--- /dev/null
+/*
+Minetest-c55
+Copyright (C) 2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+This program is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
+
+This program is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "common_irrlicht.h"
+#include "game.h"
+#include "client.h"
+#include "server.h"
+#include "guiPauseMenu.h"
+#include "guiInventoryMenu.h"
+#include "guiTextInputMenu.h"
+#include "guiFurnaceMenu.h"
+#include "materials.h"
+
+/*
+ Setting this to 1 enables a special camera mode that forces
+ the renderers to think that the camera statically points from
+ the starting place to a static direction.
+
+ This allows one to move around with the player and see what
+ is actually drawn behind solid things and behind the player.
+*/
+#define FIELD_OF_VIEW_TEST 0
+
+
+MapDrawControl draw_control;
+
+// Chat data
+struct ChatLine
+{
+ ChatLine():
+ age(0.0)
+ {
+ }
+ ChatLine(const std::wstring &a_text):
+ age(0.0),
+ text(a_text)
+ {
+ }
+ float age;
+ std::wstring text;
+};
+
+/*
+ Inventory stuff
+*/
+
+// Inventory actions from the menu are buffered here before sending
+Queue<InventoryAction*> inventory_action_queue;
+// This is a copy of the inventory that the client's environment has
+Inventory local_inventory;
+
+u16 g_selected_item = 0;
+
+/*
+ Text input system
+*/
+
+struct TextDestSign : public TextDest
+{
+ TextDestSign(v3s16 blockpos, s16 id, Client *client)
+ {
+ m_blockpos = blockpos;
+ m_id = id;
+ m_client = client;
+ }
+ void gotText(std::wstring text)
+ {
+ std::string ntext = wide_to_narrow(text);
+ dstream<<"Changing text of a sign object: "
+ <<ntext<<std::endl;
+ m_client->sendSignText(m_blockpos, m_id, ntext);
+ }
+
+ v3s16 m_blockpos;
+ s16 m_id;
+ Client *m_client;
+};
+
+struct TextDestChat : public TextDest
+{
+ TextDestChat(Client *client)
+ {
+ m_client = client;
+ }
+ void gotText(std::wstring text)
+ {
+ // Discard empty line
+ if(text == L"")
+ return;
+
+ // Parse command (server command starts with "/#")
+ if(text[0] == L'/' && text[1] != L'#')
+ {
+ std::wstring reply = L"Local: ";
+
+ reply += L"Local commands not yet supported. "
+ L"Server prefix is \"/#\".";
+
+ m_client->addChatMessage(reply);
+ return;
+ }
+
+ // Send to others
+ m_client->sendChatMessage(text);
+ // Show locally
+ m_client->addChatMessage(text);
+ }
+
+ Client *m_client;
+};
+
+struct TextDestSignNode : public TextDest
+{
+ TextDestSignNode(v3s16 p, Client *client)
+ {
+ m_p = p;
+ m_client = client;
+ }
+ void gotText(std::wstring text)
+ {
+ std::string ntext = wide_to_narrow(text);
+ dstream<<"Changing text of a sign node: "
+ <<ntext<<std::endl;
+ m_client->sendSignNodeText(m_p, ntext);
+ }
+
+ v3s16 m_p;
+ Client *m_client;
+};
+
+/*
+ Render distance feedback loop
+*/
+void updateViewingRange(f32 frametime_in, Client *client)
+{
+ if(draw_control.range_all == true)
+ return;
+
+ static f32 added_frametime = 0;
+ static s16 added_frames = 0;
+
+ added_frametime += frametime_in;
+ added_frames += 1;
+
+ // Actually this counter kind of sucks because frametime is busytime
+ static f32 counter = 0;
+ counter -= frametime_in;
+ if(counter > 0)
+ return;
+ //counter = 0.1;
+ counter = 0.2;
+
+ /*dstream<<__FUNCTION_NAME
+ <<": Collected "<<added_frames<<" frames, total of "
+ <<added_frametime<<"s."<<std::endl;*/
+
+ /*dstream<<"draw_control.blocks_drawn="
+ <<draw_control.blocks_drawn
+ <<", draw_control.blocks_would_have_drawn="
+ <<draw_control.blocks_would_have_drawn
+ <<std::endl;*/
+
+ float range_min = g_settings.getS16("viewing_range_nodes_min");
+ float range_max = g_settings.getS16("viewing_range_nodes_max");
+
+ draw_control.wanted_min_range = range_min;
+ draw_control.wanted_max_blocks = (1.2*draw_control.blocks_drawn)+1;
+
+ float block_draw_ratio = 1.0;
+ if(draw_control.blocks_would_have_drawn != 0)
+ {
+ block_draw_ratio = (float)draw_control.blocks_drawn
+ / (float)draw_control.blocks_would_have_drawn;
+ }
+
+ // Calculate the average frametime in the case that all wanted
+ // blocks had been drawn
+ f32 frametime = added_frametime / added_frames / block_draw_ratio;
+
+ added_frametime = 0.0;
+ added_frames = 0;
+
+ float wanted_fps = g_settings.getFloat("wanted_fps");
+ float wanted_frametime = 1.0 / wanted_fps;
+
+ f32 wanted_frametime_change = wanted_frametime - frametime;
+ //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
+
+ // If needed frametime change is small, just return
+ if(fabs(wanted_frametime_change) < wanted_frametime*0.4)
+ {
+ //dstream<<"ignoring small wanted_frametime_change"<<std::endl;
+ return;
+ }
+
+ float range = draw_control.wanted_range;
+ float new_range = range;
+
+ static s16 range_old = 0;
+ static f32 frametime_old = 0;
+
+ float d_range = range - range_old;
+ f32 d_frametime = frametime - frametime_old;
+ // A sane default of 30ms per 50 nodes of range
+ static f32 time_per_range = 30. / 50;
+ if(d_range != 0)
+ {
+ time_per_range = d_frametime / d_range;
+ }
+
+ // The minimum allowed calculated frametime-range derivative:
+ // Practically this sets the maximum speed of changing the range.
+ // The lower this value, the higher the maximum changing speed.
+ // A low value here results in wobbly range (0.001)
+ // A high value here results in slow changing range (0.0025)
+ // SUGG: This could be dynamically adjusted so that when
+ // the camera is turning, this is lower
+ //float min_time_per_range = 0.0015;
+ float min_time_per_range = 0.0010;
+ //float min_time_per_range = 0.05 / range;
+ if(time_per_range < min_time_per_range)
+ {
+ time_per_range = min_time_per_range;
+ //dstream<<"time_per_range="<<time_per_range<<" (min)"<<std::endl;
+ }
+ else
+ {
+ //dstream<<"time_per_range="<<time_per_range<<std::endl;
+ }
+
+ f32 wanted_range_change = wanted_frametime_change / time_per_range;
+ // Dampen the change a bit to kill oscillations
+ //wanted_range_change *= 0.9;
+ //wanted_range_change *= 0.75;
+ wanted_range_change *= 0.5;
+ //dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
+
+ // If needed range change is very small, just return
+ if(fabs(wanted_range_change) < 0.001)
+ {
+ //dstream<<"ignoring small wanted_range_change"<<std::endl;
+ return;
+ }
+
+ new_range += wanted_range_change;
+ //dstream<<"new_range="<<new_range/*<<std::endl*/;
+
+ //float new_range_unclamped = new_range;
+ if(new_range < range_min)
+ new_range = range_min;
+ if(new_range > range_max)
+ new_range = range_max;
+
+ /*if(new_range != new_range_unclamped)
+ dstream<<", clamped to "<<new_range<<std::endl;
+ else
+ dstream<<std::endl;*/
+
+ draw_control.wanted_range = new_range;
+
+ range_old = new_range;
+ frametime_old = frametime;
+}
+
+/*
+ Hotbar draw routine
+*/
+void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
+ v2s32 centerlowerpos, s32 imgsize, s32 itemcount,
+ Inventory *inventory, s32 halfheartcount)
+{
+ InventoryList *mainlist = inventory->getList("main");
+ if(mainlist == NULL)
+ {
+ dstream<<"WARNING: draw_hotbar(): mainlist == NULL"<<std::endl;
+ return;
+ }
+
+ s32 padding = imgsize/12;
+ //s32 height = imgsize + padding*2;
+ s32 width = itemcount*(imgsize+padding*2);
+
+ // Position of upper left corner of bar
+ v2s32 pos = centerlowerpos - v2s32(width/2, imgsize+padding*2);
+
+ // Draw background color
+ /*core::rect<s32> barrect(0,0,width,height);
+ barrect += pos;
+ video::SColor bgcolor(255,128,128,128);
