Fix HUD not visible if below ground blacked out
This commit is contained in:
parent
d7986da58c
commit
c78aa7cf24
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@ -21,6 +21,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "main.h" // for g_settings
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#include "settings.h"
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#include "clouds.h"
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#include "clientmap.h"
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#include "util/timetaker.h"
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typedef enum {
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@ -458,6 +459,14 @@ void draw_scene(video::IVideoDriver* driver, scene::ISceneManager* smgr,
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draw_plain(camera, show_hud, hud, hilightboxes, driver,
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draw_wield_tool, client, guienv);
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}
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/*
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Post effects
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*/
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{
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client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
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}
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//TODO how to make those 3d too
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if (show_hud)
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{
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193
src/game.cpp
193
src/game.cpp
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@ -319,7 +319,7 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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// That didn't work, try to find a pointed at node
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v3s16 pos_i = floatToInt(player_position, BS);
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/*infostream<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
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@ -332,7 +332,7 @@ PointedThing getPointedThing(Client *client, v3f player_position,
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s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);
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s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);
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s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);
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// Prevent signed number overflow
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if(yend==32767)
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yend=32766;
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@ -483,7 +483,7 @@ public:
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while(m_log.size() > m_log_max_size)
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m_log.erase(m_log.begin());
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}
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void draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
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gui::IGUIFont* font) const
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{
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@ -532,7 +532,7 @@ public:
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s32 graphh = 50;
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s32 textx = x_left + m_log_max_size + 15;
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s32 textx2 = textx + 200 - 15;
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// Draw background
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/*{
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u32 num_graphs = m_meta.size();
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@ -541,7 +541,7 @@ public:
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video::SColor bgcolor(120,0,0,0);
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driver->draw2DRectangle(bgcolor, rect, NULL);
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}*/
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s32 meta_i = 0;
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for(std::map<std::string, Meta>::const_iterator i = m_meta.begin();
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i != m_meta.end(); i++){
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@ -627,7 +627,7 @@ class NodeDugEvent: public MtEvent
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public:
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v3s16 p;
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MapNode n;
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NodeDugEvent(v3s16 p, MapNode n):
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p(p),
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n(n)
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@ -800,7 +800,7 @@ public:
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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float daynight_ratio_f = (float)daynight_ratio / 1000.0;
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services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
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u32 animation_timer = porting::getTimeMs() % 100000;
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float animation_timer_f = (float)animation_timer / 100000.0;
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services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
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@ -1034,7 +1034,7 @@ static void show_pause_menu(GUIFormSpecMenu** cur_formspec,
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LocalFormspecHandler* txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
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create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device, fs_src, txt_dst);
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if (singleplayermode) {
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(*cur_formspec)->doPause = true;
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}
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@ -1052,7 +1052,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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GUIFormSpecMenu* current_formspec = 0;
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video::IVideoDriver* driver = device->getVideoDriver();
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scene::ISceneManager* smgr = device->getSceneManager();
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// Calculate text height using the font
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u32 text_height = font->getDimension(L"Random test string").Height;
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@ -1065,19 +1065,19 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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draw_load_screen(text, device, guienv, font, 0, 0);
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delete[] text;
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}
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// Create texture source
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IWritableTextureSource *tsrc = createTextureSource(device);
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// Create shader source
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IWritableShaderSource *shsrc = createShaderSource(device);
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// These will be filled by data received from the server
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// Create item definition manager
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IWritableItemDefManager *itemdef = createItemDefManager();
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// Create node definition manager
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IWritableNodeDefManager *nodedef = createNodeDefManager();
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// Sound fetcher (useful when testing)
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GameOnDemandSoundFetcher soundfetcher;
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@ -1109,7 +1109,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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// Sound maker
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SoundMaker soundmaker(sound, nodedef);
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soundmaker.registerReceiver(&eventmgr);
