some work-in-progress

This commit is contained in:
Perttu Ahola 2010-12-22 03:33:58 +02:00
parent 3f5bad938a
commit b94a007864
20 changed files with 701 additions and 270 deletions

@ -2,7 +2,7 @@
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
TARGET = test
SOURCE_FILES = irrlichtwrapper.cpp guiPauseMenu.cpp defaultsettings.cpp mapnode.cpp tile.cpp voxel.cpp mapblockobject.cpp inventory.cpp debug.cpp serialization.cpp light.cpp filesys.cpp connection.cpp environment.cpp client.cpp server.cpp socket.cpp mapblock.cpp mapsector.cpp heightmap.cpp map.cpp player.cpp utility.cpp main.cpp test.cpp
SOURCE_FILES = guiInventoryMenu.cpp irrlichtwrapper.cpp guiPauseMenu.cpp defaultsettings.cpp mapnode.cpp tile.cpp voxel.cpp mapblockobject.cpp inventory.cpp debug.cpp serialization.cpp light.cpp filesys.cpp connection.cpp environment.cpp client.cpp server.cpp socket.cpp mapblock.cpp mapsector.cpp heightmap.cpp map.cpp player.cpp utility.cpp main.cpp test.cpp
SOURCES = $(addprefix src/, $(SOURCE_FILES))
BUILD_DIR = build
OBJECTS = $(addprefix $(BUILD_DIR)/, $(SOURCE_FILES:.cpp=.o))
@ -69,7 +69,7 @@ $(SERVER_BUILD_DIR):
$(DESTPATH): $(OBJECTS)
$(CXX) -o $@ $(OBJECTS) $(LDFLAGS)
$(FAST_DESTPATH): $(SOURCES)
$(FAST_DESTPATH): $(OBJECTS)
$(CXX) -o $@ $(OBJECTS) $(LDFLAGS) -DUNITTEST_DISABLE
$(SERVER_DESTPATH): $(SERVER_OBJECTS)

Binary file not shown.

@ -186,6 +186,10 @@
RelativePath=".\src\debug.cpp"
>
</File>
<File
RelativePath=".\src\defaultsettings.cpp"
>
</File>
<File
RelativePath=".\src\environment.cpp"
>
@ -206,6 +210,10 @@
RelativePath=".\src\inventory.cpp"
>
</File>
<File
RelativePath=".\src\irrlichtwrapper.cpp"
>
</File>
<File
RelativePath=".\src\light.cpp"
>

@ -24,14 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "jmutexautolock.h"
#include "main.h"
#include <sstream>
#ifdef _WIN32
#include <windows.h>
#define sleep_ms(x) Sleep(x)
#else
#include <unistd.h>
#define sleep_ms(x) usleep(x*1000)
#endif
#include "porting.h"
void * ClientUpdateThread::Thread()
{

@ -57,7 +57,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// Viewing range stuff
//#define FREETIME_RATIO 0.15
#define FREETIME_RATIO 0.0
//#define FREETIME_RATIO 0.0
#define FREETIME_RATIO 0.05
// Sectors are split to SECTOR_HEIGHTMAP_SPLIT^2 heightmaps
#define SECTOR_HEIGHTMAP_SPLIT 2

@ -21,15 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "debug.h"
#include <stdio.h>
#include <stdlib.h>
#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 "porting.h"
/*
Debug output

@ -103,6 +103,8 @@ void Environment::step(float dtime)
i != m_players.end(); i++)
{
Player *player = *i;
v3f playerpos = player->getPosition();
// Apply physics to local player
if(player->isLocal())
@ -135,12 +137,22 @@ void Environment::step(float dtime)
*/
player->move(dtime_part, *m_map);
/*
Update lighting on remote players on client
*/
u8 light = LIGHT_MAX;
try{
// Get node at feet
v3s16 p = floatToInt(playerpos + v3f(0,BS/4,0));
MapNode n = m_map->getNode(p);
light = n.getLightBlend(m_daynight_ratio);
}
catch(InvalidPositionException &e) {}
player->updateLight(light);
/*
Add footsteps to grass
*/
//TimeTaker footsteptimer("footstep", g_device);
// 0ms
v3f playerpos = player->getPosition();
// Get node that is at BS/4 under player
v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0));
try{
@ -163,7 +175,6 @@ void Environment::step(float dtime)
catch(InvalidPositionException &e)
{
}
//footsteptimer.stop();
}
}
while(dtime > 0.001);