+ driver->draw2DRectangle(bgcolor, barrect, NULL);*/
+
+ core::rect<s32> imgrect(0,0,imgsize,imgsize);
+
+ for(s32 i=0; i<itemcount; i++)
+ {
+ InventoryItem *item = mainlist->getItem(i);
+
+ core::rect<s32> rect = imgrect + pos
+ + v2s32(padding+i*(imgsize+padding*2), padding);
+
+ if(g_selected_item == i)
+ {
+ driver->draw2DRectangle(video::SColor(255,255,0,0),
+ core::rect<s32>(rect.UpperLeftCorner - v2s32(1,1)*padding,
+ rect.LowerRightCorner + v2s32(1,1)*padding),
+ NULL);
+ }
+ else
+ {
+ video::SColor bgcolor2(128,0,0,0);
+ driver->draw2DRectangle(bgcolor2, rect, NULL);
+ }
+
+ if(item != NULL)
+ {
+ drawInventoryItem(driver, font, item, rect, NULL);
+ }
+ }
+
+ /*
+ Draw hearts
+ */
+ {
+ video::ITexture *heart_texture =
+ driver->getTexture(porting::getDataPath("heart.png").c_str());
+ v2s32 p = pos + v2s32(0, -20);
+ for(s32 i=0; i<halfheartcount/2; i++)
+ {
+ const video::SColor color(255,255,255,255);
+ const video::SColor colors[] = {color,color,color,color};
+ core::rect<s32> rect(0,0,16,16);
+ rect += p;
+ driver->draw2DImage(heart_texture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0),
+ core::dimension2di(heart_texture->getOriginalSize())),
+ NULL, colors, true);
+ p += v2s32(20,0);
+ }
+ if(halfheartcount % 2 == 1)
+ {
+ const video::SColor color(255,255,255,255);
+ const video::SColor colors[] = {color,color,color,color};
+ core::rect<s32> rect(0,0,16/2,16);
+ rect += p;
+ core::dimension2di srcd(heart_texture->getOriginalSize());
+ srcd.Width /= 2;
+ driver->draw2DImage(heart_texture, rect,
+ core::rect<s32>(core::position2d<s32>(0,0), srcd),
+ NULL, colors, true);
+ p += v2s32(20,0);
+ }
+ }
+}
+
+/*
+ Find what the player is pointing at
+*/
+void getPointedNode(Client *client, v3f player_position,
+ v3f camera_direction, v3f camera_position,
+ bool &nodefound, core::line3d<f32> shootline,
+ v3s16 &nodepos, v3s16 &neighbourpos,
+ core::aabbox3d<f32> &nodehilightbox,
+ f32 d)
+{
+ f32 mindistance = BS * 1001;
+
+ v3s16 pos_i = floatToInt(player_position, BS);
+
+ /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
+ <<std::endl;*/
+
+ s16 a = d;
+ s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);
+ s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);
+ s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);
+ s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);
+ s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);
+ s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);
+
+ for(s16 y = ystart; y <= yend; y++)
+ for(s16 z = zstart; z <= zend; z++)
+ for(s16 x = xstart; x <= xend; x++)
+ {
+ MapNode n;
+ try
+ {
+ n = client->getNode(v3s16(x,y,z));
+ if(content_pointable(n.d) == false)
+ continue;
+ }
+ catch(InvalidPositionException &e)
+ {
+ continue;
+ }
+
+ v3s16 np(x,y,z);
+ v3f npf = intToFloat(np, BS);
+
+ f32 d = 0.01;
+
+ v3s16 dirs[6] = {
+ v3s16(0,0,1), // back
+ v3s16(0,1,0), // top
+ v3s16(1,0,0), // right
+ v3s16(0,0,-1), // front
+ v3s16(0,-1,0), // bottom
+ v3s16(-1,0,0), // left
+ };
+
+ /*
+ Meta-objects
+ */
+ if(n.d == CONTENT_TORCH)
+ {
+ v3s16 dir = unpackDir(n.dir);
+ v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
+ dir_f *= BS/2 - BS/6 - BS/20;
+ v3f cpf = npf + dir_f;
+ f32 distance = (cpf - camera_position).getLength();
+
+ core::aabbox3d<f32> box;
+
+ // bottom
+ if(dir == v3s16(0,-1,0))
+ {
+ box = core::aabbox3d<f32>(
+ npf - v3f(BS/6, BS/2, BS/6),
+ npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)
+ );
+ }
+ // top
+ else if(dir == v3s16(0,1,0))
+ {
+ box = core::aabbox3d<f32>(
+ npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),
+ npf + v3f(BS/6, BS/2, BS/6)
+ );
+ }
+ // side
+ else
+ {
+ box = core::aabbox3d<f32>(
+ cpf - v3f(BS/6, BS/3, BS/6),
+ cpf + v3f(BS/6, BS/3, BS/6)
+ );
+ }
+
+ if(distance < mindistance)
+ {
+ if(box.intersectsWithLine(shootline))
+ {
+ nodefound = true;
+ nodepos = np;
+ neighbourpos = np;
+ mindistance = distance;
+ nodehilightbox = box;
+ }
+ }
+ }
+ else if(n.d == CONTENT_SIGN_WALL)
+ {
+ v3s16 dir = unpackDir(n.dir);
+ v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
+ dir_f *= BS/2 - BS/6 - BS/20;
+ v3f cpf = npf + dir_f;
+ f32 distance = (cpf - camera_position).getLength();
+
+ v3f vertices[4] =
+ {
+ v3f(BS*0.42,-BS*0.35,-BS*0.4),
+ v3f(BS*0.49, BS*0.35, BS*0.4),
+ };
+
+ for(s32 i=0; i<2; i++)
+ {
+ if(dir == v3s16(1,0,0))
+ vertices[i].rotateXZBy(0);
+ if(dir == v3s16(-1,0,0))
+ vertices[i].rotateXZBy(180);
+ if(dir == v3s16(0,0,1))
+ vertices[i].rotateXZBy(90);
+ if(dir == v3s16(0,0,-1))
+ vertices[i].rotateXZBy(-90);
+ if(dir == v3s16(0,-1,0))
+ vertices[i].rotateXYBy(-90);
+ if(dir == v3s16(0,1,0))
+ vertices[i].rotateXYBy(90);
+
+ vertices[i] += npf;
+ }
+
+ core::aabbox3d<f32> box;
+
+ box = core::aabbox3d<f32>(vertices[0]);
+ box.addInternalPoint(vertices[1]);
+
+ if(distance < mindistance)
+ {
+ if(box.intersectsWithLine(shootline))
+ {
+ nodefound = true;
+ nodepos = np;
+ neighbourpos = np;
+ mindistance = distance;
+ nodehilightbox = box;
+ }
+ }
+ }
+ /*
+ Regular blocks
+ */
+ else
+ {
+ for(u16 i=0; i<6; i++)
+ {
+ v3f dir_f = v3f(dirs[i].X,
+ dirs[i].Y, dirs[i].Z);
+ v3f centerpoint = npf + dir_f * BS/2;
+ f32 distance =
+ (centerpoint - camera_position).getLength();
+
+ if(distance < mindistance)
+ {
+ core::CMatrix4<f32> m;
+ m.buildRotateFromTo(v3f(0,0,1), dir_f);
+
+ // This is the back face
+ v3f corners[2] = {
+ v3f(BS/2, BS/2, BS/2),
+ v3f(-BS/2, -BS/2, BS/2+d)
+ };
+
+ for(u16 j=0; j<2; j++)
+ {
+ m.rotateVect(corners[j]);
+ corners[j] += npf;
+ }
+
+ core::aabbox3d<f32> facebox(corners[0]);
+ facebox.addInternalPoint(corners[1]);
+
+ if(facebox.intersectsWithLine(shootline))
+ {
+ nodefound = true;
+ nodepos = np;
+ neighbourpos = np + dirs[i];
+ mindistance = distance;
+
+ //nodehilightbox = facebox;
+
+ const float d = 0.502;
+ core::aabbox3d<f32> nodebox
+ (-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
+ v3f nodepos_f = intToFloat(nodepos, BS);
+ nodebox.MinEdge += nodepos_f;
+ nodebox.MaxEdge += nodepos_f;
+ nodehilightbox = nodebox;
+ }
+ } // if distance < mindistance
+ } // for dirs
+ } // regular block
+ } // for coords
+}
+
+void the_game(
+ bool &kill,
+ bool random_input,
+ InputHandler *input,
+ IrrlichtDevice *device,
+ gui::IGUIFont* font,
+ std::string map_dir,
+ std::string playername,
+ std::string address,
+ u16 port,
+ std::wstring &error_message
+)
+{
+ video::IVideoDriver* driver = device->getVideoDriver();
+ scene::ISceneManager* smgr = device->getSceneManager();
+
+ v2u32 screensize(0,0);
+ v2u32 last_screensize(0,0);
+ screensize = driver->getScreenSize();
+
+ const s32 hotbar_itemcount = 8;
+ const s32 hotbar_imagesize = 36;
+
+ /*
+ Draw "Loading" screen
+ */
+ const wchar_t *text = L"Loading and connecting...";
+ u32 text_height = font->getDimension(text).Height;
+ core::vector2d<s32> center(screensize.X/2, screensize.Y/2);
+ core::vector2d<s32> textsize(300, text_height);
+ core::rect<s32> textrect(center - textsize/2, center + textsize/2);
+
+ gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(
+ text, textrect, false, false);
+ gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);
+
+ driver->beginScene(true, true, video::SColor(255,0,0,0));
+ guienv->drawAll();
+ driver->endScene();
+
+ std::cout<<DTIME<<"Creating server and client"<<std::endl;
+
+ /*
+ Create server.
+ SharedPtr will delete it when it goes out of scope.
