*/\r
\r
Settings g_settings;\r
-\r
+// This is located in defaultsettings.cpp\r
extern void set_default_settings();\r
\r
/*\r
IrrlichtDevice *g_device = NULL;\r
Client *g_client = NULL;\r
\r
-/*const s16 quickinv_size = 40;\r
-const s16 quickinv_padding = 8;\r
-const s16 quickinv_spacing = quickinv_size + quickinv_padding;\r
-const s16 quickinv_outer_padding = 4;\r
-const s16 quickinv_itemcount = 8;*/\r
-\r
const s32 hotbar_itemcount = 8;\r
const s32 hotbar_imagesize = 36;\r
\r
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
return (g_menumgr.menuCount() == 0);\r
}\r
\r
-bool g_disconnect_requested = false;\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
virtual void disconnect()\r
{\r
- g_disconnect_requested = true;\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
-// TODO: Get rid of this\r
Queue<InventoryAction*> inventory_action_queue;\r
// This is a copy of the inventory that the client's environment has\r
Inventory local_inventory;\r
\r
u16 g_selected_item = 0;\r
\r
-/*bool g_show_map_plot = false;\r
-bool g_refresh_map_plot = false;*/\r
-\r
/*\r
Debug streams\r
*/\r
Client *m_client;\r
};\r
\r
+/*\r
+ Event handler for Irrlicht\r
+*/\r
+\r
class MyEventReceiver : public IEventReceiver\r
{\r
public:\r
IrrlichtDevice *m_device;\r
};\r
\r
+/*\r
+ Separated input handler\r
+*/\r
+\r
class InputHandler\r
{\r
public:\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
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
}\r
\r
-#if 0\r
-video::ITexture *g_map_plot_texture = NULL;\r
-float g_map_plot_texture_scale = 4;\r
-\r
-void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,\r
- Client *client)\r
-{\r
- assert(driver);\r
- assert(client);\r
-\r
- core::dimension2d<u32> dim(640,480);\r
- video::IImage *img = driver->createImage(video::ECF_A8R8G8B8, dim);\r
- assert(img);\r
- for(u32 y=0; y<dim.Height; y++)\r
- for(u32 x=0; x<dim.Width; x++)\r
- {\r
- v2f pf = v2f(x, dim.Height-y) - v2f(dim.Width, dim.Height)/2;\r
- pf *= g_map_plot_texture_scale;\r
- pf += centerpos;\r
- double h = base_rock_level_2d(client->getMapSeed(), pf);\r
- video::SColor c;\r
- //double d1 = 50;\r
- /*s32 ux = x - centerpos.X / g_map_plot_texture_scale;\r
- s32 uy = y - centerpos.Y / g_map_plot_texture_scale;*/\r
- \r
- // Screen coordinates that are based on multiples of\r
- // 1000/g_map_plot_texture_scale and never negative\r
- u32 ux = x + (u32)(1000/g_map_plot_texture_scale) * 10;\r
- u32 uy = y + (u32)(1000/g_map_plot_texture_scale) * 10;\r
- // Offset to center of image\r
- ux -= dim.Width/2;\r
- uy -= dim.Height/2;\r
-\r
- if(uy % (u32)(1000/g_map_plot_texture_scale) == 0\r
- || ux % (u32)(1000/g_map_plot_texture_scale) == 0)\r
- c.set(255, 255, 255, 255);\r
- else if(uy % (u32)(100/g_map_plot_texture_scale) == 0\r
- || ux % (u32)(100/g_map_plot_texture_scale) == 0)\r
