\r
- downstream sand and gravel would be kind of cool\r
- - This would need a better way of handling minerals, mainly\r
- to have mineral content as a separate field. the first\r
- parameter field is free for this.\r
- - Simulate rock falling from cliffs when water has removed\r
- enough solid rock from the bottom\r
-\r
-Doing now:\r
-----------\r
-# maybe done\r
-* not done\r
-\r
-* Remove all kinds of systems that are made redundant by the new map\r
- generator\r
- - Sector heightmaps? At least they should be made redundant.\r
- - Sector objects\r
-* Do something about AttributeDatabase/List being too slow\r
-* Save chunk metadata on disk\r
-* Change water side textures so that buggy water doesn't look bad\r
-* Make server find the spawning place from the real map data, not from\r
- the heightmap\r
-* only_from_disk doesn't work that well anymore\r
-* Make the generator to run in background and not blocking block\r
- placement and transfer\r
-* Fix the strange mineral occurences\r
-* When the map is generated and a place is found for the player, the\r
- first chunk is actually still volatile and will have stuff still\r
- changed after spawning, which creates a lot of glitches.\r
- - This is partly fixed by now allowing only 2-sector deeep\r
- modification of volatile chunks. But it should still be fixed?\r
- - How about checking that the neighbors are fully generated too and\r
- generate them when the middle piece is needed\r
- - This is very slow\r
- - How about just enabling changed_blocks properly\r
- - This is probably a good idea\r
- - The server has to make sure the spawn point is not at the\r
- changing borders of a chunk\r
-* Add some kind of erosion and other stuff that now is possible\r
-* Make client to fetch stuff asynchronously\r
- - Needs method SyncProcessData\r
-* What is the problem with the server constantly saving one or a few\r
- blocks? List the first saved block, maybe it explains.\r
+ - There is a space for this - it just has to be implemented.\r
+\r
+SUGG: Erosion simulation at map generation time\r
+ - Simulate water flows, which would carve out dirt fast and\r
+ then turn stone into gravel and sand and relocate it.\r
+ - How about relocating minerals, too? Coal and gold in\r
+ downstream sand and gravel would be kind of cool\r
+ - This would need a better way of handling minerals, mainly\r
+ to have mineral content as a separate field. the first\r
+ parameter field is free for this.\r
+ - Simulate rock falling from cliffs when water has removed\r
+ enough solid rock from the bottom\r
+\r
+SUGG: Try out the notch way of generating maps, that is, make bunches\r
+ of low-res 3d noise and interpolate linearly.\r
+\r
+Mapgen v2:\r
+* Possibly add some kind of erosion and other stuff\r
+* Better water generation (spread it to underwater caverns but don't\r
+ fill dungeons that don't touch big water masses)\r
+* When generating a chunk and the neighboring chunk doesn't have mud\r
+ and stuff yet and the ground is fairly flat, the mud will flow to\r
+ the other chunk making nasty straight walls when the other chunk\r
+ is generated. Fix it. Maybe just a special case if the ground is\r
+ flat?\r
+\r
+Misc. stuff:\r
+------------\r
+* Make an "environment metafile" to store at least time of day\r
+* Move digging property stuff from material.{h,cpp} to mapnode.cpp...\r
+ - Or maybe move content_features to material.{h,cpp}?\r
+* Maybe:\r
+ Make a system for pregenerating quick information for mapblocks, so\r
+ that the client can show them as cubes before they are actually sent\r
+ or even generated.\r
+\r
+Making it more portable:\r
+------------------------\r
+* Some MSVC: std::sto* are defined without a namespace and collide\r
+ with the ones in utility.h\r
\r
======================================================================\r
\r
*/\r
\r
-/*\r
- Setting this to 1 enables a special camera mode that forces\r
- the renderers to think that the camera statically points from\r
- the starting place to a static direction.\r
-\r
- This allows one to move around with the player and see what\r
- is actually drawn behind solid things and behind the player.\r
-*/\r
-#define FIELD_OF_VIEW_TEST 0\r
-\r
#ifdef NDEBUG\r
#ifdef _WIN32\r
#pragma message ("Disabling unit tests")\r
#endif\r
\r
#ifdef _MSC_VER\r
-#pragma comment(lib, "Irrlicht.lib")\r
-//#pragma comment(lib, "jthread.lib")\r
-#pragma comment(lib, "zlibwapi.lib")\r
-#pragma comment(lib, "Shell32.lib")\r
-// This would get rid of the console window\r
-//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
+ #pragma comment(lib, "Irrlicht.lib")\r
+ //#pragma comment(lib, "jthread.lib")\r
+ #pragma comment(lib, "zlibwapi.lib")\r
+ #pragma comment(lib, "Shell32.lib")\r
+ // This would get rid of the console window\r
+ //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
#endif\r
\r
#include <iostream>\r
#include <fstream>\r
-#include <jmutexautolock.h>\r
+//#include <jmutexautolock.h>\r
#include <locale.h>\r
+#include "main.h"\r
#include "common_irrlicht.h"\r
#include "debug.h"\r
-#include "map.h"\r
-#include "player.h"\r
-#include "main.h"\r
+//#include "map.h"\r
+//#include "player.h"\r
#include "test.h"\r
-#include "environment.h"\r
#include "server.h"\r
-#include "client.h"\r
-#include "serialization.h"\r
+//#include "client.h"\r
#include "constants.h"\r
-#include "strfnd.h"\r
#include "porting.h"\r
-#include "irrlichtwrapper.h"\r
#include "gettime.h"\r
-#include "porting.h"\r
-#include "guiPauseMenu.h"\r
-#include "guiInventoryMenu.h"\r
-#include "guiTextInputMenu.h"\r
-#include "materials.h"\r
#include "guiMessageMenu.h"\r
#include "filesys.h"\r
#include "config.h"\r
#include "guiMainMenu.h"\r
#include "mineral.h"\r
+//#include "noise.h"\r
+//#include "tile.h"\r
+#include "materials.h"\r
+#include "game.h"\r
+#include "keycode.h"\r
+#include "sha1.h"\r
+#include "base64.h"\r
\r
-IrrlichtWrapper *g_irrlicht;\r
-\r
-MapDrawControl draw_control;\r
+// This makes textures\r
+ITextureSource *g_texturesource = NULL;\r
\r
/*\r
Settings.\r
*/\r
\r
Settings g_settings;\r
-\r
+// This is located in defaultsettings.cpp\r
extern void set_default_settings();\r
\r
/*\r
Random stuff\r
*/\r
\r
-IrrlichtDevice *g_device = NULL;\r
-Client *g_client = NULL;\r
-\r
/*\r
GUI Stuff\r
*/\r
gui::IGUIEnvironment* guienv = NULL;\r
gui::IGUIStaticText *guiroot = NULL;\r
\r
-class MainMenuManager : public IMenuManager\r
-{\r
-public:\r
- virtual void createdMenu(GUIModalMenu *menu)\r
- {\r
- for(core::list<GUIModalMenu*>::Iterator\r
- i = m_stack.begin();\r
- i != m_stack.end(); i++)\r
- {\r
- assert(*i != menu);\r
- }\r
-\r
- if(m_stack.size() != 0)\r
- (*m_stack.getLast())->setVisible(false);\r
- m_stack.push_back(menu);\r
- }\r
-\r
- virtual void deletingMenu(GUIModalMenu *menu)\r
- {\r
- // Remove all entries if there are duplicates\r
- bool removed_entry;\r
- do{\r
- removed_entry = false;\r
- for(core::list<GUIModalMenu*>::Iterator\r
- i = m_stack.begin();\r
- i != m_stack.end(); i++)\r
- {\r
- if(*i == menu)\r
- {\r
- m_stack.erase(i);\r
- removed_entry = true;\r
- break;\r
- }\r
- }\r
- }while(removed_entry);\r
-\r
- /*core::list<GUIModalMenu*>::Iterator i = m_stack.getLast();\r
- assert(*i == menu);\r
- m_stack.erase(i);*/\r
- \r
- if(m_stack.size() != 0)\r
- (*m_stack.getLast())->setVisible(true);\r
- }\r
-\r
- u32 menuCount()\r
- {\r
- return m_stack.size();\r
- }\r
-\r
- core::list<GUIModalMenu*> m_stack;\r
-};\r
-\r
MainMenuManager g_menumgr;\r
\r
bool noMenuActive()\r
return (g_menumgr.menuCount() == 0);\r
}\r
\r
-bool g_disconnect_requested = false;\r
-\r
-class MainGameCallback : public IGameCallback\r
-{\r
-public:\r
- virtual void exitToOS()\r
- {\r
- g_device->closeDevice();\r
- }\r
-\r
- virtual void disconnect()\r
- {\r
- g_disconnect_requested = true;\r
- }\r
-};\r
-\r
-MainGameCallback g_gamecallback;\r
-\r
-// Inventory actions from the menu are buffered here before sending\r
-Queue<InventoryAction*> inventory_action_queue;\r
-// This is a copy of the inventory that the client's environment has\r
-Inventory local_inventory;\r
+// Passed to menus to allow disconnecting and exiting\r
\r
-u16 g_selected_item = 0;\r
+MainGameCallback *g_gamecallback = NULL;\r
\r
/*\r
Debug streams\r
gettime.h implementation\r
*/\r
\r
-u32 getTimeMs()\r
-{\r
- /*\r
- Use irrlicht because it is more precise than porting.h's\r
- getTimeMs()\r
- */\r
- if(g_irrlicht == NULL)\r
- return 0;\r
- return g_irrlicht->getTime();\r
-}\r
-\r
-/*\r
- Text input system\r
-*/\r
-\r
-struct TextDestSign : public TextDest\r
+// A small helper class\r
+class TimeGetter\r
{\r
- TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
- {\r
- m_blockpos = blockpos;\r
- m_id = id;\r
- m_client = client;\r
- }\r
- void gotText(std::wstring text)\r
+public:\r
+ TimeGetter(IrrlichtDevice *device):\r
+ m_device(device)\r
+ {}\r
+ u32 getTime()\r
{\r
- std::string ntext = wide_to_narrow(text);\r
- dstream<<"Changing text of a sign object: "\r