+ */
+ SharedPtr<Server> server;
+ if(address == ""){
+ server = new Server(map_dir);
+ server->start(port);
+ }
+
+ /*
+ Create client
+ */
+
+ Client client(device, playername.c_str(), draw_control);
+
+ Address connect_address(0,0,0,0, port);
+ try{
+ if(address == "")
+ //connect_address.Resolve("localhost");
+ connect_address.setAddress(127,0,0,1);
+ else
+ connect_address.Resolve(address.c_str());
+ }
+ catch(ResolveError &e)
+ {
+ std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;
+ //return 0;
+ error_message = L"Couldn't resolve address";
+ gui_loadingtext->remove();
+ return;
+ }
+
+ dstream<<DTIME<<"Connecting to server at ";
+ connect_address.print(&dstream);
+ dstream<<std::endl;
+ client.connect(connect_address);
+
+ try{
+ while(client.connectedAndInitialized() == false)
+ {
+ // Update screen
+ driver->beginScene(true, true, video::SColor(255,0,0,0));
+ guienv->drawAll();
+ driver->endScene();
+
+ // Update client and server
+
+ client.step(0.1);
+
+ if(server != NULL)
+ server->step(0.1);
+
+ // Delay a bit
+ sleep_ms(100);
+ }
+ }
+ catch(con::PeerNotFoundException &e)
+ {
+ std::cout<<DTIME<<"Timed out."<<std::endl;
+ //return 0;
+ error_message = L"Connection timed out.";
+ gui_loadingtext->remove();
+ return;
+ }
+
+ /*
+ Create skybox
+ */
+ /*scene::ISceneNode* skybox;
+ skybox = smgr->addSkyBoxSceneNode(
+ driver->getTexture(porting::getDataPath("skybox2.png").c_str()),
+ driver->getTexture(porting::getDataPath("skybox3.png").c_str()),
+ driver->getTexture(porting::getDataPath("skybox1.png").c_str()),
+ driver->getTexture(porting::getDataPath("skybox1.png").c_str()),
+ driver->getTexture(porting::getDataPath("skybox1.png").c_str()),
+ driver->getTexture(porting::getDataPath("skybox1.png").c_str()));*/
+
+ /*
+ Create the camera node
+ */
+
+ scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(
+ 0, // Camera parent
+ v3f(BS*100, BS*2, BS*100), // Look from
+ v3f(BS*100+1, BS*2, BS*100), // Look to
+ -1 // Camera ID
+ );
+
+ if(camera == NULL)
+ {
+ error_message = L"Failed to create the camera node";
+ return;
+ }
+
+ //video::SColor skycolor = video::SColor(255,90,140,200);
+ //video::SColor skycolor = video::SColor(255,166,202,244);
+ //video::SColor skycolor = video::SColor(255,120,185,244);
+ video::SColor skycolor = video::SColor(255,140,186,250);
+
+ camera->setFOV(FOV_ANGLE);
+
+ // Just so big a value that everything rendered is visible
+ camera->setFarValue(100000*BS);
+
+ f32 camera_yaw = 0; // "right/left"
+ f32 camera_pitch = 0; // "up/down"
+
+ /*
+ Move into game
+ */
+
+ gui_loadingtext->remove();
+
+ /*
+ Add some gui stuff
+ */
+
+ // First line of debug text
+ gui::IGUIStaticText *guitext = guienv->addStaticText(
+ L"Minetest-c55",
+ core::rect<s32>(5, 5, 795, 5+text_height),
+ false, false);
+ // Second line of debug text
+ gui::IGUIStaticText *guitext2 = guienv->addStaticText(
+ L"",
+ core::rect<s32>(5, 5+(text_height+5)*1, 795, (5+text_height)*2),
+ false, false);
+
+ // At the middle of the screen
+ // Object infos are shown in this
+ gui::IGUIStaticText *guitext_info = guienv->addStaticText(
+ L"",
+ core::rect<s32>(0,0,400,text_height+5) + v2s32(100,200),
+ false, false);
+
+ // Chat text
+ gui::IGUIStaticText *guitext_chat = guienv->addStaticText(
+ L"",
+ core::rect<s32>(0,0,0,0),
+ false, false); // Disable word wrap as of now
+ //false, true);
+ //guitext_chat->setBackgroundColor(video::SColor(96,0,0,0));
+ core::list<ChatLine> chat_lines;
+
+ /*GUIQuickInventory *quick_inventory = new GUIQuickInventory
+ (guienv, NULL, v2s32(10, 70), 5, &local_inventory);*/
+ /*GUIQuickInventory *quick_inventory = new GUIQuickInventory
+ (guienv, NULL, v2s32(0, 0), quickinv_itemcount, &local_inventory);*/
+
+ // Test the text input system
+ /*(new GUITextInputMenu(guienv, guiroot, -1, &g_menumgr,
+ NULL))->drop();*/
+ /*GUIMessageMenu *menu =
+ new GUIMessageMenu(guienv, guiroot, -1,
+ &g_menumgr,
+ L"Asd");
+ menu->drop();*/
+
+ // Launch pause menu
+ (new GUIPauseMenu(guienv, guiroot, -1, g_gamecallback,
+ &g_menumgr))->drop();
+
+ // Enable texts
+ /*guitext2->setVisible(true);
+ guitext_info->setVisible(true);
+ guitext_chat->setVisible(true);*/
+
+ //s32 guitext_chat_pad_bottom = 70;
+
+ /*
+ Some statistics are collected in these
+ */
+ u32 drawtime = 0;
+ u32 beginscenetime = 0;
+ u32 scenetime = 0;
+ u32 endscenetime = 0;
+
+ // A test
+ //throw con::PeerNotFoundException("lol");
+
+ core::list<float> frametime_log;
+
+ float damage_flash_timer = 0;
+
+ /*
+ Main loop
+ */
+
+ bool first_loop_after_window_activation = true;
+
+ // Time is in milliseconds
+ // NOTE: getRealTime() causes strange problems in wine (imprecision?)
+ // NOTE: So we have to use getTime() and call run()s between them
+ u32 lasttime = device->getTimer()->getTime();
+
+ while(device->run() && kill == false)
+ {
+ if(g_gamecallback->disconnect_requested)
+ {
+ g_gamecallback->disconnect_requested = false;
+ break;
+ }
+
+ /*
+ Process TextureSource's queue
+ */
+ ((TextureSource*)g_texturesource)->processQueue();
+
+ /*
+ Random calculations
+ */
+ last_screensize = screensize;
+ screensize = driver->getScreenSize();
+ v2s32 displaycenter(screensize.X/2,screensize.Y/2);
+ //bool screensize_changed = screensize != last_screensize;
+
+ // Hilight boxes collected during the loop and displayed
+ core::list< core::aabbox3d<f32> > hilightboxes;
+
+ // Info text
+ std::wstring infotext;
+
+ // When screen size changes, update positions and sizes of stuff
+ /*if(screensize_changed)
+ {
+ v2s32 pos(displaycenter.X-((quickinv_itemcount-1)*quickinv_spacing+quickinv_size)/2, screensize.Y-quickinv_spacing);
+ quick_inventory->updatePosition(pos);
+ }*/
+
+ //TimeTaker //timer1("//timer1");
+
+ // Time of frame without fps limit
+ float busytime;
+ u32 busytime_u32;
+ {
+ // not using getRealTime is necessary for wine
+ u32 time = device->getTimer()->getTime();
+ if(time > lasttime)
+ busytime_u32 = time - lasttime;
+ else
+ busytime_u32 = 0;
+ busytime = busytime_u32 / 1000.0;
+ }
+
+ //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;
+
+ // Necessary for device->getTimer()->getTime()
+ device->run();
+
+ /*
+ Viewing range
+ */
+
+ updateViewingRange(busytime, &client);
+
+ /*
+ FPS limiter
+ */
+
+ {
+ float fps_max = g_settings.getFloat("fps_max");
+ u32 frametime_min = 1000./fps_max;
+
+ if(busytime_u32 < frametime_min)
+ {
+ u32 sleeptime = frametime_min - busytime_u32;
+ device->sleep(sleeptime);
+ }
+ }
+
+ // Necessary for device->getTimer()->getTime()
+ device->run();
+
+ /*
+ Time difference calculation
+ */
+ f32 dtime; // in seconds
+
+ u32 time = device->getTimer()->getTime();
+ if(time > lasttime)
+ dtime = (time - lasttime) / 1000.0;
+ else
+ dtime = 0;
+ lasttime = time;
+
+ /*
+ Log frametime for visualization
+ */
+ frametime_log.push_back(dtime);
+ if(frametime_log.size() > 100)
+ {
+ core::list<float>::Iterator i = frametime_log.begin();
+ frametime_log.erase(i);
+ }
+
+ /*
+ Visualize frametime in terminal
+ */
+ /*for(u32 i=0; i<dtime*400; i++)
+ std::cout<<"X";
+ std::cout<<std::endl;*/
+
+ /*
+ Time average and jitter calculation
+ */
+
+ static f32 dtime_avg1 = 0.0;
+ dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;
+ f32 dtime_jitter1 = dtime - dtime_avg1;
+
+ static f32 dtime_jitter1_max_sample = 0.0;
+ static f32 dtime_jitter1_max_fraction = 0.0;
+ {
+ static f32 jitter1_max = 0.0;
+ static f32 counter = 0.0;
+ if(dtime_jitter1 > jitter1_max)
+ jitter1_max = dtime_jitter1;
+ counter += dtime;
+ if(counter > 0.0)
+ {
+ counter -= 3.0;
+ dtime_jitter1_max_sample = jitter1_max;
+ dtime_jitter1_max_fraction
+ = dtime_jitter1_max_sample / (dtime_avg1+0.001);
+ jitter1_max = 0.0;
+ }
+ }
+
+ /*
+ Busytime average and jitter calculation
+ */
+
+ static f32 busytime_avg1 = 0.0;
+ busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;
+ f32 busytime_jitter1 = busytime - busytime_avg1;
+
+ static f32 busytime_jitter1_max_sample = 0.0;
+ static f32 busytime_jitter1_min_sample = 0.0;
+ {
+ static f32 jitter1_max = 0.0;
+ static f32 jitter1_min = 0.0;
+ static f32 counter = 0.0;
+ if(busytime_jitter1 > jitter1_max)
+ jitter1_max = busytime_jitter1;
+ if(busytime_jitter1 < jitter1_min)
+ jitter1_min = busytime_jitter1;
+ counter += dtime;
+ if(counter > 0.0){
+ counter -= 3.0;
+ busytime_jitter1_max_sample = jitter1_max;
+ busytime_jitter1_min_sample = jitter1_min;
+ jitter1_max = 0.0;
+ jitter1_min = 0.0;
+ }
+ }
+
+ /*
+ Debug info for client
+ */
+ {
+ static float counter = 0.0;
+ counter -= dtime;
+ if(counter < 0)
+ {
+ counter = 30.0;
+ client.printDebugInfo(std::cout);