@ -21,8 +21,145 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "guiPauseMenu.h"
#include "debug.h"
void guiPauseMenu::scaleGui() // this function scales gui from the size stored in file to screen size
GUIPauseMenu::GUIPauseMenu(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IrrlichtDevice *dev):
IGUIElement(gui::EGUIET_ELEMENT, env, parent, id,
core::rect<s32>(0,0,100,100))
{
m_dev = dev;
m_screensize_old = v2u32(0,0);
resizeGui();
setVisible(false);
}
GUIPauseMenu::~GUIPauseMenu()
{
}
void GUIPauseMenu::resizeGui()
{
video::IVideoDriver* driver = Environment->getVideoDriver();
v2u32 screensize = driver->getScreenSize();
if(screensize == m_screensize_old)
return;
m_screensize_old = screensize;
{
gui::IGUIElement *e = getElementFromId(256);
if(e != NULL)
e->remove();
}
{
gui::IGUIElement *e = getElementFromId(257);
if(e != NULL)
e->remove();
}
core::rect<s32> rect(
screensize.X/2 - 560/2,
screensize.Y/2 - 300/2,
screensize.X/2 + 560/2,
screensize.Y/2 + 300/2
);
DesiredRect = rect;
recalculateAbsolutePosition(false);
v2s32 size = rect.getSize();
{
core::rect<s32> rect(0, 0, 140, 30);
rect = rect + v2s32(size.X/2-140/2, size.Y/2-30/2-25);
Environment->addButton(rect, this, 256, L"Continue");
}
{
core::rect<s32> rect(0, 0, 140, 30);
rect = rect + v2s32(size.X/2-140/2, size.Y/2-30/2+25);
Environment->addButton(rect, this, 257, L"Exit");
}
}
void GUIPauseMenu::draw()
{
if(!IsVisible)
return;
gui::IGUISkin* skin = Environment->getSkin();
if (!skin)
return;
video::IVideoDriver* driver = Environment->getVideoDriver();
video::SColor bgcolor(140,0,0,0);
driver->draw2DRectangle(bgcolor, AbsoluteRect, &AbsoluteClippingRect);
gui::IGUIElement::draw();
}
bool GUIPauseMenu::OnEvent(const SEvent& event)
{
if(event.EventType==EET_KEY_INPUT_EVENT)
{
if(event.KeyInput.Key==KEY_ESCAPE && event.KeyInput.PressedDown)
{
setVisible(false);
return true;
}
}
if(event.EventType==EET_GUI_EVENT)
{
if(event.GUIEvent.EventType==gui::EGET_ELEMENT_FOCUS_LOST
&& isVisible())
{
if(!canTakeFocus(event.GUIEvent.Element))
{
dstream<<"GUIPauseMenu: Not allowing focus change."
<<std::endl;
// Returning true disables focus change
return true;
}
}
if(event.GUIEvent.EventType==gui::EGET_BUTTON_CLICKED)
{
switch(event.GUIEvent.Caller->getID())
{
case 256: // continue
setVisible(false);
break;
case 257: // exit
m_dev->closeDevice();
break;
}
}
}
return Parent ? Parent->OnEvent(event) : false;
}
#if 0
GUIPauseMenu::GUIPauseMenu(IrrlichtDevice *device, IEventReceiver *recv):
dev(device),
oldRecv(recv)
{
if(!dev)
return;
guienv=dev->getGUIEnvironment();
if (!loadMenu())
return;
device->setEventReceiver(this); // now WE are the input receiver! ahhaha!
}
GUIPauseMenu::~GUIPauseMenu(void)
{
}
void GUIPauseMenu::scaleGui() // this function scales gui from the size stored in file to screen size
{
core::dimension2du screen=dev->getVideoDriver()->getScreenSize();
core::vector2di real=root->getAbsolutePosition().LowerRightCorner; // determine gui size stored in file (which is size of my menu root node)
@ -30,7 +167,7 @@ void guiPauseMenu::scaleGui() // this function scales gui from the size stored i
float factorY=(float)screen.Height/(float)real.Y;
scaleGui(guienv->getRootGUIElement(),factorX,factorY);
}
void guiPauseMenu::scaleGui(gui::IGUIElement *node,float factorX,float factorY) // recursive set scale
void GUIPauseMenu::scaleGui(gui::IGUIElement *node,float factorX,float factorY) // recursive set scale
{
if((node->getParent() && node->getParent()->getID()==255) || node->getID()==255) // modify only menu's elements
{
@ -47,7 +184,7 @@ void guiPauseMenu::scaleGui(gui::IGUIElement *node,float factorX,float factorY)
scaleGui((*it),factorX,factorY);
}
bool guiPauseMenu::loadMenu()
bool GUIPauseMenu::loadMenu()
{
guienv->loadGUI("../data/pauseMenu.gui");
@ -65,19 +202,7 @@ bool guiPauseMenu::loadMenu()
return true;
}
guiPauseMenu::guiPauseMenu(IrrlichtDevice *device, IEventReceiver *recv) : dev(device), oldRecv(recv)
{
if(!dev)
return;
guienv=dev->getGUIEnvironment();
if (!loadMenu())
return;
device->setEventReceiver(this); // now WE are the input receiver! ahhaha!
}
bool guiPauseMenu::OnEvent(const SEvent& event)
bool GUIPauseMenu::OnEvent(const SEvent& event)
{
if(!dev->isWindowFocused())
setVisible(true);
@ -114,7 +239,5 @@ bool guiPauseMenu::OnEvent(const SEvent& event)
return false;
}
#endif
guiPauseMenu::~guiPauseMenu(void)
{
}

