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minetest/src/main.cpp

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2010-11-26 18:02:21 -05:00
/*
(c) 2010 Perttu Ahola <celeron55@gmail.com>
Minetest
NOTE: VBO cannot be turned on for fast-changing stuff because there
is an apparanet memory leak in irrlicht when using it
SUGGESTION: add a second lighting value to the MS nibble of param of
air to tell how bright the air node is when there is no sunlight.
When day changes to night, these two values can be interpolated.
TODO: Fix address to be ipv6 compatible
TODO: ESC Pause mode in which the cursor is not kept at the center of window.
TODO: Stop player if focus of window is taken away (go to pause mode)
TODO: Optimize and fix makeFastFace or whatever it's called
- Face calculation is the source of CPU usage on the client
SUGGESTION: The client will calculate and send lighting changes and
the server will randomly check some of them and kick the client out
if it fails to calculate them right.
- Actually, it could just start ignoring them and calculate them
itself.
SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO
gets used
- That is >500 vertices
TODO: Better dungeons
TODO: There should be very slight natural caves also, starting from
only a straightened-up cliff
TODO: Changing of block with mouse wheel or something
TODO: Menus
TODO: Mobs
- Server:
- One single map container with ids as keys
- Client:
- ?
TODO: - Keep track of the place of the mob in the last few hundreth's
of a second - then, if a player hits it, take the value that is
avg_rtt/2 before the moment the packet is received.
TODO: - Scripting
SUGGESTION: Modify client to calculate single changes asynchronously
TODO: Moving players more smoothly. Calculate moving animation from
data sent by server.
TODO: There are some lighting-related todos and fixmes in
ServerMap::emergeBlock
TODO: Make a dirt node and use it under water
FIXME: When a new sector is generated, it may change the ground level
of it's and it's neighbors border that two blocks that are
above and below each other and that are generated before and
after the sector heightmap generation (order doesn't matter),
can have a small gap between each other at the border.
SUGGESTION: Use same technique for sector heightmaps as what we're
using for UnlimitedHeightmap? (getting all neighbors
when generating)
TODO: Set server to automatically find a good spawning place in some
place where there is water and land.
- Map to have a getWalkableNear(p)
TODO: Transfer more blocks in a single packet
SUGG: A blockdata combiner class, to which blocks are added and at
destruction it sends all the stuff in as few packets as possible.
TODO: If player is on ground, mainly fetch ground-level blocks
TODO: Fetch stuff mainly from the viewing direction
TODO: Expose Connection's seqnums and ACKs to server and client.
- This enables saving many packets and making a faster connection
- This also enables server to check if client has received the
most recent block sent, for example.
SUGG: Add a time value to the param of footstepped grass and check it
against a global timer when a block is accessed, to make old
steps fade away.
FIXME: There still are *some* tiny glitches in lighting as seen from
the client side. The server calculates them right but sometimes
they don't get transferred properly.
- Server probably checks that a block is not sent, then continues
to sending it, then the emerge thread marks it as unsent and then
the sender sends the block as it was before emerging?
TODO: How about adding a "revision" field to MapBlocks?
TODO: More fine-grained control of client's dumping of blocks from
memory
TODO: Somehow prioritize the sending of blocks and combine the block
send queue lengths
- Take two blocks to be sent next from each client and assign
a priority value to them
- Priority is the same as distance from player
- Take the highest priority ones and send them. Send as many as
fits in the global send queue maximum length (sum of lengths
of client queues)
TODO: Make the amount of blocks sending to client and the total
amount of blocks dynamically limited. Transferring blocks is the
main network eater of this system, so it is the one that has
to be throttled so that RTTs stay low.
FIXME: There is a bug that sometimes the EmergeThread bumps to
the client's emerge counter being already 0, and also the
sending queue size of the client can float to 1 or 2, which
stops the map from loading at all.
- A quick hack could be applied to ignore the error of
being at 0 and timing out old entries
SUGG: Make client send GOTBLOCKS before updating meshes
TODO: Server to load starting inventory from disk
NOTE: iostream.imbue(std::locale("C")) is very slow
NOTE: Global locale is now set at initialization
TODO: PLayers to only be hidden when the client quits.
TODO: - Players to be saved on disk, with inventory
TODO: Players to be saved as text in map/players/<name>
SUGGESTION: A map editing mode (similar to dedicated server mode)
TODO: Maybe: Create a face calculation queue on the client that is
processed in a separate thread
TODO: Make client's mesh updates to happen in a thread similar to
server's EmergeThread.
- This is not really needed, mesh update is really fast
- Instead, the lighting update can be slow
- So, this todo is not really a todo. It is a not-todo.
SUGG: Make server to send all modified blocks after a node change
after all the stuff including lighting have been updated
TODO: Make fetching sector's blocks more efficient when rendering
sectors that have very large amounts of blocks (on client)
TODO: Make the video backend selectable
TODO: A timestamp to blocks
TODO: Client side:
- The server sends all active objects of the active blocks
at constant intervals. They should fit in a few packets.
- The client keeps track of what blocks at the moment are
having active objects in them.
- All blocks going in and out of the active buffer are recorded.
- For outgoing blocks, objects are removed from the blocks
and from the scene
- For incoming blocks, objects are added to the blocks and
to the scene.
TODO: Server side:
- A "near blocks" buffer, in which some nearby blocks are stored.
- For all blocks in the buffer, objects are stepped(). This
means they are active.
- All blocks going in and out of the buffer are recorded.
- For outgoing blocks, a timestamp is written.
- For incoming blocks, the time difference is calculated and
objects are stepped according to it.
TODO: Add config parameters for server's sending and generating distance
TODO: Make amount of trees and other plants configurable
- Save to a metafile
TODO: Copy the text of the last picked sign to inventory in creative
mode
TODO: Untie client network operations from framerate
TODO: Make a copy of close-range environment on client for showing
on screen, with minimal mutexes to slow the main loop down
TODO: Make a PACKET_COMBINED which contains many subpackets. Utilize
it by sending more stuff in a single packet.