+ }
+ }
+
+ /*
+ Direct handling of user input
+ */
+
+ // Reset input if window not active or some menu is active
+ if(device->isWindowActive() == false || noMenuActive() == false)
+ {
+ input->clear();
+ }
+
+ // Input handler step() (used by the random input generator)
+ input->step(dtime);
+
+ /*
+ Launch menus according to keys
+ */
+ if(input->wasKeyDown(irr::KEY_KEY_I))
+ {
+ dstream<<DTIME<<"the_game: "
+ <<"Launching inventory"<<std::endl;
+
+ GUIInventoryMenu *menu =
+ new GUIInventoryMenu(guienv, guiroot, -1,
+ &g_menumgr, v2s16(8,7),
+ client.getInventoryContext(),
+ &client);
+
+ core::array<GUIInventoryMenu::DrawSpec> draw_spec;
+ draw_spec.push_back(GUIInventoryMenu::DrawSpec(
+ "list", "current_player", "main",
+ v2s32(0, 3), v2s32(8, 4)));
+ draw_spec.push_back(GUIInventoryMenu::DrawSpec(
+ "list", "current_player", "craft",
+ v2s32(3, 0), v2s32(3, 3)));
+ draw_spec.push_back(GUIInventoryMenu::DrawSpec(
+ "list", "current_player", "craftresult",
+ v2s32(7, 1), v2s32(1, 1)));
+
+ menu->setDrawSpec(draw_spec);
+
+ menu->drop();
+ }
+ else if(input->wasKeyDown(irr::KEY_ESCAPE))
+ {
+ dstream<<DTIME<<"the_game: "
+ <<"Launching pause menu"<<std::endl;
+ // It will delete itself by itself
+ (new GUIPauseMenu(guienv, guiroot, -1, g_gamecallback,
+ &g_menumgr))->drop();
+ }
+ else if(input->wasKeyDown(irr::KEY_KEY_T))
+ {
+ TextDest *dest = new TextDestChat(&client);
+
+ (new GUITextInputMenu(guienv, guiroot, -1,
+ &g_menumgr, dest,
+ L""))->drop();
+ }
+
+ // Item selection with mouse wheel
+ {
+ s32 wheel = input->getMouseWheel();
+ u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE-1,
+ hotbar_itemcount-1);
+
+ if(wheel < 0)
+ {
+ if(g_selected_item < max_item)
+ g_selected_item++;
+ else
+ g_selected_item = 0;
+ }
+ else if(wheel > 0)
+ {
+ if(g_selected_item > 0)
+ g_selected_item--;
+ else
+ g_selected_item = max_item;
+ }
+ }
+
+ // Item selection
+ for(u16 i=0; i<10; i++)
+ {
+ s32 keycode = irr::KEY_KEY_1 + i;
+ if(i == 9)
+ keycode = irr::KEY_KEY_0;
+ if(input->wasKeyDown((irr::EKEY_CODE)keycode))
+ {
+ if(i < PLAYER_INVENTORY_SIZE && i < hotbar_itemcount)
+ {
+ g_selected_item = i;
+
+ dstream<<DTIME<<"Selected item: "
+ <<g_selected_item<<std::endl;
+ }
+ }
+ }
+
+ // Viewing range selection
+ if(input->wasKeyDown(irr::KEY_KEY_R))
+ {
+ if(draw_control.range_all)
+ {
+ draw_control.range_all = false;
+ dstream<<DTIME<<"Disabled full viewing range"<<std::endl;
+ }
+ else
+ {
+ draw_control.range_all = true;
+ dstream<<DTIME<<"Enabled full viewing range"<<std::endl;
+ }
+ }
+
+ // Print debug stacks
+ if(input->wasKeyDown(irr::KEY_KEY_P))
+ {
+ dstream<<"-----------------------------------------"
+ <<std::endl;
+ dstream<<DTIME<<"Printing debug stacks:"<<std::endl;
+ dstream<<"-----------------------------------------"
+ <<std::endl;
+ debug_stacks_print();
+ }
+
+ /*
+ Player speed control
+ */
+
+ {
+ /*bool a_up,
+ bool a_down,
+ bool a_left,
+ bool a_right,
+ bool a_jump,
+ bool a_superspeed,
+ bool a_sneak,
+ float a_pitch,
+ float a_yaw*/
+ PlayerControl control(
+ input->isKeyDown(irr::KEY_KEY_W),
+ input->isKeyDown(irr::KEY_KEY_S),
+ input->isKeyDown(irr::KEY_KEY_A),
+ input->isKeyDown(irr::KEY_KEY_D),
+ input->isKeyDown(irr::KEY_SPACE),
+ input->isKeyDown(irr::KEY_KEY_E),
+ input->isKeyDown(irr::KEY_LSHIFT)
+ || input->isKeyDown(irr::KEY_RSHIFT),
+ camera_pitch,
+ camera_yaw
+ );
+ client.setPlayerControl(control);
+ }
+
+ /*
+ Run server
+ */
+
+ if(server != NULL)
+ {
+ //TimeTaker timer("server->step(dtime)");
+ server->step(dtime);
+ }
+
+ /*
+ Process environment
+ */
+
+ {
+ //TimeTaker timer("client.step(dtime)");
+ client.step(dtime);
+ //client.step(dtime_avg1);
+ }
+
+ // Read client events
+ for(;;)
+ {
+ ClientEvent event = client.getClientEvent();
+ if(event.type == CE_NONE)
+ {
+ break;
+ }
+ else if(event.type == CE_PLAYER_DAMAGE)
+ {
+ //u16 damage = event.player_damage.amount;
+ //dstream<<"Player damage: "<<damage<<std::endl;
+ damage_flash_timer = 0.05;
+ }
+ else if(event.type == CE_PLAYER_FORCE_MOVE)
+ {
+ camera_yaw = event.player_force_move.yaw;
+ camera_pitch = event.player_force_move.pitch;
+ }
+ }
+
+ // Get player position
+ v3f player_position = client.getPlayerPosition();
+
+ //TimeTaker //timer2("//timer2");
+
+ /*
+ Mouse and camera control
+ */
+
+ if((device->isWindowActive() && noMenuActive()) || random_input)
+ {
+ if(!random_input)
+ device->getCursorControl()->setVisible(false);
+
+ if(first_loop_after_window_activation){
+ //std::cout<<"window active, first loop"<<std::endl;
+ first_loop_after_window_activation = false;
+ }
+ else{
+ s32 dx = input->getMousePos().X - displaycenter.X;
+ s32 dy = input->getMousePos().Y - displaycenter.Y;
+ //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
+ camera_yaw -= dx*0.2;
+ camera_pitch += dy*0.2;
+ if(camera_pitch < -89.5) camera_pitch = -89.5;
+ if(camera_pitch > 89.5) camera_pitch = 89.5;
+ }
+ input->setMousePos(displaycenter.X, displaycenter.Y);
+ }
+ else{
+ device->getCursorControl()->setVisible(true);
+
+ //std::cout<<"window inactive"<<std::endl;
+ first_loop_after_window_activation = true;
+ }
+
+ camera_yaw = wrapDegrees(camera_yaw);
+ camera_pitch = wrapDegrees(camera_pitch);
+
+ v3f camera_direction = v3f(0,0,1);
+ camera_direction.rotateYZBy(camera_pitch);
+ camera_direction.rotateXZBy(camera_yaw);
+
+ // This is at the height of the eyes of the current figure
+ //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
+ // This is more like in minecraft
+ v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
+
+ camera->setPosition(camera_position);
+ // *100.0 helps in large map coordinates
+ camera->setTarget(camera_position + camera_direction * 100.0);
+
+ if(FIELD_OF_VIEW_TEST){
+ client.updateCamera(v3f(0,0,0), v3f(0,0,1));
+ }
+ else{
+ //TimeTaker timer("client.updateCamera");
+ client.updateCamera(camera_position, camera_direction);
+ }
+
+ //timer2.stop();
+ //TimeTaker //timer3("//timer3");
+
+ /*
+ Calculate what block is the crosshair pointing to
+ */
+
+ //u32 t1 = device->getTimer()->getRealTime();
+
+ //f32 d = 4; // max. distance
+ f32 d = 4; // max. distance
+ core::line3d<f32> shootline(camera_position,
+ camera_position + camera_direction * BS * (d+1));
+
+ MapBlockObject *selected_object = client.getSelectedObject
+ (d*BS, camera_position, shootline);
+
+ ClientActiveObject *selected_active_object
+ = client.getSelectedActiveObject
+ (d*BS, camera_position, shootline);
+
+ if(selected_object != NULL)
+ {
+ //dstream<<"Client returned selected_object != NULL"<<std::endl;
+
+ core::aabbox3d<f32> box_on_map
+ = selected_object->getSelectionBoxOnMap();
+
+ hilightboxes.push_back(box_on_map);
+
+ infotext = narrow_to_wide(selected_object->infoText());
+
+ if(input->getLeftClicked())
+ {
+ std::cout<<DTIME<<"Left-clicked object"<<std::endl;
+ client.clickObject(0, selected_object->getBlock()->getPos(),
+ selected_object->getId(), g_selected_item);
+ }
+ else if(input->getRightClicked())
+ {
+ std::cout<<DTIME<<"Right-clicked object"<<std::endl;
+ /*
+ Check if we want to modify the object ourselves
+ */
+ if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)
+ {
+ dstream<<"Sign object right-clicked"<<std::endl;
+
+ if(random_input == false)
+ {
+ // Get a new text for it
+
+ TextDest *dest = new TextDestSign(
+ selected_object->getBlock()->getPos(),
+ selected_object->getId(),
+ &client);
+
+ SignObject *sign_object = (SignObject*)selected_object;
+
+ std::wstring wtext =
+ narrow_to_wide(sign_object->getText());
+
+ (new GUITextInputMenu(guienv, guiroot, -1,
+ &g_menumgr, dest,
+ wtext))->drop();
+ }
+ }
+ /*
+ Otherwise pass the event to the server as-is
+ */
+ else
+ {
+ client.clickObject(1, selected_object->getBlock()->getPos(),
+ selected_object->getId(), g_selected_item);
+ }
+ }
+ }
+ else if(selected_active_object != NULL)
+ {
+ //dstream<<"Client returned selected_active_object != NULL"<<std::endl;
+
+ core::aabbox3d<f32> *selection_box
+ = selected_active_object->getSelectionBox();
+ // Box should exist because object was returned in the
+ // first place
+ assert(selection_box);
+
+ v3f pos = selected_active_object->getPosition();
+
+ core::aabbox3d<f32> box_on_map(
+ selection_box->MinEdge + pos,
+ selection_box->MaxEdge + pos
+ );
+
+ hilightboxes.push_back(box_on_map);
+
+ //infotext = narrow_to_wide("A ClientActiveObject");
+ infotext = narrow_to_wide(selected_active_object->infoText());
+
+ if(input->getLeftClicked())
+ {
+ std::cout<<DTIME<<"Left-clicked object"<<std::endl;
+ client.clickActiveObject(0,
+ selected_active_object->getId(), g_selected_item);
