\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
+Random suggeestions:\r
+--------------------\r
+\r
SUGG: Fix address to be ipv6 compatible\r
\r
-FIXME: 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
-SUGGESTION: Use same technique for sector heightmaps as what we're\r
- using for UnlimitedHeightmap? (getting all neighbors\r
- when generating)\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
\r
SUGG: Transfer more blocks in a single packet\r
SUGG: A blockdata combiner class, to which blocks are added and at\r
- This will allow saving ages of rats on disk but not sending\r
them to clients\r
\r
-SUGG: Implement lighting using VoxelManipulator\r
- - Would it be significantly faster?\r
-\r
-FIXME: Rats somehow go underground sometimes (you can see it in water)\r
- - Does their position get saved to a border value or something?\r
- - Does this happen anymore?\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
-\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
+ - NOTE: Player::move is more up-to-date.\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
main network eater of this system, so it is the one that has\r
to be throttled so that RTTs stay low.\r
\r
-TODO: Untie client network operations from framerate\r
- - Needs some input queues or something\r
- - Not really necessary?\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
\r
-TODO: Combine MapBlock's face caches to so big pieces that VBO\r
- gets used\r
- - That is >500 vertices\r
+SUGG: Calculate lighting per vertex to get a lighting effect like in\r
+ bartwe's game\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
-TODO: Better dungeons\r
-TODO: Cliffs, arcs\r
+Documentation:\r
+--------------\r
\r
-TODO: Startup and configuration menu\r
+Build system / running:\r
+-----------------------\r
\r
-TODO: There are some lighting-related todos and fixmes in\r
- ServerMap::emergeBlock\r
+Networking and serialization:\r
+-----------------------------\r
\r
-TODO: Proper handling of spawning place (try to find something that\r
- is not in the middle of an ocean (some land to stand on at\r
- least) and save it in map config.\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
\r
-TODO: Players to only be hidden when the client quits.\r
-TODO: - Players to be saved on disk, with inventory\r
-TODO: Players to be saved as text in map/players/<name>\r
-TODO: Player inventory to be saved on disk\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
+ - 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
sectors that have very large amounts of blocks (on client)\r
+ - Is this necessary at all?\r
\r
-TODO: Make the video backend selectable\r
+TODO: Flowing water animation\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
+* Combine meshes to bigger ones in ClientMap and set them EHM_STATIC\r
+\r
+SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
+ animating them is easier.\r
+\r
+Configuration:\r
+--------------\r
+\r
+Client:\r
+-------\r
+\r
+TODO: Untie client network operations from framerate\r
+ - Needs some input queues or something\r
+\r
+SUGG: Make morning and evening transition more smooth and maybe shorter\r
+\r
+SUGG: Don't update all meshes always on single node changes, but\r
+ check which ones should be updated\r
+ - implement Map::updateNodeMeshes()\r
+\r
+TODO: Remove IrrlichtWrapper\r
+\r
+Server:\r
+-------\r
+\r
+TODO: When player dies, throw items on map\r
+\r
+SUGG: Make an option to the server to disable building and digging near\r
+ the starting position\r
\r
TODO: Copy the text of the last picked sign to inventory in creative\r
mode\r
\r
-TODO: Get rid of GotSplitPacketException\r
-\r
TODO: Check what goes wrong with caching map to disk (Kray)\r
+ - Nothing?\r
\r
-TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
+FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
\r
-TODO: TOSERVER_LEAVE\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: Better handling of objects and mobs\r
- - Scripting?\r
- - There has to be some way to do it with less spaghetti 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
+Objects:\r
+--------\r
\r
-TODO: Draw big amounts of torches better (that is, throw them in the\r
- same meshbuffer (can the meshcollector class be used?))\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
-Doing now:\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
\r
-TODO: Convert the text input system to use a modal menu... or something\r
+- When an active object goes far from a player, either delete\r
+ it or store it statically.\r
+- When a statically stored active object comes near a player,\r
+ recreate the active object\r
+\r
+* Continue making the scripting system:\r
+ * Make updateNodeMesh for a less verbose mesh update on add/removenode\r
+ * Switch to using a safe way for the self and env pointers\r
+ * Make some global environment hooks, like node placed and general\r
+ on_step()\r
+* Add a global Lua spawn handler and such\r
+* Get rid of MapBlockObjects\r
+* Other players could be sent to clients as LuaCAOs\r
+\r
+Map:\r
+----\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: Flowing water to actually contain flow direction information\r
+\r
+FEATURE: Create a system that allows a huge amount of different "map\r
+ generator modules/filters"\r
+\r
+FEATURE: 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
+Mapgen v2 (not doing):\r
+* only_from_disk might not work anymore - check and fix it.\r
+* Make the generator to run in background and not blocking block\r
+ placement and transfer\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
+* 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.\r
+\r
+Mapgen v4 (not doing):\r
+* only_from_disk might not work anymore - check and fix it.\r
+* Make the generator to run in background and not blocking block\r
+ placement and transfer\r
+* Make chunks to be tiled vertically too\r
+* MAKE IT FASTER\r
+\r
+Mapgen v3 (not doing):\r
+* Generate trees better\r
+ - Add a "trees_added" flag to sector, or something\r
+* How 'bout making turbulence controlled so that for a given 2d position\r
+ it can be completely turned off, and is usually so. This way generation\r
+ can be sped up a lot.\r
+* Add a way to generate a block partly, so that trees are not added, like\r
+ the chunks in v2\r
+* Add mud "discretely", not by guessing from the noise\r
+\r
+Mapgen v4:\r
+* This will be the final way.\r
+* Generate blocks in the same way as chunks, by copying a VoxelManipulator\r
+ from the map that is one block larger in all directions.\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
+* Optimize VoxelManipulator lighting implementation by using indices\r
+ in place of coordinates?\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
#define FIELD_OF_VIEW_TEST 0\r
\r
-#ifdef UNITTEST_DISABLE\r
+#ifdef NDEBUG\r
#ifdef _WIN32\r
#pragma message ("Disabling unit tests")\r
#else\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
-// 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 <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 "test.h"\r
-#include "environment.h"\r
+//#include "environment.h"\r
#include "server.h"\r
#include "client.h"\r
-#include "serialization.h"\r
+//#include "serialization.h"\r
#include "constants.h"\r
-#include "strfnd.h"\r
+//#include "strfnd.h"\r