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// Add chat log output for errors to be shown in chat
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LogOutputBuffer chat_log_error_buf(LMT_ERROR);
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@ -1158,7 +1158,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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}
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do{ // Client scope (breakable do-while(0))
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/*
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Create client
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*/
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@ -1169,9 +1169,9 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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delete[] text;
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}
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infostream<<"Creating client"<<std::endl;
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MapDrawControl draw_control;
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{
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wchar_t* text = wgettext("Resolving address...");
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draw_load_screen(text, device, guienv, font, 0, 75);
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@ -1205,26 +1205,26 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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// Break out of client scope
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break;
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}
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/*
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Create client
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*/
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Client client(device, playername.c_str(), password, draw_control,
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tsrc, shsrc, itemdef, nodedef, sound, &eventmgr,
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connect_address.isIPv6());
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// Client acts as our GameDef
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IGameDef *gamedef = &client;
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/*
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Attempt to connect to the server
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*/
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infostream<<"Connecting to server at ";
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connect_address.print(&infostream);
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infostream<<std::endl;
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client.connect(connect_address);
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/*
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Wait for server to accept connection
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*/
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@ -1251,7 +1251,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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client.step(dtime);
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if(server != NULL)
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server->step(dtime);
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// End condition
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if(client.getState() == LC_Init){
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could_connect = true;
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@ -1269,14 +1269,14 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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infostream<<"Connect aborted [Escape]"<<std::endl;
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break;
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}
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// Display status
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{
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wchar_t* text = wgettext("Connecting to server...");
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draw_load_screen(text, device, guienv, font, dtime, 100);
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delete[] text;
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}
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// On some computers framerate doesn't seem to be
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// automatically limited
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if (cloud_menu_background) {
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@ -1306,7 +1306,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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}
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catch(con::PeerNotFoundException &e)
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{}
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/*
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Handle failure to connect
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*/
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@ -1318,7 +1318,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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// Break out of client scope
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break;
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}
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/*
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Wait until content has been received
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*/
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@ -1345,7 +1345,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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client.step(dtime);
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if(server != NULL)
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server->step(dtime);
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// End condition
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if(client.mediaReceived() &&
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client.itemdefReceived() &&
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infostream<<"Connect aborted [Escape]"<<std::endl;
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break;
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}
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// Display status
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int progress=0;
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if (!client.itemdefReceived())
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@ -1409,7 +1409,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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draw_load_screen(narrow_to_wide(message.str().c_str()), device,
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guienv, font, dtime, progress);
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}
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// On some computers framerate doesn't seem to be
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// automatically limited
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if (cloud_menu_background) {
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@ -1466,7 +1466,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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/*
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Clouds
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*/
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Clouds *clouds = NULL;
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if(g_settings->getBool("enable_clouds"))
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{
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@ -1481,7 +1481,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
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scene::ISceneNode* skybox = NULL;
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/*
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A copy of the local inventory
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*/
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@ -1517,17 +1517,17 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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L"",
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core::rect<s32>(0,0,400,text_height*5+5) + v2s32(100,200),
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false, true);
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// Status text (displays info when showing and hiding GUI stuff, etc.)