- <<ntext<<std::endl;\r
- m_client->sendSignText(m_blockpos, m_id, ntext);\r
+ if(m_device == NULL)\r
+ return 0;\r
+ return m_device->getTimer()->getRealTime();\r
}\r
-\r
- v3s16 m_blockpos;\r
- s16 m_id;\r
- Client *m_client;\r
+private:\r
+ IrrlichtDevice *m_device;\r
};\r
\r
-struct TextDestChat : public TextDest\r
+// A pointer to a global instance of the time getter\r
+TimeGetter *g_timegetter = NULL;\r
+\r
+u32 getTimeMs()\r
{\r
- TextDestChat(Client *client)\r
- {\r
- m_client = client;\r
- }\r
- void gotText(std::wstring text)\r
- {\r
- m_client->sendChatMessage(text);\r
- m_client->addChatMessage(text);\r
- }\r
+ if(g_timegetter == NULL)\r
+ return 0;\r
+ return g_timegetter->getTime();\r
+}\r
\r
- Client *m_client;\r
-};\r
+/*\r
+ Event handler for Irrlicht\r
+\r
+ NOTE: Everything possible should be moved out from here,\r
+ probably to InputHandler and the_game\r
+*/\r
\r
class MyEventReceiver : public IEventReceiver\r
{\r
*/\r
if(noMenuActive() == false)\r
{\r
- clearInput();\r
return false;\r
}\r
\r
keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
\r
if(event.KeyInput.PressedDown)\r
- {\r
- //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
- \r
- /*\r
- Launch menus\r
- */\r
-\r
- if(guienv != NULL && guiroot != NULL && g_device != NULL)\r
- {\r
- if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
- {\r
- dstream<<DTIME<<"MyEventReceiver: "\r
- <<"Launching pause menu"<<std::endl;\r
- // It will delete itself by itself\r
- (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
- &g_menumgr))->drop();\r
- return true;\r
- }\r
- if(event.KeyInput.Key == irr::KEY_KEY_I)\r
- {\r
- dstream<<DTIME<<"MyEventReceiver: "\r
- <<"Launching inventory"<<std::endl;\r
- (new GUIInventoryMenu(guienv, guiroot, -1,\r
- &local_inventory, &inventory_action_queue,\r
- &g_menumgr))->drop();\r
- return true;\r
- }\r
- if(event.KeyInput.Key == irr::KEY_KEY_T)\r
- {\r
- TextDest *dest = new TextDestChat(g_client);\r
-\r
- (new GUITextInputMenu(guienv, guiroot, -1,\r
- &g_menumgr, dest,\r
- L""))->drop();\r
- }\r
- }\r
-\r
- // Material selection\r
- if(event.KeyInput.Key == irr::KEY_KEY_F)\r
- {\r
- if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
- g_selected_item++;\r
- else\r
- g_selected_item = 0;\r
- dstream<<DTIME<<"Selected item: "\r
- <<g_selected_item<<std::endl;\r
- }\r
-\r
- // Viewing range selection\r
- if(event.KeyInput.Key == irr::KEY_KEY_R)\r
- {\r
- if(draw_control.range_all)\r
- {\r
- draw_control.range_all = false;\r
- dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
- }\r
- else\r
- {\r
- draw_control.range_all = true;\r
- dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
- }\r
- }\r
-\r
- // Print debug stacks\r
- if(event.KeyInput.Key == irr::KEY_KEY_P)\r
- {\r
- dstream<<"-----------------------------------------"\r
- <<std::endl;\r
- dstream<<DTIME<<"Printing debug stacks:"<<std::endl;\r
- dstream<<"-----------------------------------------"\r
- <<std::endl;\r
- debug_stacks_print();\r
- }\r
- }\r
+ keyWasDown[event.KeyInput.Key] = true;\r
}\r
\r
if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
}\r
if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
{\r
- /*dstream<<"event.MouseInput.Wheel="\r
- <<event.MouseInput.Wheel<<std::endl;*/\r
- if(event.MouseInput.Wheel < 0)\r
- {\r
- if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
- g_selected_item++;\r
- else\r
- g_selected_item = 0;\r
- }\r
- else if(event.MouseInput.Wheel > 0)\r
- {\r
- if(g_selected_item > 0)\r
- g_selected_item--;\r
- else\r
- g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
- }\r
+ mouse_wheel += event.MouseInput.Wheel;\r
}\r
}\r
}\r
return false;\r
}\r
\r
- // This is used to check whether a key is being held down\r
- virtual bool IsKeyDown(EKEY_CODE keyCode) const\r
+ bool IsKeyDown(EKEY_CODE keyCode) const\r
{\r
return keyIsDown[keyCode];\r
}\r
+ \r
+ // Checks whether a key was down and resets the state\r
+ bool WasKeyDown(EKEY_CODE keyCode)\r
+ {\r
+ bool b = keyWasDown[keyCode];\r
+ keyWasDown[keyCode] = false;\r
+ return b;\r
+ }\r
+\r
+ s32 getMouseWheel()\r
+ {\r
+ s32 a = mouse_wheel;\r
+ mouse_wheel = 0;\r
+ return a;\r
+ }\r
\r
void clearInput()\r
{\r
- for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
- keyIsDown[i] = false;\r
+ for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
+ {\r
+ keyIsDown[i] = false;\r
+ keyWasDown[i] = false;\r
+ }\r
\r
leftclicked = false;\r
rightclicked = false;\r
left_active = false;\r
middle_active = false;\r
right_active = false;\r
+\r
+ mouse_wheel = 0;\r
}\r
\r
MyEventReceiver()\r
bool middle_active;\r
bool right_active;\r
\r
+ s32 mouse_wheel;\r
+\r
private:\r
- // We use this array to store the current state of each key\r
- bool keyIsDown[KEY_KEY_CODES_COUNT];\r
- //s32 mouseX;\r
- //s32 mouseY;\r
IrrlichtDevice *m_device;\r
-};\r
-\r
-class InputHandler\r
-{\r
-public:\r
- InputHandler()\r
- {\r
- }\r
- virtual ~InputHandler()\r
- {\r
- }\r
-\r
- virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
-\r
- virtual v2s32 getMousePos() = 0;\r
- virtual void setMousePos(s32 x, s32 y) = 0;\r
-\r
- virtual bool getLeftState() = 0;\r
- virtual bool getRightState() = 0;\r
-\r
- virtual bool getLeftClicked() = 0;\r
- virtual bool getRightClicked() = 0;\r
- virtual void resetLeftClicked() = 0;\r
- virtual void resetRightClicked() = 0;\r
-\r
- virtual bool getLeftReleased() = 0;\r
- virtual bool getRightReleased() = 0;\r
- virtual void resetLeftReleased() = 0;\r
- virtual void resetRightReleased() = 0;\r
\r
- virtual void step(float dtime) {};\r
-\r
- virtual void clear() {};\r
+ // The current state of keys\r
+ bool keyIsDown[KEY_KEY_CODES_COUNT];\r
+ // Whether a key has been pressed or not\r
+ bool keyWasDown[KEY_KEY_CODES_COUNT];\r
};\r
\r
-InputHandler *g_input = NULL;\r
+/*\r
+ Separated input handler\r
+*/\r
\r
class RealInputHandler : public InputHandler\r
{\r
{\r
return m_receiver->IsKeyDown(keyCode);\r
}\r
+ virtual bool wasKeyDown(EKEY_CODE keyCode)\r
+ {\r
+ return m_receiver->WasKeyDown(keyCode);\r
+ }\r
virtual v2s32 getMousePos()\r
{\r
return m_device->getCursorControl()->getPosition();\r
m_receiver->rightreleased = false;\r
}\r
\r
+ virtual s32 getMouseWheel()\r
+ {\r
+ return m_receiver->getMouseWheel();\r
+ }\r
+\r
void clear()\r
{\r
- resetRightClicked();\r
- resetLeftClicked();\r
+ m_receiver->clearInput();\r
}\r
private:\r
IrrlichtDevice *m_device;\r
public:\r
RandomInputHandler()\r
{\r
+ leftdown = false;\r
+ rightdown = false;\r
leftclicked = false;\r
rightclicked = false;\r
+ leftreleased = false;\r
+ rightreleased = false;\r
for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
keydown[i] = false;\r
}\r
{\r
return keydown[keyCode];\r
}\r
+ virtual bool wasKeyDown(EKEY_CODE keyCode)\r
+ {\r
+ return false;\r
+ }\r
virtual v2s32 getMousePos()\r
{\r
return mousepos;\r
\r
virtual bool getLeftState()\r
{\r
- return false;\r
+ return leftdown;\r
}\r
virtual bool getRightState()\r
{\r
- return false;\r
+ return rightdown;\r
}\r
\r
virtual bool getLeftClicked()\r
\r
virtual bool getLeftReleased()\r
{\r
- return false;\r
+ return leftreleased;\r
}\r
virtual bool getRightReleased()\r
{\r
- return false;\r
+ return rightreleased;\r
}\r
virtual void resetLeftReleased()\r
{\r
+ leftreleased = false;\r
}\r
virtual void resetRightReleased()\r
{\r
+ rightreleased = false;\r
+ }\r
+\r
+ virtual s32 getMouseWheel()\r
+ {\r
+ return 0;\r
}\r
\r
virtual void step(float dtime)\r
{\r
- {\r
- static float counter1 = 0;\r
- counter1 -= dtime;\r
- if(counter1 < 0.0)\r
- {\r
- counter1 = 0.1*Rand(1,10);\r
- /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)\r
- g_selected_material++;\r
- else\r
- g_selected_material = 0;*/\r
- if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
- g_selected_item++;\r
- else\r
- g_selected_item = 0;\r
- }\r
- }\r
{\r
static float counter1 = 0;\r
counter1 -= dtime;\r
if(counter1 < 0.0)\r
{\r
counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];\r
+ keydown[getKeySetting("keymap_jump")] =\r
+ !keydown[getKeySetting("keymap_jump")];\r
}\r
}\r
{\r
if(counter1 < 0.0)\r
{\r
counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_KEY_2] = !keydown[irr::KEY_KEY_2];\r
+ keydown[getKeySetting("keymap_special1")] =\r
+ !keydown[getKeySetting("keymap_special1")];\r
}\r
}\r
{\r
if(counter1 < 0.0)\r
{\r
counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];\r
+ keydown[getKeySetting("keymap_forward")] =\r
+ !keydown[getKeySetting("keymap_forward")];\r
}\r
}\r
{\r
if(counter1 < 0.0)\r
{\r
counter1 = 0.1*Rand(1, 40);\r
- keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];\r
+ keydown[getKeySetting("keymap_left")] =\r
+ !keydown[getKeySetting("keymap_left")];\r
}\r
}\r
{\r
if(counter1 < 0.0)\r
{\r
counter1 = 0.1*Rand(1, 30);\r
- leftclicked = true;\r
+ leftdown = !leftdown;\r
+ if(leftdown)\r
+ leftclicked = true;\r
+ if(!leftdown)\r
+ leftreleased = true;\r
}\r
}\r
{\r
counter1 -= dtime;\r
if(counter1 < 0.0)\r
{\r
- counter1 = 0.1*Rand(1, 20);\r