Doing now:
======================================================================
======================================================================
*/
/*
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 etc.
*/
#define FIELD_OF_VIEW_TEST 0
#ifdef UNITTEST_DISABLE
#ifdef _WIN32
#pragma message ("Disabling unit tests")
#else
#warning "Disabling unit tests"
#endif
// Disable unit tests
#define ENABLE_TESTS 0
#else
// Enable unit tests
#define ENABLE_TESTS 1
#endif
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#pragma comment(lib, "jthread.lib")
// This would get rid of the console window
//#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#define sleep_ms(x) Sleep(x)
#else
#include <unistd.h>
#define sleep_ms(x) usleep(x*1000)
#endif
#include <iostream>
#include <fstream>
#include <time.h>
#include <jmutexautolock.h>
#include "common_irrlicht.h"
#include "debug.h"
#include "map.h"
#include "player.h"
#include "main.h"
#include "test.h"
#include "environment.h"
#include "server.h"
#include "client.h"
#include "serialization.h"
#include "constants.h"
#include "strfnd.h"
#include "porting.h"
#include <locale.h>
IrrlichtDevice *g_device = NULL;
const char *g_material_filenames[MATERIALS_COUNT] =
{
"../data/stone.png",
"../data/grass.png",
"../data/water.png",
"../data/light.png",
"../data/tree.png",
"../data/leaves.png",
"../data/grass_footsteps.png",
"../data/mese.png"
};
video::SMaterial g_materials[MATERIALS_COUNT];
//video::SMaterial g_mesh_materials[3];
// All range-related stuff below is locked behind this
JMutex g_range_mutex;
// Blocks are generated in this range from the player
// This is limited vertically to half by Client::fetchBlocks()
s16 g_forcedfetch_range_nodes = FORCEDFETCH_RANGE;
// Blocks are viewed in this range from the player
s16 g_viewing_range_nodes = 60;
// This is updated by the client's fetchBlocks routine
//s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;
// If true, the preceding value has no meaning and all blocks
// already existing in memory are drawn
bool g_viewing_range_all = false;
// This is the freetime ratio imposed by the dynamic viewing
// range changing code.
// It is controlled by the main loop to the smallest value that
// inhibits glitches (dtime jitter) in the main loop.
//float g_freetime_ratio = FREETIME_RATIO_MAX;
/*
Settings.
These are loaded from the config file.
*/
std::string g_dedicated_server;
// Client stuff
float g_wanted_fps = FPS_DEFAULT_WANTED;
float g_fps_max = FPS_DEFAULT_MAX;
s16 g_viewing_range_nodes_max = 300;
s16 g_viewing_range_nodes_min = 20;
std::string g_screenW;
std::string g_screenH;
std::string g_host_game;
std::string g_port;
std::string g_address;
std::string g_name;
bool g_random_input = false;
float g_client_delete_unused_sectors_timeout = 1200;
// Server stuff
bool g_creative_mode = false;
MapgenParams g_mapgen_params;
/*
Random stuff
*/
//u16 g_selected_material = 0;
u16 g_selected_item = 0;
bool g_esc_pressed = false;
std::wstring g_text_buffer;
bool g_text_buffer_accepted = false;
// When true, the mouse and keyboard are grabbed
bool g_game_focused = true;
/*
Debug streams
*/
// Connection
std::ostream *dout_con_ptr = &dummyout;
std::ostream *derr_con_ptr = &dstream_no_stderr;
//std::ostream *dout_con_ptr = &dstream_no_stderr;
//std::ostream *derr_con_ptr = &dstream_no_stderr;
//std::ostream *dout_con_ptr = &dstream;
//std::ostream *derr_con_ptr = &dstream;
// Server
std::ostream *dout_server_ptr = &dstream;
std::ostream *derr_server_ptr = &dstream;
// Client
std::ostream *dout_client_ptr = &dstream;
std::ostream *derr_client_ptr = &dstream;
/*
Config stuff
*/
// Returns false on EOF
bool parseConfigObject(std::istream &is)
{
// float g_wanted_fps
// s16 g_viewing_range_nodes_max
if(is.eof())
return false;
std::string line;
std::getline(is, line);
//dstream<<"got line: \""<<line<<"\""<<std::endl;
std::string trimmedline = trim(line);
// Ignore comments
if(trimmedline[0] == '#')
return true;
//dstream<<"trimmedline=\""<<trimmedline<<"\""<<std::endl;
Strfnd sf(trim(line));
std::string name = sf.next("=");
name = trim(name);
if(name == "")
return true;
std::string value = sf.next("\n");
value = trim(value);
dstream<<"Config name=\""<<name<<"\" value=\""
<<value<<"\""<<std::endl;
if(name == "dedicated_server")
g_dedicated_server = value;
// Client stuff
else if(name == "wanted_fps")
{
g_wanted_fps = atof(value.c_str());
}
else if(name == "fps_max")
{
g_fps_max = atof(value.c_str());
}
else if(name == "viewing_range_nodes_max")
{
s32 v = atoi(value.c_str());
if(v < 0)
v = 0;
if(v > 32767)
v = 32767;
g_viewing_range_nodes_max = v;
}
else if(name == "viewing_range_nodes_min")
{
s32 v = atoi(value.c_str());
if(v < 0)
v = 0;
if(v > 32767)
v = 32767;
g_viewing_range_nodes_min = v;
}
else if(name=="screenW")
g_screenW = value;
else if(name=="screenH")
g_screenH = value;
else if(name == "host_game")
g_host_game = value;
else if(name == "port")
g_port = value;
else if(name == "address")
g_address = value;
else if(name == "name")
g_name = value;
else if(name == "random_input")
g_random_input = is_yes(value);
else if(name == "client_delete_unused_sectors_timeout")
{
std::istringstream vis(value);
//vis.imbue(std::locale("C"));
vis>>g_client_delete_unused_sectors_timeout;
}
// Server stuff
else if(name == "creative_mode")
g_creative_mode = is_yes(value);
else if(name == "mapgen_heightmap_blocksize")