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gui::IGUIStaticText *guitext_status = guienv->addStaticText(
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L"<Status>",
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core::rect<s32>(0,0,0,0),
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false, false);
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guitext_status->setVisible(false);
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std::wstring statustext;
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float statustext_time = 0;
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// Chat text
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gui::IGUIStaticText *guitext_chat = guienv->addStaticText(
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L"",
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chat_backend.clearRecentChat();
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// Chat backend and console
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GUIChatConsole *gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(), -1, &chat_backend, &client);
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// Profiler text (size is updated when text is updated)
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gui::IGUIStaticText *guitext_profiler = guienv->addStaticText(
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L"<Profiler>",
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@ -1547,16 +1547,16 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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guitext_profiler->setBackgroundColor(video::SColor(120,0,0,0));
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guitext_profiler->setVisible(false);
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guitext_profiler->setWordWrap(true);
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/*
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Some statistics are collected in these
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*/
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u32 drawtime = 0;
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u32 beginscenetime = 0;
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u32 endscenetime = 0;
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float recent_turn_speed = 0.0;
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ProfilerGraph graph;
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// Initially clear the profiler
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Profiler::GraphValues dummyvalues;
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@ -1624,7 +1624,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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LocalPlayer* player = client.getEnv().getLocalPlayer();
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player->hurt_tilt_timer = 0;
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player->hurt_tilt_strength = 0;
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/*
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HUD object
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*/
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@ -1658,7 +1658,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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busytime_u32 = 0;
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busytime = busytime_u32 / 1000.0;
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}
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g_profiler->graphAdd("mainloop_other", busytime - (float)drawtime/1000.0f);
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// Necessary for device->getTimer()->getTime()
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@ -1673,7 +1673,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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g_settings->getFloat("pause_fps_max") :
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g_settings->getFloat("fps_max");
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u32 frametime_min = 1000./fps_max;
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if(busytime_u32 < frametime_min)
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{
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u32 sleeptime = frametime_min - busytime_u32;
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@ -1689,7 +1689,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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Time difference calculation
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*/
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f32 dtime; // in seconds
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u32 time = device->getTimer()->getTime();
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if(time > lasttime)
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dtime = (time - lasttime) / 1000.0;
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@ -1706,7 +1706,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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if(object_hit_delay_timer >= 0)
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object_hit_delay_timer -= dtime;
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time_from_last_punch += dtime;
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g_profiler->add("Elapsed time", dtime);
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g_profiler->avg("FPS", 1./dtime);
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@ -1735,7 +1735,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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jitter1_max = 0.0;
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}
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}
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/*
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Busytime average and jitter calculation
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*/
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@ -1743,7 +1743,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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static f32 busytime_avg1 = 0.0;
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busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;
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f32 busytime_jitter1 = busytime - busytime_avg1;
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static f32 busytime_jitter1_max_sample = 0.0;
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static f32 busytime_jitter1_min_sample = 0.0;
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{
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@ -1767,7 +1767,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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/*
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Handle miscellaneous stuff
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*/
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if(client.accessDenied())
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{
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error_message = L"Access denied. Reason: "
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@ -1811,7 +1811,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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Random calculations
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*/
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hud.resizeHotbar();
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// Hilight boxes collected during the loop and displayed
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std::vector<aabb3f> hilightboxes;
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@ -1843,7 +1843,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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/*
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Direct handling of user input