- rightclicked = true;\r
+ counter1 = 0.1*Rand(1, 15);\r
+ rightdown = !rightdown;\r
+ if(rightdown)\r
+ rightclicked = true;\r
+ if(!rightdown)\r
+ rightreleased = true;\r
}\r
}\r
mousepos += mousespeed;\r
bool keydown[KEY_KEY_CODES_COUNT];\r
v2s32 mousepos;\r
v2s32 mousespeed;\r
+ bool leftdown;\r
+ bool rightdown;\r
bool leftclicked;\r
bool rightclicked;\r
+ bool leftreleased;\r
+ bool rightreleased;\r
};\r
\r
-void updateViewingRange(f32 frametime_in, Client *client)\r
+// These are defined global so that they're not optimized too much.\r
+// Can't change them to volatile.\r
+s16 temp16;\r
+f32 tempf;\r
+v3f tempv3f1;\r
+v3f tempv3f2;\r
+std::string tempstring;\r
+std::string tempstring2;\r
+\r
+void SpeedTests()\r
{\r
- if(draw_control.range_all == true)\r
- return;\r
- \r
- static f32 added_frametime = 0;\r
- static s16 added_frames = 0;\r
-\r
- added_frametime += frametime_in;\r
- added_frames += 1;\r
-\r
- // Actually this counter kind of sucks because frametime is busytime\r
- static f32 counter = 0;\r
- counter -= frametime_in;\r
- if(counter > 0)\r
- return;\r
- //counter = 0.1;\r
- counter = 0.2;\r
-\r
- /*dstream<<__FUNCTION_NAME\r
- <<": Collected "<<added_frames<<" frames, total of "\r
- <<added_frametime<<"s."<<std::endl;*/\r
- \r
- /*dstream<<"draw_control.blocks_drawn="\r
- <<draw_control.blocks_drawn\r
- <<", draw_control.blocks_would_have_drawn="\r
- <<draw_control.blocks_would_have_drawn\r
- <<std::endl;*/\r
- \r
- float range_min = g_settings.getS16("viewing_range_nodes_min");\r
- float range_max = g_settings.getS16("viewing_range_nodes_max");\r
- \r
- draw_control.wanted_min_range = range_min;\r
- draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;\r
- \r
- float block_draw_ratio = 1.0;\r
- if(draw_control.blocks_would_have_drawn != 0)\r
{\r
- block_draw_ratio = (float)draw_control.blocks_drawn\r
- / (float)draw_control.blocks_would_have_drawn;\r
+ dstream<<"The following test should take around 20ms."<<std::endl;\r
+ TimeTaker timer("Testing std::string speed");\r
+ const u32 jj = 10000;\r
+ for(u32 j=0; j<jj; j++)\r
+ {\r
+ tempstring = "";\r
+ tempstring2 = "";\r
+ const u32 ii = 10;\r
+ for(u32 i=0; i<ii; i++){\r
+ tempstring2 += "asd";\r
+ }\r
+ for(u32 i=0; i<ii+1; i++){\r
+ tempstring += "asd";\r
+ if(tempstring == tempstring2)\r
+ break;\r
+ }\r
+ }\r
}\r
-\r
- // Calculate the average frametime in the case that all wanted\r
- // blocks had been drawn\r
- f32 frametime = added_frametime / added_frames / block_draw_ratio;\r
\r
- added_frametime = 0.0;\r
- added_frames = 0;\r
- \r
- float wanted_fps = g_settings.getFloat("wanted_fps");\r
- float wanted_frametime = 1.0 / wanted_fps;\r
- \r
- f32 wanted_frametime_change = wanted_frametime - frametime;\r
- //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;\r
- \r
- // If needed frametime change is very small, just return\r
- if(fabs(wanted_frametime_change) < wanted_frametime*0.2)\r
- {\r
- //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
- return;\r
- }\r
-\r
- float range = draw_control.wanted_range;\r
- float new_range = range;\r
+ dstream<<"All of the following tests should take around 100ms each."\r
+ <<std::endl;\r
\r
- static s16 range_old = 0;\r
- static f32 frametime_old = 0;\r
- \r
- float d_range = range - range_old;\r
- f32 d_frametime = frametime - frametime_old;\r
- // A sane default of 30ms per 50 nodes of range\r
- static f32 time_per_range = 30. / 50;\r
- if(d_range != 0)\r
{\r
- time_per_range = d_frametime / d_range;\r
+ TimeTaker timer("Testing floating-point conversion speed");\r
+ tempf = 0.001;\r
+ for(u32 i=0; i<4000000; i++){\r
+ temp16 += tempf;\r
+ tempf += 0.001;\r
+ }\r
}\r
\r
- // The minimum allowed calculated frametime-range derivative:\r
- // Practically this sets the maximum speed of changing the range.\r
- // The lower this value, the higher the maximum changing speed.\r
- // A low value here results in wobbly range (0.001)\r
- // A high value here results in slow changing range (0.0025)\r
- // SUGG: This could be dynamically adjusted so that when\r
- // the camera is turning, this is lower\r
- //float min_time_per_range = 0.0015;\r
- float min_time_per_range = 0.0010;\r
- //float min_time_per_range = 0.05 / range;\r
- if(time_per_range < min_time_per_range)\r
- {\r
- time_per_range = min_time_per_range;\r
- //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;\r
- }\r
- else\r
{\r
- //dstream<<"time_per_range="<<time_per_range<<std::endl;\r
- }\r
-\r
- f32 wanted_range_change = wanted_frametime_change / time_per_range;\r
- // Dampen the change a bit to kill oscillations\r
- //wanted_range_change *= 0.9;\r
- //wanted_range_change *= 0.75;\r
- wanted_range_change *= 0.5;\r
- //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;\r
-\r
- // If needed range change is very small, just return\r
- if(fabs(wanted_range_change) < 0.001)\r
- {\r
- //dstream<<"ignoring small wanted_range_change"<<std::endl;\r
- return;\r
- }\r
-\r
- new_range += wanted_range_change;\r
- //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
- \r
- //float new_range_unclamped = new_range;\r
- if(new_range < range_min)\r
- new_range = range_min;\r
- if(new_range > range_max)\r
- new_range = range_max;\r
- \r
- /*if(new_range != new_range_unclamped)\r
- dstream<<", clamped to "<<new_range<<std::endl;\r
- else\r
- dstream<<std::endl;*/\r
-\r
- draw_control.wanted_range = new_range;\r
-\r
- range_old = new_range;\r
- frametime_old = frametime;\r
-}\r
-\r
-class GUIQuickInventory : public IEventReceiver\r
-{\r
-public:\r
- GUIQuickInventory(\r
- gui::IGUIEnvironment* env,\r
- gui::IGUIElement* parent,\r
- v2s32 pos,\r
- s32 itemcount,\r
- Inventory *inventory):\r
- m_itemcount(itemcount),\r
- m_inventory(inventory)\r
- {\r
- core::rect<s32> imgsize(0,0,48,48);\r
- core::rect<s32> textsize(0,0,48,16);\r
- v2s32 spacing(0, 64);\r
- for(s32 i=0; i<m_itemcount; i++)\r
- {\r
- m_images.push_back(env->addImage(\r
- imgsize + pos + spacing*i\r
- ));\r
- m_images[i]->setScaleImage(true);\r
- m_texts.push_back(env->addStaticText(\r
- L"",\r
- textsize + pos + spacing*i,\r
- false, false\r
- ));\r
- m_texts[i]->setBackgroundColor(\r
- video::SColor(128,0,0,0));\r
- m_texts[i]->setTextAlignment(\r
- gui::EGUIA_CENTER,\r
- gui::EGUIA_UPPERLEFT);\r
- }\r
- }\r
-\r
- ~GUIQuickInventory()\r
- {\r
- for(u32 i=0; i<m_texts.size(); i++)\r
- {\r
- m_texts[i]->remove();\r
- }\r
- for(u32 i=0; i<m_images.size(); i++)\r
- {\r
- m_images[i]->remove();\r
- }\r
- }\r
-\r
- virtual bool OnEvent(const SEvent& event)\r
- {\r
- return false;\r
- }\r
-\r
- void setSelection(s32 i)\r
- {\r
- m_selection = i;\r
- }\r
-\r
- void update()\r
- {\r
- s32 start = 0;\r
-\r
- start = m_selection - m_itemcount / 2;\r
-\r
- InventoryList *mainlist = m_inventory->getList("main");\r
-\r
- for(s32 i=0; i<m_itemcount; i++)\r
- {\r
- s32 j = i + start;\r
-\r
- if(j > (s32)mainlist->getSize() - 1)\r
- j -= mainlist->getSize();\r
- if(j < 0)\r
- j += mainlist->getSize();\r
- \r
- InventoryItem *item = mainlist->getItem(j);\r
- // Null items\r
- if(item == NULL)\r
- {\r
- m_images[i]->setImage(NULL);\r
-\r
- wchar_t t[10];\r
- if(m_selection == j)\r
- swprintf(t, 10, L"<-");\r
- else\r
- swprintf(t, 10, L"");\r
- m_texts[i]->setText(t);\r
-\r
- // The next ifs will segfault with a NULL pointer\r
- continue;\r
- }\r
- \r
- \r
- m_images[i]->setImage(item->getImage());\r
- \r
- wchar_t t[10];\r
- if(m_selection == j)\r
- swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());\r
- else\r
- swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());\r
- m_texts[i]->setText(t);\r
- }\r
- }\r
-\r
-private:\r
- s32 m_itemcount;\r
- core::array<gui::IGUIStaticText*> m_texts;\r
- core::array<gui::IGUIImage*> m_images;\r
- Inventory *m_inventory;\r
- s32 m_selection;\r
-};\r
-\r
-// Chat data\r
-struct ChatLine\r
-{\r
- ChatLine():\r
- age(0.0)\r
- {\r
- }\r
- ChatLine(const std::wstring &a_text):\r
- age(0.0),\r
- text(a_text)\r
- {\r
- }\r
- float age;\r
- std::wstring text;\r
-};\r
-\r
-// These are defined global so that they're not optimized too much.\r
-// Can't change them to volatile.\r
-s16 temp16;\r
-f32 tempf;\r
-v3f tempv3f1;\r
-v3f tempv3f2;\r
-std::string tempstring;\r
-std::string tempstring2;\r
-\r
-void SpeedTests()\r
-{\r
- {\r
- dstream<<"The following test should take around 20ms."<<std::endl;\r
- TimeTaker timer("Testing std::string speed");\r
- const u32 jj = 10000;\r
- for(u32 j=0; j<jj; j++)\r
- {\r
- tempstring = "";\r
- tempstring2 = "";\r
- const u32 ii = 10;\r
- for(u32 i=0; i<ii; i++){\r
- tempstring2 += "asd";\r
- }\r
- for(u32 i=0; i<ii+1; i++){\r
- tempstring += "asd";\r
- if(tempstring == tempstring2)\r
- break;\r
- }\r
- }\r
- }\r
- \r
- dstream<<"All of the following tests should take around 100ms each."\r
- <<std::endl;\r
-\r
- {\r
- TimeTaker timer("Testing floating-point conversion speed");\r
- tempf = 0.001;\r
- for(u32 i=0; i<4000000; i++){\r
- temp16 += tempf;\r
- tempf += 0.001;\r