{
s32 d = atoi(value.c_str());
if(d > 0 && (d & (d-1)) == 0)
g_mapgen_params.heightmap_blocksize = d;
else
dstream<<"Invalid value in config file: \""
<<line<<"\""<<std::endl;
}
else if(name == "mapgen_height_randmax")
g_mapgen_params.height_randmax = value;
else if(name == "mapgen_height_randfactor")
g_mapgen_params.height_randfactor = value;
else if(name == "mapgen_height_base")
g_mapgen_params.height_base = value;
else if(name == "mapgen_plants_amount")
g_mapgen_params.plants_amount = value;
else
{
dstream<<"Unknown option in config file: \""
<<line<<"\""<<std::endl;
}
return true;
}
// Returns true on success
bool readConfigFile(const char *filename)
{
std::ifstream is(filename);
if(is.good() == false)
{
dstream<<DTIME<<"Error opening configuration file: "
<<filename<<std::endl;
return false;
}
dstream<<DTIME<<"Parsing configuration file: "
<<filename<<std::endl;
while(parseConfigObject(is));
return true;
}
/*
Timestamp stuff
*/
JMutex g_timestamp_mutex;
//std::string g_timestamp;
std::string getTimestamp()
{
if(g_timestamp_mutex.IsInitialized()==false)
return "";
JMutexAutoLock lock(g_timestamp_mutex);
//return g_timestamp;
time_t t = time(NULL);
struct tm *tm = localtime(&t);
char cs[20];
strftime(cs, 20, "%H:%M:%S", tm);
return cs;
}
class MyEventReceiver : public IEventReceiver
{
public:
// This is the one method that we have to implement
virtual bool OnEvent(const SEvent& event)
{
// Remember whether each key is down or up
if(event.EventType == irr::EET_KEY_INPUT_EVENT)
{
keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
if(event.KeyInput.PressedDown)
{
//dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;
if(g_game_focused == false)
{
s16 key = event.KeyInput.Key;
if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)
{
g_text_buffer_accepted = true;
}
else if(key == irr::KEY_BACK)
{
if(g_text_buffer.size() > 0)
g_text_buffer = g_text_buffer.substr
(0, g_text_buffer.size()-1);
}
else
{
wchar_t wc = event.KeyInput.Char;
if(wc != 0)
g_text_buffer += wc;
}
}
if(event.KeyInput.Key == irr::KEY_ESCAPE)
{
if(g_game_focused == true)
{
dstream<<DTIME<<"ESC pressed"<<std::endl;
g_esc_pressed = true;
}
}
// Material selection
if(event.KeyInput.Key == irr::KEY_KEY_F)
{
if(g_game_focused == true)
{
if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
g_selected_item++;
else
g_selected_item = 0;
dstream<<DTIME<<"Selected item: "
<<g_selected_item<<std::endl;
}
}
// Viewing range selection
if(event.KeyInput.Key == irr::KEY_KEY_R
&& g_game_focused)
{
JMutexAutoLock lock(g_range_mutex);
if(g_viewing_range_all)
{
g_viewing_range_all = false;
dstream<<DTIME<<"Disabled full viewing range"<<std::endl;
}
else
{
g_viewing_range_all = true;
dstream<<DTIME<<"Enabled full viewing range"<<std::endl;
}
}
}
}
if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
{
if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
{
leftclicked = true;
}
if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
{
rightclicked = true;
}
if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
{
/*dstream<<"event.MouseInput.Wheel="
<<event.MouseInput.Wheel<<std::endl;*/
if(event.MouseInput.Wheel < 0)
{
if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
g_selected_item++;
else
g_selected_item = 0;
}
else if(event.MouseInput.Wheel > 0)
{
if(g_selected_item > 0)
g_selected_item--;
else
g_selected_item = PLAYER_INVENTORY_SIZE-1;
}
}
}
return false;
}
// This is used to check whether a key is being held down
virtual bool IsKeyDown(EKEY_CODE keyCode) const
{
return keyIsDown[keyCode];
}
MyEventReceiver()
{
for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
keyIsDown[i] = false;
leftclicked = false;
rightclicked = false;
}
bool leftclicked;
bool rightclicked;
private:
// We use this array to store the current state of each key
bool keyIsDown[KEY_KEY_CODES_COUNT];
//s32 mouseX;
//s32 mouseY;
};
class InputHandler
{
public:
InputHandler()
{
}
virtual ~InputHandler()
{
}
virtual bool isKeyDown(EKEY_CODE keyCode) = 0;
virtual v2s32 getMousePos() = 0;
virtual void setMousePos(s32 x, s32 y) = 0;
virtual bool getLeftClicked() = 0;
virtual bool getRightClicked() = 0;
virtual void resetLeftClicked() = 0;
virtual void resetRightClicked() = 0;
virtual void step(float dtime) {};
virtual void clear() {};
};
InputHandler *g_input = NULL;
void focusGame()
{
g_input->clear();
g_game_focused = true;
}
void unFocusGame()
{
g_game_focused = false;
}
class RealInputHandler : public InputHandler
{
public:
RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
m_device(device),
m_receiver(receiver)
{
}
virtual bool isKeyDown(EKEY_CODE keyCode)
{
return m_receiver->IsKeyDown(keyCode);
}
virtual v2s32 getMousePos()
{
return m_device->getCursorControl()->getPosition();
}
virtual void setMousePos(s32 x, s32 y)
{
m_device->getCursorControl()->setPosition(x, y);
}
virtual bool getLeftClicked()
{
if(g_game_focused == false)
return false;
return m_receiver->leftclicked;
}
virtual bool getRightClicked()
{
if(g_game_focused == false)
return false;
return m_receiver->rightclicked;
}
virtual void resetLeftClicked()
{
m_receiver->leftclicked = false;
}
virtual void resetRightClicked()
{
m_receiver->rightclicked = false;
}
void clear()
{
resetRightClicked();
resetLeftClicked();
}
private:
IrrlichtDevice *m_device;
MyEventReceiver *m_receiver;
};
class RandomInputHandler : public InputHandler
{
public:
RandomInputHandler()
{
leftclicked = false;
rightclicked = false;
for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
keydown[i] = false;
}
virtual bool isKeyDown(EKEY_CODE keyCode)
{
return keydown[keyCode];
}
virtual v2s32 getMousePos()
{
return mousepos;
}
virtual void setMousePos(s32 x, s32 y)
{
mousepos = v2s32(x,y);
}
virtual bool getLeftClicked()
{
return leftclicked;
}
virtual bool getRightClicked()
{
return rightclicked;
}
virtual void resetLeftClicked()
{
leftclicked = false;
}
virtual void resetRightClicked()
{
rightclicked = false;
}
virtual void step(float dtime)
{
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1,10);
/*if(g_selected_material < USEFUL_MATERIAL_COUNT-1)
g_selected_material++;
else
g_selected_material = 0;*/
if(g_selected_item < PLAYER_INVENTORY_SIZE-1)
g_selected_item++;
else
g_selected_item = 0;
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_KEY_2] = !keydown[irr::KEY_KEY_2];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 40);
keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 20);
mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 30);
leftclicked = true;
}
}
{
static float counter1 = 0;
counter1 -= dtime;
if(counter1 < 0.0)
{
counter1 = 0.1*Rand(1, 20);
rightclicked = true;
}
}
mousepos += mousespeed;
}
s32 Rand(s32 min, s32 max)
{
return (rand()%(max-min+1))+min;
}
private:
bool keydown[KEY_KEY_CODES_COUNT];
v2s32 mousepos;
v2s32 mousespeed;
bool leftclicked;
bool rightclicked;
};
void updateViewingRange(f32 frametime, Client *client)
{
// Range_all messes up frametime_avg
if(g_viewing_range_all == true)
return;
// Initialize to the target value
static float frametime_avg = 1.0/g_wanted_fps;
frametime_avg = frametime_avg * 0.9 + frametime * 0.1;
static f32 counter = 0;
if(counter > 0){
counter -= frametime;
return;
}
//counter = 1.0; //seconds
counter = 0.5; //seconds
//float freetime_ratio = 0.2;
//float freetime_ratio = 0.4;
float freetime_ratio = FREETIME_RATIO;
float frametime_wanted = (1.0/(g_wanted_fps/(1.0-freetime_ratio)));
float fraction = sqrt(frametime_avg / frametime_wanted);
static bool fraction_is_good = false;
float fraction_good_threshold = 0.1;
float fraction_bad_threshold = 0.25;
float fraction_limit;
// Use high limit if fraction is good AND the fraction would
// lower the range. We want to keep the range fairly high.
if(fraction_is_good && fraction > 1.0)
fraction_limit = fraction_bad_threshold;
else
fraction_limit = fraction_good_threshold;
if(fabs(fraction - 1.0) < fraction_limit)
{
fraction_is_good = true;
return;
}
else
{
fraction_is_good = false;
}
//dstream<<"frametime_avg="<<frametime_avg<<std::endl;
//dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;
/*dstream<<"fetching="<<client->isFetchingBlocks()
<<" faction = "<<fraction<<std::endl;*/
JMutexAutoLock lock(g_range_mutex);
s16 n = (float)g_viewing_range_nodes / fraction;
if(n < g_viewing_range_nodes_min)
n = g_viewing_range_nodes_min;
if(n > g_viewing_range_nodes_max)
n = g_viewing_range_nodes_max;
bool can_change = true;
if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)
can_change = false;
if(can_change)
g_viewing_range_nodes = n;
/*dstream<<"g_viewing_range_nodes = "
<<g_viewing_range_nodes<<std::endl;*/
}
class GUIQuickInventory : public IEventReceiver
{
public:
GUIQuickInventory(
gui::IGUIEnvironment* env,
gui::IGUIElement* parent,
v2s32 pos,
s32 itemcount,
Inventory *inventory):
m_itemcount(itemcount),
m_inventory(inventory)
{
core::rect<s32> imgsize(0,0,48,48);
core::rect<s32> textsize(0,0,48,16);
v2s32 spacing(0, 64);
for(s32 i=0; i<m_itemcount; i++)
{
m_images.push_back(env->addImage(
imgsize + pos + spacing*i
));
m_images[i]->setScaleImage(true);
m_texts.push_back(env->addStaticText(
L"",
textsize + pos + spacing*i,
false, false
));
m_texts[i]->setBackgroundColor(
video::SColor(128,0,0,0));
m_texts[i]->setTextAlignment(
gui::EGUIA_CENTER,
gui::EGUIA_UPPERLEFT);
}
}
virtual bool OnEvent(const SEvent& event)
{
return false;
}
void setSelection(s32 i)
{
m_selection = i;
}
void update()
{
s32 start = 0;
start = m_selection - m_itemcount / 2;
for(s32 i=0; i<m_itemcount; i++)
{
s32 j = i + start;
if(j > (s32)m_inventory->getSize() - 1)
j -= m_inventory->getSize();
if(j < 0)
j += m_inventory->getSize();
InventoryItem *item = m_inventory->getItem(j);
// Null items
if(item == NULL)
{
m_images[i]->setImage(NULL);
wchar_t t[10];
if(m_selection == j)
swprintf(t, 10, L"<-");
else
swprintf(t, 10, L"");
m_texts[i]->setText(t);
// The next ifs will segfault with a NULL pointer
continue;
}
m_images[i]->setImage(item->getImage());
wchar_t t[10];
if(m_selection == j)
swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());
else
swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());
m_texts[i]->setText(t);
}
}
private:
s32 m_itemcount;
core::array<gui::IGUIStaticText*> m_texts;
core::array<gui::IGUIImage*> m_images;
Inventory *m_inventory;
s32 m_selection;
};
int main(int argc, char *argv[])
{
/*
Low-level initialization
*/
bool disable_stderr = false;
#ifdef _WIN32
disable_stderr = true;
#endif
debugstreams_init(disable_stderr, DEBUGFILE);
debug_stacks_init();
DSTACK(__FUNCTION_NAME);
try
{
/*
Basic initialization
*/
dstream<<DTIME<<"minetest-c55"
" with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
<<", ENABLE_TESTS="<<ENABLE_TESTS
<<std::endl;
// Set locale. This is for forcing '.' as the decimal point.