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*/
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// Reset input if window not active or some menu is active
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if(device->isWindowActive() == false
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|| noMenuActive() == false
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@ -1880,7 +1880,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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{
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infostream<<"the_game: "
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<<"Launching inventory"<<std::endl;
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PlayerInventoryFormSource* fs_src = new PlayerInventoryFormSource(&client);
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TextDest* txt_dst = new TextDestPlayerInventory(&client);
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@ -2113,7 +2113,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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+ itos(range_new));
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statustext_time = 0;
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}
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// Reset jump_timer
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if(!input->isKeyDown(getKeySetting("keymap_jump")) && reset_jump_timer)
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{
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@ -2160,7 +2160,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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new_playeritem = max_item;
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}
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}
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// Item selection
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for(u16 i=0; i<10; i++)
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{
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@ -2210,7 +2210,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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Mouse and camera control
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NOTE: Do this before client.setPlayerControl() to not cause a camera lag of one frame
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*/
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float turn_amount = 0;
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if((device->isWindowActive() && noMenuActive()) || random_input)
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{
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@ -2232,7 +2232,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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dy = -dy;
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}
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//infostream<<"window active, pos difference "<<dx<<","<<dy<<std::endl;
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/*const float keyspeed = 500;
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if(input->isKeyDown(irr::KEY_UP))
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dy -= dtime * keyspeed;
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@ -2242,14 +2242,14 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
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dx -= dtime * keyspeed;
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if(input->isKeyDown(irr::KEY_RIGHT))
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dx += dtime * keyspeed;*/
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float d = g_settings->getFloat("mouse_sensitivity");
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d = rangelim(d, 0.01, 100.0);
|
||||
camera_yaw -= dx*d;
|
||||
camera_pitch += dy*d;
|
||||
if(camera_pitch < -89.5) camera_pitch = -89.5;
|
||||
if(camera_pitch > 89.5) camera_pitch = 89.5;
|
||||
|
||||
|
||||
turn_amount = v2f(dx, dy).getLength() * d;
|
||||
}
|
||||
input->setMousePos((driver->getScreenSize().Width/2),
|
||||
|
@ -2442,7 +2442,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
delete event.hudadd.size;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
e = new HudElement;
|
||||
e->type = (HudElementType)event.hudadd.type;
|
||||
e->pos = *event.hudadd.pos;
|
||||
|
@ -2456,7 +2456,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
e->offset = *event.hudadd.offset;
|
||||
e->world_pos = *event.hudadd.world_pos;
|
||||
e->size = *event.hudadd.size;
|
||||
|
||||
|
||||
u32 new_id = player->addHud(e);
|
||||
//if this isn't true our huds aren't consistent
|
||||
assert(new_id == id);
|
||||
|
@ -2487,7 +2487,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
delete event.hudchange.v2s32data;
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
switch (event.hudchange.stat) {
|
||||
case HUD_STAT_POS:
|
||||
e->pos = *event.hudchange.v2fdata;
|
||||
|
@ -2523,7 +2523,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
e->size = *event.hudchange.v2s32data;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
delete event.hudchange.v3fdata;
|
||||
delete event.hudchange.v2fdata;
|
||||
delete event.hudchange.sdata;
|
||||
|
@ -2569,7 +2569,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//TimeTaker //timer2("//timer2");
|
||||
|
||||
/*
|
||||
|
@ -2590,7 +2590,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
playeritem.getDefinition(itemdef);
|
||||
ToolCapabilities playeritem_toolcap =
|
||||
playeritem.getToolCapabilities(itemdef);
|
||||
|
||||
|
||||
/*
|
||||
Update camera
|
||||
*/
|
||||
|
@ -2625,7 +2625,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
v3s16 camera_offset = camera.getOffset();
|
||||
|
||||
bool camera_offset_changed = (camera_offset != old_camera_offset);
|
||||
|
||||
|
||||
if(!disable_camera_update){
|
||||
client.getEnv().getClientMap().updateCamera(camera_position,
|
||||
camera_direction, camera_fov, camera_offset);
|
||||
|
@ -2636,7 +2636,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
clouds->updateCameraOffset(camera_offset);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Update sound listener
|
||||
sound->updateListener(camera.getCameraNode()->getPosition()+intToFloat(camera_offset, BS),
|
||||
v3f(0,0,0), // velocity
|
||||
|
@ -2649,7 +2649,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
*/
|
||||
{
|
||||
soundmaker.step(dtime);
|
||||
|
||||
|
||||
ClientMap &map = client.getEnv().getClientMap();
|
||||
MapNode n = map.getNodeNoEx(player->getStandingNodePos());
|
||||
soundmaker.m_player_step_sound = nodedef->get(n).sound_footstep;
|
||||
|
@ -2658,9 +2658,9 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
/*
|
||||
Calculate what block is the crosshair pointing to
|
||||
*/
|
||||
|
||||
|
||||
//u32 t1 = device->getTimer()->getRealTime();
|
||||
|
||||
|
||||
f32 d = playeritem_def.range; // max. distance
|
||||
f32 d_hand = itemdef->get("").range;
|
||||
if(d < 0 && d_hand >= 0)
|
||||
|
@ -2754,7 +2754,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
/*
|
||||
Check information text of node
|
||||
*/
|
||||
|
||||
|
||||
ClientMap &map = client.getEnv().getClientMap();
|
||||
NodeMetadata *meta = map.getNodeMetadata(nodepos);
|
||||
if(meta){
|
||||
|
@ -2766,11 +2766,11 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
infotext += narrow_to_wide(nodedef->get(n).name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Handle digging
|
||||
*/
|
||||
|
||||
|
||||
if(nodig_delay_timer <= 0.0 && input->getLeftState()
|
||||
&& client.checkPrivilege("interact"))
|
||||
{
|
||||
|
@ -2782,7 +2782,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
ldown_for_dig = true;
|
||||
}
|
||||
MapNode n = client.getEnv().getClientMap().getNode(nodepos);
|
||||
|
||||
|
||||
// NOTE: Similar piece of code exists on the server side for
|
||||
// cheat detection.