- }\r
- }\r
- \r
- {\r
- TimeTaker timer("Testing floating-point vector speed");\r
+ TimeTaker timer("Testing floating-point vector speed");\r
\r
tempv3f1 = v3f(1,2,3);\r
tempv3f2 = v3f(4,5,6);\r
}\r
}\r
\r
+void drawMenuBackground(video::IVideoDriver* driver)\r
+{\r
+ core::dimension2d<u32> screensize = driver->getScreenSize();\r
+ \r
+ video::ITexture *bgtexture =\r
+ driver->getTexture(getTexturePath("mud.png").c_str());\r
+ if(bgtexture)\r
+ {\r
+ s32 texturesize = 128;\r
+ s32 tiled_y = screensize.Height / texturesize + 1;\r
+ s32 tiled_x = screensize.Width / texturesize + 1;\r
+ \r
+ for(s32 y=0; y<tiled_y; y++)\r
+ for(s32 x=0; x<tiled_x; x++)\r
+ {\r
+ core::rect<s32> rect(0,0,texturesize,texturesize);\r
+ rect += v2s32(x*texturesize, y*texturesize);\r
+ driver->draw2DImage(bgtexture, rect,\r
+ core::rect<s32>(core::position2d<s32>(0,0),\r
+ core::dimension2di(bgtexture->getSize())),\r
+ NULL, NULL, true);\r
+ }\r
+ }\r
+ \r
+ video::ITexture *logotexture =\r
+ driver->getTexture(getTexturePath("menulogo.png").c_str());\r
+ if(logotexture)\r
+ {\r
+ v2s32 logosize(logotexture->getOriginalSize().Width,\r
+ logotexture->getOriginalSize().Height);\r
+ logosize *= 4;\r
+\r
+ video::SColor bgcolor(255,50,50,50);\r
+ core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
+ screensize.Width, screensize.Height);\r
+ driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
+\r
+ core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
+ rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
+ rect -= v2s32(logosize.X/2, 0);\r
+ driver->draw2DImage(logotexture, rect,\r
+ core::rect<s32>(core::position2d<s32>(0,0),\r
+ core::dimension2di(logotexture->getSize())),\r
+ NULL, NULL, true);\r
+ }\r
+}\r
+\r
int main(int argc, char *argv[])\r
{\r
/*\r
\r
DSTACK(__FUNCTION_NAME);\r
\r
+ porting::signal_handler_init();\r
+ bool &kill = *porting::signal_handler_killstatus();\r
+ \r
porting::initializePaths();\r
// Create user data directory\r
fs::CreateDir(porting::path_userdata);\r
break;\r
}\r
}\r
+ \r
+ // If no path found, use the first one (menu creates the file)\r
+ if(configpath == "")\r
+ configpath = filenames[0];\r
}\r
\r
// Initialize random seed\r
These are needed for unit tests at least.\r
*/\r
\r
- IIrrlichtWrapper irrlicht_dummy;\r
-\r
- init_mapnode(&irrlicht_dummy);\r
+ // Initial call with g_texturesource not set.\r
+ init_mapnode();\r
\r
/*\r
Run unit tests\r
*/\r
+\r
if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
|| cmd_args.getFlag("enable-unittests") == true)\r
{\r
run_tests();\r
}\r
\r
- // Read map parameters from settings\r
-\r
- HMParams hm_params;\r
- /*hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
- hm_params.randmax = g_settings.get("height_randmax");\r
- hm_params.randfactor = g_settings.get("height_randfactor");\r
- hm_params.base = g_settings.get("height_base");*/\r
-\r
- MapParams map_params;\r
- map_params.plants_amount = g_settings.getFloat("plants_amount");\r
- map_params.ravines_amount = g_settings.getFloat("ravines_amount");\r
-\r
+ /*for(s16 y=-100; y<100; y++)\r
+ for(s16 x=-100; x<100; x++)\r
+ {\r
+ std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
+ }\r
+ return 0;*/\r
+ \r
/*\r
- Some parameters\r
+ Game parameters\r
*/\r
\r
// Port\r
u16 port = 30000;\r
if(cmd_args.exists("port"))\r
port = cmd_args.getU16("port");\r
- else if(cmd_args.exists("port"))\r
+ else if(g_settings.exists("port"))\r
port = g_settings.getU16("port");\r
+ if(port == 0)\r
+ port = 30000;\r
\r
// Map directory\r
std::string map_dir = porting::path_userdata+"/map";\r
DSTACK("Dedicated server branch");\r
\r
// Create server\r
- Server server(map_dir.c_str(), hm_params, map_params);\r
+ Server server(map_dir.c_str());\r
server.start(port);\r
\r
// Run server\r
- dedicated_server_loop(server);\r
+ dedicated_server_loop(server, kill);\r
\r
return 0;\r
}\r
\r
+\r
/*\r
More parameters\r
*/\r
std::string playername = g_settings.get("name");\r
\r
/*\r
- Resolution selection\r
+ Device initialization\r
*/\r
+\r
+ // Resolution selection\r
\r
bool fullscreen = false;\r
u16 screenW = g_settings.getU16("screenW");\r
u16 screenH = g_settings.getU16("screenH");\r
\r
- //\r
-\r
- MyEventReceiver receiver;\r
+ // Determine driver\r
\r
video::E_DRIVER_TYPE driverType;\r
+ \r
+ std::string driverstring = g_settings.get("video_driver");\r
+\r
+ if(driverstring == "null")\r
+ driverType = video::EDT_NULL;\r
+ else if(driverstring == "software")\r
+ driverType = video::EDT_SOFTWARE;\r
+ else if(driverstring == "burningsvideo")\r
+ driverType = video::EDT_BURNINGSVIDEO;\r
+ else if(driverstring == "direct3d8")\r
+ driverType = video::EDT_DIRECT3D8;\r
+ else if(driverstring == "direct3d9")\r
+ driverType = video::EDT_DIRECT3D9;\r
+ else if(driverstring == "opengl")\r
+ driverType = video::EDT_OPENGL;\r
+ else\r
+ {\r
+ dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
+ "to opengl"<<std::endl;\r
+ driverType = video::EDT_OPENGL;\r
+ }\r
\r
-#ifdef _WIN32\r
- //driverType = video::EDT_DIRECT3D9;\r
- driverType = video::EDT_OPENGL;\r
-#else\r
- driverType = video::EDT_OPENGL;\r
- //driverType = video::EDT_BURNINGSVIDEO;\r
-#endif\r
+ /*\r
+ Create device and exit if creation failed\r
+ */\r
\r
- // create device and exit if creation failed\r
+ MyEventReceiver receiver;\r
\r
IrrlichtDevice *device;\r
device = createDevice(driverType,\r
if (device == 0)\r
return 1; // could not create selected driver.\r
\r
- g_device = device;\r
- g_irrlicht = new IrrlichtWrapper(device);\r
+ // Set device in game parameters\r
+ device = device;\r
+ \r
+ // Create time getter\r
+ g_timegetter = new TimeGetter(device);\r
+ \r
+ // Create game callback for menus\r
+ g_gamecallback = new MainGameCallback(device);\r
+ \r
+ // Create texture source\r
+ g_texturesource = new TextureSource(device);\r
\r
/*\r
Speed tests (done after irrlicht is loaded to get timer)\r
\r
bool random_input = g_settings.getBool("random_input")\r
|| cmd_args.getFlag("random-input");\r
+ InputHandler *input = NULL;\r
if(random_input)\r
- g_input = new RandomInputHandler();\r
+ input = new RandomInputHandler();\r
else\r
- g_input = new RealInputHandler(device, &receiver);\r
+ input = new RealInputHandler(device, &receiver);\r
\r
/*\r
Continue initialization\r
*/\r
\r
- video::IVideoDriver* driver = device->getVideoDriver();\r
+ //video::IVideoDriver* driver = device->getVideoDriver();\r
\r
/*\r
- This changes the minimum allowed number of vertices in a VBO\r
+ This changes the minimum allowed number of vertices in a VBO.\r
+ Default is 500.\r
*/\r
//driver->setMinHardwareBufferVertexCount(50);\r
\r
scene::ISceneManager* smgr = device->getSceneManager();\r
- \r
+\r
guienv = device->getGUIEnvironment();\r
gui::IGUISkin* skin = guienv->getSkin();\r
- gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());\r
+ gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
if(font)\r
skin->setFont(font);\r
else\r
// If font was not found, this will get us one\r
font = skin->getFont();\r
assert(font);\r
-\r
+ \r
u32 text_height = font->getDimension(L"Hello, world!").Height;\r
dstream<<"text_height="<<text_height<<std::endl;\r
\r
*/\r
\r
init_content_inventory_texture_paths();\r
- init_mapnode(g_irrlicht);\r
- init_mineral(g_irrlicht);\r
+ init_mapnode(); // Second call with g_texturesource set\r
+ init_mineral();\r
\r
/*\r
GUI stuff\r
*/\r
\r
- /*\r
- We need some kind of a root node to be able to add\r
- custom gui elements directly on the screen.\r
- Otherwise they won't be automatically drawn.\r
- */\r
- guiroot = guienv->addStaticText(L"",\r
- core::rect<s32>(0, 0, 10000, 10000));\r
- \r
- // First line of debug text\r
- gui::IGUIStaticText *guitext = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(5, 5, 795, 5+text_height),\r
- false, false);\r
- // Second line of debug text\r
- gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),\r
- false, false);\r
- \r
- // At the middle of the screen\r
- // Object infos are shown in this\r
- gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(100, 70, 100+400, 70+(text_height+5)),\r
- false, false);\r
- \r
- // Chat text\r
- gui::IGUIStaticText *guitext_chat = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(0,0,0,0),\r
- false, true);\r
- guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));\r
- core::list<ChatLine> chat_lines;\r
- \r
/*\r
If an error occurs, this is set to something and the\r
menu-game loop is restarted. It is then displayed before\r
the menu.\r
*/\r
std::wstring error_message = L"";\r
- \r
+\r
+ // The password entered during the menu screen,\r
+ std::string password;\r
+\r
/*\r
Menu-game loop\r
*/\r
- while(g_device->run())\r
- {\r
- \r
- // This is used for catching disconnects\r
- try\r
+ while(device->run() && kill == false)\r
{\r
- \r
- /*\r
- Out-of-game menu loop.\r
\r
- Loop quits when menu returns proper parameters.\r
- */\r
- for(;;)\r
- {\r
- // Cursor can be non-visible when coming from the game\r