std::locale::global(std::locale("C"));
// This enables printing all characters in bitmap font
setlocale(LC_CTYPE, "en_US");
// Initialize sockets
sockets_init();
atexit(sockets_cleanup);
// Initialize timestamp mutex
g_timestamp_mutex.Init();
/*
Run unit tests
*/
if(ENABLE_TESTS)
{
run_tests();
}
/*
Initialization
*/
// Read config file
if(argc >= 2)
{
readConfigFile(argv[1]);
}
else
{
const char *filenames[2] =
{
"../minetest.conf",
"../../minetest.conf"
};
for(u32 i=0; i<2; i++)
{
bool r = readConfigFile(filenames[i]);
if(r)
break;
}
}
// Initialize random seed
srand(time(0));
g_range_mutex.Init();
assert(g_range_mutex.IsInitialized());
/*
Ask some stuff
*/
std::cout<<std::endl<<std::endl;
char templine[100];
std::cout<<"Dedicated server? [y = yes]: ";
if(g_dedicated_server != "")
{
std::cout<<g_dedicated_server<<std::endl;
snprintf(templine, 100, "%s", g_dedicated_server.c_str());
}
else
{
std::cin.getline(templine, 100);
}
bool dedicated = false;
if(templine[0] == 'y')
dedicated = true;
if(dedicated)
std::cout<<"-> yes"<<std::endl;
else
std::cout<<"-> no"<<std::endl;
std::cout<<"Port [empty=30000]: ";
if(g_port != "")
{
std::cout<<g_port<<std::endl;
snprintf(templine, 100, "%s", g_port.c_str());
}
else
{
std::cin.getline(templine, 100);
}
unsigned short port;
if(templine[0] == 0)
port = 30000;
else
port = atoi(templine);
std::cout<<"-> "<<port<<std::endl;
if(dedicated)
{
DSTACK("Dedicated server branch");
std::cout<<std::endl;
std::cout<<"========================"<<std::endl;
std::cout<<"Running dedicated server"<<std::endl;
std::cout<<"========================"<<std::endl;
std::cout<<std::endl;
Server server("../map", g_creative_mode, g_mapgen_params);
server.start(port);
for(;;)
{
// This is kind of a hack but can be done like this
// because server.step() is very light
sleep_ms(100);
server.step(0.1);
static int counter = 0;
counter--;
if(counter <= 0)
{
counter = 10;
core::list<PlayerInfo> list = server.getPlayerInfo();
core::list<PlayerInfo>::Iterator i;
static u32 sum_old = 0;
u32 sum = PIChecksum(list);
if(sum != sum_old)
{
std::cout<<DTIME<<"Player info:"<<std::endl;
for(i=list.begin(); i!=list.end(); i++)
{
i->PrintLine(&std::cout);
}
}
sum_old = sum;
}
}
return 0;
}
bool hosting = false;
char connect_name[100] = "";
std::cout<<"Address to connect to [empty = host a game]: ";
if(g_address != "" && is_yes(g_host_game) == false)
{
std::cout<<g_address<<std::endl;
snprintf(connect_name, 100, "%s", g_address.c_str());
}
else
{
std::cin.getline(connect_name, 100);
}
if(connect_name[0] == 0){
snprintf(connect_name, 100, "127.0.0.1");
hosting = true;
}
if(hosting)
std::cout<<"-> hosting"<<std::endl;
else
std::cout<<"-> "<<connect_name<<std::endl;
char playername[PLAYERNAME_SIZE] = "";
if(g_name != "")
{
snprintf(playername, PLAYERNAME_SIZE, "%s", g_name.c_str());
}
else
{
std::cout<<"Name of player: ";
std::cin.getline(playername, PLAYERNAME_SIZE);
}
std::cout<<"-> \""<<playername<<"\""<<std::endl;
/*
Resolution selection
*/
u16 screenW;
u16 screenH;
bool fullscreen = false;
if(g_screenW != "" && g_screenH != "")
{
screenW = atoi(g_screenW.c_str());
screenH = atoi(g_screenH.c_str());
}
else
{
u16 resolutions[][3] = {
//W, H, fullscreen
{640,480, 0},
{800,600, 0},
{1024,768, 0},
{1280,1024, 0},
/*{640,480, 1},
{800,600, 1},
{1024,768, 1},
{1280,1024, 1},*/
};
u16 res_count = sizeof(resolutions)/sizeof(resolutions[0]);
for(u16 i=0; i<res_count; i++)
{
std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"
<<resolutions[i][1];
if(resolutions[i][2])
std::cout<<" fullscreen"<<std::endl;
else
std::cout<<" windowed"<<std::endl;
}
std::cout<<"Select a window resolution number [empty = 2]: ";
std::cin.getline(templine, 100);
u16 r0;
if(templine[0] == 0)
r0 = 2;
else
r0 = atoi(templine);
if(r0 > res_count || r0 == 0)
r0 = 2;
{
u16 i = r0-1;
std::cout<<"-> ";
std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"
<<resolutions[i][1];
if(resolutions[i][2])
std::cout<<" fullscreen"<<std::endl;
else
std::cout<<" windowed"<<std::endl;
}
screenW = resolutions[r0-1][0];
screenH = resolutions[r0-1][1];
fullscreen = resolutions[r0-1][2];
}
//
MyEventReceiver receiver;
video::E_DRIVER_TYPE driverType;
#ifdef _WIN32
//driverType = video::EDT_DIRECT3D9; // Doesn't seem to work
driverType = video::EDT_OPENGL;
#else
driverType = video::EDT_OPENGL;
#endif
// create device and exit if creation failed
IrrlichtDevice *device;
device = createDevice(driverType,
core::dimension2d<u32>(screenW, screenH),
16, fullscreen, false, false, &receiver);
// With vsync
/*device = createDevice(driverType,
core::dimension2d<u32>(screenW, screenH),
16, fullscreen, false, true, &receiver);*/
if (device == 0)
return 1; // could not create selected driver.