#include "porting.h"\r
-#include "guiPauseMenu.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
\r
-IrrlichtWrapper *g_irrlicht;\r
-\r
-// All range-related stuff below is locked behind this\r
-JMutex g_range_mutex;\r
-\r
-// Blocks are viewed in this range from the player\r
-s16 g_viewing_range_nodes = 60;\r
-//s16 g_viewing_range_nodes = 0;\r
+// TODO: Remove this\r
+IrrlichtWrapper *g_irrlicht = NULL;\r
\r
-// This is updated by the client's fetchBlocks routine\r
-//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
+// This makes textures\r
+ITextureSource *g_texturesource = NULL;\r
\r
-// If true, the preceding value has no meaning and all blocks\r
-// already existing in memory are drawn\r
-bool g_viewing_range_all = false;\r
-\r
-// This is the freetime ratio imposed by the dynamic viewing\r
-// range changing code.\r
-// It is controlled by the main loop to the smallest value that\r
-// inhibits glitches (dtime jitter) in the main loop.\r
-//float g_freetime_ratio = FREETIME_RATIO_MAX;\r
+MapDrawControl draw_control;\r
\r
/*\r
Settings.\r
Random stuff\r
*/\r
\r
-//u16 g_selected_material = 0;\r
-u16 g_selected_item = 0;\r
+IrrlichtDevice *g_device = NULL;\r
+Client *g_client = NULL;\r
+\r
+/*const s16 quickinv_size = 40;\r
+const s16 quickinv_padding = 8;\r
+const s16 quickinv_spacing = quickinv_size + quickinv_padding;\r
+const s16 quickinv_outer_padding = 4;\r
+const s16 quickinv_itemcount = 8;*/\r
+\r
+const s32 hotbar_itemcount = 8;\r
+const s32 hotbar_imagesize = 36;\r
\r
/*\r
GUI Stuff\r
*/\r
+\r
gui::IGUIEnvironment* guienv = NULL;\r
-GUIPauseMenu *pauseMenu = NULL;\r
-GUIInventoryMenu *inventoryMenu = 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
{\r
- if(pauseMenu && pauseMenu->isVisible())\r
- return false;\r
- if(inventoryMenu && inventoryMenu->isVisible())\r
- return false;\r
- return true;\r
+ return (g_menumgr.menuCount() == 0);\r
}\r
\r
-std::wstring g_text_buffer;\r
-bool g_text_buffer_accepted = false;\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
-// When true, the mouse and keyboard are grabbed\r
-bool g_game_focused = true;\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
+\r
+u16 g_selected_item = 0;\r
+\r
+bool g_show_map_plot = false;\r
+bool g_refresh_map_plot = false;\r
\r
/*\r
Debug streams\r
return g_irrlicht->getTime();\r
}\r
\r
+/*\r
+ Text input system\r
+*/\r
+\r
+struct TextDestSign : public TextDest\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
+ {\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
+ }\r
+\r
+ v3s16 m_blockpos;\r
+ s16 m_id;\r
+ Client *m_client;\r
+};\r
+\r
+struct TextDestChat : public TextDest\r
+{\r
+ TextDestChat(Client *client)\r
+ {\r
+ m_client = client;\r
+ }\r
+ void gotText(std::wstring text)\r
+ {\r
+ // Discard empty line\r
+ if(text == L"")\r
+ return;\r
+ \r
+ // Parse command (server command starts with "/#")\r
+ if(text[0] == L'/' && text[1] != L'#')\r
+ {\r
+ std::wstring reply = L"Local: ";\r
+\r
+ reply += L"Local commands not yet supported. "\r
+ L"Server prefix is \"/#\".";\r
+ \r
+ m_client->addChatMessage(reply);\r
+ return;\r
+ }\r
+\r
+ // Send to others\r
+ m_client->sendChatMessage(text);\r
+ // Show locally\r
+ m_client->addChatMessage(text);\r
+ }\r
+\r
+ Client *m_client;\r
+};\r
+\r
class MyEventReceiver : public IEventReceiver\r
{\r
public:\r
// This is the one method that we have to implement\r
virtual bool OnEvent(const SEvent& event)\r
{\r
+ /*\r
+ React to nothing here if a menu is active\r
+ */\r
+ if(noMenuActive() == false)\r
+ {\r
+ clearInput();\r
+ return false;\r
+ }\r
+\r
// Remember whether each key is down or up\r
if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
{\r
if(event.KeyInput.PressedDown)\r
{\r
//dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
- if(g_game_focused == false)\r
+ if(g_show_map_plot)\r
{\r
- s16 key = event.KeyInput.Key;\r
- if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)\r
- {\r
- g_text_buffer_accepted = true;\r
- }\r
- else if(key == irr::KEY_BACK)\r
+ if(event.KeyInput.Key == irr::KEY_ESCAPE\r
+ || event.KeyInput.Key == irr::KEY_KEY_M)\r
{\r
- if(g_text_buffer.size() > 0)\r
- g_text_buffer = g_text_buffer.substr\r
- (0, g_text_buffer.size()-1);\r
- }\r
- else\r
- {\r
- wchar_t wc = event.KeyInput.Char;\r
- if(wc != 0)\r
- g_text_buffer += wc;\r
+ g_show_map_plot = false;\r
}\r
+ return true;\r
}\r
\r
- if(pauseMenu != NULL)\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
- if(g_game_focused == true && noMenuActive())\r
- {\r
- dstream<<DTIME<<"MyEventReceiver: "\r
- <<"Launching pause menu"<<std::endl;\r
- pauseMenu->launch();\r
- return true;\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
- }\r
-\r
- if(inventoryMenu != NULL)\r
- {\r
if(event.KeyInput.Key == irr::KEY_KEY_I)\r
{\r
- if(g_game_focused == true && noMenuActive())\r
- {\r
- dstream<<DTIME<<"MyEventReceiver: "\r
- <<"Launching inventory"<<std::endl;\r
- inventoryMenu->launch();\r
- return true;\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
+ // Item selection\r
+ if(event.KeyInput.Key >= irr::KEY_KEY_0\r
+ && event.KeyInput.Key <= irr::KEY_KEY_9)\r
{\r
- if(g_game_focused == true)\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
+ u16 s1 = event.KeyInput.Key - irr::KEY_KEY_0;\r
+ if(event.KeyInput.Key == irr::KEY_KEY_0)\r
+ s1 = 10;\r
+ if(s1 < PLAYER_INVENTORY_SIZE && s1 < hotbar_itemcount)\r
+ g_selected_item = s1-1;\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
- && g_game_focused)\r
+ if(event.KeyInput.Key == irr::KEY_KEY_R)\r
{\r
- JMutexAutoLock lock(g_range_mutex);\r
- if(g_viewing_range_all)\r
+ if(draw_control.range_all)\r
{\r
- g_viewing_range_all = false;\r
+ draw_control.range_all = false;\r
dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
}\r
else\r
{\r
- g_viewing_range_all = true;\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
- && g_game_focused)\r
+ if(event.KeyInput.Key == irr::KEY_KEY_P)\r
{\r
dstream<<"-----------------------------------------"\r
<<std::endl;\r
<<std::endl;\r
debug_stacks_print();\r
}\r
+\r
+ // Map plot\r
+ if(event.KeyInput.Key == irr::KEY_KEY_M)\r
+ {\r
+ dstream<<"Map plot requested"<<std::endl;\r
+ g_show_map_plot = !g_show_map_plot;\r
+ if(g_show_map_plot)\r
+ g_refresh_map_plot = true;\r
+ }\r
+ \r
}\r
}\r
\r
{\r
/*dstream<<"event.MouseInput.Wheel="\r
<<event.MouseInput.Wheel<<std::endl;*/\r
+ \r
+ u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE-1,\r
+ hotbar_itemcount-1);\r
if(event.MouseInput.Wheel < 0)\r
{\r
- if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
+ if(g_selected_item < max_item)\r
g_selected_item++;\r
else\r
g_selected_item = 0;\r
if(g_selected_item > 0)\r
g_selected_item--;\r
else\r
- g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
+ g_selected_item = max_item;\r
}\r
}\r
}\r
return keyIsDown[keyCode];\r
}\r
\r
- MyEventReceiver()\r
+ void clearInput()\r
{\r
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
keyIsDown[i] = false;\r
+ \r
leftclicked = false;\r
rightclicked = false;\r
leftreleased = false;\r
right_active = false;\r
}\r
\r
+ MyEventReceiver()\r
+ {\r
+ clearInput();\r
+ }\r
+\r
bool leftclicked;\r
bool rightclicked;\r
bool leftreleased;\r
bool keyIsDown[KEY_KEY_CODES_COUNT];\r
//s32 mouseX;\r
//s32 mouseY;\r
+ IrrlichtDevice *m_device;\r
};\r
\r
class InputHandler\r
\r