- c.set(255, 160, 160, 160);\r
- else if(h < WATER_LEVEL - 0.5) // Water\r
- c.set(255, 50, 50, 255);\r
-#if 0\r
- else if(get_have_sand_ground(client->getMapSeed(), pf)\r
- || (h < WATER_LEVEL + 2\r
- && get_have_sand_coast(client->getMapSeed(), pf)))\r
- {\r
- h -= WATER_LEVEL;\r
- h /= 50.0;\r
- h = 1.0 - exp(-h);\r
-\r
- video::SColor c1(255,237,201,175);\r
- //video::SColor c2(255,20,20,20);\r
- video::SColor c2(255,150,0,0);\r
- c = c2.getInterpolated(c1, h);\r
- }\r
- else\r
- {\r
- h -= WATER_LEVEL;\r
- h /= 50.0;\r
- h = 1.0 - exp(-h);\r
-\r
- video::SColor c1(255,110,185,90);\r
- //video::SColor c2(255,20,20,20);\r
- video::SColor c2(255,150,0,0);\r
- c = c2.getInterpolated(c1, h);\r
- }\r
-#endif\r
-#if 1\r
-#if 0\r
- else if(get_have_sand_ground(client->getMapSeed(), pf))\r
- {\r
- h -= WATER_LEVEL;\r
- h /= 20.0;\r
- h = 1.0 - exp(-h);\r
-\r
- video::SColor c1(255,237,201,175);\r
- //video::SColor c2(255,20,20,20);\r
- video::SColor c2(255,150,0,0);\r
- c = c2.getInterpolated(c1, h);\r
- }\r
-#endif\r
- // Sand\r
- else if(h < WATER_LEVEL + 2\r
- && get_have_sand_coast(client->getMapSeed(), pf))\r
- c.set(255, 237, 201, 175);\r
-#if 1\r
- else if(h < WATER_LEVEL + 10)\r
- c.set(255, 50, 150, 50); // Green\r
- else if(h < WATER_LEVEL + 20)\r
- c.set(255, 110, 185, 50); // Yellowish green\r
- else if(h < WATER_LEVEL + 40)\r
- c.set(255, 180, 210, 50); // Greenish yellow\r
- else if(h < WATER_LEVEL + 60)\r
- c.set(255, 220, 220, 50); // Yellow\r
- else if(h < WATER_LEVEL + 80)\r
- c.set(255, 200, 200, 110); // Yellowish white\r
- else if(h < WATER_LEVEL + 100)\r
- c.set(255, 190, 190, 190); // Grey\r
- else\r
- c.set(255, 255, 255, 255); // White\r
-#endif\r
-#endif\r
-#if 0\r
- else\r
- {\r
- h -= WATER_LEVEL;\r
- h /= 20.0;\r
- h = 1.0 - exp(-h);\r
-\r
- video::SColor c1(255,200,200,50);\r
- video::SColor c2(255,0,150,0);\r
- c = c1.getInterpolated(c2, h);\r
-\r
- /*u32 a = (u32)(h*255);\r
- if(a > 255)\r
- a = 255;\r
- a = 255-a;\r
- c.set(255, a, a, a);*/\r
- }\r
-#endif\r
-#if 1\r
- if(h >= WATER_LEVEL - 0.5\r
- && get_have_sand_ground(client->getMapSeed(), pf))\r
- {\r
- video::SColor c1(255,237,201,175);\r
- c = c.getInterpolated(c1, 0.5);\r
- }\r
-#endif\r
-#if 1\r
- double tf = get_turbulence_factor_2d(client->getMapSeed(), pf);\r
- if(tf > 0.001)\r
- {\r
- video::SColor c1(255,255,0,0);\r
- c = c.getInterpolated(c1, 1.0-(0.5*tf));\r
- }\r
-#endif\r
- img->setPixel(x, y, c);\r
- }\r
- g_map_plot_texture = driver->addTexture("map_plot", img);\r
- img->drop();\r
- assert(g_map_plot_texture);\r
-}\r
-#endif\r
-\r
// Chat data\r
struct ChatLine\r
{\r
\r
while(device->run() && kill == false)\r
{\r
- if(g_disconnect_requested)\r
+ if(g_gamecallback.disconnect_requested)\r
{\r
- g_disconnect_requested = false;\r
+ g_gamecallback.disconnect_requested = false;\r
break;\r
}\r
\r