|
||||
// Get digging parameters
|
||||
|
@ -2883,7 +2883,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
float mindelay = 0.15;
|
||||
if(nodig_delay_timer < mindelay)
|
||||
nodig_delay_timer = mindelay;
|
||||
|
||||
|
||||
// Send event to trigger sound
|
||||
MtEvent *e = new NodeDugEvent(nodepos, wasnode);
|
||||
gamedef->event()->put(e);
|
||||
|
@ -2906,7 +2906,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
{
|
||||
repeat_rightclick_timer = 0;
|
||||
infostream<<"Ground right-clicked"<<std::endl;
|
||||
|
||||
|
||||
// Sign special case, at least until formspec is properly implemented.
|
||||
// Deprecated?
|
||||
if(meta && meta->getString("formspec") == "hack:sign_text_input"
|
||||
|
@ -2914,7 +2914,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
&& !input->isKeyDown(getKeySetting("keymap_sneak")))
|
||||
{
|
||||
infostream<<"Launching metadata text input"<<std::endl;
|
||||
|
||||
|
||||
// Get a new text for it
|
||||
|
||||
TextDest *dest = new TextDestNodeMetadata(nodepos, &client);
|
||||
|
@ -2933,7 +2933,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
|
||||
InventoryLocation inventoryloc;
|
||||
inventoryloc.setNodeMeta(nodepos);
|
||||
|
||||
|
||||
NodeMetadataFormSource* fs_src = new NodeMetadataFormSource(
|
||||
&client.getEnv().getClientMap(), nodepos);
|
||||
TextDest* txt_dst = new TextDestNodeMetadata(nodepos, &client);
|
||||
|
@ -3000,7 +3000,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
// Report direct punch
|
||||
v3f objpos = selected_object->getPosition();
|
||||
v3f dir = (objpos - player_position).normalize();
|
||||
|
||||
|
||||
bool disable_send = selected_object->directReportPunch(
|
||||
dir, &playeritem, time_from_last_punch);
|
||||
time_from_last_punch = 0;
|
||||
|
@ -3021,7 +3021,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
}
|
||||
|
||||
pointed_old = pointed;
|
||||
|
||||
|
||||
if(left_punch || input->getLeftClicked())
|
||||
{
|
||||
camera.setDigging(0); // left click animation
|
||||
|
@ -3032,7 +3032,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
|
||||
input->resetLeftReleased();
|
||||
input->resetRightReleased();
|
||||
|
||||
|
||||
/*
|
||||
Calculate stuff for drawing
|
||||
*/
|
||||
|
@ -3040,7 +3040,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
/*
|
||||
Fog range
|
||||
*/
|
||||
|
||||
|
||||
if(draw_control.range_all)
|
||||
fog_range = 100000*BS;
|
||||
else {
|
||||
|
@ -3067,7 +3067,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
daynight_ratio, (int)(old_brightness*255.5), &sunlight_seen)
|
||||
/ 255.0;
|
||||
}
|
||||
|
||||
|
||||
time_of_day = client.getEnv().getTimeOfDayF();
|
||||
float maxsm = 0.05;
|
||||
if(fabs(time_of_day - time_of_day_smooth) > maxsm &&
|
||||
|
@ -3081,11 +3081,11 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
else
|
||||
time_of_day_smooth = time_of_day_smooth * (1.0-todsm)
|
||||
+ time_of_day * todsm;
|
||||
|
||||
|
||||
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
|
||||