InputHandler *g_input = NULL;\r
\r
-void focusGame()\r
-{\r
- g_input->clear();\r
- g_game_focused = true;\r
-}\r
-\r
-void unFocusGame()\r
-{\r
- g_game_focused = false;\r
-}\r
-\r
class RealInputHandler : public InputHandler\r
{\r
public:\r
\r
virtual bool getLeftClicked()\r
{\r
- if(g_game_focused == false)\r
- return false;\r
return m_receiver->leftclicked;\r
}\r
virtual bool getRightClicked()\r
{\r
- if(g_game_focused == false)\r
- return false;\r
return m_receiver->rightclicked;\r
}\r
virtual void resetLeftClicked()\r
\r
virtual bool getLeftReleased()\r
{\r
- if(g_game_focused == false)\r
- return false;\r
return m_receiver->leftreleased;\r
}\r
virtual bool getRightReleased()\r
{\r
- if(g_game_focused == false)\r
- return false;\r
return m_receiver->rightreleased;\r
}\r
virtual void resetLeftReleased()\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
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 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_KEY_2] = !keydown[irr::KEY_KEY_2];\r
+ keydown[irr::KEY_KEY_E] = !keydown[irr::KEY_KEY_E];\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
\r
s32 Rand(s32 min, s32 max)\r
{\r
- return (rand()%(max-min+1))+min;\r
+ return (myrand()%(max-min+1))+min;\r
}\r
private:\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, Client *client)\r
+void updateViewingRange(f32 frametime_in, Client *client)\r
{\r
- // Range_all messes up frametime_avg\r
- if(g_viewing_range_all == true)\r
+ if(draw_control.range_all == true)\r
return;\r
-\r
- float wanted_fps = g_settings.getFloat("wanted_fps");\r
\r
- // Initialize to the target value\r
- static float frametime_avg = 1.0/wanted_fps;\r
- //frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
- frametime_avg = frametime_avg * 0.7 + frametime * 0.3;\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
- if(counter > 0){\r
- counter -= frametime;\r
+ counter -= frametime_in;\r
+ if(counter > 0)\r
return;\r
- }\r
- //counter = 1.0; //seconds\r
- counter = 0.5; //seconds\r
-\r
- //float freetime_ratio = 0.2;\r
- //float freetime_ratio = 0.4;\r
- float freetime_ratio = FREETIME_RATIO;\r
+ //counter = 0.1;\r
+ counter = 0.2;\r
\r
- float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
-\r
- float fraction = sqrt(frametime_avg / frametime_wanted);\r
-\r
- /*float fraction = sqrt(frametime_avg / frametime_wanted) / 2.0\r
- + frametime_avg / frametime_wanted / 2.0;*/\r
+ /*dstream<<__FUNCTION_NAME\r
+ <<": Collected "<<added_frames<<" frames, total of "\r
+ <<added_frametime<<"s."<<std::endl;*/\r
\r
- //float fraction = frametime_avg / frametime_wanted;\r
-\r
- static bool fraction_is_good = false;\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 fraction_good_threshold = 0.1;\r
- //float fraction_bad_threshold = 0.25;\r
- float fraction_good_threshold = 0.075;\r
- float fraction_bad_threshold = 0.125;\r
- float fraction_limit;\r
- // Use high limit if fraction is good AND the fraction would\r
- // lower the range. We want to keep the range fairly high.\r
- if(fraction_is_good && fraction > 1.0)\r
- fraction_limit = fraction_bad_threshold;\r
- else\r
- fraction_limit = fraction_good_threshold;\r
-\r
- if(fabs(fraction - 1.0) < fraction_limit)\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
- fraction_is_good = true;\r
- return;\r
+ block_draw_ratio = (float)draw_control.blocks_drawn\r
+ / (float)draw_control.blocks_would_have_drawn;\r
}\r
- else\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 small, just return\r
+ if(fabs(wanted_frametime_change) < wanted_frametime*0.4)\r
{\r
- fraction_is_good = false;\r
+ //dstream<<"ignoring small wanted_frametime_change"<<std::endl;\r
+ return;\r
}\r
\r
- //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
- //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
- /*dstream<<"fetching="<<client->isFetchingBlocks()\r
- <<" faction = "<<fraction<<std::endl;*/\r
+ float range = draw_control.wanted_range;\r
+ float new_range = range;\r
\r
- JMutexAutoLock lock(g_range_mutex);\r
+ static s16 range_old = 0;\r
+ static f32 frametime_old = 0;\r
\r
- s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");\r
- s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");\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
+ }\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
- s16 n = (float)g_viewing_range_nodes / fraction;\r
- if(n < viewing_range_nodes_min)\r
- n = viewing_range_nodes_min;\r
- if(n > viewing_range_nodes_max)\r
- n = viewing_range_nodes_max;\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
- bool can_change = true;\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
- if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
- can_change = false;\r
+ new_range += wanted_range_change;\r
+ //dstream<<"new_range="<<new_range/*<<std::endl*/;\r
\r
- if(can_change)\r
- g_viewing_range_nodes = n;\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
- /*dstream<<"g_viewing_range_nodes = "\r
- <<g_viewing_range_nodes<<std::endl;*/\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
+void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,\r
+ v2s32 centerlowerpos, s32 imgsize, s32 itemcount,\r
+ Inventory *inventory)\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
- virtual bool OnEvent(const SEvent& event)\r
+ InventoryList *mainlist = inventory->getList("main");\r
+ if(mainlist == NULL)\r
{\r
- return false;\r
+ dstream<<"WARNING: draw_hotbar(): mainlist == NULL"<<std::endl;\r
+ return;\r
}\r
+ \r
+ s32 padding = imgsize/12;\r
+ //s32 height = imgsize + padding*2;\r
+ s32 width = itemcount*(imgsize+padding*2);\r
+ \r
+ // Position of upper left corner of bar\r
+ v2s32 pos = centerlowerpos - v2s32(width/2, imgsize+padding*2);\r
+ \r
+ // Draw background color\r
+ /*core::rect<s32> barrect(0,0,width,height);\r
+ barrect += pos;\r
+ video::SColor bgcolor(255,128,128,128);\r
+ driver->draw2DRectangle(bgcolor, barrect, NULL);*/\r
+\r
+ core::rect<s32> imgrect(0,0,imgsize,imgsize);\r
\r
- void setSelection(s32 i)\r
+ for(s32 i=0; i<itemcount; 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
+ InventoryItem *item = mainlist->getItem(i);\r
+ \r
+ core::rect<s32> rect = imgrect + pos\r
+ + v2s32(padding+i*(imgsize+padding*2), padding);\r
+ \r
+ if(g_selected_item == i)\r
+ {\r
+ driver->draw2DRectangle(video::SColor(255,255,0,0),\r
+ core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*padding,\r
+ rect.LowerRightCorner + v2s32(1,1)*padding),\r
+ NULL);\r
+ }\r
+ else\r
{\r
- s32 j = i + start;\r
+ video::SColor bgcolor2(128,0,0,0);\r
+ driver->draw2DRectangle(bgcolor2, rect, NULL);\r
+ }\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
+ if(item != NULL)\r
+ {\r
+ drawInventoryItem(driver, font, item, rect, NULL);\r
+ }\r
+ }\r
+}\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
+video::ITexture *g_map_plot_texture = NULL;\r
+float g_map_plot_texture_scale = 4;\r
\r
- // The next ifs will segfault with a NULL pointer\r
- continue;\r
- }\r
- \r
- \r
- m_images[i]->setImage(item->getImage());\r
+void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,\r
+ Client *client)\r
+{\r
+ assert(driver);\r
+ assert(client);\r
+\r
+ core::dimension2d<u32> dim(640,480);\r
+ video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim);\r
+ assert(img);\r
+ for(u32 y=0; y<dim.Height; y++)\r