- device->getCursorControl()->setVisible(true);\r
- // Some stuff are left to scene manager when coming from the game\r
- // (map at least?)\r
- smgr->clear();\r
- // Reset or hide the debug gui texts\r
- guitext->setText(L"Minetest-c55");\r
- guitext2->setVisible(false);\r
- guitext_info->setVisible(false);\r
- guitext_chat->setVisible(false);\r
- \r
- // Initialize menu data\r
- MainMenuData menudata;\r
- menudata.address = narrow_to_wide(address);\r
- menudata.name = narrow_to_wide(playername);\r
- menudata.port = narrow_to_wide(itos(port));\r
- menudata.creative_mode = g_settings.getBool("creative_mode");\r
-\r
- GUIMainMenu *menu =\r
- new GUIMainMenu(guienv, guiroot, -1, \r
- &g_menumgr, &menudata, &g_gamecallback);\r
- menu->allowFocusRemoval(true);\r
-\r
- if(error_message != L"")\r
+ // This is used for catching disconnects\r
+ try\r
{\r
- GUIMessageMenu *menu2 =\r
- new GUIMessageMenu(guienv, guiroot, -1, \r
- &g_menumgr, error_message.c_str());\r
- menu2->drop();\r
- error_message = L"";\r
- }\r
-\r
- video::IVideoDriver* driver = g_device->getVideoDriver();\r
- \r
- dstream<<"Created main menu"<<std::endl;\r
\r
- while(g_device->run())\r
- {\r
- // Run global IrrlichtWrapper's main thread processing stuff\r
- g_irrlicht->Run();\r
+ /*\r
+ Clear everything from the GUIEnvironment\r
+ */\r
+ guienv->clear();\r
\r
- if(menu->getStatus() == true)\r
- break;\r
+ /*\r
+ We need some kind of a root node to be able to add\r
+ custom gui elements directly on the screen.\r
+ Otherwise they won't be automatically drawn.\r
+ */\r
+ guiroot = guienv->addStaticText(L"",\r
+ core::rect<s32>(0, 0, 10000, 10000));\r
+ \r
+ /*\r
+ Out-of-game menu loop.\r
\r
- //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- driver->beginScene(true, true, video::SColor(255,128,128,128));\r
- guienv->drawAll();\r
- driver->endScene();\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(g_device->run() == false)\r
- break;\r
- \r
- dstream<<"Dropping main menu"<<std::endl;\r
+ Loop quits when menu returns proper parameters.\r
+ */\r
+ while(kill == false)\r
+ {\r
+ // Cursor can be non-visible when coming from the game\r
+ device->getCursorControl()->setVisible(true);\r
+ // Some stuff are left to scene manager when coming from the game\r
+ // (map at least?)\r
+ smgr->clear();\r
+ // Reset or hide the debug gui texts\r
+ /*guitext->setText(L"Minetest-c55");\r
+ guitext2->setVisible(false);\r
+ guitext_info->setVisible(false);\r
+ guitext_chat->setVisible(false);*/\r
+ \r
+ // Initialize menu data\r
+ MainMenuData menudata;\r
+ menudata.address = narrow_to_wide(address);\r
+ menudata.name = narrow_to_wide(playername);\r
+ menudata.port = narrow_to_wide(itos(port));\r
+ menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
+ menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
+ menudata.creative_mode = g_settings.getBool("creative_mode");\r
+ menudata.enable_damage = g_settings.getBool("enable_damage");\r
+\r
+ GUIMainMenu *menu =\r
+ new GUIMainMenu(guienv, guiroot, -1, \r
+ &g_menumgr, &menudata, g_gamecallback);\r
+ menu->allowFocusRemoval(true);\r
+\r
+ if(error_message != L"")\r
+ {\r
+ dstream<<"WARNING: error_message = "\r
+ <<wide_to_narrow(error_message)<<std::endl;\r
+\r
+ GUIMessageMenu *menu2 =\r
+ new GUIMessageMenu(guienv, guiroot, -1, \r
+ &g_menumgr, error_message.c_str());\r
+ menu2->drop();\r
+ error_message = L"";\r
+ }\r
\r
- menu->drop();\r
- \r
- // Delete map if requested\r
- if(menudata.delete_map)\r
- {\r
- bool r = fs::RecursiveDeleteContent(map_dir);\r
- if(r == false)\r
- error_message = L"Delete failed";\r
- continue;\r
- }\r
+ video::IVideoDriver* driver = device->getVideoDriver();\r
+ \r
+ dstream<<"Created main menu"<<std::endl;\r
\r
- playername = wide_to_narrow(menudata.name);\r
- address = wide_to_narrow(menudata.address);\r
- port = stoi(wide_to_narrow(menudata.port));\r
- g_settings.set("creative_mode", itos(menudata.creative_mode));\r
- \r
- // Check for valid parameters, restart menu if invalid.\r
- if(playername == "")\r
- {\r
- error_message = L"Name required.";\r
- continue;\r
- }\r
- \r
- // Save settings\r
- g_settings.set("name", playername);\r
- g_settings.set("address", address);\r
- g_settings.set("port", itos(port));\r
- // Update configuration file\r
- if(configpath != "")\r
- g_settings.updateConfigFile(configpath.c_str());\r
- \r
- // Continue to game\r
- break;\r
- }\r
- \r
- // Break out of menu-game loop to shut down cleanly\r
- if(g_device->run() == false)\r
- break;\r
+ while(device->run() && kill == false)\r
+ {\r
+ if(menu->getStatus() == true)\r
+ break;\r
\r
- /*\r
- Make a scope here so that the client and the server and other\r
- stuff gets removed when disconnected or the irrlicht device\r
- is removed.\r
- */\r
- {\r
+ //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+ driver->beginScene(true, true, video::SColor(255,128,128,128));\r
\r
- // This is set to true at the end of the scope\r
- g_irrlicht->Shutdown(false);\r
+ drawMenuBackground(driver);\r
\r
- /*\r
- Draw "Loading" screen\r
- */\r
- const wchar_t *text = L"Loading and connecting...";\r
- core::vector2d<s32> center(screenW/2, screenH/2);\r
- core::vector2d<s32> textsize(300, text_height);\r
- core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
+ guienv->drawAll();\r
+ \r
+ driver->endScene();\r
+ \r
+ // On some computers framerate doesn't seem to be\r
+ // automatically limited\r
+ sleep_ms(25);\r
+ }\r
+ \r
+ // Break out of menu-game loop to shut down cleanly\r
+ if(device->run() == false || kill == true)\r
+ break;\r
+ \r
+ dstream<<"Dropping main menu"<<std::endl;\r
\r
- gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
- text, textrect, false, false);\r
- gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+ menu->drop();\r
+ \r
+ // Delete map if requested\r
+ if(menudata.delete_map)\r
+ {\r
+ bool r = fs::RecursiveDeleteContent(map_dir);\r
+ if(r == false)\r
+ error_message = L"Delete failed";\r
+ continue;\r
+ }\r
\r
- driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- guienv->drawAll();\r
- driver->endScene();\r
+ playername = wide_to_narrow(menudata.name);\r
\r
- std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
- \r
- /*\r
- Create server.\r
- SharedPtr will delete it when it goes out of scope.\r
- */\r
- SharedPtr<Server> server;\r
- if(address == ""){\r
- server = new Server(map_dir, hm_params, map_params);\r
- server->start(port);\r
- }\r
- \r
- /*\r
- Create client\r
- */\r
+ // Get an sha-1 hash of the player's name combined with\r
+ // the password entered. That's what the server uses as\r
+ // their password. (Exception : if the password field is\r
+ // blank, we send a blank password - this is for backwards\r
+ // compatibility with password-less players).\r
+ if(menudata.password.length() > 0)\r
+ {\r
+ std::string slt=playername + wide_to_narrow(menudata.password);\r
+ SHA1 *sha1 = new SHA1();\r
+ sha1->addBytes(slt.c_str(), slt.length());\r
+ unsigned char *digest = sha1->getDigest();\r
+ password = base64_encode(digest, 20);\r
+ free(digest);\r
+ }\r
+ else\r
+ {\r
+ password = "";\r
+ }\r
\r
- Client client(device, playername.c_str(), draw_control);\r
+ address = wide_to_narrow(menudata.address);\r
+ int newport = stoi(wide_to_narrow(menudata.port));\r
+ if(newport != 0)\r
+ port = newport;\r
+ g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
+ g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
+ g_settings.set("creative_mode", itos(menudata.creative_mode));\r
+ g_settings.set("enable_damage", itos(menudata.enable_damage));\r
+ \r
+ // Check for valid parameters, restart menu if invalid.\r
+ if(playername == "")\r
+ {\r
+ error_message = L"Name required.";\r
+ continue;\r
+ }\r
+ \r
+ // Save settings\r
+ g_settings.set("name", playername);\r
+ g_settings.set("address", address);\r
+ g_settings.set("port", itos(port));\r
+ // Update configuration file\r
+ if(configpath != "")\r
+ g_settings.updateConfigFile(configpath.c_str());\r
\r
- g_client = &client;\r
- \r
- Address connect_address(0,0,0,0, port);\r
- try{\r
- if(address == "")\r
- connect_address.Resolve("localhost");\r
- else\r
- connect_address.Resolve(address.c_str());\r
- }\r
- catch(ResolveError &e)\r
- {\r
- std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
- //return 0;\r
- error_message = L"Couldn't resolve address";\r
- gui_loadingtext->remove();\r
- continue;\r
- }\r
- \r
- std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
- client.connect(connect_address);\r
- \r
- try{\r
- while(client.connectedAndInitialized() == false)\r
- {\r
- // Update screen\r
- driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- guienv->drawAll();\r
- driver->endScene();\r
-\r
- // Update client and server\r
+ // Continue to game\r
+ break;\r
+ }\r
+ \r
+ // Break out of menu-game loop to shut down cleanly\r
+ if(device->run() == false)\r
+ break;\r
+ \r
+ // Initialize mapnode again to enable changed graphics settings\r
+ init_mapnode();\r
\r