+ }
+ else if(input->getRightClicked())
+ {
+ std::cout<<DTIME<<"Right-clicked object"<<std::endl;
+ }
+ }
+ else // selected_object == NULL
+ {
+
+ /*
+ Find out which node we are pointing at
+ */
+
+ bool nodefound = false;
+ v3s16 nodepos;
+ v3s16 neighbourpos;
+ core::aabbox3d<f32> nodehilightbox;
+
+ getPointedNode(&client, player_position,
+ camera_direction, camera_position,
+ nodefound, shootline,
+ nodepos, neighbourpos,
+ nodehilightbox, d);
+
+ static float nodig_delay_counter = 0.0;
+
+ if(nodefound)
+ {
+ static v3s16 nodepos_old(-32768,-32768,-32768);
+
+ static float dig_time = 0.0;
+ static u16 dig_index = 0;
+
+ /*
+ Visualize selection
+ */
+
+ hilightboxes.push_back(nodehilightbox);
+
+ /*
+ Check information text of node
+ */
+
+ NodeMetadata *meta = client.getNodeMetadata(nodepos);
+ if(meta)
+ {
+ infotext = narrow_to_wide(meta->infoText());
+ }
+
+ //MapNode node = client.getNode(nodepos);
+
+ /*
+ Handle digging
+ */
+
+ if(input->getLeftReleased())
+ {
+ client.clearTempMod(nodepos);
+ dig_time = 0.0;
+ }
+
+ if(nodig_delay_counter > 0.0)
+ {
+ nodig_delay_counter -= dtime;
+ }
+ else
+ {
+ if(nodepos != nodepos_old)
+ {
+ std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","
+ <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
+
+ if(nodepos_old != v3s16(-32768,-32768,-32768))
+ {
+ client.clearTempMod(nodepos_old);
+ dig_time = 0.0;
+ }
+ }
+
+ if(input->getLeftClicked() ||
+ (input->getLeftState() && nodepos != nodepos_old))
+ {
+ dstream<<DTIME<<"Started digging"<<std::endl;
+ client.groundAction(0, nodepos, neighbourpos, g_selected_item);
+ }
+ if(input->getLeftClicked())
+ {
+ client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, 0));
+ }
+ if(input->getLeftState())
+ {
+ MapNode n = client.getNode(nodepos);
+
+ // Get tool name. Default is "" = bare hands
+ std::string toolname = "";
+ InventoryList *mlist = local_inventory.getList("main");
+ if(mlist != NULL)
+ {
+ InventoryItem *item = mlist->getItem(g_selected_item);
+ if(item && (std::string)item->getName() == "ToolItem")
+ {
+ ToolItem *titem = (ToolItem*)item;
+ toolname = titem->getToolName();
+ }
+ }
+
+ // Get digging properties for material and tool
+ u8 material = n.d;
+ DiggingProperties prop =
+ getDiggingProperties(material, toolname);
+
+ float dig_time_complete = 0.0;
+
+ if(prop.diggable == false)
+ {
+ /*dstream<<"Material "<<(int)material
+ <<" not diggable with \""
+ <<toolname<<"\""<<std::endl;*/
+ // I guess nobody will wait for this long
+ dig_time_complete = 10000000.0;
+ }
+ else
+ {
+ dig_time_complete = prop.time;
+ }
+
+ if(dig_time_complete >= 0.001)
+ {
+ dig_index = (u16)((float)CRACK_ANIMATION_LENGTH
+ * dig_time/dig_time_complete);
+ }
+ // This is for torches
+ else
+ {
+ dig_index = CRACK_ANIMATION_LENGTH;
+ }
+
+ if(dig_index < CRACK_ANIMATION_LENGTH)
+ {
+ //TimeTaker timer("client.setTempMod");
+ //dstream<<"dig_index="<<dig_index<<std::endl;
+ client.setTempMod(nodepos, NodeMod(NODEMOD_CRACK, dig_index));
+ }
+ else
+ {
+ dstream<<DTIME<<"Digging completed"<<std::endl;
+ client.groundAction(3, nodepos, neighbourpos, g_selected_item);
+ client.clearTempMod(nodepos);
+ client.removeNode(nodepos);
+
+ dig_time = 0;
+
+ nodig_delay_counter = dig_time_complete
+ / (float)CRACK_ANIMATION_LENGTH;
+
+ // We don't want a corresponding delay to
+ // very time consuming nodes
+ if(nodig_delay_counter > 0.5)
+ {
+ nodig_delay_counter = 0.5;
+ }
+ // We want a slight delay to very little
+ // time consuming nodes
+ float mindelay = 0.15;
+ if(nodig_delay_counter < mindelay)
+ {
+ nodig_delay_counter = mindelay;
+ }
+ }
+
+ dig_time += dtime;
+ }
+ }
+
+ if(input->getRightClicked())
+ {
+ std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
+
+ if(meta && meta->typeId() == CONTENT_SIGN_WALL && !random_input)
+ {
+ dstream<<"Sign node right-clicked"<<std::endl;
+
+ SignNodeMetadata *signmeta = (SignNodeMetadata*)meta;
+
+ // Get a new text for it
+
+ TextDest *dest = new TextDestSignNode(nodepos, &client);
+
+ std::wstring wtext =
+ narrow_to_wide(signmeta->getText());
+
+ (new GUITextInputMenu(guienv, guiroot, -1,
+ &g_menumgr, dest,
+ wtext))->drop();
+ }
+ else if(meta && meta->typeId() == CONTENT_CHEST && !random_input)
+ {
+ dstream<<"Chest node right-clicked"<<std::endl;
+
+ //ChestNodeMetadata *chestmeta = (ChestNodeMetadata*)meta;
+
+ std::string chest_inv_id;
+ chest_inv_id += "nodemeta:";
+ chest_inv_id += itos(nodepos.X);
+ chest_inv_id += ",";
+ chest_inv_id += itos(nodepos.Y);
+ chest_inv_id += ",";
+ chest_inv_id += itos(nodepos.Z);
+
+ GUIInventoryMenu *menu =
+ new GUIInventoryMenu(guienv, guiroot, -1,
+ &g_menumgr, v2s16(8,9),
+ client.getInventoryContext(),
+ &client);
+
+ core::array<GUIInventoryMenu::DrawSpec> draw_spec;
+
+ draw_spec.push_back(GUIInventoryMenu::DrawSpec(
+ "list", chest_inv_id, "0",
+ v2s32(0, 0), v2s32(8, 4)));
+ draw_spec.push_back(GUIInventoryMenu::DrawSpec(
+ "list", "current_player", "main",
+ v2s32(0, 5), v2s32(8, 4)));
+
+ menu->setDrawSpec(draw_spec);
+
+ menu->drop();
+
+ }
+ else if(meta && meta->typeId() == CONTENT_FURNACE && !random_input)
+ {
+ dstream<<"Furnace node right-clicked"<<std::endl;
+
+ GUIFurnaceMenu *menu =
+ new GUIFurnaceMenu(guienv, guiroot, -1,
+ &g_menumgr, nodepos, &client);
+
+ menu->drop();
+
+ }
+ else
+ {
+ client.groundAction(1, nodepos, neighbourpos, g_selected_item);
+ }
+ }
+
+ nodepos_old = nodepos;
+ }
+ else{
+ }
+
+ } // selected_object == NULL
+
+ input->resetLeftClicked();
+ input->resetRightClicked();
+
+ if(input->getLeftReleased())
+ {
+ std::cout<<DTIME<<"Left button released (stopped digging)"
+ <<std::endl;
+ client.groundAction(2, v3s16(0,0,0), v3s16(0,0,0), 0);
+ }
+ if(input->getRightReleased())
+ {
+ //std::cout<<DTIME<<"Right released"<<std::endl;
+ // Nothing here
+ }
+
+ input->resetLeftReleased();
+ input->resetRightReleased();
+
+ /*
+ Calculate stuff for drawing
+ */
+
+ camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
+
+ u32 daynight_ratio = client.getDayNightRatio();
+ u8 l = decode_light((daynight_ratio * LIGHT_SUN) / 1000);
+ video::SColor bgcolor = video::SColor(
+ 255,
+ skycolor.getRed() * l / 255,
+ skycolor.getGreen() * l / 255,
+ skycolor.getBlue() * l / 255);
+
+ /*
+ Fog
+ */
+
+ if(g_settings.getBool("enable_fog") == true)
+ {
+ //f32 range = draw_control.wanted_range * BS + MAP_BLOCKSIZE/2*BS;
+ f32 range = draw_control.wanted_range * BS + 0.8*MAP_BLOCKSIZE*BS;
+ //f32 range = draw_control.wanted_range * BS + 0.0*MAP_BLOCKSIZE*BS;
+ if(draw_control.range_all)
+ range = 100000*BS;
+
+ driver->setFog(
+ bgcolor,
+ video::EFT_FOG_LINEAR,
+ range*0.4,
+ range*1.0,
+ 0.01,
+ false, // pixel fog
+ false // range fog
+ );
+ }
+ else
+ {
+ driver->setFog(
+ bgcolor,
+ video::EFT_FOG_LINEAR,
+ 100000*BS,
+ 110000*BS,
+ 0.01,
+ false, // pixel fog
+ false // range fog
+ );
+ }
+
+
+ /*
+ Update gui stuff (0ms)
+ */
+
+ //TimeTaker guiupdatetimer("Gui updating");
+
+ {
+ static float drawtime_avg = 0;
+ drawtime_avg = drawtime_avg * 0.95 + (float)drawtime*0.05;
+ static float beginscenetime_avg = 0;
+ beginscenetime_avg = beginscenetime_avg * 0.95 + (float)beginscenetime*0.05;
+ static float scenetime_avg = 0;
+ scenetime_avg = scenetime_avg * 0.95 + (float)scenetime*0.05;
+ static float endscenetime_avg = 0;
+ endscenetime_avg = endscenetime_avg * 0.95 + (float)endscenetime*0.05;
+
+ char temptext[300];
+ snprintf(temptext, 300, "Minetest-c55 ("
+ "F: item=%i"
+ ", R: range_all=%i"
+ ")"
+ " drawtime=%.0f, beginscenetime=%.0f"
+ ", scenetime=%.0f, endscenetime=%.0f",
+ g_selected_item,
+ draw_control.range_all,
+ drawtime_avg,
+ beginscenetime_avg,
+ scenetime_avg,
+ endscenetime_avg
+ );
+
+ guitext->setText(narrow_to_wide(temptext).c_str());
+ }
+
+ {
+ char temptext[300];
+ snprintf(temptext, 300,
+ "(% .1f, % .1f, % .1f)"
+ " (% .3f < btime_jitter < % .3f"
+ ", dtime_jitter = % .1f %%"
+ ", v_range = %.1f)",
+ player_position.X/BS,
+ player_position.Y/BS,
+ player_position.Z/BS,
+ busytime_jitter1_min_sample,
+ busytime_jitter1_max_sample,
+ dtime_jitter1_max_fraction * 100.0,
+ draw_control.wanted_range
+ );
+
+ guitext2->setText(narrow_to_wide(temptext).c_str());
+ }
+
+ {
+ guitext_info->setText(infotext.c_str());
+ }
+
+ /*
+ Get chat messages from client
+ */
+ {
+ // Get new messages
+ std::wstring message;
+ while(client.getChatMessage(message))
+ {
+ chat_lines.push_back(ChatLine(message));
+ /*if(chat_lines.size() > 6)
+ {
+ core::list<ChatLine>::Iterator
+ i = chat_lines.begin();
+ chat_lines.erase(i);
+ }*/
+ }