@ -23,31 +23,64 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#ifndef GUIPAUSEMENU_HEADER
#define GUIPAUSEMENU_HEADER
#include <irrlicht.h>
using namespace irr;
#include "common_irrlicht.h"
class guiPauseMenu : public IEventReceiver
class GUIPauseMenu : public gui::IGUIElement
{
private:
IrrlichtDevice *dev;
gui::IGUIEnvironment *guienv;
IEventReceiver *oldRecv;
gui::IGUIStaticText *root;
bool loadMenu();
void scaleGui();
void scaleGui(gui::IGUIElement *node,float factorX,float factorY);
public:
guiPauseMenu(IrrlichtDevice *device,IEventReceiver *recv);
GUIPauseMenu(gui::IGUIEnvironment* env,
gui::IGUIElement* parent, s32 id,
IrrlichtDevice *dev);
~GUIPauseMenu();
/*
Remove and re-add (or reposition) stuff
*/
void resizeGui();
void draw();
void launch()
{
setVisible(true);
Environment->setFocus(this);
}
bool canTakeFocus(gui::IGUIElement *e)
{
return (e && (e == this || isMyChild(e)));
}
bool OnEvent(const SEvent& event);
private:
IrrlichtDevice *m_dev;
v2u32 m_screensize_old;
};
/*class GUIPauseMenu : public IEventReceiver
{
public:
void scaleGui();
GUIPauseMenu(IrrlichtDevice *device,IEventReceiver *recv);
~GUIPauseMenu(void);
void setVisible(bool visible){root->setVisible(visible);};
bool isVisible(){return root->isVisible();};
bool OnEvent(const SEvent& event);
~guiPauseMenu(void);
};
private:
bool loadMenu();
void scaleGui(gui::IGUIElement *node,float factorX,float factorY);
IrrlichtDevice *dev;
gui::IGUIEnvironment *guienv;
IEventReceiver *oldRecv;
gui::IGUIStaticText *root;
};*/
#endif

@ -196,7 +196,6 @@ private:
std::string m_inventorystring;
};
//SUGGESTION: Split into ClientInventory and ServerInventory
class Inventory
{
public:

@ -161,17 +161,17 @@ TODO: Remove LazyMeshUpdater. It is not used as supposed.
TODO: TOSERVER_LEAVE
TODO: Better handling of objects and mobs
- Update brightness according to day-night blended light of node
in position
- Scripting?
- There has to be some way to do it with less spaghetti code
- Make separate classes for client and server
- Client should not discriminate between blocks, server should
- Make other players utilize the same framework
SUGG: Split Inventory into ClientInventory and ServerInventory
Doing now:
======================================================================
TODO: Get rid of g_irrlicht for server build
TODO: Implement getGlobalTime for server build
- It is needed for controlling the time used for flowing water
======================================================================
@ -208,15 +208,6 @@ TODO: Implement getGlobalTime for server build
//#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 <jmutexautolock.h>
@ -237,6 +228,8 @@ TODO: Implement getGlobalTime for server build
#include "guiPauseMenu.h"
#include "irrlichtwrapper.h"
#include "gettime.h"
#include "porting.h"
#include "guiInventoryMenu.h"
IrrlichtWrapper *g_irrlicht;
@ -276,7 +269,9 @@ extern void set_default_settings();
//u16 g_selected_material = 0;
u16 g_selected_item = 0;
bool g_esc_pressed = false;
gui::IGUIEnvironment* guienv = NULL;
GUIPauseMenu *pauseMenu = NULL;
GUIInventoryMenu *inventoryMenu = NULL;
std::wstring g_text_buffer;
bool g_text_buffer_accepted = false;
@ -354,13 +349,35 @@ public:
}
}
if(event.KeyInput.Key == irr::KEY_ESCAPE)
if(pauseMenu != NULL)
{
//TODO: Not used anymore?
if(g_game_focused == true)
if(event.KeyInput.Key == irr::KEY_ESCAPE)
{
dstream<<DTIME<<"ESC pressed"<<std::endl;
g_esc_pressed = true;
if(g_game_focused == true
&& !pauseMenu->isVisible()
&& !inventoryMenu->isVisible())
{
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching pause menu"<<std::endl;
pauseMenu->launch();
return true;
}
}
}
if(inventoryMenu != NULL)
{
if(event.KeyInput.Key == irr::KEY_KEY_I)
{
if(g_game_focused == true
&& !inventoryMenu->isVisible()
&& !pauseMenu->isVisible())
{
dstream<<DTIME<<"MyEventReceiver: "
<<"Launching inventory"<<std::endl;
inventoryMenu->launch();
return true;
}
}
}
@ -411,6 +428,7 @@ public:
if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
{
//dstream<<"MyEventReceiver: mouse input"<<std::endl;
left_active = event.MouseInput.isLeftPressed();
middle_active = event.MouseInput.isMiddlePressed();
right_active = event.MouseInput.isRightPressed();
@ -1137,8 +1155,6 @@ int main(int argc, char *argv[])
<<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
<<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
<<" \\/ \\/ \\/ \\/ \\/ "<<std::endl
<<std::endl
<<"Now with more waterish water!"
<<std::endl;
std::cout<<std::endl;
@ -1298,10 +1314,7 @@ int main(int argc, char *argv[])
scene::ISceneManager* smgr = device->getSceneManager();
// Pause menu
guiPauseMenu pauseMenu(device, &receiver);
gui::IGUIEnvironment* guienv = device->getGUIEnvironment();
guienv = device->getGUIEnvironment();
gui::IGUISkin* skin = guienv->getSkin();
gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");
if(font)
@ -1457,12 +1470,33 @@ int main(int argc, char *argv[])
gui_loadingtext->remove();
pauseMenu.setVisible(true);
/*
Add some gui stuff
*/
// 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);
/*
We need some kind of a root node to be able to add
custom elements directly on the screen.
Otherwise they won't be automatically drawn.
*/
gui::IGUIStaticText *root = guienv->addStaticText(L"",
core::rect<s32>(0, 0, 10000, 10000));
// Pause menu
pauseMenu = new GUIPauseMenu(guienv, root, -1, device);
// Inventory menu
inventoryMenu = new GUIInventoryMenu(guienv, root, -1, &local_inventory);
pauseMenu->launch();
//inventoryMenu->launch();
// First line of debug text
gui::IGUIStaticText *guitext = guienv->addStaticText(
L"Minetest-c55",
@ -1481,12 +1515,6 @@ int main(int argc, char *argv[])
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
*/
@ -1529,11 +1557,6 @@ int main(int argc, char *argv[])
//gui::IGUIWindow* input_window = NULL;
gui::IGUIStaticText* input_guitext = NULL;
/*
Digging animation
*/
//f32
/*
Main loop
*/
@ -1557,6 +1580,9 @@ int main(int argc, char *argv[])
*/
v2u32 screensize = driver->getScreenSize();
core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);
pauseMenu->resizeGui();
inventoryMenu->resizeGui();
// Hilight boxes collected during the loop and displayed
core::list< core::aabbox3d<f32> > hilightboxes;
@ -1714,6 +1740,11 @@ int main(int argc, char *argv[])
{
break;
}*/
/*if(g_i_pressed)
{
inventoryMenu->setVisible(true);
g_i_pressed = false;
}*/
/*
Player speed control
@ -1773,7 +1804,11 @@ int main(int argc, char *argv[])
Mouse and camera control
*/
if((device->isWindowActive() && g_game_focused && !pauseMenu.isVisible())
if((device->isWindowActive()
&& g_game_focused
&& !pauseMenu->isVisible()
&& !inventoryMenu->isVisible()
)
|| random_input)
{
if(!random_input)
@ -2250,6 +2285,7 @@ int main(int argc, char *argv[])
client.getLocalInventory(local_inventory);
quick_inventory->setSelection(g_selected_item);
quick_inventory->update();
inventoryMenu->update();
}
if(input_guitext != NULL)