- client.step(0.1);\r
+ /*\r
+ Run game\r
+ */\r
+ the_game(\r
+ kill,\r
+ random_input,\r
+ input,\r
+ device,\r
+ font,\r
+ map_dir,\r
+ playername,\r
+ password,\r
+ address,\r
+ port,\r
+ error_message\r
+ );\r
\r
- if(server != NULL)\r
- server->step(0.1);\r
- \r
- // Delay a bit\r
- sleep_ms(100);\r
+ } //try\r
+ catch(con::PeerNotFoundException &e)\r
+ {\r
+ dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
+ error_message = L"Connection error (timed out?)";\r
}\r
- }\r
- catch(con::PeerNotFoundException &e)\r
- {\r
- std::cout<<DTIME<<"Timed out."<<std::endl;\r
- //return 0;\r
- error_message = L"Connection timed out.";\r
- gui_loadingtext->remove();\r
- continue;\r
- }\r
-\r
- /*\r
- Create skybox\r
- */\r
- /*scene::ISceneNode* skybox;\r
- skybox = smgr->addSkyBoxSceneNode(\r
- driver->getTexture(porting::getDataPath("skybox2.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox3.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()),\r
- driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/\r
- \r
- /*\r
- Create the camera node\r
- */\r
-\r
- scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(\r
- 0, // Camera parent\r
- v3f(BS*100, BS*2, BS*100), // Look from\r
- v3f(BS*100+1, BS*2, BS*100), // Look to\r
- -1 // Camera ID\r
- );\r
-\r
- if(camera == NULL)\r
- return 1;\r
- \r
- video::SColor skycolor = video::SColor(255,90,140,200);\r
-\r
- camera->setFOV(FOV_ANGLE);\r
-\r
- // Just so big a value that everything rendered is visible\r
- camera->setFarValue(100000*BS);\r
-\r
- f32 camera_yaw = 0; // "right/left"\r
- f32 camera_pitch = 0; // "up/down"\r
-\r
- /*\r
- Move into game\r
- */\r
- \r
- gui_loadingtext->remove();\r
-\r
- /*\r
- Add some gui stuff\r
- */\r
-\r
- GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
- (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
- \r
- // Test the text input system\r
- /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,\r
- NULL))->drop();*/\r
- /*GUIMessageMenu *menu =\r
- new GUIMessageMenu(guienv, guiroot, -1, \r
- &g_menumgr,\r
- L"Asd");\r
- menu->drop();*/\r
- \r
- // Launch pause menu\r
- (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
- &g_menumgr))->drop();\r
- \r
- // Enable texts\r
- guitext2->setVisible(true);\r
- guitext_info->setVisible(true);\r
- guitext_chat->setVisible(true);\r
- \r
- /*\r
- Some statistics are collected in these\r
- */\r
- u32 drawtime = 0;\r
- u32 beginscenetime = 0;\r
- u32 scenetime = 0;\r
- u32 endscenetime = 0;\r
- \r
- // A test\r
- //throw con::PeerNotFoundException("lol");\r
-\r
- /*\r
- Main loop\r
- */\r
-\r
- bool first_loop_after_window_activation = true;\r
-\r
- // Time is in milliseconds\r
- // NOTE: getRealTime() causes strange problems in wine (imprecision?)\r
- // NOTE: So we have to use getTime() and call run()s between them\r
- u32 lasttime = device->getTimer()->getTime();\r
-\r
- while(device->run())\r
- {\r
- if(g_disconnect_requested)\r
- {\r
- g_disconnect_requested = false;\r
- break;\r
- }\r
-\r
- /*\r
- Run global IrrlichtWrapper's main thread processing stuff\r
- */\r
- g_irrlicht->Run();\r
-\r
- /*\r
- Random calculations\r
- */\r
- v2u32 screensize = driver->getScreenSize();\r
- core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
- \r
- // Hilight boxes collected during the loop and displayed\r
- core::list< core::aabbox3d<f32> > hilightboxes;\r
- \r
- // Info text\r
- std::wstring infotext;\r
-\r
- //TimeTaker //timer1("//timer1");\r
- \r
- // Time of frame without fps limit\r
- float busytime;\r
- u32 busytime_u32;\r
- {\r
- // not using getRealTime is necessary for wine\r
- u32 time = device->getTimer()->getTime();\r
- if(time > lasttime)\r
- busytime_u32 = time - lasttime;\r
- else\r
- busytime_u32 = 0;\r
- busytime = busytime_u32 / 1000.0;\r
- }\r
-\r
- //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;\r
- \r
- // Absolutelu necessary for wine!\r
- device->run();\r
-\r
- /*\r
- Viewing range\r
- */\r
- \r
- updateViewingRange(busytime, &client);\r
- \r
- /*\r
- FPS limiter\r
- */\r
-\r
- {\r
- float fps_max = g_settings.getFloat("fps_max");\r
- u32 frametime_min = 1000./fps_max;\r
- \r
- if(busytime_u32 < frametime_min)\r
- {\r
- u32 sleeptime = frametime_min - busytime_u32;\r
- device->sleep(sleeptime);\r
- }\r
- }\r
-\r
- // Absolutelu necessary for wine!\r
- device->run();\r
-\r
- /*\r
- Time difference calculation\r
- */\r
- f32 dtime; // in seconds\r
- \r
- u32 time = device->getTimer()->getTime();\r
- if(time > lasttime)\r
- dtime = (time - lasttime) / 1000.0;\r
- else\r
- dtime = 0;\r
- lasttime = time;\r
-\r
- /*\r
- Time average and jitter calculation\r
- */\r
-\r
- static f32 dtime_avg1 = 0.0;\r
- dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;\r
- f32 dtime_jitter1 = dtime - dtime_avg1;\r
-\r
- static f32 dtime_jitter1_max_sample = 0.0;\r
- static f32 dtime_jitter1_max_fraction = 0.0;\r
- {\r
- static f32 jitter1_max = 0.0;\r
- static f32 counter = 0.0;\r
- if(dtime_jitter1 > jitter1_max)\r
- jitter1_max = dtime_jitter1;\r
- counter += dtime;\r
- if(counter > 0.0)\r
- {\r
- counter -= 3.0;\r
- dtime_jitter1_max_sample = jitter1_max;\r
- dtime_jitter1_max_fraction\r
- = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
- jitter1_max = 0.0;\r
- }\r
- }\r
- \r
- /*\r
- Busytime average and jitter calculation\r
- */\r
-\r
- static f32 busytime_avg1 = 0.0;\r
- busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;\r
- f32 busytime_jitter1 = busytime - busytime_avg1;\r
- \r
- static f32 busytime_jitter1_max_sample = 0.0;\r
- static f32 busytime_jitter1_min_sample = 0.0;\r
+ catch(SocketException &e)\r
{\r
- static f32 jitter1_max = 0.0;\r
- static f32 jitter1_min = 0.0;\r
- static f32 counter = 0.0;\r
- if(busytime_jitter1 > jitter1_max)\r
- jitter1_max = busytime_jitter1;\r
- if(busytime_jitter1 < jitter1_min)\r
- jitter1_min = busytime_jitter1;\r
- counter += dtime;\r
- if(counter > 0.0){\r
- counter -= 3.0;\r
- busytime_jitter1_max_sample = jitter1_max;\r
- busytime_jitter1_min_sample = jitter1_min;\r
- jitter1_max = 0.0;\r
- jitter1_min = 0.0;\r
- }\r
- }\r
- \r
- /*\r
- Debug info for client\r
- */\r
- {\r
- static float counter = 0.0;\r
- counter -= dtime;\r
- if(counter < 0)\r
- {\r
- counter = 30.0;\r
- client.printDebugInfo(std::cout);\r
- }\r
+ dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
+ error_message = L"Socket error (port already in use?)";\r
}\r
-\r
- /*\r
- Input handler step()\r
- */\r
- g_input->step(dtime);\r
-\r
- /*\r
- Player speed control\r
- */\r
- \r
- {\r
- /*bool a_up,\r
- bool a_down,\r
- bool a_left,\r
- bool a_right,\r
- bool a_jump,\r
- bool a_superspeed,\r
- float a_pitch,\r
- float a_yaw*/\r
- PlayerControl control(\r
- g_input->isKeyDown(irr::KEY_KEY_W),\r
- g_input->isKeyDown(irr::KEY_KEY_S),\r
- g_input->isKeyDown(irr::KEY_KEY_A),\r
- g_input->isKeyDown(irr::KEY_KEY_D),\r
- g_input->isKeyDown(irr::KEY_SPACE),\r
- g_input->isKeyDown(irr::KEY_KEY_2),\r
- camera_pitch,\r
- camera_yaw\r
- );\r
- client.setPlayerControl(control);\r
- }\r
-\r
- /*\r
- Process environment\r
- */\r
- \r
- {\r
- //TimeTaker timer("client.step(dtime)");\r
- client.step(dtime);\r
- //client.step(dtime_avg1);\r
- }\r
-\r
- if(server != NULL)\r
- {\r
- //TimeTaker timer("server->step(dtime)");\r
- server->step(dtime);\r
- }\r
-\r
- v3f player_position = client.getPlayerPosition();\r
- \r
- //TimeTaker //timer2("//timer2");\r
-\r
- /*\r
- Mouse and camera control\r
- */\r
- \r
- if((device->isWindowActive() && noMenuActive()) || random_input)\r
- {\r
- if(!random_input)\r
- device->getCursorControl()->setVisible(false);\r
-\r
- if(first_loop_after_window_activation){\r
- //std::cout<<"window active, first loop"<<std::endl;\r
- first_loop_after_window_activation = false;\r
- }\r
- else{\r
- s32 dx = g_input->getMousePos().X - displaycenter.X;\r
- s32 dy = g_input->getMousePos().Y - displaycenter.Y;\r
- //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
- camera_yaw -= dx*0.2;\r
- camera_pitch += dy*0.2;\r
- if(camera_pitch < -89.5) camera_pitch = -89.5;\r
- if(camera_pitch > 89.5) camera_pitch = 89.5;\r
- }\r
- g_input->setMousePos(displaycenter.X, displaycenter.Y);\r
- }\r
- else{\r
- device->getCursorControl()->setVisible(true);\r
-\r
- //std::cout<<"window inactive"<<std::endl;\r
- first_loop_after_window_activation = true;\r
- }\r
-\r
- camera_yaw = wrapDegrees(camera_yaw);\r
- camera_pitch = wrapDegrees(camera_pitch);\r
- \r
- v3f camera_direction = v3f(0,0,1);\r
- camera_direction.rotateYZBy(camera_pitch);\r
- camera_direction.rotateXZBy(camera_yaw);\r
- \r
- // This is at the height of the eyes of the current figure\r
- //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);\r
- // This is more like in minecraft\r
- v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);\r
-\r
- camera->setPosition(camera_position);\r
- // *100.0 helps in large map coordinates\r
- camera->setTarget(camera_position + camera_direction * 100.0);\r
-\r
- if(FIELD_OF_VIEW_TEST){\r