+ // Append them to form the whole static text and throw
+ // it to the gui element
+ std::wstring whole;
+ // This will correspond to the line number counted from
+ // top to bottom, from size-1 to 0
+ s16 line_number = chat_lines.size();
+ // Count of messages to be removed from the top
+ u16 to_be_removed_count = 0;
+ for(core::list<ChatLine>::Iterator
+ i = chat_lines.begin();
+ i != chat_lines.end(); i++)
+ {
+ // After this, line number is valid for this loop
+ line_number--;
+ // Increment age
+ (*i).age += dtime;
+ /*
+ This results in a maximum age of 60*6 to the
+ lowermost line and a maximum of 6 lines
+ */
+ float allowed_age = (6-line_number) * 60.0;
+
+ if((*i).age > allowed_age)
+ {
+ to_be_removed_count++;
+ continue;
+ }
+ whole += (*i).text + L'\n';
+ }
+ for(u16 i=0; i<to_be_removed_count; i++)
+ {
+ core::list<ChatLine>::Iterator
+ it = chat_lines.begin();
+ chat_lines.erase(it);
+ }
+ guitext_chat->setText(whole.c_str());
+
+ // Update gui element size and position
+
+ /*core::rect<s32> rect(
+ 10,
+ screensize.Y - guitext_chat_pad_bottom
+ - text_height*chat_lines.size(),
+ screensize.X - 10,
+ screensize.Y - guitext_chat_pad_bottom
+ );*/
+ core::rect<s32> rect(
+ 10,
+ 50,
+ screensize.X - 10,
+ 50 + text_height*chat_lines.size()
+ );
+
+ guitext_chat->setRelativePosition(rect);
+
+ if(chat_lines.size() == 0)
+ guitext_chat->setVisible(false);
+ else
+ guitext_chat->setVisible(true);
+ }
+
+ /*
+ Inventory
+ */
+
+ static u16 old_selected_item = 65535;
+ if(client.getLocalInventoryUpdated()
+ || g_selected_item != old_selected_item)
+ {
+ old_selected_item = g_selected_item;
+ //std::cout<<"Updating local inventory"<<std::endl;
+ client.getLocalInventory(local_inventory);
+ }
+
+ /*
+ Send actions returned by the inventory menu
+ */
+ while(inventory_action_queue.size() != 0)
+ {
+ InventoryAction *a = inventory_action_queue.pop_front();
+
+ client.sendInventoryAction(a);
+ // Eat it
+ delete a;
+ }
+
+ /*
+ Drawing begins
+ */
+
+ TimeTaker drawtimer("Drawing");
+
+
+ {
+ TimeTaker timer("beginScene");
+ driver->beginScene(true, true, bgcolor);
+ //driver->beginScene(false, true, bgcolor);
+ beginscenetime = timer.stop(true);
+ }
+
+ //timer3.stop();
+
+ //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;
+
+ {
+ TimeTaker timer("smgr");
+ smgr->drawAll();
+ scenetime = timer.stop(true);
+ }
+
+ {
+ //TimeTaker timer9("auxiliary drawings");
+ // 0ms
+
+ //timer9.stop();
+ //TimeTaker //timer10("//timer10");
+
+ video::SMaterial m;
+ //m.Thickness = 10;
+ m.Thickness = 3;
+ m.Lighting = false;
+ driver->setMaterial(m);
+
+ driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
+
+ for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();
+ i != hilightboxes.end(); i++)
+ {
+ /*std::cout<<"hilightbox min="
+ <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"
+ <<" max="
+ <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"
+ <<std::endl;*/
+ driver->draw3DBox(*i, video::SColor(255,0,0,0));
+ }
+
+ /*
+ Frametime log
+ */
+ if(g_settings.getBool("frametime_graph") == true)
+ {
+ s32 x = 10;
+ for(core::list<float>::Iterator
+ i = frametime_log.begin();
+ i != frametime_log.end();
+ i++)
+ {
+ driver->draw2DLine(v2s32(x,50),
+ v2s32(x,50+(*i)*1000),
+ video::SColor(255,255,255,255));
+ x++;
+ }
+ }
+
+ /*
+ Draw crosshair
+ */
+ driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),
+ displaycenter + core::vector2d<s32>(10,0),
+ video::SColor(255,255,255,255));
+ driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),
+ displaycenter + core::vector2d<s32>(0,10),
+ video::SColor(255,255,255,255));
+
+ } // timer
+
+ //timer10.stop();
+ //TimeTaker //timer11("//timer11");
+
+ /*
+ Draw gui
+ */
+ // 0-1ms
+ guienv->drawAll();
+
+ /*
+ Draw hotbar
+ */
+ {
+ draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y),
+ hotbar_imagesize, hotbar_itemcount, &local_inventory,
+ client.getHP());
+ }
+
+ /*
+ Damage flash
+ */
+ if(damage_flash_timer > 0.0)
+ {
+ damage_flash_timer -= dtime;
+
+ video::SColor color(128,255,0,0);
+ driver->draw2DRectangle(color,
+ core::rect<s32>(0,0,screensize.X,screensize.Y),
+ NULL);
+ }
+
+ /*
+ End scene
+ */
+ {
+ TimeTaker timer("endScene");
+ driver->endScene();
+ endscenetime = timer.stop(true);
+ }
+
+ drawtime = drawtimer.stop(true);
+
+ /*
+ End of drawing
+ */
+
+ static s16 lastFPS = 0;
+ //u16 fps = driver->getFPS();
+ u16 fps = (1.0/dtime_avg1);
+
+ if (lastFPS != fps)
+ {
+ core::stringw str = L"Minetest [";
+ str += driver->getName();
+ str += "] FPS:";
+ str += fps;
+
+ device->setWindowCaption(str.c_str());
+ lastFPS = fps;
+ }
+ }
+}
+
+
\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
\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 "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 "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 "guiFurnaceMenu.h"\r
+//#include "noise.h"\r
+//#include "tile.h"\r
+#include "materials.h"\r
+#include "game.h"\r
\r
// This makes textures\r
ITextureSource *g_texturesource = NULL;\r
\r
-MapDrawControl draw_control;\r
-\r
/*\r
Settings.\r
These are loaded from the config file.\r
Random stuff\r
*/\r
\r
-IrrlichtDevice *g_device = NULL;\r
-Client *g_client = NULL;\r
-\r
-const s32 hotbar_itemcount = 8;\r
-const s32 hotbar_imagesize = 36;\r
-\r
/*\r
GUI Stuff\r
*/\r
gui::IGUIEnvironment* guienv = NULL;\r
gui::IGUIStaticText *guiroot = NULL;\r
\r
-// Handler for the modal menus\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
// Passed to menus to allow disconnecting and exiting\r
\r
-class MainGameCallback : public IGameCallback\r
-{\r
-public:\r
- MainGameCallback():\r
- disconnect_requested(false)\r
- {\r
- }\r
-\r
- virtual void exitToOS()\r
- {\r
- g_device->closeDevice();\r
- }\r
-\r
- virtual void disconnect()\r
- {\r
- disconnect_requested = true;\r
- }\r
-\r
- bool disconnect_requested;\r
-};\r
-\r
-MainGameCallback g_gamecallback;\r
-\r
-/*\r
- Inventory stuff\r
-*/\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
-\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_device == NULL)\r
- return 0;\r
- return g_device->getTimer()->getRealTime();\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
-{\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
+// A pointer to a global instance of the time getter\r
+TimeGetter *g_timegetter = NULL;\r
\r
-struct TextDestSignNode : public TextDest\r
+u32 getTimeMs()\r
{\r
- TextDestSignNode(v3s16 p, Client *client)\r
- {\r
- m_p = p;\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 node: "\r
- <<ntext<<std::endl;\r
- m_client->sendSignNodeText(m_p, ntext);\r
- }\r
-\r
- v3s16 m_p;\r
- Client *m_client;\r
-};\r
+ if(g_timegetter == NULL)\r
+ return 0;\r
+ return g_timegetter->getTime();\r
+}\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
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
- /*if(g_show_map_plot)\r
- {\r
- if(event.KeyInput.Key == irr::KEY_ESCAPE\r
- || event.KeyInput.Key == irr::KEY_KEY_M)\r
- {\r
- g_show_map_plot = false;\r
- }\r
- return true;\r
- }*/\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
- \r
- GUIInventoryMenu *menu =\r
- new GUIInventoryMenu(guienv, guiroot, -1,\r
- &g_menumgr, v2s16(8,7),\r
- g_client->getInventoryContext(),\r
- g_client);\r
-\r
- core::array<GUIInventoryMenu::DrawSpec> draw_spec;\r
- draw_spec.push_back(GUIInventoryMenu::DrawSpec(\r
- "list", "current_player", "main",\r
- v2s32(0, 3), v2s32(8, 4)));\r
- draw_spec.push_back(GUIInventoryMenu::DrawSpec(\r
- "list", "current_player", "craft",\r
- v2s32(3, 0), v2s32(3, 3)));\r
- draw_spec.push_back(GUIInventoryMenu::DrawSpec(\r
- "list", "current_player", "craftresult",\r
- v2s32(7, 1), v2s32(1, 1)));\r
-\r
- menu->setDrawSpec(draw_spec);\r
-\r
- menu->drop();\r
-\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
- // Item selection\r
- if(event.KeyInput.Key >= irr::KEY_KEY_0\r
- && event.KeyInput.Key <= irr::KEY_KEY_9)\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
- {\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
- // 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
+ 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
- \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 < max_item)\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 = max_item;\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
+ // 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
/*\r
Separated input handler\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
-};\r
-\r
-InputHandler *g_input = NULL;\r
-\r
class RealInputHandler : public InputHandler\r
{\r
public:\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