@ -24,14 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "filesys.h"
#include "utility.h"
#include "voxel.h"
#ifdef _WIN32
#include <windows.h>
#define sleep_ms(x) Sleep(x)
#else
#include <unistd.h>
#define sleep_ms(x) usleep(x*1000)
#endif
#include "porting.h"
MapBlockPointerCache::MapBlockPointerCache(Map *map)
{

@ -282,6 +282,7 @@ void RatObject::addToScene(scene::ISceneManager *smgr)
buf->getMaterial().setTexture
(0, driver->getTexture("../data/rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
// Add to mesh
mesh->addMeshBuffer(buf);
@ -292,6 +293,73 @@ void RatObject::addToScene(scene::ISceneManager *smgr)
}
#endif
#ifndef SERVER
/*
PlayerObject
*/
void PlayerObject::addToScene(scene::ISceneManager *smgr)
{
if(m_node != NULL)
return;
video::IVideoDriver* driver = smgr->getVideoDriver();
// Attach a simple mesh to the player for showing an image
scene::SMesh *mesh = new scene::SMesh();
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
m_node = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
updateNodePos();
}
#endif
/*
MapBlockObjectList
*/

@ -28,8 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "constants.h"
#include "debug.h"
#define MAPBLOCKOBJECT_TYPE_TEST 0
#define MAPBLOCKOBJECT_TYPE_TEST2 1
#define MAPBLOCKOBJECT_TYPE_PLAYER 0
#define MAPBLOCKOBJECT_TYPE_SIGN 2
#define MAPBLOCKOBJECT_TYPE_RAT 3
// Used for handling selecting special stuff
@ -432,6 +431,7 @@ public:
buf->getMaterial().setTexture
(0, driver->getTexture("../data/sign.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
@ -455,6 +455,7 @@ public:
buf->getMaterial().setTexture
(0, driver->getTexture("../data/sign_back.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
@ -710,10 +711,129 @@ protected:
float m_counter1;
float m_counter2;
v3f m_oldpos;
float m_age;
};
/*
NOTE: Not used.
*/
class PlayerObject : public MovingObject
{
public:
PlayerObject(MapBlock *block, s16 id, v3f pos):
MovingObject(block, id, pos),
m_node(NULL)
{
m_collision_box = new core::aabbox3d<f32>
(-BS*0.3,-BS*.25,-BS*0.3, BS*0.3,BS*0.25,BS*0.3);
/*m_selection_box = new core::aabbox3d<f32>
(-BS*0.3,-BS*.25,-BS*0.3, BS*0.3,BS*0.25,BS*0.3);*/
}
virtual ~PlayerObject()
{
if(m_collision_box)
delete m_collision_box;
if(m_selection_box)
delete m_selection_box;
}
/*
Implementation interface
*/
virtual u16 getTypeId() const
{
return MAPBLOCKOBJECT_TYPE_PLAYER;
}
virtual void serialize(std::ostream &os, u8 version)
{
// Object data is generated from actual player
}
virtual void update(std::istream &is, u8 version)
{
MovingObject::update(is, version);
u8 buf[2];
// Read yaw * 10
is.read((char*)buf, 2);
s16 yaw_i = readS16(buf);
m_yaw = (f32)yaw_i / 10;
updateNodePos();
}
virtual bool serverStep(float dtime, u32 daynight_ratio)
{
// Player is handled elsewhere.
// Die.
//return true;
// Actually, fail very loudly:
assert(0);
}
#ifndef SERVER
virtual void clientStep(float dtime)
{
MovingObject::simpleMove(dtime);
updateNodePos();
}
virtual void addToScene(scene::ISceneManager *smgr);
virtual void removeFromScene()
{
if(m_node == NULL)
return;
m_node->remove();
m_node = NULL;
}
virtual void updateLight(u8 light_at_pos)
{
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
scene::IMesh *mesh = m_node->getMesh();
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Color = color;
}
}
}
#endif
/*
Special methods
*/
void updateNodePos()
{
if(m_node == NULL)
return;
m_node->setPosition(getAbsoluteShowPos());
m_node->setRotation(v3f(0, -m_yaw+180, 0));
}
protected:
scene::IMeshSceneNode *m_node;
float m_yaw;
v3f m_oldpos;
};
struct DistanceSortedObject
{
DistanceSortedObject(MapBlockObject *a_obj, f32 a_d)