g_device = device;
device->setResizable(true);
if(g_random_input)
g_input = new RandomInputHandler();
else
g_input = new RealInputHandler(device, &receiver);
/*
Continue initialization
*/
video::IVideoDriver* driver = device->getVideoDriver();
// These make the textures not to show at all
//driver->setTextureCreationFlag(video::ETCF_ALWAYS_16_BIT);
//driver->setTextureCreationFlag(video::ETCF_OPTIMIZED_FOR_SPEED );
//driver->setMinHardwareBufferVertexCount(1);
scene::ISceneManager* smgr = device->getSceneManager();
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
gui::IGUISkin* skin = guienv->getSkin();
gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");
if(font)
skin->setFont(font);
//skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
//skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
//skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
const wchar_t *text = L"Loading and connecting...";
core::vector2d<s32> center(screenW/2, screenH/2);
core::dimension2d<u32> textd = font->getDimension(text);
std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;
// Have to add a bit to disable the text from word wrapping
//core::vector2d<s32> textsize(textd.Width+4, textd.Height);
core::vector2d<s32> textsize(300, textd.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();
/*
Initialize material array
*/
//video::SMaterial g_materials[MATERIALS_COUNT];
for(u16 i=0; i<MATERIALS_COUNT; i++)
{
g_materials[i].Lighting = false;
g_materials[i].BackfaceCulling = false;
const char *filename = g_material_filenames[i];
if(filename != NULL){
video::ITexture *t = driver->getTexture(filename);
if(t == NULL){
std::cout<<DTIME<<"Texture could not be loaded: \""
<<filename<<"\""<<std::endl;
return 1;
}
g_materials[i].setTexture(0, driver->getTexture(filename));
}
//g_materials[i].setFlag(video::EMF_TEXTURE_WRAP, video::ETC_REPEAT);
g_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);
//g_materials[i].setFlag(video::EMF_ANISOTROPIC_FILTER, false);
//g_materials[i].setFlag(video::EMF_FOG_ENABLE, true);
if(i == MATERIAL_WATER)
{
g_materials[i].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
//g_materials[i].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
}
}
/*g_mesh_materials[0].setTexture(0, driver->getTexture("../data/water.png"));
g_mesh_materials[1].setTexture(0, driver->getTexture("../data/grass.png"));
g_mesh_materials[2].setTexture(0, driver->getTexture("../data/stone.png"));
for(u32 i=0; i<3; i++)
{
g_mesh_materials[i].Lighting = false;
g_mesh_materials[i].BackfaceCulling = false;
g_mesh_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);
g_mesh_materials[i].setFlag(video::EMF_FOG_ENABLE, true);
}*/
// Make a scope here for the client so that it gets removed
// before the irrlicht device
{
std::cout<<DTIME<<"Creating server and client"<<std::endl;
/*
Create server
*/
SharedPtr<Server> server;
if(hosting){
server = new Server("../map", g_creative_mode, g_mapgen_params);
server->start(port);
}
/*
Create client
*/
// TODO: Get rid of the g_materials parameter or it's globalness
Client client(device, g_materials,
g_client_delete_unused_sectors_timeout,
playername);
Address connect_address(0,0,0,0, port);
try{
connect_address.Resolve(connect_name);
}
catch(ResolveError &e)
{
std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;
return 0;
}
std::cout<<DTIME<<"Connecting to server..."<<std::endl;
client.connect(connect_address);
try{
while(client.connectedAndInitialized() == false)
{
client.step(0.1);
if(server != NULL){
server->step(0.1);
}
sleep_ms(100);
}
}
catch(con::PeerNotFoundException &e)
{
std::cout<<DTIME<<"Timed out."<<std::endl;
return 0;
}
/*
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)
return 1;
video::SColor skycolor = video::SColor(255,90,140,200);
camera->setFOV(FOV_ANGLE);
// Just so big a value that everything rendered is visible
camera->setFarValue(100000*BS);
/*//f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;
f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;
camera->setFarValue(range);
driver->setFog(
skycolor,
video::EFT_FOG_LINEAR,
range*0.8,
range,
0.01,
false,
false
);*/
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
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, 5+600, 5+textsize.Y),
false, false);
// Second line of debug text
gui::IGUIStaticText *guitext2 = guienv->addStaticText(
L"",
core::rect<s32>(5, 5+(textsize.Y+5)*1, 5+600, (5+textsize.Y)*2),
false, false);
// At the middle of the screen
// Object infos are shown in this
gui::IGUIStaticText *guitext_info = guienv->addStaticText(
L"test",
core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),
false, false);
// This is a copy of the inventory that the client's environment has
Inventory local_inventory(PLAYER_INVENTORY_SIZE);
GUIQuickInventory *quick_inventory = new GUIQuickInventory
(guienv, NULL, v2s32(10, 70), 5, &local_inventory);
/*
Some statistics are collected in these
*/
u32 drawtime = 0;
u32 scenetime = 0;
u32 endscenetime = 0;
/*
Text input system
*/
struct TextDest
{
virtual void sendText(std::string text) = 0;
};
struct TextDestSign : public TextDest
{
TextDestSign(v3s16 blockpos, s16 id, Client *client)
{
m_blockpos = blockpos;
m_id = id;
m_client = client;
}
void sendText(std::string text)
{
dstream<<"Changing text of a sign object: "
<<text<<std::endl;
m_client->sendSignText(m_blockpos, m_id, text);
}
v3s16 m_blockpos;
s16 m_id;
Client *m_client;
};
TextDest *textbuf_dest = NULL;
//gui::IGUIWindow* input_window = NULL;
gui::IGUIStaticText* input_guitext = NULL;
/*
Main loop
*/
bool first_loop_after_window_activation = true;
// Time is in milliseconds
// NOTE: getRealTime() without run()s causes strange problems in wine
// NOTE: Have to call run() between calls of this to update the timer
u32 lasttime = device->getTimer()->getTime();
while(device->run())
{
// Hilight boxes collected during the loop and displayed
core::list< core::aabbox3d<f32> > hilightboxes;
// Info text
std::wstring infotext;
//TimeTaker //timer1("//timer1", device);
// 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;
// Absolutelu necessary for wine!