sunlight_seen,camera.getCameraMode(), player->getYaw(),
|
||||
player->getPitch());
|
||||
|
||||
|
||||
video::SColor bgcolor = sky->getBgColor();
|
||||
video::SColor skycolor = sky->getSkyColor();
|
||||
|
||||
|
@ -3102,18 +3102,18 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
clouds->setVisible(false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Update particles
|
||||
*/
|
||||
|
||||
allparticles_step(dtime);
|
||||
allparticlespawners_step(dtime, client.getEnv());
|
||||
|
||||
|
||||
/*
|
||||
Fog
|
||||
*/
|
||||
|
||||
|
||||
if(g_settings->getBool("enable_fog") && !force_fog_off)
|
||||
{
|
||||
driver->setFog(
|
||||
|
@ -3144,7 +3144,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
*/
|
||||
|
||||
//TimeTaker guiupdatetimer("Gui updating");
|
||||
|
||||
|
||||
if(show_debug)
|
||||
{
|
||||
static float drawtime_avg = 0;
|
||||
|
@ -3223,7 +3223,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
{
|
||||
guitext2->setVisible(false);
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
guitext_info->setText(infotext.c_str());
|
||||
guitext_info->setVisible(show_hud && g_menumgr.menuCount() == 0);
|
||||
|
@ -3269,7 +3269,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
guitext_status->enableOverrideColor(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
Get chat messages from client
|
||||
*/
|
||||
|
@ -3314,7 +3314,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
/*
|
||||
Inventory
|
||||
*/
|
||||
|
||||
|
||||
if(client.getPlayerItem() != new_playeritem)
|
||||
{
|
||||
client.selectPlayerItem(new_playeritem);
|
||||
|
@ -3323,7 +3323,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
{
|
||||
//infostream<<"Updating local inventory"<<std::endl;
|
||||
client.getLocalInventory(local_inventory);
|
||||
|
||||
|
||||
update_wielded_item_trigger = true;
|
||||
}
|
||||
if(update_wielded_item_trigger)
|
||||
|
@ -3360,17 +3360,10 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
beginscenetime = timer.stop(true);
|
||||
}
|
||||
|
||||
|
||||
|
||||
draw_scene(driver, smgr, camera, client, player, hud, guienv,
|
||||
hilightboxes, screensize, skycolor, show_hud);
|
||||
|
||||
/*
|
||||
Post effects
|
||||
*/
|
||||
{
|
||||
client.getEnv().getClientMap().renderPostFx(camera.getCameraMode());
|
||||
}
|
||||
|
||||
/*
|
||||
Profiler graph
|
||||
*/
|
||||
|
@ -3388,7 +3381,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
driver->draw2DRectangle(color,
|
||||
core::rect<s32>(0,0,screensize.X,screensize.Y),
|
||||
NULL);
|
||||
|
||||
|
||||
damage_flash -= 100.0*dtime;
|
||||
}
|
||||
|
||||
|
@ -3436,7 +3429,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
if (sky)
|
||||
sky->drop();
|
||||
clear_particles();
|
||||
|
||||
|
||||
/* cleanup menus */
|
||||
while (g_menumgr.menuCount() > 0)
|
||||
{
|
||||
|
@ -3486,7 +3479,7 @@ void the_game(bool &kill, bool random_input, InputHandler *input,
|
|||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if(!sound_is_dummy)
|
||||
delete sound;
|
||||
|
||||
|
|
Loading…
Reference in New Issue