@ -41,7 +41,159 @@ Player::~Player()
{
}
void Player::move(f32 dtime, Map &map)
// Y direction is ignored
void Player::accelerate(v3f target_speed, f32 max_increase)
{
if(m_speed.X < target_speed.X - max_increase)
m_speed.X += max_increase;
else if(m_speed.X > target_speed.X + max_increase)
m_speed.X -= max_increase;
else if(m_speed.X < target_speed.X)
m_speed.X = target_speed.X;
else if(m_speed.X > target_speed.X)
m_speed.X = target_speed.X;
if(m_speed.Z < target_speed.Z - max_increase)
m_speed.Z += max_increase;
else if(m_speed.Z > target_speed.Z + max_increase)
m_speed.Z -= max_increase;
else if(m_speed.Z < target_speed.Z)
m_speed.Z = target_speed.Z;
else if(m_speed.Z > target_speed.Z)
m_speed.Z = target_speed.Z;
}
/*
RemotePlayer
*/
#ifndef SERVER
RemotePlayer::RemotePlayer(
scene::ISceneNode* parent,
IrrlichtDevice *device,
s32 id):
scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
m_text(NULL)
{
m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
if(parent != NULL && device != NULL)
{
// ISceneNode stores a member called SceneManager
scene::ISceneManager* mgr = SceneManager;
video::IVideoDriver* driver = mgr->getVideoDriver();
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
// Add a text node for showing the name
wchar_t wname[1] = {0};
m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
wname, video::SColor(255,255,255,255), this);
m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
// Attach a simple mesh to the player for showing an image
scene::SMesh *mesh = new scene::SMesh();
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
m_node = mgr->addMeshSceneNode(mesh, this);
mesh->drop();
m_node->setPosition(v3f(0,0,0));
}
}
RemotePlayer::~RemotePlayer()
{
if(SceneManager != NULL)
ISceneNode::remove();
}
void RemotePlayer::updateName(const char *name)
{
Player::updateName(name);
if(m_text != NULL)
{
wchar_t wname[PLAYERNAME_SIZE];
mbstowcs(wname, m_name, strlen(m_name)+1);
m_text->setText(wname);
}
}
void RemotePlayer::move(f32 dtime, Map &map)
{
m_pos_animation_time_counter += dtime;
m_pos_animation_counter += dtime;
v3f movevector = m_position - m_oldpos;
f32 moveratio;
if(m_pos_animation_time < 0.001)
moveratio = 1.0;
else
moveratio = m_pos_animation_counter / m_pos_animation_time;
if(moveratio > 1.5)
moveratio = 1.5;
m_showpos = m_oldpos + movevector * moveratio;
ISceneNode::setPosition(m_showpos);
}
#endif
#ifndef SERVER
/*
LocalPlayer
*/
LocalPlayer::LocalPlayer()
{
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::move(f32 dtime, Map &map)
{
v3f position = getPosition();
v3f oldpos = position;