+ for(u32 x=0; x<dim.Width; x++)\r
+ {\r
+ v2f pf = v2f(x, dim.Height-y) - v2f(dim.Width, dim.Height)/2;\r
+ pf *= g_map_plot_texture_scale;\r
+ pf += centerpos;\r
+ double h = base_rock_level_2d(client->getMapSeed(), pf);\r
+ video::SColor c;\r
+ //double d1 = 50;\r
+ /*s32 ux = x - centerpos.X / g_map_plot_texture_scale;\r
+ s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/\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
+ // Screen coordinates that are based on multiples of\r
+ // 1000/g_map_plot_texture_scale and never negative\r
+ u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10;\r
+ u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10;\r
+ // Offset to center of image\r
+ ux -= dim.Width/2;\r
+ uy -= dim.Height/2;\r
+\r
+ if(uy % (u32)(1000/g_map_plot_texture_scale) == 0\r
+ || ux % (u32)(1000/g_map_plot_texture_scale) == 0)\r
+ c.set(255, 255, 255, 255);\r
+ else if(uy % (u32)(100/g_map_plot_texture_scale) == 0\r
+ || ux % (u32)(100/g_map_plot_texture_scale) == 0)\r
+ c.set(255, 160, 160, 160);\r
+ else if(h < WATER_LEVEL - 0.5) // Water\r
+ c.set(255, 50, 50, 255);\r
+#if 0\r
+ else if(get_have_sand_ground(client->getMapSeed(), pf)\r
+ || (h < WATER_LEVEL + 2\r
+ && get_have_sand_coast(client->getMapSeed(), pf)))\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 50.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,237,201,175);\r
+ //video::SColor c2(255,20,20,20);\r
+ video::SColor c2(255,150,0,0);\r
+ c = c2.getInterpolated(c1, h);\r
+ }\r
+ else\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 50.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,110,185,90);\r
+ //video::SColor c2(255,20,20,20);\r
+ video::SColor c2(255,150,0,0);\r
+ c = c2.getInterpolated(c1, h);\r
+ }\r
+#endif\r
+#if 1\r
+#if 0\r
+ else if(get_have_sand_ground(client->getMapSeed(), pf))\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 20.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,237,201,175);\r
+ //video::SColor c2(255,20,20,20);\r
+ video::SColor c2(255,150,0,0);\r
+ c = c2.getInterpolated(c1, h);\r
+ }\r
+#endif\r
+ // Sand\r
+ else if(h < WATER_LEVEL + 2\r
+ && get_have_sand_coast(client->getMapSeed(), pf))\r
+ c.set(255, 237, 201, 175);\r
+#if 1\r
+ else if(h < WATER_LEVEL + 10)\r
+ c.set(255, 50, 150, 50); // Green\r
+ else if(h < WATER_LEVEL + 20)\r
+ c.set(255, 110, 185, 50); // Yellowish green\r
+ else if(h < WATER_LEVEL + 40)\r
+ c.set(255, 180, 210, 50); // Greenish yellow\r
+ else if(h < WATER_LEVEL + 60)\r
+ c.set(255, 220, 220, 50); // Yellow\r
+ else if(h < WATER_LEVEL + 80)\r
+ c.set(255, 200, 200, 110); // Yellowish white\r
+ else if(h < WATER_LEVEL + 100)\r
+ c.set(255, 190, 190, 190); // Grey\r
+ else\r
+ c.set(255, 255, 255, 255); // White\r
+#endif\r
+#endif\r
+#if 0\r
+ else\r
+ {\r
+ h -= WATER_LEVEL;\r
+ h /= 20.0;\r
+ h = 1.0 - exp(-h);\r
+\r
+ video::SColor c1(255,200,200,50);\r
+ video::SColor c2(255,0,150,0);\r
+ c = c1.getInterpolated(c2, h);\r
+\r
+ /*u32 a = (u32)(h*255);\r
+ if(a > 255)\r
+ a = 255;\r
+ a = 255-a;\r
+ c.set(255, a, a, a);*/\r
+ }\r
+#endif\r
+#if 1\r
+ if(h >= WATER_LEVEL - 0.5\r
+ && get_have_sand_ground(client->getMapSeed(), pf))\r
+ {\r
+ video::SColor c1(255,237,201,175);\r
+ c = c.getInterpolated(c1, 0.5);\r
}\r
+#endif\r
+#if 1\r
+ double tf = get_turbulence_factor_2d(client->getMapSeed(), pf);\r
+ if(tf > 0.001)\r
+ {\r
+ video::SColor c1(255,255,0,0);\r
+ c = c.getInterpolated(c1, 1.0-(0.5*tf));\r
+ }\r
+#endif\r
+ img->setPixel(x, y, c);\r
}\r
+ g_map_plot_texture = driver->addTexture("map_plot", img);\r
+ img->drop();\r
+ assert(g_map_plot_texture);\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
+// 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
-int main(int argc, char *argv[])\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
- Low-level initialization\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
- bool disable_stderr = false;\r
-#ifdef _WIN32\r
- disable_stderr = true;\r
-#endif\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
\r
- // Initialize debug streams\r
- debugstreams_init(disable_stderr, DEBUGFILE);\r
- // Initialize debug stacks\r
- debug_stacks_init();\r
+ tempv3f1 = v3f(1,2,3);\r
+ tempv3f2 = v3f(4,5,6);\r
+ for(u32 i=0; i<10000000; i++){\r
+ tempf += tempv3f1.dotProduct(tempv3f2);\r
+ tempv3f2 += v3f(7,8,9);\r
+ }\r
+ }\r
\r
- DSTACK(__FUNCTION_NAME);\r
+ {\r
+ TimeTaker timer("Testing core::map speed");\r
+ \r
+ core::map<v2s16, f32> map1;\r
+ tempf = -324;\r
+ const s16 ii=300;\r
+ for(s16 y=0; y<ii; y++){\r
+ for(s16 x=0; x<ii; x++){\r
+ map1.insert(v2s16(x,y), tempf);\r
+ tempf += 1;\r
+ }\r
+ }\r
+ for(s16 y=ii-1; y>=0; y--){\r
+ for(s16 x=0; x<ii; x++){\r
+ tempf = map1[v2s16(x,y)];\r
+ }\r
+ }\r
+ }\r
\r
- try\r
{\r
- \r
+ dstream<<"Around 5000/ms should do well here."<<std::endl;\r
+ TimeTaker timer("Testing mutex speed");\r
+ \r
+ JMutex m;\r
+ m.Init();\r
+ u32 n = 0;\r
+ u32 i = 0;\r
+ do{\r
+ n += 10000;\r
+ for(; i<n; i++){\r
+ m.Lock();\r
+ m.Unlock();\r
+ }\r
+ }\r
+ // Do at least 10ms\r
+ while(timer.getTime() < 10);\r
+\r
+ u32 dtime = timer.stop();\r
+ u32 per_ms = n / dtime;\r
+ std::cout<<"Done. "<<dtime<<"ms, "\r
+ <<per_ms<<"/ms"<<std::endl;\r
+ }\r
+}\r
+\r
+int main(int argc, char *argv[])\r
+{\r
/*\r
Parse command line\r
*/\r
allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
+ allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
+#ifdef _WIN32\r
+ allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
+#endif\r
+ allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
\r
Settings cmd_args;\r
\r
\r
return cmd_args.getFlag("help") ? 0 : 1;\r
}\r
-\r
-\r
+ \r
/*\r
- Basic initialization\r
+ Low-level initialization\r
*/\r
\r
- // Initialize default settings\r
- set_default_settings();\r
+ bool disable_stderr = false;\r
+#ifdef _WIN32\r
+ if(cmd_args.getFlag("dstream-on-stderr") == false)\r
+ disable_stderr = true;\r
+#endif\r
+\r
+ // Initialize debug streams\r
+ debugstreams_init(disable_stderr, DEBUGFILE);\r
+ // Initialize debug stacks\r
+ debug_stacks_init();\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
\r
+ // C-style stuff initialization\r
+ initializeMaterialProperties();\r
+\r
+ // Debug handler\r
+ BEGIN_DEBUG_EXCEPTION_HANDLER\r
+\r
// Print startup message\r
dstream<<DTIME<<"minetest-c55"\r
" with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
- <<", ENABLE_TESTS="<<ENABLE_TESTS\r
+ <<", "<<BUILD_INFO\r
<<std::endl;\r
\r
+ /*\r
+ Basic initialization\r
+ */\r
+\r
+ // Initialize default settings\r
+ set_default_settings();\r
+ \r
// Set locale. This is for forcing '.' as the decimal point.\r
std::locale::global(std::locale("C"));\r
// This enables printing all characters in bitmap font\r
}\r
else\r
{\r
- const char *filenames[2] =\r
- {\r
- "../minetest.conf",\r
- "../../minetest.conf"\r
- };\r
+ core::array<std::string> filenames;\r
+ filenames.push_back(porting::path_userdata + "/minetest.conf");\r
+#ifdef RUN_IN_PLACE\r
+ filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
+#endif\r
\r
- for(u32 i=0; i<2; i++)\r
+ for(u32 i=0; i<filenames.size(); i++)\r
{\r
- bool r = g_settings.readConfigFile(filenames[i]);\r
+ bool r = g_settings.readConfigFile(filenames[i].c_str());\r
if(r)\r
{\r
configpath = filenames[i];\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