- //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));\r
- client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
- }\r
- else{\r
- //client.m_env.getMap().updateCamera(camera_position, camera_direction);\r
- //TimeTaker timer("client.updateCamera");\r
- client.updateCamera(camera_position, camera_direction);\r
- }\r
- \r
- //timer2.stop();\r
- //TimeTaker //timer3("//timer3");\r
-\r
- /*\r
- Calculate what block is the crosshair pointing to\r
- */\r
- \r
- //u32 t1 = device->getTimer()->getRealTime();\r
- \r
- //f32 d = 4; // max. distance\r
- f32 d = 4; // max. distance\r
- core::line3d<f32> shootline(camera_position,\r
- camera_position + camera_direction * BS * (d+1));\r
-\r
- MapBlockObject *selected_object = client.getSelectedObject\r
- (d*BS, camera_position, shootline);\r
-\r
- /*\r
- If it's pointing to a MapBlockObject\r
- */\r
-\r
- if(selected_object != NULL)\r
- {\r
- //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
-\r
- core::aabbox3d<f32> box_on_map\r
- = selected_object->getSelectionBoxOnMap();\r
-\r
- hilightboxes.push_back(box_on_map);\r
-\r
- infotext = narrow_to_wide(selected_object->infoText());\r
-\r
- if(g_input->getLeftClicked())\r
- {\r
- std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
- client.clickObject(0, selected_object->getBlock()->getPos(),\r
- selected_object->getId(), g_selected_item);\r
- }\r
- else if(g_input->getRightClicked())\r
- {\r
- std::cout<<DTIME<<"Right-clicked object"<<std::endl;\r
- /*\r
- Check if we want to modify the object ourselves\r
- */\r
- if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
- {\r
- dstream<<"Sign object right-clicked"<<std::endl;\r
- \r
- if(random_input == false)\r
- {\r
- // Get a new text for it\r
-\r
- TextDest *dest = new TextDestSign(\r
- selected_object->getBlock()->getPos(),\r
- selected_object->getId(),\r
- &client);\r
-\r
- SignObject *sign_object = (SignObject*)selected_object;\r
-\r
- std::wstring wtext =\r
- narrow_to_wide(sign_object->getText());\r
-\r
- (new GUITextInputMenu(guienv, guiroot, -1,\r
- &g_menumgr, dest,\r
- wtext))->drop();\r
- }\r
- }\r
- /*\r
- Otherwise pass the event to the server as-is\r
- */\r
- else\r
- {\r
- client.clickObject(1, selected_object->getBlock()->getPos(),\r
- selected_object->getId(), g_selected_item);\r
- }\r
- }\r
- }\r
- else // selected_object == NULL\r
- {\r
-\r
- /*\r
- Find out which node we are pointing at\r
- */\r
- \r
- bool nodefound = false;\r
- v3s16 nodepos;\r
- v3s16 neighbourpos;\r
- core::aabbox3d<f32> nodehilightbox;\r
- f32 mindistance = BS * 1001;\r
- \r
- v3s16 pos_i = floatToInt(player_position);\r
-\r
- /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
- <<std::endl;*/\r
-\r
- s16 a = d;\r
- s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);\r
- s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);\r
- s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);\r
- s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);\r
- s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
- s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
- \r
- for(s16 y = ystart; y <= yend; y++)\r
- for(s16 z = zstart; z <= zend; z++)\r
- for(s16 x = xstart; x <= xend; x++)\r
- {\r
- MapNode n;\r
- try\r
- {\r
- n = client.getNode(v3s16(x,y,z));\r
- if(content_pointable(n.d) == false)\r
- continue;\r
- }\r
- catch(InvalidPositionException &e)\r
- {\r
- continue;\r
- }\r
-\r
- v3s16 np(x,y,z);\r
- v3f npf = intToFloat(np);\r
- \r
- f32 d = 0.01;\r
- \r
- v3s16 dirs[6] = {\r
- v3s16(0,0,1), // back\r
- v3s16(0,1,0), // top\r
- v3s16(1,0,0), // right\r
- v3s16(0,0,-1), // front\r
- v3s16(0,-1,0), // bottom\r
- v3s16(-1,0,0), // left\r
- };\r
- \r
- /*\r
- Meta-objects\r
- */\r
- if(n.d == CONTENT_TORCH)\r
- {\r
- v3s16 dir = unpackDir(n.dir);\r
- v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
- dir_f *= BS/2 - BS/6 - BS/20;\r
- v3f cpf = npf + dir_f;\r
- f32 distance = (cpf - camera_position).getLength();\r
-\r
- core::aabbox3d<f32> box;\r
- \r
- // bottom\r
- if(dir == v3s16(0,-1,0))\r
- {\r
- box = core::aabbox3d<f32>(\r
- npf - v3f(BS/6, BS/2, BS/6),\r
- npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)\r
- );\r
- }\r
- // top\r
- else if(dir == v3s16(0,1,0))\r
- {\r
- box = core::aabbox3d<f32>(\r
- npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),\r
- npf + v3f(BS/6, BS/2, BS/6)\r
- );\r
- }\r
- // side\r
- else\r
- {\r
- box = core::aabbox3d<f32>(\r
- cpf - v3f(BS/6, BS/3, BS/6),\r
- cpf + v3f(BS/6, BS/3, BS/6)\r
- );\r
- }\r
-\r
- if(distance < mindistance)\r
- {\r
- if(box.intersectsWithLine(shootline))\r
- {\r
- nodefound = true;\r
- nodepos = np;\r
- neighbourpos = np;\r
- mindistance = distance;\r
- nodehilightbox = box;\r
- }\r
- }\r
- }\r
- /*\r
- Regular blocks\r
- */\r
- else\r
- {\r
- for(u16 i=0; i<6; i++)\r
- {\r
- v3f dir_f = v3f(dirs[i].X,\r
- dirs[i].Y, dirs[i].Z);\r
- v3f centerpoint = npf + dir_f * BS/2;\r
- f32 distance =\r
- (centerpoint - camera_position).getLength();\r
- \r
- if(distance < mindistance)\r
- {\r
- core::CMatrix4<f32> m;\r
- m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
-\r
- // This is the back face\r
- v3f corners[2] = {\r
- v3f(BS/2, BS/2, BS/2),\r
- v3f(-BS/2, -BS/2, BS/2+d)\r
- };\r
- \r
- for(u16 j=0; j<2; j++)\r
- {\r
- m.rotateVect(corners[j]);\r
- corners[j] += npf;\r
- }\r
-\r
- core::aabbox3d<f32> facebox(corners[0]);\r
- facebox.addInternalPoint(corners[1]);\r
-\r
- if(facebox.intersectsWithLine(shootline))\r
- {\r
- nodefound = true;\r
- nodepos = np;\r
- neighbourpos = np + dirs[i];\r
- mindistance = distance;\r
-\r
- //nodehilightbox = facebox;\r
-\r
- const float d = 0.502;\r
- core::aabbox3d<f32> nodebox\r
- (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);\r
- v3f nodepos_f = intToFloat(nodepos);\r
- nodebox.MinEdge += nodepos_f;\r
- nodebox.MaxEdge += nodepos_f;\r
- nodehilightbox = nodebox;\r
- }\r
- } // if distance < mindistance\r
- } // for dirs\r
- } // regular block\r
- } // for coords\r
-\r
- static float nodig_delay_counter = 0.0;\r
-\r
- if(nodefound)\r
- {\r
- static v3s16 nodepos_old(-32768,-32768,-32768);\r
-\r
- static float dig_time = 0.0;\r
- static u16 dig_index = 0;\r
- \r
- // Visualize selection\r
-\r
- hilightboxes.push_back(nodehilightbox);\r
-\r
- // Handle digging\r
- \r
- if(g_input->getLeftReleased())\r
- {\r
- client.clearTempMod(nodepos);\r
- dig_time = 0.0;\r
- }\r
- \r
- if(nodig_delay_counter > 0.0)\r
- {\r
- nodig_delay_counter -= dtime;\r
- }\r
- else\r
- {\r
- if(nodepos != nodepos_old)\r
- {\r
- std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
- <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
-\r
- if(nodepos_old != v3s16(-32768,-32768,-32768))\r
- {\r
- client.clearTempMod(nodepos_old);\r
- dig_time = 0.0;\r
- }\r
- }\r
-\r
- if(g_input->getLeftClicked() ||\r
- (g_input->getLeftState() && nodepos != nodepos_old))\r
- {\r
- dstream<<DTIME<<"Started digging"<<std::endl;\r
- client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
- }\r
- if(g_input->getLeftClicked())\r
- {\r
- client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
- }\r
- if(g_input->getLeftState())\r
- {\r
- MapNode n = client.getNode(nodepos);\r
- \r
- // Get tool name. Default is "" = bare hands\r
- std::string toolname = "";\r
- InventoryList *mlist = local_inventory.getList("main");\r
- if(mlist != NULL)\r
- {\r
- InventoryItem *item = mlist->getItem(g_selected_item);\r
- if(item && (std::string)item->getName() == "ToolItem")\r
- {\r
- ToolItem *titem = (ToolItem*)item;\r
- toolname = titem->getToolName();\r
- }\r
- }\r
-\r
- // Get digging properties for material and tool\r
- u8 material = n.d;\r
- DiggingProperties prop =\r
- getDiggingProperties(material, toolname);\r
- \r
- float dig_time_complete = 0.0;\r
-\r
- if(prop.diggable == false)\r
- {\r
- /*dstream<<"Material "<<(int)material\r
- <<" not diggable with \""\r
- <<toolname<<"\""<<std::endl;*/\r
- // I guess nobody will wait for this long\r
- dig_time_complete = 10000000.0;\r
- }\r
- else\r
- {\r
- dig_time_complete = prop.time;\r
- }\r
- \r
- if(dig_time_complete >= 0.001)\r
- {\r
- dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
- * dig_time/dig_time_complete);\r
- }\r
- // This is for torches\r
- else\r
- {\r
- dig_index = CRACK_ANIMATION_LENGTH;\r
- }\r
-\r
- if(dig_index < CRACK_ANIMATION_LENGTH)\r
- {\r
- //TimeTaker timer("client.setTempMod");\r
- //dstream<<"dig_index="<<dig_index<<std::endl;\r
- client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\r
- }\r
- else\r
- {\r
- dstream<<DTIME<<"Digging completed"<<std::endl;\r
- client.groundAction(3, nodepos, neighbourpos, g_selected_item);\r
- client.clearTempMod(nodepos);\r
- client.removeNode(nodepos);\r
-\r
- dig_time = 0;\r
-\r
- nodig_delay_counter = dig_time_complete\r
- / (float)CRACK_ANIMATION_LENGTH;\r
-\r
- // We don't want a corresponding delay to\r
- // very time consuming nodes\r
- if(nodig_delay_counter > 0.5)\r
- {\r
- nodig_delay_counter = 0.5;\r