{\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
rightreleased = false;\r
}\r
\r
+ virtual s32 getMouseWheel()\r
+ {\r
+ return 0;\r
+ }\r
+\r
virtual void step(float dtime)\r
{\r
{\r
bool rightreleased;\r
};\r
\r
-/*\r
- Render distance feedback loop\r
-*/\r
-\r
-void updateViewingRange(f32 frametime_in, Client *client)\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
- }\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
- //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
-\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
- }\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
-/*\r
- Hotbar draw routine\r
-*/\r
-\r
-void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,\r
- v2s32 centerlowerpos, s32 imgsize, s32 itemcount,\r
- Inventory *inventory, s32 halfheartcount)\r
-{\r
- InventoryList *mainlist = inventory->getList("main");\r
- if(mainlist == NULL)\r
- {\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
- for(s32 i=0; i<itemcount; i++)\r
- {\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
- video::SColor bgcolor2(128,0,0,0);\r
- driver->draw2DRectangle(bgcolor2, rect, NULL);\r
- }\r
-\r
- if(item != NULL)\r
- {\r
- drawInventoryItem(driver, font, item, rect, NULL);\r
- }\r
- }\r
- \r
- /*\r
- Draw hearts\r
- */\r
- {\r
- video::ITexture *heart_texture =\r
- driver->getTexture(porting::getDataPath("heart.png").c_str());\r
- v2s32 p = pos + v2s32(0, -20);\r
- for(s32 i=0; i<halfheartcount/2; i++)\r
- {\r
- const video::SColor color(255,255,255,255);\r
- const video::SColor colors[] = {color,color,color,color};\r
- core::rect<s32> rect(0,0,16,16);\r
- rect += p;\r
- driver->draw2DImage(heart_texture, rect,\r
- core::rect<s32>(core::position2d<s32>(0,0),\r
- core::dimension2di(heart_texture->getOriginalSize())),\r
- NULL, colors, true);\r
- p += v2s32(20,0);\r
- }\r
- if(halfheartcount % 2 == 1)\r
- {\r
- const video::SColor color(255,255,255,255);\r
- const video::SColor colors[] = {color,color,color,color};\r
- core::rect<s32> rect(0,0,16/2,16);\r
- rect += p;\r
- core::dimension2di srcd(heart_texture->getOriginalSize());\r
- srcd.Width /= 2;\r
- driver->draw2DImage(heart_texture, rect,\r
- core::rect<s32>(core::position2d<s32>(0,0), srcd),\r
- NULL, colors, true);\r
- p += v2s32(20,0);\r
- }\r
- }\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
}\r
}\r
\r
-void getPointedNode(v3f player_position,\r
- v3f camera_direction, v3f camera_position,\r
- bool &nodefound, core::line3d<f32> shootline,\r
- v3s16 &nodepos, v3s16 &neighbourpos,\r
- core::aabbox3d<f32> &nodehilightbox,\r
- f32 d)\r
+int main(int argc, char *argv[])\r
{\r
- assert(g_client);\r
+ /*\r
+ Parse command line\r
+ */\r
+ \r
+ // List all allowed options\r
+ core::map<std::string, ValueSpec> allowed_options;\r
+ allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
+ allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
+ "Run server directly"));\r
+ allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
+ "Load configuration from specified file"));\r
+ allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
+ allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\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
- f32 mindistance = BS * 1001;\r
- \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
- 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 = g_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, BS);\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
- else if(n.d == CONTENT_SIGN_WALL)\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
- v3f vertices[4] =\r
- {\r
- v3f(BS*0.42,-BS*0.35,-BS*0.4),\r
- v3f(BS*0.49, BS*0.35, BS*0.4),\r
- };\r
-\r
- for(s32 i=0; i<2; i++)\r
- {\r
- if(dir == v3s16(1,0,0))\r
- vertices[i].rotateXZBy(0);\r
- if(dir == v3s16(-1,0,0))\r
- vertices[i].rotateXZBy(180);\r
- if(dir == v3s16(0,0,1))\r
- vertices[i].rotateXZBy(90);\r
- if(dir == v3s16(0,0,-1))\r
- vertices[i].rotateXZBy(-90);\r
- if(dir == v3s16(0,-1,0))\r
- vertices[i].rotateXYBy(-90);\r
- if(dir == v3s16(0,1,0))\r
- vertices[i].rotateXYBy(90);\r
-\r
- vertices[i] += npf;\r
- }\r
-\r
- core::aabbox3d<f32> box;\r
-\r
- box = core::aabbox3d<f32>(vertices[0]);\r
- box.addInternalPoint(vertices[1]);\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, 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
-\r
-int main(int argc, char *argv[])\r
-{\r
- /*\r
- Parse command line\r
- */\r
- \r
- // List all allowed options\r
- core::map<std::string, ValueSpec> allowed_options;\r
- allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
- allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
- "Run server directly"));\r
- allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
- "Load configuration from specified file"));\r
- allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
- allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\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
+ Settings cmd_args;\r
\r
bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
\r
return 0;*/\r
\r
/*\r
- Some parameters\r
+ Game parameters\r
*/\r
\r
// Port\r
\r
std::string playername = g_settings.get("name");\r
\r
+ /*\r
+ Device initialization\r
+ */\r
+\r
// Resolution selection\r
\r
bool fullscreen = false;\r
driverType = video::EDT_OPENGL;\r
}\r
\r
- // create device and exit if creation failed\r
+ /*\r
+ Create device and exit if creation failed\r
+ */\r
\r
MyEventReceiver receiver;\r
\r
if (device == 0)\r
return 1; // could not create selected driver.\r
\r
- g_device = device;\r
- TextureSource *texturesource = new TextureSource(device);\r
- g_texturesource = texturesource;\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
// 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
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>(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
Menu-game loop\r
*/\r
- while(g_device->run() && kill == false)\r
- {\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
+ while(device->run() && 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
- 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
- }\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
- playername = wide_to_narrow(menudata.name);\r
- address = wide_to_narrow(menudata.address);\r
- int newport = stoi(wide_to_narrow(menudata.port));\r
- if(newport != 0)\r
- port = newport;\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
+ // This is used for catching disconnects\r
+ try\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
- /*\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
- /*\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
-\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
- SharedPtr will delete it when it goes out of scope.\r
- */\r
- SharedPtr<Server> server;\r
- if(address == ""){\r
- server = new Server(map_dir);\r
- server->start(port);\r
- }\r
- \r
- /*\r
- Create client\r
- */\r
\r
- Client client(device, playername.c_str(), draw_control);\r
+ /*\r
+ Clear everything from the GUIEnvironment\r
+ */\r
+ guienv->clear();\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
- 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
- error_message = L"Couldn't resolve address";\r
- gui_loadingtext->remove();\r
- continue;\r
- }\r
- \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
-\r
- if(server != NULL)\r
- server->step(0.1);\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
- // 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
- 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
+ Out-of-game menu loop.\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
- video::SColor skycolor = video::SColor(255,140,186,250);\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
+ 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
- camera->setFOV(FOV_ANGLE);\r
+ video::IVideoDriver* driver = device->getVideoDriver();\r
+ \r
+ dstream<<"Created main menu"<<std::endl;\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
+ while(device->run() && kill == false)\r
+ {\r
+ if(menu->getStatus() == true)\r
+ break;\r
\r
- /*\r
- Move into game\r
- */\r
- \r
- gui_loadingtext->remove();\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(device->run() == false || kill == true)\r
+ break;\r
+ \r
+ dstream<<"Dropping main menu"<<std::endl;\r
\r
- /*\r
- Add some gui stuff\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
\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
- // 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
+ playername = wide_to_narrow(menudata.name);\r
+ address = wide_to_narrow(menudata.address);\r