srand(time(0));\r
+ mysrand(time(0));\r
+\r
+ /*\r
+ Pre-initialize some stuff with a dummy irrlicht wrapper.\r
+\r
+ These are needed for unit tests at least.\r
+ */\r
+ \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
+ /*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
- Global range mutex\r
- */\r
- g_range_mutex.Init();\r
- assert(g_range_mutex.IsInitialized());\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
- /*\r
- Ask some stuff\r
+ Some parameters\r
*/\r
\r
- std::cout<<std::endl<<std::endl;\r
- \r
- std::cout\r
- <<" .__ __ __ "<<std::endl\r
- <<" _____ |__| ____ _____/ |_ ____ _______/ |_ "<<std::endl\r
- <<" / \\| |/ \\_/ __ \\ __\\/ __ \\ / ___/\\ __\\"<<std::endl\r
- <<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl\r
- <<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl\r
- <<" \\/ \\/ \\/ \\/ \\/ "<<std::endl\r
- <<std::endl;\r
-\r
- std::cout<<std::endl;\r
- //char templine[100];\r
- \r
- // Port?\r
+ // Port\r
u16 port = 30000;\r
if(cmd_args.exists("port"))\r
- {\r
port = cmd_args.getU16("port");\r
- }\r
- else\r
- {\r
- port = g_settings.getU16Ask("port", "Port", 30000);\r
- std::cout<<"-> "<<port<<std::endl;\r
- }\r
+ else if(cmd_args.exists("port"))\r
+ port = g_settings.getU16("port");\r
+ \r
+ // Map directory\r
+ std::string map_dir = porting::path_userdata+"/map";\r
+ if(cmd_args.exists("map-dir"))\r
+ map_dir = cmd_args.get("map-dir");\r
+ else if(g_settings.exists("map-dir"))\r
+ map_dir = g_settings.get("map-dir");\r
\r
+ // Run dedicated server if asked to\r
if(cmd_args.getFlag("server"))\r
{\r
DSTACK("Dedicated server branch");\r
- \r
- std::cout<<std::endl;\r
- std::cout<<"========================"<<std::endl;\r
- std::cout<<"Running dedicated server"<<std::endl;\r
- std::cout<<"========================"<<std::endl;\r
- std::cout<<std::endl;\r
\r
- Server server("../map", hm_params, map_params);\r
+ // Create server\r
+ Server server(map_dir.c_str());\r
server.start(port);\r
- \r
- for(;;)\r
- {\r
- // This is kind of a hack but can be done like this\r
- // because server.step() is very light\r
- sleep_ms(30);\r
- server.step(0.030);\r
-\r
- static int counter = 0;\r
- counter--;\r
- if(counter <= 0)\r
- {\r
- counter = 10;\r
-\r
- core::list<PlayerInfo> list = server.getPlayerInfo();\r
- core::list<PlayerInfo>::Iterator i;\r
- static u32 sum_old = 0;\r
- u32 sum = PIChecksum(list);\r
- if(sum != sum_old)\r
- {\r
- std::cout<<DTIME<<"Player info:"<<std::endl;\r
- for(i=list.begin(); i!=list.end(); i++)\r
- {\r
- i->PrintLine(&std::cout);\r
- }\r
- }\r
- sum_old = sum;\r
- }\r
- }\r
+ \r
+ // Run server\r
+ dedicated_server_loop(server, kill);\r
\r
return 0;\r
}\r
\r
- bool hosting = false;\r
- char connect_name[100] = "";\r
-\r
- if(cmd_args.exists("address"))\r
- {\r
- snprintf(connect_name, 100, "%s", cmd_args.get("address").c_str());\r
- }\r
- else if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)\r
- {\r
- std::cout<<g_settings.get("address")<<std::endl;\r
- snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());\r
- }\r
- else\r
- {\r
- std::cout<<"Address to connect to [empty = host a game]: ";\r
- std::cin.getline(connect_name, 100);\r
- }\r
- \r
- if(connect_name[0] == 0){\r
- snprintf(connect_name, 100, "127.0.0.1");\r
- hosting = true;\r
- }\r
+ /*\r
+ More parameters\r
+ */\r
\r
- if(hosting)\r
- std::cout<<"> Hosting game"<<std::endl;\r
- else\r
- std::cout<<"> Connecting to "<<connect_name<<std::endl;\r
+ // Address to connect to\r
+ std::string address = "";\r
\r
- char playername[PLAYERNAME_SIZE] = "";\r
- if(g_settings.get("name") != "")\r
+ if(cmd_args.exists("address"))\r
{\r
- snprintf(playername, PLAYERNAME_SIZE, "%s", g_settings.get("name").c_str());\r
+ address = cmd_args.get("address");\r
}\r
else\r
{\r
- std::cout<<"Name of player: ";\r
- std::cin.getline(playername, PLAYERNAME_SIZE);\r
+ address = g_settings.get("address");\r
}\r
- std::cout<<"-> \""<<playername<<"\""<<std::endl;\r
+ \r
+ std::string playername = g_settings.get("name");\r
\r
- /*\r
- Resolution selection\r
- */\r
+ // Resolution selection\r
\r
bool fullscreen = false;\r
- u16 screenW = atoi(g_settings.get("screenW").c_str());\r
- u16 screenH = atoi(g_settings.get("screenH").c_str());\r
-\r
- //\r
+ u16 screenW = g_settings.getU16("screenW");\r
+ u16 screenH = g_settings.getU16("screenH");\r
\r
- MyEventReceiver receiver;\r
+ // Determine driver\r
\r
video::E_DRIVER_TYPE driverType;\r
-\r
-#ifdef _WIN32\r
- //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work\r
- driverType = video::EDT_OPENGL;\r
-#else\r
- driverType = video::EDT_OPENGL;\r
-#endif\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
// create device and exit if creation failed\r
\r
+ MyEventReceiver receiver;\r
+\r
IrrlichtDevice *device;\r
device = createDevice(driverType,\r
core::dimension2d<u32>(screenW, screenH),\r
if (device == 0)\r
return 1; // could not create selected driver.\r
\r
+ g_device = device;\r
g_irrlicht = new IrrlichtWrapper(device);\r
+ TextureSource *texturesource = new TextureSource(device);\r
+ g_texturesource = texturesource;\r
\r
- //g_device = device;\r
+ /*\r
+ Speed tests (done after irrlicht is loaded to get timer)\r
+ */\r
+ if(cmd_args.getFlag("speedtests"))\r
+ {\r
+ dstream<<"Running speed tests"<<std::endl;\r
+ SpeedTests();\r
+ return 0;\r
+ }\r
\r
device->setResizable(true);\r
\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(1);\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("../data/fontlucida.png");\r
+ gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());\r
if(font)\r
skin->setFont(font);\r
+ else\r
+ dstream<<"WARNING: Font file was not found."\r
+ " Using default font."<<std::endl;\r
+ // If font was not found, this will get us one\r
+ font = skin->getFont();\r
+ assert(font);\r
+\r
+ u32 text_height = font->getDimension(L"Hello, world!").Height;\r
+ dstream<<"text_height="<<text_height<<std::endl;\r
+\r
//skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
//skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
\r
- const wchar_t *text = L"Loading and connecting...";\r
- core::vector2d<s32> center(screenW/2, screenH/2);\r
- core::dimension2d<u32> textd = font->getDimension(text);\r
- std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;\r
- // Have to add a bit to disable the text from word wrapping\r
- //core::vector2d<s32> textsize(textd.Width+4, textd.Height);\r
- core::vector2d<s32> textsize(300, textd.Height);\r
- core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
+ /*\r
+ Preload some textures and stuff\r
+ */\r
\r
- gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
- text, textrect, false, false);\r
- gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+ init_content_inventory_texture_paths();\r
+ init_mapnode(); // Second call with g_texturesource set\r
+ init_mineral();\r
\r
- driver->beginScene(true, true, video::SColor(255,0,0,0));\r
- guienv->drawAll();\r
- driver->endScene();\r
+ /*\r
+ GUI stuff\r
+ */\r
\r
/*\r
- Preload some random textures that are used in threads\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
-#if 0\r
- g_texturecache.set("torch", driver->getTexture("../data/torch.png"));\r
- g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png"));\r
- g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png"));\r