device->run();
/*
Viewing range
*/
//updateViewingRange(dtime, &client);
updateViewingRange(busytime, &client);
/*
FPS limiter
*/
{
float fps_max = g_fps_max;
u32 frametime_min = 1000./fps_max;
if(busytime_u32 < frametime_min)
{
u32 sleeptime = frametime_min - busytime_u32;
device->sleep(sleeptime);
}
}
// Absolutelu necessary for wine!
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;
/*
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;
/*
Control freetime ratio
*/
/*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)
{
if(g_freetime_ratio < FREETIME_RATIO_MAX)
g_freetime_ratio += 0.01;
}
else
{
if(g_freetime_ratio > FREETIME_RATIO_MIN)
g_freetime_ratio -= 0.01;
}*/
}
}
/*
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);
}
}
/*
Input handler step()
*/
g_input->step(dtime);
/*
Special keys
*/
if(g_esc_pressed)
{
break;
}
/*
Player speed control
*/
if(g_game_focused)
{
/*bool a_up,
bool a_down,
bool a_left,
bool a_right,
bool a_jump,
bool a_superspeed,
float a_pitch,
float a_yaw*/
PlayerControl control(
g_input->isKeyDown(irr::KEY_KEY_W),
g_input->isKeyDown(irr::KEY_KEY_S),
g_input->isKeyDown(irr::KEY_KEY_A),
g_input->isKeyDown(irr::KEY_KEY_D),
g_input->isKeyDown(irr::KEY_SPACE),
g_input->isKeyDown(irr::KEY_KEY_2),
camera_pitch,
camera_yaw
);
client.setPlayerControl(control);
}
else
{
// Set every key to inactive
PlayerControl control;
client.setPlayerControl(control);
}
//timer1.stop();
/*
Process environment
*/
{
//TimeTaker timer("client.step(dtime)", device);
client.step(dtime);
//client.step(dtime_avg1);
}
if(server != NULL)
{
//TimeTaker timer("server->step(dtime)", device);
server->step(dtime);
}
v3f player_position = client.getPlayerPosition();
//TimeTaker //timer2("//timer2", device);
/*
Mouse and camera control
*/
if(device->isWindowActive() && g_game_focused)
{
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 = g_input->getMousePos().X - 320;
s32 dy = g_input->getMousePos().Y - 240;
//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;
}
g_input->setMousePos(320, 240);
}
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);
v3f camera_position =
player_position + v3f(0, BS+BS/2, 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.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));
client.updateCamera(v3f(0,0,0), v3f(0,0,1));
}
else{
//client.m_env.getMap().updateCamera(camera_position, camera_direction);
//TimeTaker timer("client.updateCamera", device);
client.updateCamera(camera_position, camera_direction);
}
//timer2.stop();
//TimeTaker //timer3("//timer3", device);
/*
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);
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(g_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(g_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;
unFocusGame();
input_guitext = guienv->addStaticText(L"",
core::rect<s32>(150,100,350,120),
true, // border?
false, // wordwrap?
NULL);
input_guitext->setDrawBackground(true);
g_text_buffer = L"";
g_text_buffer_accepted = false;
textbuf_dest = new TextDestSign(
selected_object->getBlock()->getPos(),
selected_object->getId(),
&client);
}
/*
Otherwise pass the event to the server as-is
*/
else
{
client.clickObject(1, selected_object->getBlock()->getPos(),
selected_object->getId(), g_selected_item);
}
}
}
else // selected_object == NULL
{
bool nodefound = false;
v3s16 nodepos;
v3s16 neighbourpos;
core::aabbox3d<f32> nodefacebox;
f32 mindistance = BS * 1001;
v3s16 pos_i = floatToInt(player_position);
/*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++)
{
try{
if(client.getNode(v3s16(x,y,z)).d == MATERIAL_AIR){
continue;
}
}catch(InvalidPositionException &e){
continue;
}
v3s16 np(x,y,z);
v3f npf = intToFloat(np);
f32 d = 0.01;
v3s16 directions[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1),
v3s16(0,-1,0),
v3s16(-1,0,0),
};
for(u16 i=0; i<6; i++){
//{u16 i=3;
v3f dir_f = v3f(directions[i].X,
directions[i].Y, directions[i].Z);
v3f centerpoint = npf + dir_f * BS/2;
f32 distance =
(centerpoint - camera_position).getLength();
if(distance < mindistance){
//std::cout<<DTIME<<"for centerpoint=("<<centerpoint.X<<","<<centerpoint.Y<<","<<centerpoint.Z<<"): distance < mindistance"<<std::endl;
//std::cout<<DTIME<<"npf=("<<npf.X<<","<<npf.Y<<","<<npf.Z<<")"<<std::endl;
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;
//std::cout<<DTIME<<"box corners["<<j<<"]: ("<<corners[j].X<<","<<corners[j].Y<<","<<corners[j].Z<<")"<<std::endl;
}
//core::aabbox3d<f32> facebox(corners[0],corners[1]);
core::aabbox3d<f32> facebox(corners[0]);
facebox.addInternalPoint(corners[1]);
if(facebox.intersectsWithLine(shootline)){
nodefound = true;
nodepos = np;
neighbourpos = np + directions[i];
mindistance = distance;
nodefacebox = facebox;
}
}
}
}}}
if(nodefound)
{
//std::cout<<DTIME<<"nodefound == true"<<std::endl;
//std::cout<<DTIME<<"nodepos=("<<nodepos.X<<","<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
//std::cout<<DTIME<<"neighbourpos=("<<neighbourpos.X<<","<<neighbourpos.Y<<","<<neighbourpos.Z<<")"<<std::endl;
static v3s16 nodepos_old(-1,-1,-1);
if(nodepos != nodepos_old){