@ -202,141 +354,6 @@ void Player::move(f32 dtime, Map &map)
setPosition(position);
}
// Y direction is ignored
void Player::accelerate(v3f target_speed, f32 max_increase)
{
if(m_speed.X < target_speed.X - max_increase)
m_speed.X += max_increase;
else if(m_speed.X > target_speed.X + max_increase)
m_speed.X -= max_increase;
else if(m_speed.X < target_speed.X)
m_speed.X = target_speed.X;
else if(m_speed.X > target_speed.X)
m_speed.X = target_speed.X;
if(m_speed.Z < target_speed.Z - max_increase)
m_speed.Z += max_increase;
else if(m_speed.Z > target_speed.Z + max_increase)
m_speed.Z -= max_increase;
else if(m_speed.Z < target_speed.Z)
m_speed.Z = target_speed.Z;
else if(m_speed.Z > target_speed.Z)
m_speed.Z = target_speed.Z;
}
/*
RemotePlayer
*/
#ifndef SERVER
RemotePlayer::RemotePlayer(
scene::ISceneNode* parent,
IrrlichtDevice *device,
s32 id):
scene::ISceneNode(parent, (device==NULL)?NULL:device->getSceneManager(), id),
m_text(NULL)
{
m_box = core::aabbox3d<f32>(-BS/2,0,-BS/2,BS/2,BS*2,BS/2);
if(parent != NULL && device != NULL)
{
// ISceneNode stores a member called SceneManager
scene::ISceneManager* mgr = SceneManager;
video::IVideoDriver* driver = mgr->getVideoDriver();
gui::IGUIEnvironment* gui = device->getGUIEnvironment();
// Add a text node for showing the name
wchar_t wname[1] = {0};
m_text = mgr->addTextSceneNode(gui->getBuiltInFont(),
wname, video::SColor(255,255,255,255), this);
m_text->setPosition(v3f(0, (f32)BS*2.1, 0));
// Attach a simple mesh to the player for showing an image
scene::SMesh *mesh = new scene::SMesh();
{ // Front
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
{ // Back
scene::IMeshBuffer *buf = new scene::SMeshBuffer();
video::SColor c(255,255,255,255);
video::S3DVertex vertices[4] =
{
video::S3DVertex(BS/2,0,0, 0,0,0, c, 1,1),
video::S3DVertex(-BS/2,0,0, 0,0,0, c, 0,1),
video::S3DVertex(-BS/2,BS*2,0, 0,0,0, c, 0,0),
video::S3DVertex(BS/2,BS*2,0, 0,0,0, c, 1,0),
};
u16 indices[] = {0,1,2,2,3,0};
buf->append(vertices, 4, indices, 6);
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);
buf->drop();
}
scene::IMeshSceneNode *node = mgr->addMeshSceneNode(mesh, this);
mesh->drop();
node->setPosition(v3f(0,0,0));
}
}
RemotePlayer::~RemotePlayer()
{
if(SceneManager != NULL)
ISceneNode::remove();
}
void RemotePlayer::updateName(const char *name)
{
Player::updateName(name);
if(m_text != NULL)
{
wchar_t wname[PLAYERNAME_SIZE];
mbstowcs(wname, m_name, strlen(m_name)+1);
m_text->setText(wname);
}
}
#endif
#ifndef SERVER
/*
LocalPlayer
*/
LocalPlayer::LocalPlayer()
{
}
LocalPlayer::~LocalPlayer()
{
}
void LocalPlayer::applyControl(float dtime)
{
// Random constants