- g_texturecache.set("crack", driver->getTexture("../data/crack.png"));\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>(0,0,400,text_height+5) + v2s32(100,200),\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, false); // Disable word wrap as of now\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
- Load tile textures\r
+ Menu-game loop\r
*/\r
- for(s32 i=0; i<TILES_COUNT; i++)\r
+ while(g_device->run() && kill == false)\r
{\r
- if(g_tile_texture_names[i] == NULL)\r
+ \r
+ // This is used for catching disconnects\r
+ try\r
+ {\r
+ \r
+ /*\r
+ Out-of-game menu loop.\r
+\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.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
+ {\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() && kill == false)\r
+ {\r
+ // Run global IrrlichtWrapper's main thread processing stuff\r
+ g_irrlicht->Run();\r
+ \r
+ if(menu->getStatus() == true)\r
+ break;\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 || kill == true)\r
+ break;\r
+ \r
+ dstream<<"Dropping main menu"<<std::endl;\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
- std::string name = g_tile_texture_names[i];\r
- std::string filename;\r
- filename += "../data/";\r
- filename += name;\r
- filename += ".png";\r
- g_texturecache.set(name, driver->getTexture(filename.c_str()));\r
+ }\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
\r
-#endif\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
\r
- //tile_materials_preload(g_texturecache);\r
- tile_materials_preload(g_irrlicht);\r
- //tile_materials_init();\r
+ // This is set to true at the end of the scope\r
+ g_irrlicht->Shutdown(false);\r
\r
/*\r
- Make a scope here for the client so that it gets removed\r
- before the irrlicht device\r
+ Draw "Loading" screen\r
*/\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
+\r
+ gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
+ text, textrect, false, false);\r
+ gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
+\r
+ driver->beginScene(true, true, video::SColor(255,0,0,0));\r
+ guienv->drawAll();\r
+ driver->endScene();\r
\r
std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
\r
/*\r
- Create server\r
+ Create server.\r
+ SharedPtr will delete it when it goes out of scope.\r
*/\r
SharedPtr<Server> server;\r
- if(hosting){\r
- server = new Server("../map", hm_params, map_params);\r
+ if(address == ""){\r
+ server = new Server(map_dir);\r
server->start(port);\r
}\r
\r
Create client\r
*/\r
\r
- Client client(device, playername,\r
- g_range_mutex,\r
- g_viewing_range_nodes,\r
- g_viewing_range_all);\r
+ Client client(device, playername.c_str(), draw_control);\r
+ \r
+ g_client = &client;\r
\r
Address connect_address(0,0,0,0, port);\r
try{\r
- connect_address.Resolve(connect_name);\r
+ if(address == "")\r
+ //connect_address.Resolve("localhost");\r
+ connect_address.setAddress(127,0,0,1);\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
+ //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
+ dstream<<DTIME<<"Connecting to server at ";\r
+ connect_address.print(&dstream);\r
+ dstream<<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
+\r
client.step(0.1);\r
- if(server != NULL){\r
+\r
+ if(server != NULL)\r
server->step(0.1);\r
- }\r
+ \r
+ // Delay a bit\r
sleep_ms(100);\r
}\r
}\r
catch(con::PeerNotFoundException &e)\r
{\r
std::cout<<DTIME<<"Timed out."<<std::endl;\r
- return 0;\r
+ //return 0;\r
+ error_message = L"Connection timed out.";\r
+ gui_loadingtext->remove();\r
+ continue;\r
}\r
\r
/*\r
*/\r
/*scene::ISceneNode* skybox;\r
skybox = smgr->addSkyBoxSceneNode(\r
- driver->getTexture("../data/skybox2.png"),\r
- driver->getTexture("../data/skybox3.png"),\r
- driver->getTexture("../data/skybox1.png"),\r
- driver->getTexture("../data/skybox1.png"),\r
- driver->getTexture("../data/skybox1.png"),\r
- driver->getTexture("../data/skybox1.png"));*/\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
if(camera == NULL)\r
return 1;\r
+\r
+ //video::SColor skycolor = video::SColor(255,90,140,200);\r
+ //video::SColor skycolor = video::SColor(255,166,202,244);\r
+ video::SColor skycolor = video::SColor(255,120,185,244);\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
- video::SColor skycolor = video::SColor(255,90,140,200);\r
+ /*\r
+ Lighting test code. Doesn't quite work this way.\r
+ The CPU-computed lighting is good.\r
+ */\r
\r
- camera->setFOV(FOV_ANGLE);\r
+ /*\r
+ smgr->addLightSceneNode(NULL,\r
+ v3f(0, BS*1000000, 0),\r
+ video::SColorf(0.3,0.3,0.3),\r
+ BS*10000000);\r
\r
- // Just so big a value that everything rendered is visible\r
- camera->setFarValue(100000*BS);\r
+ smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));\r
+\r
+ scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,\r
+ v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);\r
+ */\r
\r
f32 camera_yaw = 0; // "right/left"\r
f32 camera_pitch = 0; // "up/down"\r
/*\r
Add some gui stuff\r
*/\r
+\r
+ /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
+ (guienv, NULL, v2s32(10, 70), 5, &local_inventory);*/\r
+ /*GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
+ (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &local_inventory);*/\r
\r
- // This is a copy of the inventory that the client's environment has\r
- Inventory local_inventory;\r
- \r
- GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
- (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
- \r
- /*\r
- We need some kind of a root node to be able to add\r
- custom elements directly on the screen.\r
- Otherwise they won't be automatically drawn.\r
- */\r
- gui::IGUIStaticText *root = guienv->addStaticText(L"",\r
- core::rect<s32>(0, 0, 10000, 10000));\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
- // Pause menu\r
- pauseMenu = new GUIPauseMenu(guienv, root, -1, device);\r
+ // Launch pause menu\r
+ (new GUIPauseMenu(guienv, guiroot, -1, &g_gamecallback,\r
+ &g_menumgr))->drop();\r
\r
- // Inventory menu\r
- inventoryMenu = new GUIInventoryMenu(guienv, root, -1, &local_inventory);\r
+ // Enable texts\r
+ guitext2->setVisible(true);\r
+ guitext_info->setVisible(true);\r
+ guitext_chat->setVisible(true);\r
\r
- pauseMenu->launch();\r
- //inventoryMenu->launch();\r
+ //s32 guitext_chat_pad_bottom = 70;\r
\r
- // First line of debug text\r
- gui::IGUIStaticText *guitext = guienv->addStaticText(\r
- L"Minetest-c55",\r
- core::rect<s32>(5, 5, 795, 5+textsize.Y),\r
- false, false);\r
- // Second line of debug text\r
- gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
- L"",\r
- core::rect<s32>(5, 5+(textsize.Y+5)*1, 795, (5+textsize.Y)*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"test",\r
- core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
- false, false);\r
+ v2u32 screensize(0,0);\r
+ v2u32 last_screensize(0,0);\r
\r
/*\r
Some statistics are collected in these\r
u32 beginscenetime = 0;\r
u32 scenetime = 0;\r
u32 endscenetime = 0;\r
-\r
- /*\r
- Text input system\r
- */\r
- \r
- struct TextDest\r
- {\r
- virtual void sendText(std::string text) = 0;\r
- };\r
\r
- struct TextDestSign : public TextDest\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 sendText(std::string text)\r
- {\r
- dstream<<"Changing text of a sign object: "\r
- <<text<<std::endl;\r
- m_client->sendSignText(m_blockpos, m_id, text);\r
- }\r