- }\r
- // We want a slight delay to very little\r
- // time consuming nodes\r
- float mindelay = 0.15;\r
- if(nodig_delay_counter < mindelay)\r
- {\r
- nodig_delay_counter = mindelay;\r
- }\r
- }\r
-\r
- dig_time += dtime;\r
- }\r
- }\r
- \r
- if(g_input->getRightClicked())\r
- {\r
- std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
- client.groundAction(1, nodepos, neighbourpos, g_selected_item);\r
- }\r
- \r
- nodepos_old = nodepos;\r
- }\r
- else{\r
- }\r
-\r
- } // selected_object == NULL\r
- \r
- g_input->resetLeftClicked();\r
- g_input->resetRightClicked();\r
- \r
- if(g_input->getLeftReleased())\r
- {\r
- std::cout<<DTIME<<"Left button released (stopped digging)"\r
- <<std::endl;\r
- client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);\r
- }\r
- if(g_input->getRightReleased())\r
- {\r
- //std::cout<<DTIME<<"Right released"<<std::endl;\r
- // Nothing here\r
- }\r
- \r
- g_input->resetLeftReleased();\r
- g_input->resetRightReleased();\r
- \r
- /*\r
- Calculate stuff for drawing\r
- */\r
-\r
- camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
- \r
- u32 daynight_ratio = client.getDayNightRatio();\r
- /*video::SColor bgcolor = video::SColor(\r
- 255,\r
- skycolor.getRed() * daynight_ratio / 1000,\r
- skycolor.getGreen() * daynight_ratio / 1000,\r
- skycolor.getBlue() * daynight_ratio / 1000);*/\r
-\r
- u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\r
- video::SColor bgcolor = video::SColor(\r
- 255,\r
- skycolor.getRed() * l / 255,\r
- skycolor.getGreen() * l / 255,\r
- skycolor.getBlue() * l / 255);\r
-\r
- /*\r
- Fog\r
- */\r
- \r
- if(g_settings.getBool("enable_fog") == true)\r
- {\r
- f32 range = draw_control.wanted_range * BS;\r
- if(draw_control.range_all)\r
- range = 100000*BS;\r
-\r
- driver->setFog(\r
- bgcolor,\r
- video::EFT_FOG_LINEAR,\r
- range*0.6,\r
- range,\r
- 0.01,\r
- false, // pixel fog\r
- false // range fog\r
- );\r
- }\r
-\r
-\r
- /*\r
- Update gui stuff (0ms)\r
- */\r
-\r
- //TimeTaker guiupdatetimer("Gui updating");\r
- \r
- {\r
- wchar_t temptext[150];\r
-\r
- static float drawtime_avg = 0;\r
- drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
- static float beginscenetime_avg = 0;\r
- beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
- static float scenetime_avg = 0;\r
- scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
- static float endscenetime_avg = 0;\r
- endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;\r
- \r
- swprintf(temptext, 150, L"Minetest-c55 ("\r
- L"F: item=%i"\r
- L", R: range_all=%i"\r
- L")"\r
- L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
- g_selected_item,\r
- draw_control.range_all,\r
- drawtime_avg,\r
- beginscenetime_avg,\r
- scenetime_avg,\r
- endscenetime_avg\r
- );\r
- \r
- guitext->setText(temptext);\r
- }\r
- \r
- {\r
- wchar_t temptext[150];\r
- swprintf(temptext, 150,\r
- L"(% .1f, % .1f, % .1f)"\r
- L" (% .3f < btime_jitter < % .3f"\r
- L", dtime_jitter = % .1f %%"\r
- L", v_range = %.1f)",\r
- player_position.X/BS,\r
- player_position.Y/BS,\r
- player_position.Z/BS,\r
- busytime_jitter1_min_sample,\r
- busytime_jitter1_max_sample,\r
- dtime_jitter1_max_fraction * 100.0,\r
- draw_control.wanted_range\r
- );\r
-\r
- guitext2->setText(temptext);\r
- }\r
- \r
- {\r
- guitext_info->setText(infotext.c_str());\r
- }\r
- \r
- /*\r
- Get chat messages from client\r
- */\r
- {\r
- // Get new messages\r
- std::wstring message;\r
- while(client.getChatMessage(message))\r
- {\r
- chat_lines.push_back(ChatLine(message));\r
- /*if(chat_lines.size() > 6)\r
- {\r
- core::list<ChatLine>::Iterator\r
- i = chat_lines.begin();\r
- chat_lines.erase(i);\r
- }*/\r
- }\r
- // Append them to form the whole static text and throw\r
- // it to the gui element\r
- std::wstring whole;\r
- // This will correspond to the line number counted from\r
- // top to bottom, from size-1 to 0\r
- s16 line_number = chat_lines.size();\r
- // Count of messages to be removed from the top\r
- u16 to_be_removed_count = 0;\r
- for(core::list<ChatLine>::Iterator\r
- i = chat_lines.begin();\r
- i != chat_lines.end(); i++)\r
- {\r
- // After this, line number is valid for this loop\r
- line_number--;\r
- // Increment age\r
- (*i).age += dtime;\r
- /*\r
- This results in a maximum age of 60*6 to the\r
- lowermost line and a maximum of 6 lines\r
- */\r
- float allowed_age = (6-line_number) * 60.0;\r
-\r
- if((*i).age > allowed_age)\r
- {\r
- to_be_removed_count++;\r
- continue;\r
- }\r
- whole += (*i).text + L'\n';\r
- }\r
- for(u16 i=0; i<to_be_removed_count; i++)\r
- {\r
- core::list<ChatLine>::Iterator\r
- it = chat_lines.begin();\r
- chat_lines.erase(it);\r
- }\r
- guitext_chat->setText(whole.c_str());\r
- // Update gui element size and position\r
- core::rect<s32> rect(\r
- 10,\r
- screensize.Y - 10 - text_height*chat_lines.size(),\r
- screensize.X - 10,\r
- screensize.Y - 10\r
- );\r
- guitext_chat->setRelativePosition(rect);\r
-\r
- if(chat_lines.size() == 0)\r
- guitext_chat->setVisible(false);\r
- else\r
- guitext_chat->setVisible(true);\r
- }\r
-\r
- /*\r
- Inventory\r
- */\r
- \r
- static u16 old_selected_item = 65535;\r
- if(client.getLocalInventoryUpdated()\r
- || g_selected_item != old_selected_item)\r
- {\r
- old_selected_item = g_selected_item;\r
- //std::cout<<"Updating local inventory"<<std::endl;\r
- client.getLocalInventory(local_inventory);\r
- quick_inventory->setSelection(g_selected_item);\r
- quick_inventory->update();\r
- }\r
- \r
- /*\r
- Send actions returned by the inventory menu\r
- */\r
- while(inventory_action_queue.size() != 0)\r
- {\r
- InventoryAction *a = inventory_action_queue.pop_front();\r
-\r
- client.sendInventoryAction(a);\r
- // Eat it\r
- delete a;\r
- }\r
-\r
- /*\r
- Drawing begins\r
- */\r
-\r
- TimeTaker drawtimer("Drawing");\r
-\r
- \r
- {\r
- TimeTaker timer("beginScene");\r
- driver->beginScene(true, true, bgcolor);\r
- //driver->beginScene(false, true, bgcolor);\r
- beginscenetime = timer.stop(true);\r
- }\r
-\r
- //timer3.stop();\r
- \r
- //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
- \r
- {\r
- TimeTaker timer("smgr");\r
- smgr->drawAll();\r
- scenetime = timer.stop(true);\r
- }\r
- \r
- {\r
- //TimeTaker timer9("auxiliary drawings");\r
- // 0ms\r
- \r
- //timer9.stop();\r
- //TimeTaker //timer10("//timer10");\r
- \r
- video::SMaterial m;\r
- //m.Thickness = 10;\r
- m.Thickness = 3;\r
- m.Lighting = false;\r
- driver->setMaterial(m);\r
-\r
- driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
-\r
- for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
- i != hilightboxes.end(); i++)\r
- {\r
- /*std::cout<<"hilightbox min="\r
- <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"\r
- <<" max="\r
- <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"\r
- <<std::endl;*/\r
- driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
- }\r
-\r
- /*\r
- Draw crosshair\r
- */\r
- driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
- displaycenter + core::vector2d<s32>(10,0),\r
- video::SColor(255,255,255,255));\r
- driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
- displaycenter + core::vector2d<s32>(0,10),\r
- video::SColor(255,255,255,255));\r
-\r
- }\r
-\r
- //timer10.stop();\r
- //TimeTaker //timer11("//timer11");\r
-\r
- /*\r
- Draw gui\r
- */\r
- // 0-1ms\r
- guienv->drawAll();\r
- \r
- // End drawing\r
- {\r
- TimeTaker timer("endScene");\r
- driver->endScene();\r
- endscenetime = timer.stop(true);\r
- }\r
-\r
- drawtime = drawtimer.stop(true);\r
-\r
- /*\r
- Drawing ends\r
- */\r
- \r
- static s16 lastFPS = 0;\r
- //u16 fps = driver->getFPS();\r
- u16 fps = (1.0/dtime_avg1);\r
-\r
- if (lastFPS != fps)\r
+#ifdef NDEBUG\r
+ catch(std::exception &e)\r
{\r
- core::stringw str = L"Minetest [";\r
- str += driver->getName();\r
- str += "] FPS:";\r
- str += fps;\r
-\r
- device->setWindowCaption(str.c_str());\r
- lastFPS = fps;\r
+ std::string narrow_message = "Some exception, what()=\"";\r
+ narrow_message += e.what();\r
+ narrow_message += "\"";\r
+ dstream<<DTIME<<narrow_message<<std::endl;\r
+ error_message = narrow_to_wide(narrow_message);\r
}\r
- \r
- /*}\r
- else\r
- device->yield();*/\r
- }\r
-\r
- delete quick_inventory;\r
-\r
- /*\r
- Disable texture fetches and other stuff that is queued\r
- to be processed by the main loop.\r
-\r
- This has to be done before client goes out of scope.\r
- */\r
- g_irrlicht->Shutdown(true);\r
-\r
- } // client and server are deleted at this point\r
-\r
- } //try\r
- catch(con::PeerNotFoundException &e)\r
- {\r
- dstream<<DTIME<<"Connection timed out."<<std::endl;\r
- error_message = L"Connection timed out.";\r
- }\r
+#endif\r
\r
} // Menu-game loop\r
\r
- delete g_input;\r
+ delete input;\r
\r
/*\r
In the end, delete the Irrlicht device.\r
*/\r
device->drop();\r
\r
- /*\r
- Update configuration file\r
- */\r
- /*if(configpath != "")\r
- {\r
- g_settings.updateConfigFile(configpath.c_str());\r
- }*/\r
-\r
END_DEBUG_EXCEPTION_HANDLER\r
\r
debugstreams_deinit();\r