std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","
<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;
nodepos_old = nodepos;
/*wchar_t positiontext[20];
swprintf(positiontext, 20, L"(%i,%i,%i)",
nodepos.X, nodepos.Y, nodepos.Z);
positiontextgui->setText(positiontext);*/
}
hilightboxes.push_back(nodefacebox);
if(g_input->getLeftClicked())
{
//std::cout<<DTIME<<"Removing node"<<std::endl;
//client.removeNode(nodepos);
std::cout<<DTIME<<"Ground left-clicked"<<std::endl;
client.clickGround(0, nodepos, neighbourpos, g_selected_item);
}
if(g_input->getRightClicked())
{
//std::cout<<DTIME<<"Placing node"<<std::endl;
//client.addNodeFromInventory(neighbourpos, g_selected_item);
std::cout<<DTIME<<"Ground right-clicked"<<std::endl;
client.clickGround(1, nodepos, neighbourpos, g_selected_item);
}
}
else{
//std::cout<<DTIME<<"nodefound == false"<<std::endl;
//positiontextgui->setText(L"");
}
} // selected_object == NULL
g_input->resetLeftClicked();
g_input->resetRightClicked();
/*
Calculate stuff for drawing
*/
v2u32 screensize = driver->getScreenSize();
core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);
camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);
/*
Update gui stuff (0ms)
*/
//TimeTaker guiupdatetimer("Gui updating", device);
{
wchar_t temptext[100];
static float drawtime_avg = 0;
drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;
static float scenetime_avg = 0;
scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;
static float endscenetime_avg = 0;
endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;
swprintf(temptext, 100, L"Minetest-c55 ("
L"F: item=%i"
L", R: range_all=%i"
L")"
L" drawtime=%.0f, scenetime=%.0f, endscenetime=%.0f",
g_selected_item,
g_viewing_range_all,
drawtime_avg,
scenetime_avg,
endscenetime_avg
);
guitext->setText(temptext);
}
{
wchar_t temptext[100];
/*swprintf(temptext, 100,
L"("
L"% .3f < btime_jitter < % .3f"
L", dtime_jitter = % .1f %%"
//L", ftime_ratio = % .3f"
L")",
busytime_jitter1_min_sample,
busytime_jitter1_max_sample,
dtime_jitter1_max_fraction * 100.0
//g_freetime_ratio
);*/
swprintf(temptext, 100,
L"(% .1f, % .1f, % .1f)"
L" (% .3f < btime_jitter < % .3f"
L", dtime_jitter = % .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
);
guitext2->setText(temptext);
}
{
/*wchar_t temptext[100];
swprintf(temptext, 100,
SWPRINTF_CHARSTRING,
infotext.substr(0,99).c_str()
);
guitext_info->setText(temptext);*/
guitext_info->setText(infotext.c_str());
}
/*
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);
quick_inventory->setSelection(g_selected_item);
quick_inventory->update();
}
if(input_guitext != NULL)
{
/*wchar_t temptext[100];
swprintf(temptext, 100,
SWPRINTF_CHARSTRING,
g_text_buffer.substr(0,99).c_str()
);*/
input_guitext->setText(g_text_buffer.c_str());
}
/*
Text input stuff
*/
if(input_guitext != NULL && g_text_buffer_accepted)
{
input_guitext->remove();
input_guitext = NULL;
if(textbuf_dest != NULL)
{
std::string text = wide_to_narrow(g_text_buffer);
dstream<<"Sending text: "<<text<<std::endl;
textbuf_dest->sendText(text);
delete textbuf_dest;
textbuf_dest = NULL;
}
focusGame();
}
//guiupdatetimer.stop();
/*
Drawing begins
*/
TimeTaker drawtimer("Drawing", device);
/*
Background color is choosen based on whether the player is
much beyond the initial ground level
*/
/*video::SColor bgcolor;
v3s16 p0 = Map::floatToInt(player_position);
// Does this make short random delays?
// NOTE: no need for this, sky doesn't show underground with
// enough range
bool is_underground = client.isNodeUnderground(p0);
//bool is_underground = false;
if(is_underground == false)
bgcolor = video::SColor(255,90,140,200);
else
bgcolor = video::SColor(255,0,0,0);*/
//video::SColor bgcolor = video::SColor(255,90,140,200);
video::SColor bgcolor = skycolor;
// 0ms
driver->beginScene(true, true, bgcolor);
//timer3.stop();
//std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;
{
TimeTaker timer("smgr", device);
smgr->drawAll();
scenetime = timer.stop(true);
}
{
//TimeTaker timer9("auxiliary drawings", device);
// 0ms
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));
//timer9.stop();
//TimeTaker //timer10("//timer10", device);
video::SMaterial m;
m.Thickness = 10;
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));
}
}
//timer10.stop();
//TimeTaker //timer11("//timer11", device);
/*
Draw gui
*/
// 0-1ms
guienv->drawAll();
// End drawing
{
TimeTaker timer("endScene", device);
driver->endScene();
endscenetime = timer.stop(true);
}
drawtime = drawtimer.stop(true);
/*
Drawing ends
*/
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;
}
/*}
else
device->yield();*/
}
} // client is deleted at this point
delete g_input;
/*
In the end, delete the Irrlicht device.
*/
device->drop();
} //try
catch(con::PeerNotFoundException &e)
{
dstream<<DTIME<<"Connection timed out."<<std::endl;
}
#if CATCH_EXCEPTIONS
/*
This is what has to be done in every thread to get suitable debug info
*/
catch(std::exception &e)
{
dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "
<<e.what()<<std::endl;
assert(0);
}
#endif
debugstreams_deinit();
return 0;
}
//END