+ // A test\r
+ //throw con::PeerNotFoundException("lol");\r
\r
- v3s16 m_blockpos;\r
- s16 m_id;\r
- Client *m_client;\r
- };\r
-\r
- TextDest *textbuf_dest = NULL;\r
- \r
- //gui::IGUIWindow* input_window = NULL;\r
- gui::IGUIStaticText* input_guitext = NULL;\r
+ core::list<float> frametime_log;\r
\r
/*\r
Main loop\r
bool first_loop_after_window_activation = true;\r
\r
// Time is in milliseconds\r
- // NOTE: getRealTime() without run()s causes strange problems in wine\r
- // NOTE: Have to call run() between calls of this to update the timer\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
+ while(device->run() && kill == false)\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
+ Process TextureSource's queue\r
+ */\r
+ texturesource->processQueue();\r
+\r
/*\r
Random calculations\r
*/\r
- v2u32 screensize = driver->getScreenSize();\r
- core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
+ last_screensize = screensize;\r
+ screensize = driver->getScreenSize();\r
+ v2s32 displaycenter(screensize.X/2,screensize.Y/2);\r
+ //bool screensize_changed = screensize != last_screensize;\r
\r
- pauseMenu->resizeGui();\r
- inventoryMenu->resizeGui();\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
+ // When screen size changes, update positions and sizes of stuff\r
+ /*if(screensize_changed)\r
+ {\r
+ v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing);\r
+ quick_inventory->updatePosition(pos);\r
+ }*/\r
+\r
//TimeTaker //timer1("//timer1");\r
\r
// Time of frame without fps limit\r
Viewing range\r
*/\r
\r
- //updateViewingRange(dtime, &client);\r
updateViewingRange(busytime, &client);\r
\r
/*\r
dtime = 0;\r
lasttime = time;\r
\r
+ /*\r
+ Log frametime for visualization\r
+ */\r
+ frametime_log.push_back(dtime);\r
+ if(frametime_log.size() > 100)\r
+ {\r
+ core::list<float>::Iterator i = frametime_log.begin();\r
+ frametime_log.erase(i);\r
+ }\r
+\r
+ /*\r
+ Visualize frametime in terminal\r
+ */\r
+ /*for(u32 i=0; i<dtime*400; i++)\r
+ std::cout<<"X";\r
+ std::cout<<std::endl;*/\r
+\r
/*\r
Time average and jitter calculation\r
*/\r
dtime_jitter1_max_fraction\r
= dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
jitter1_max = 0.0;\r
- \r
- /*\r
- Control freetime ratio\r
- */\r
- /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\r
- {\r
- if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
- g_freetime_ratio += 0.01;\r
- }\r
- else\r
- {\r
- if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
- g_freetime_ratio -= 0.01;\r
- }*/\r
}\r
}\r
\r
g_input->step(dtime);\r
\r
/*\r
- Special keys\r
+ Misc. stuff\r
*/\r
- /*if(g_esc_pressed)\r
- {\r
- break;\r
- }*/\r
- /*if(g_i_pressed)\r
- {\r
- inventoryMenu->setVisible(true);\r
- g_i_pressed = false;\r
- }*/\r
\r
/*\r
Player speed control\r
*/\r
\r
- if(g_game_focused)\r
{\r
/*bool a_up,\r
bool a_down,\r
bool a_right,\r
bool a_jump,\r
bool a_superspeed,\r
+ bool a_sneak,\r
float a_pitch,\r
float a_yaw*/\r
PlayerControl control(\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
+ g_input->isKeyDown(irr::KEY_KEY_E),\r
+ g_input->isKeyDown(irr::KEY_LSHIFT)\r
+ || g_input->isKeyDown(irr::KEY_RSHIFT),\r
camera_pitch,\r
camera_yaw\r
);\r
client.setPlayerControl(control);\r
}\r
- else\r
- {\r
- // Set every key to inactive\r
- PlayerControl control;\r
- client.setPlayerControl(control);\r
- }\r
\r
- //timer1.stop();\r
/*\r
Process environment\r
*/\r
Mouse and camera control\r
*/\r
\r
- if((device->isWindowActive()\r
- && g_game_focused\r
- && noMenuActive()\r
- )\r
- || random_input)\r
+ if((device->isWindowActive() && noMenuActive()) || random_input)\r
{\r
if(!random_input)\r
device->getCursorControl()->setVisible(false);\r
v3f camera_direction = v3f(0,0,1);\r
camera_direction.rotateYZBy(camera_pitch);\r
camera_direction.rotateXZBy(camera_yaw);\r
-\r
- v3f camera_position =\r
- player_position + v3f(0, BS+BS/2, 0);\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
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
dstream<<"Sign object right-clicked"<<std::endl;\r
\r
- unFocusGame();\r
+ if(random_input == false)\r
+ {\r
+ // Get a new text for it\r
\r
- input_guitext = guienv->addStaticText(L"",\r
- core::rect<s32>(150,100,350,120),\r
- true, // border?\r
- false, // wordwrap?\r
- NULL);\r
+ TextDest *dest = new TextDestSign(\r
+ selected_object->getBlock()->getPos(),\r
+ selected_object->getId(),\r
+ &client);\r
\r
- input_guitext->setDrawBackground(true);\r
+ SignObject *sign_object = (SignObject*)selected_object;\r
\r
- if(random_input)\r
- {\r
- g_text_buffer = L"ASD LOL 8)";\r
- g_text_buffer_accepted = true;\r
- }\r
- else\r
- {\r
- g_text_buffer = L"";\r
- g_text_buffer_accepted = false;\r
- }\r
+ std::wstring wtext =\r
+ narrow_to_wide(sign_object->getText());\r
\r
- textbuf_dest = new TextDestSign(\r
- selected_object->getBlock()->getPos(),\r
- selected_object->getId(),\r
- &client);\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
bool nodefound = false;\r
v3s16 nodepos;\r
v3s16 neighbourpos;\r
- core::aabbox3d<f32> nodefacebox;\r
+ core::aabbox3d<f32> nodehilightbox;\r
f32 mindistance = BS * 1001;\r
\r
- v3s16 pos_i = floatToInt(player_position);\r
+ v3s16 pos_i = floatToInt(player_position, BS);\r
\r
/*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
<<std::endl;*/\r
}\r
\r
v3s16 np(x,y,z);\r
- v3f npf = intToFloat(np);\r
+ v3f npf = intToFloat(np, BS);\r
\r
f32 d = 0.01;\r
\r
nodepos = np;\r
neighbourpos = np;\r
mindistance = distance;\r
- nodefacebox = box;\r
+ nodehilightbox = box;\r
}\r
}\r
}\r
nodepos = np;\r
neighbourpos = np + dirs[i];\r
mindistance = distance;\r
- nodefacebox = facebox;\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, BS);\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
- 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
+ hilightboxes.push_back(nodehilightbox);\r
\r
- hilightboxes.push_back(nodefacebox);\r
+ // Handle digging\r
\r
if(g_input->getLeftReleased())\r
{\r
client.clearTempMod(nodepos);\r
dig_time = 0.0;\r
}\r
- if(g_input->getLeftClicked() ||\r
- (g_input->getLeftState() && nodepos != nodepos_old))\r
- {\r
- std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
- client.groundAction(0, nodepos, neighbourpos, g_selected_item);\r
- }\r
- if(g_input->getLeftClicked())\r
+ \r
+ if(nodig_delay_counter > 0.0)\r
{\r
- client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));\r
+ nodig_delay_counter -= dtime;\r
}\r
- if(g_input->getLeftState())\r
+ else\r
{\r
- float dig_time_complete = 0.5;\r
- MapNode n = client.getNode(nodepos);\r
- if(n.d == CONTENT_STONE)\r
- dig_time_complete = 1.5;\r
- \r
- float dig_time_complete0 = dig_time_complete+client.getAvgRtt()*2;\r
- if(dig_time_complete0 < 0.0)\r
- dig_time_complete0 = 0.0;\r
+ if(nodepos != nodepos_old)\r
+ {\r
+ std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
+ <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
\r
- dig_index = (u16)((float)CRACK_ANIMATION_LENGTH\r
- * dig_time/dig_time_complete0);\r
+ if(nodepos_old != v3s16(-32768,-32768,-32768))\r
+ {\r
+ client.clearTempMod(nodepos_old);\r
+ dig_time = 0.0;\r
+ }\r
+ }\r
\r
- if(dig_time > 0.125 && dig_index < CRACK_ANIMATION_LENGTH)\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
- //dstream<<"dig_index="<<dig_index<<std::endl;\r