+ int newport = stoi(wide_to_narrow(menudata.port));\r
+ if(newport != 0)\r
+ port = newport;\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(device->run() == false)\r
+ break;\r
+ \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
+ address,\r
+ port,\r
+ error_message\r
+ );\r
\r
- //s32 guitext_chat_pad_bottom = 70;\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
- v2u32 screensize(0,0);\r
- v2u32 last_screensize(0,0);\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
+ } // Menu-game loop\r
\r
- // A test\r
- //throw con::PeerNotFoundException("lol");\r
-\r
- core::list<float> frametime_log;\r
-\r
- float damage_flash_timer = 0;\r
+ delete input;\r
\r
/*\r
- Main loop\r
+ In the end, delete the Irrlicht device.\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() && kill == false)\r
- {\r
- if(g_gamecallback.disconnect_requested)\r
- {\r
- g_gamecallback.disconnect_requested = false;\r
- break;\r
- }\r
-\r
- /*\r
- Process TextureSource's queue\r
- */\r
- texturesource->processQueue();\r
-\r
- /*\r
- Random calculations\r
- */\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
- // 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
- 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
+ device->drop();\r
\r
- // Necessary for device->getTimer()->getTime()\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
- // Necessary for device->getTimer()->getTime()\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
- 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
-\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
- {\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
- }\r
-\r
- /*\r
- Input handler step()\r
- */\r
- g_input->step(dtime);\r
-\r
- /*\r
- Misc. stuff\r
- */\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
- bool a_sneak,\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_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
- \r
- /*\r
- Run server\r
- */\r
-\r
- if(server != NULL)\r
- {\r
- //TimeTaker timer("server->step(dtime)");\r
- server->step(dtime);\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
- // Read client events\r
- for(;;)\r
- {\r
- ClientEvent event = client.getClientEvent();\r
- if(event.type == CE_NONE)\r
- {\r
- break;\r
- }\r
- else if(event.type == CE_PLAYER_DAMAGE)\r
- {\r
- //u16 damage = event.player_damage.amount;\r
- //dstream<<"Player damage: "<<damage<<std::endl;\r
- damage_flash_timer = 0.05;\r
- }\r
- else if(event.type == CE_PLAYER_FORCE_MOVE)\r
- {\r
- camera_yaw = event.player_force_move.yaw;\r
- camera_pitch = event.player_force_move.pitch;\r
- }\r
- }\r
- \r
- // Get player position\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.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
- }\r
- else{\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
- ClientActiveObject *selected_active_object\r
- = client.getSelectedActiveObject\r
- (d*BS, camera_position, shootline);\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 if(selected_active_object != NULL)\r
- {\r
- //dstream<<"Client returned selected_active_object != NULL"<<std::endl;\r
- \r
- core::aabbox3d<f32> *selection_box\r
- = selected_active_object->getSelectionBox();\r
- // Box should exist because object was returned in the\r
- // first place\r
- assert(selection_box);\r
-\r
- v3f pos = selected_active_object->getPosition();\r
-\r
- core::aabbox3d<f32> box_on_map(\r
- selection_box->MinEdge + pos,\r
- selection_box->MaxEdge + pos\r
- );\r
-\r
- hilightboxes.push_back(box_on_map);\r
-\r
- //infotext = narrow_to_wide("A ClientActiveObject");\r
- infotext = narrow_to_wide(selected_active_object->infoText());\r
-\r
- if(g_input->getLeftClicked())\r
- {\r
- std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
- client.clickActiveObject(0,\r
- selected_active_object->getId(), g_selected_item);\r
- }\r
- else if(g_input->getRightClicked())\r
- {\r
- std::cout<<DTIME<<"Right-clicked object"<<std::endl;\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
-\r
- getPointedNode(player_position,\r
- camera_direction, camera_position,\r
- nodefound, shootline,\r
- nodepos, neighbourpos,\r
- nodehilightbox, d);\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
- /*\r
- Visualize selection\r
- */\r
-\r
- hilightboxes.push_back(nodehilightbox);\r
-\r
- /*\r
- Check information text of node\r
- */\r
-\r
- NodeMetadata *meta = client.getNodeMetadata(nodepos);\r
- if(meta)\r
- {\r
- infotext = narrow_to_wide(meta->infoText());\r
- }\r
- \r
- //MapNode node = client.getNode(nodepos);\r
-\r
- /*\r
- Handle digging\r
- */\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
- \r
- if(meta && meta->typeId() == CONTENT_SIGN_WALL && !random_input)\r
- {\r
- dstream<<"Sign node right-clicked"<<std::endl;\r
- \r
- SignNodeMetadata *signmeta = (SignNodeMetadata*)meta;\r
- \r
- // Get a new text for it\r
-\r
- TextDest *dest = new TextDestSignNode(nodepos, &client);\r
-\r
- std::wstring wtext =\r
- narrow_to_wide(signmeta->getText());\r
-\r
- (new GUITextInputMenu(guienv, guiroot, -1,\r
- &g_menumgr, dest,\r
- wtext))->drop();\r
- }\r
- else if(meta && meta->typeId() == CONTENT_CHEST && !random_input)\r
- {\r
- dstream<<"Chest node right-clicked"<<std::endl;\r
- \r
- //ChestNodeMetadata *chestmeta = (ChestNodeMetadata*)meta;\r
-\r
- std::string chest_inv_id;\r
- chest_inv_id += "nodemeta:";\r
- chest_inv_id += itos(nodepos.X);\r
- chest_inv_id += ",";\r
- chest_inv_id += itos(nodepos.Y);\r
- chest_inv_id += ",";\r
- chest_inv_id += itos(nodepos.Z);\r
- \r
- GUIInventoryMenu *menu =\r
- new GUIInventoryMenu(guienv, guiroot, -1,\r
- &g_menumgr, v2s16(8,9),\r
- g_client->getInventoryContext(),\r
- g_client);\r
-\r
- core::array<GUIInventoryMenu::DrawSpec> draw_spec;\r
- \r
- draw_spec.push_back(GUIInventoryMenu::DrawSpec(\r
- "list", chest_inv_id, "0",\r
- v2s32(0, 0), v2s32(8, 4)));\r
- draw_spec.push_back(GUIInventoryMenu::DrawSpec(\r
- "list", "current_player", "main",\r
- v2s32(0, 5), v2s32(8, 4)));\r
-\r
- menu->setDrawSpec(draw_spec);\r
-\r
- menu->drop();\r
-\r
- }\r
- else if(meta && meta->typeId() == CONTENT_FURNACE && !random_input)\r
- {\r
- dstream<<"Furnace node right-clicked"<<std::endl;\r
- \r
- GUIFurnaceMenu *menu =\r
- new GUIFurnaceMenu(guienv, guiroot, -1,\r
- &g_menumgr, nodepos, g_client);\r
-\r
- menu->drop();\r
-\r
- }\r
- else\r
- {\r
- client.groundAction(1, nodepos, neighbourpos, g_selected_item);\r
- }\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
- 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 + 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*0.4,\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
- Update gui stuff (0ms)\r
- */\r
-\r
- //TimeTaker guiupdatetimer("Gui updating");\r
- \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
- 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
- draw_control.range_all,\r
- drawtime_avg,\r
- beginscenetime_avg,\r
- scenetime_avg,\r
- endscenetime_avg\r
- );\r
- \r
- guitext->setText(narrow_to_wide(temptext).c_str());\r
- }\r
- \r
- {\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
- draw_control.wanted_range\r
- );\r
-\r
- guitext2->setText(narrow_to_wide(temptext).c_str());\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
-\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_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
- }\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
- 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
-#if 0\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
-#endif\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
- Draw gui\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
- client.getHP());\r
- }\r
-\r
- /*\r
- Damage flash\r
- */\r
- if(damage_flash_timer > 0.0)\r
- {\r
- damage_flash_timer -= dtime;\r
- \r
- video::SColor color(128,255,0,0);\r
- driver->draw2DRectangle(color,\r
- core::rect<s32>(0,0,screensize.X,screensize.Y),\r
- NULL);\r
- }\r
- \r
- /*\r
- End scene\r
- */\r
- {\r
- TimeTaker timer("endScene");\r
- driver->endScene();\r
- endscenetime = timer.stop(true);\r
- }\r
-\r
- drawtime = drawtimer.stop(true);\r
-\r
- /*\r
- End of drawing\r
- */\r
-\r
-#if 0\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
-#endif\r
- \r
- static s16 lastFPS = 0;\r
- //u16 fps = driver->getFPS();\r
- u16 fps = (1.0/dtime_avg1);\r
-\r
- if (lastFPS != fps)\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
- }\r
- }\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
- } // Menu-game loop\r
- \r
- delete g_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