@ -37,7 +37,8 @@ public:
Player();
virtual ~Player();
void move(f32 dtime, Map &map);
//void move(f32 dtime, Map &map);
virtual void move(f32 dtime, Map &map) = 0;
v3f getSpeed()
{
@ -94,6 +95,8 @@ public:
virtual bool isLocal() const = 0;
virtual void updateLight(u8 light_at_pos) {};
bool touching_ground;
bool in_water;
@ -124,6 +127,10 @@ public:
return false;
}
void move(f32 dtime, Map &map)
{
}
private:
};
@ -163,8 +170,18 @@ public:
void setPosition(v3f position)
{
m_oldpos = m_showpos;
if(m_pos_animation_time < 0.001 || m_pos_animation_time > 1.0)
m_pos_animation_time = m_pos_animation_time_counter;
else
m_pos_animation_time = m_pos_animation_time * 0.9
+ m_pos_animation_time_counter * 0.1;
m_pos_animation_time_counter = 0;
m_pos_animation_counter = 0;
Player::setPosition(position);
ISceneNode::setPosition(position);
//ISceneNode::setPosition(position);
}
virtual void setYaw(f32 yaw)
@ -180,9 +197,41 @@ public:
void updateName(const char *name);
virtual void updateLight(u8 light_at_pos)
{
if(m_node == NULL)
return;
u8 li = decode_light(light_at_pos);
video::SColor color(255,li,li,li);
scene::IMesh *mesh = m_node->getMesh();
u16 mc = mesh->getMeshBufferCount();
for(u16 j=0; j<mc; j++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
u16 vc = buf->getVertexCount();
for(u16 i=0; i<vc; i++)
{
vertices[i].Color = color;
}
}
}
void move(f32 dtime, Map &map);
private:
scene::IMeshSceneNode *m_node;
scene::ITextSceneNode* m_text;
core::aabbox3d<f32> m_box;
v3f m_oldpos;
f32 m_pos_animation_counter;
f32 m_pos_animation_time;
f32 m_pos_animation_time_counter;
v3f m_showpos;
};
#endif
@ -242,6 +291,8 @@ public:
return true;
}
void move(f32 dtime, Map &map);
void applyControl(float dtime);
PlayerControl control;

@ -29,14 +29,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common_irrlicht.h"
#include <string>
#include "utility.h"
#ifdef _WIN32
#include <windows.h>
#define sleep_ms(x) Sleep(x)
#else
#include <unistd.h>
#define sleep_ms(x) usleep(x*1000)
#endif
#include "porting.h"
struct QueuedBlockEmerge
{

@ -271,8 +271,6 @@ int main(int argc, char *argv[])
<<"| Y Y \\ | | \\ ___/| | \\ ___/ \\___ \\ | | "<<std::endl
<<"|__|_| /__|___| /\\___ >__| \\___ >____ > |__| "<<std::endl
<<" \\/ \\/ \\/ \\/ \\/ "<<std::endl
<<std::endl
<<"Now with more waterish water!"
<<std::endl;
std::cout<<std::endl;

@ -30,14 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "serialization.h"
#include "voxel.h"
#include <sstream>
#ifdef _WIN32
#include <windows.h>
#define sleep_ms(x) Sleep(x)
#else
#include <unistd.h>
#define sleep_ms(x) usleep(x*1000)
#endif
#include "porting.h"
/*
Asserts that the exception occurs

@ -804,8 +804,10 @@ bool VoxelManipulator::flowWater(v3s16 removed_pos,
if(stoptime != 0)
{
u32 timenow = getTimeMs();
if(timenow >= stoptime ||
(stoptime < 0x80000000 && timenow > 0x80000000))
// Well, it is a bit hard to guess because we don't know the
// start time...
bool overflow = timenow < stoptime - 100000;
if(timenow >= stoptime || overflow)
{
dstream<<"flowWater: stoptime reached"<<std::endl;
throw ProcessingLimitException("flowWater stoptime reached");