- client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));\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
+ dig_time += dtime;\r
+ }\r
}\r
\r
if(g_input->getRightClicked())\r
\r
if(g_input->getLeftReleased())\r
{\r
- std::cout<<DTIME<<"Left released"<<std::endl;\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
camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
\r
u32 daynight_ratio = client.getDayNightRatio();\r
+ u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);\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
+ skycolor.getRed() * l / 255,\r
+ skycolor.getGreen() * l / 255,\r
+ skycolor.getBlue() * l / 255);\r
\r
/*\r
Fog\r
\r
if(g_settings.getBool("enable_fog") == true)\r
{\r
- f32 range = g_viewing_range_nodes * BS;\r
- if(g_viewing_range_all)\r
+ //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;\r
+ f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS;\r
+ //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*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
+ range*0.4,\r
+ range*1.0,\r
+ 0.01,\r
+ false, // pixel fog\r
+ false // range fog\r
+ );\r
+ }\r
+ else\r
+ {\r
+ driver->setFog(\r
+ bgcolor,\r
+ video::EFT_FOG_LINEAR,\r
+ 100000*BS,\r
+ 110000*BS,\r
0.01,\r
false, // pixel fog\r
false // range fog\r
- );\r
+ );\r
}\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 * 0.98 + (float)drawtime*0.02;\r
+ drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;\r
static float beginscenetime_avg = 0;\r
- beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02;\r
+ beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;\r
static float scenetime_avg = 0;\r
- scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
+ scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;\r
static float endscenetime_avg = 0;\r
- endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\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
+ char temptext[300];\r
+ snprintf(temptext, 300, "Minetest-c55 ("\r
+ "F: item=%i"\r
+ ", R: range_all=%i"\r
+ ")"\r
+ " drawtime=%.0f, beginscenetime=%.0f"\r
+ ", scenetime=%.0f, endscenetime=%.0f",\r
g_selected_item,\r
- g_viewing_range_all,\r
+ draw_control.range_all,\r
drawtime_avg,\r
beginscenetime_avg,\r
scenetime_avg,\r
endscenetime_avg\r
);\r
\r
- guitext->setText(temptext);\r
+ guitext->setText(narrow_to_wide(temptext).c_str());\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
+ char temptext[300];\r
+ snprintf(temptext, 300,\r
+ "(% .1f, % .1f, % .1f)"\r
+ " (% .3f < btime_jitter < % .3f"\r
+ ", dtime_jitter = % .1f %%"\r
+ ", 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
+ dtime_jitter1_max_fraction * 100.0,\r
+ draw_control.wanted_range\r
);\r
\r
- guitext2->setText(temptext);\r
+ guitext2->setText(narrow_to_wide(temptext).c_str());\r
}\r
\r
{\r
- /*wchar_t temptext[100];\r
- swprintf(temptext, 100,\r
- SWPRINTF_CHARSTRING,\r
- infotext.substr(0,99).c_str()\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
+\r
+ // Update gui element size and position\r
+\r
+ /*core::rect<s32> rect(\r
+ 10,\r
+ screensize.Y - guitext_chat_pad_bottom\r
+ - text_height*chat_lines.size(),\r
+ screensize.X - 10,\r
+ screensize.Y - guitext_chat_pad_bottom\r
+ );*/\r
+ core::rect<s32> rect(\r
+ 10,\r
+ 50,\r
+ screensize.X - 10,\r
+ 50 + text_height*chat_lines.size()\r
+ );\r
\r
- guitext_info->setText(temptext);*/\r
+ guitext_chat->setRelativePosition(rect);\r
\r
- guitext_info->setText(infotext.c_str());\r
+ if(chat_lines.size() == 0)\r
+ guitext_chat->setVisible(false);\r
+ else\r
+ guitext_chat->setVisible(true);\r
}\r
\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
+ /*quick_inventory->setSelection(g_selected_item);\r
+ quick_inventory->update();*/\r
}\r
\r
/*\r
Send actions returned by the inventory menu\r
*/\r
- while(InventoryAction *a = inventoryMenu->getNextAction())\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
- if(input_guitext != NULL)\r
- {\r
- /*wchar_t temptext[100];\r
- swprintf(temptext, 100,\r
- SWPRINTF_CHARSTRING,\r
- g_text_buffer.substr(0,99).c_str()\r
- );*/\r
- input_guitext->setText(g_text_buffer.c_str());\r
- }\r
-\r
- /*\r
- Text input stuff\r
- */\r
- if(input_guitext != NULL && g_text_buffer_accepted)\r
- {\r
- input_guitext->remove();\r
- input_guitext = NULL;\r
- \r
- if(textbuf_dest != NULL)\r
- {\r
- std::string text = wide_to_narrow(g_text_buffer);\r
- dstream<<"Sending text: "<<text<<std::endl;\r
- textbuf_dest->sendText(text);\r
- delete textbuf_dest;\r
- textbuf_dest = NULL;\r
- }\r
-\r
- focusGame();\r
- }\r
-\r
- //guiupdatetimer.stop();\r
-\r
/*\r
Drawing begins\r
*/\r
{\r
//TimeTaker timer9("auxiliary drawings");\r
// 0ms\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
//timer9.stop();\r
//TimeTaker //timer10("//timer10");\r
\r
video::SMaterial m;\r
- m.Thickness = 10;\r
+ //m.Thickness = 10;\r
+ m.Thickness = 3;\r
m.Lighting = false;\r
driver->setMaterial(m);\r
\r
driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
}\r
\r
+ /*\r
+ Frametime log\r
+ */\r
+ if(g_settings.getBool("frametime_graph") == true)\r
+ {\r
+ s32 x = 10;\r
+ for(core::list<float>::Iterator\r
+ i = frametime_log.begin();\r
+ i != frametime_log.end();\r
+ i++)\r
+ {\r
+ driver->draw2DLine(v2s32(x,50),\r
+ v2s32(x,50+(*i)*1000),\r
+ video::SColor(255,255,255,255));\r
+ x++;\r
+ }\r
+ }\r
+\r
+ /*\r
+ Draw map plot\r
+ */\r
+ if(g_show_map_plot && g_map_plot_texture)\r
+ {\r
+ core::dimension2d<u32> drawdim(640,480);\r
+ core::rect<s32> dest(v2s32(0,0), drawdim);\r
+ dest += v2s32(\r
+ (screensize.X-drawdim.Width)/2,\r
+ (screensize.Y-drawdim.Height)/2\r
+ );\r
+ core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());\r
+ driver->draw2DImage(g_map_plot_texture, dest, source);\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
+ } // timer\r
+\r
//timer10.stop();\r
//TimeTaker //timer11("//timer11");\r
\r
*/\r
// 0-1ms\r
guienv->drawAll();\r
+\r
+ /*\r
+ Draw hotbar\r
+ */\r
+ {\r
+ draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y),\r
+ hotbar_imagesize, hotbar_itemcount, &local_inventory);\r
+ }\r
\r
// End drawing\r
{\r
drawtime = drawtimer.stop(true);\r
\r
/*\r
- Drawing ends\r
+ End of drawing\r
+ */\r
+\r
+ /*\r
+ Refresh map plot if player has moved considerably\r
*/\r
+ if(g_refresh_map_plot)\r
+ {\r
+ static v3f old_player_pos = v3f(1,1,1) * 10000000;\r
+ v3f p = client.getPlayerPosition() / BS;\r
+ if(old_player_pos.getDistanceFrom(p) > 4 * g_map_plot_texture_scale)\r
+ {\r
+ updateMapPlotTexture(v2f(p.X,p.Z), driver, &client);\r
+ old_player_pos = p;\r
+ }\r
+ g_refresh_map_plot = false;\r
+ }\r
\r
static s16 lastFPS = 0;\r
//u16 fps = driver->getFPS();\r
device->yield();*/\r
}\r
\r
- delete quick_inventory;\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
\r
- } // client is deleted at this point\r
+ } // Menu-game loop\r
\r
delete g_input;\r
\r
g_settings.updateConfigFile(configpath.c_str());\r
}*/\r
\r
- } //try\r
- catch(con::PeerNotFoundException &e)\r
- {\r
- dstream<<DTIME<<"Connection timed out."<<std::endl;\r
- }\r
-#if CATCH_UNHANDLED_EXCEPTIONS\r
- /*\r
- This is what has to be done in every thread to get suitable debug info\r
- */\r
- catch(std::exception &e)\r
- {\r
- dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
- <<e.what()<<std::endl;\r
- assert(0);\r
- }\r
-#endif\r
-\r
+ END_DEBUG_EXCEPTION_HANDLER\r
+ \r
debugstreams_deinit();\r
\r
return 0;\r