// In build mode, find the block at the given screen position. Return the chunk and the // data about it to the pointers. chunk *gameDialog::FindSelectedSurface(int x, int y, ChunkOffsetCoord *coc, int *surfaceDir) { ChunkShaderPicking *pickShader = ChunkShaderPicking::Make(); pickShader->EnableProgram(); pickShader->View(gViewMatrix); pickShader->Projection(gProjectionMatrix); glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // Use black sky for picking glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); DrawLandscape(0, DL_Picking); pickShader->DisableProgram(); unsigned char pixel[4]; glReadPixels(x,gViewport[3] - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel[0]); if (pixel[0] == 0 && pixel[1] == 0 && pixel[2] == 0) return 0; // Click on the sky, which is drawn black. No block will have this value (facing is 1-6). PickingData coding; coding.rgb[0] = pixel[0]; coding.rgb[1] = pixel[1]; coding.rgb[2] = pixel[2]; // Compensate for transformation in shader. #if 0 gMsgWindow.Add("Pick (%d,%d,%d) facing %d, d(%d,%d,%d)", coding.bitmap.x, coding.bitmap.y, coding.bitmap.z, coding.bitmap.facing, coding.bitmap.dx-1, coding.bitmap.dy-1, coding.bitmap.dz-1); gMsgWindow.Add("RGB: %d,%d,%d", coding.rgb[0], coding.rgb[1], coding.rgb[2]); #endif ChunkCoord cc; gPlayer.GetChunkCoord(&cc); cc.x += coding.bitmap.dx-1; cc.y += coding.bitmap.dy-1; cc.z += coding.bitmap.dz-1; chunk *cp = ChunkFind(&cc, false); coc->x = coding.bitmap.x; coc->y = coding.bitmap.y; coc->z = coding.bitmap.z; if (surfaceDir) *surfaceDir = coding.bitmap.facing; checkError("gameDialog::FindSelectedSurface"); return cp; }
/***************************************************************************** * Open: check file and initializes structures *****************************************************************************/ static int Open( vlc_object_t * p_this ) { demux_t *p_demux = (demux_t*)p_this; demux_sys_t *p_sys; const uint8_t *p_peek; unsigned int i_size; unsigned int i_extended; const char *psz_name; WAVEFORMATEXTENSIBLE *p_wf_ext = NULL; WAVEFORMATEX *p_wf = NULL; /* Is it a wav file ? */ if( stream_Peek( p_demux->s, &p_peek, 12 ) < 12 ) return VLC_EGENERIC; if( memcmp( p_peek, "RIFF", 4 ) || memcmp( &p_peek[8], "WAVE", 4 ) ) { return VLC_EGENERIC; } p_demux->pf_demux = Demux; p_demux->pf_control = Control; p_demux->p_sys = p_sys = malloc( sizeof( *p_sys ) ); if( unlikely(!p_sys) ) return VLC_ENOMEM; p_sys->p_es = NULL; p_sys->i_chans_to_reorder = 0; p_sys->i_channel_mask = 0; /* skip riff header */ if( stream_Read( p_demux->s, NULL, 12 ) != 12 ) goto error; /* search fmt chunk */ if( ChunkFind( p_demux, "fmt ", &i_size ) ) { msg_Err( p_demux, "cannot find 'fmt ' chunk" ); goto error; } i_size += 2; if( i_size < sizeof( WAVEFORMATEX ) ) { msg_Err( p_demux, "invalid 'fmt ' chunk" ); goto error; } if( stream_Read( p_demux->s, NULL, 8 ) != 8 ) goto error; /* load waveformatex */ p_wf_ext = malloc( i_size ); if( unlikely( !p_wf_ext ) ) goto error; p_wf = &p_wf_ext->Format; p_wf->cbSize = 0; i_size -= 2; if( stream_Read( p_demux->s, p_wf, i_size ) != (int)i_size || ( ( i_size & 1 ) && stream_Read( p_demux->s, NULL, 1 ) != 1 ) ) { msg_Err( p_demux, "cannot load 'fmt ' chunk" ); goto error; } es_format_Init( &p_sys->fmt, AUDIO_ES, 0 ); wf_tag_to_fourcc( GetWLE( &p_wf->wFormatTag ), &p_sys->fmt.i_codec, &psz_name ); p_sys->fmt.audio.i_channels = GetWLE ( &p_wf->nChannels ); p_sys->fmt.audio.i_rate = GetDWLE( &p_wf->nSamplesPerSec ); p_sys->fmt.audio.i_blockalign = GetWLE( &p_wf->nBlockAlign ); p_sys->fmt.i_bitrate = GetDWLE( &p_wf->nAvgBytesPerSec ) * 8; p_sys->fmt.audio.i_bitspersample = GetWLE( &p_wf->wBitsPerSample ); if( i_size >= sizeof(WAVEFORMATEX) ) p_sys->fmt.i_extra = __MIN( GetWLE( &p_wf->cbSize ), i_size - sizeof(WAVEFORMATEX) ); i_extended = 0; /* Handle new WAVE_FORMAT_EXTENSIBLE wav files */ /* see the following link for more information: * http://www.microsoft.com/whdc/device/audio/multichaud.mspx#EFAA */ if( GetWLE( &p_wf->wFormatTag ) == WAVE_FORMAT_EXTENSIBLE && i_size >= sizeof( WAVEFORMATEXTENSIBLE ) && ( p_sys->fmt.i_extra + sizeof( WAVEFORMATEX ) >= sizeof( WAVEFORMATEXTENSIBLE ) ) ) { unsigned i_channel_mask; GUID guid_subformat; guid_subformat = p_wf_ext->SubFormat; guid_subformat.Data1 = GetDWLE( &p_wf_ext->SubFormat.Data1 ); guid_subformat.Data2 = GetWLE( &p_wf_ext->SubFormat.Data2 ); guid_subformat.Data3 = GetWLE( &p_wf_ext->SubFormat.Data3 ); sf_tag_to_fourcc( &guid_subformat, &p_sys->fmt.i_codec, &psz_name ); i_extended = sizeof( WAVEFORMATEXTENSIBLE ) - sizeof( WAVEFORMATEX ); p_sys->fmt.i_extra -= i_extended; i_channel_mask = GetDWLE( &p_wf_ext->dwChannelMask ); if( i_channel_mask ) { int i_match = 0; for( unsigned i = 0; i < sizeof(pi_channels_src)/sizeof(*pi_channels_src); i++ ) { if( i_channel_mask & pi_channels_src[i] ) { if( !( p_sys->i_channel_mask & pi_channels_in[i] ) ) i_match++; i_channel_mask &= ~pi_channels_src[i]; p_sys->i_channel_mask |= pi_channels_in[i]; if( i_match >= p_sys->fmt.audio.i_channels ) break; } } if( i_channel_mask ) msg_Warn( p_demux, "Some channels are unrecognized or uselessly specified (0x%x)", i_channel_mask ); if( i_match < p_sys->fmt.audio.i_channels ) { int i_missing = p_sys->fmt.audio.i_channels - i_match; msg_Warn( p_demux, "Trying to fill up unspecified position for %d channels", p_sys->fmt.audio.i_channels - i_match ); static const uint32_t pi_pair[] = { AOUT_CHAN_REARLEFT|AOUT_CHAN_REARRIGHT, AOUT_CHAN_MIDDLELEFT|AOUT_CHAN_MIDDLERIGHT, AOUT_CHAN_LEFT|AOUT_CHAN_RIGHT }; /* FIXME: Unused yet static const uint32_t pi_center[] = { AOUT_CHAN_REARCENTER, 0, AOUT_CHAN_CENTER }; */ /* Try to complete with pair */ for( unsigned i = 0; i < sizeof(pi_pair)/sizeof(*pi_pair); i++ ) { if( i_missing >= 2 && !(p_sys->i_channel_mask & pi_pair[i] ) ) { i_missing -= 2; p_sys->i_channel_mask |= pi_pair[i]; } } /* Well fill up with what we can */ for( unsigned i = 0; i < sizeof(pi_channels_in)/sizeof(*pi_channels_in) && i_missing > 0; i++ ) { if( !( p_sys->i_channel_mask & pi_channels_in[i] ) ) { p_sys->i_channel_mask |= pi_channels_in[i]; i_missing--; if( i_missing <= 0 ) break; } } i_match = p_sys->fmt.audio.i_channels - i_missing; } if( i_match < p_sys->fmt.audio.i_channels ) { msg_Err( p_demux, "Invalid/unsupported channel mask" ); p_sys->i_channel_mask = 0; } } } else if( GetWLE( &p_wf->wFormatTag ) == WAVE_FORMAT_PCM && p_sys->fmt.audio.i_channels > 2 && p_sys->fmt.audio.i_channels <= 9 ) { for( int i = 0; i < p_sys->fmt.audio.i_channels; i++ ) p_sys->i_channel_mask |= pi_channels_in[i]; } if( p_sys->i_channel_mask ) { if( p_sys->fmt.i_codec == VLC_FOURCC('a','r','a','w') || p_sys->fmt.i_codec == VLC_FOURCC('p','c','m',' ') || p_sys->fmt.i_codec == VLC_FOURCC('a','f','l','t') ) p_sys->i_chans_to_reorder = aout_CheckChannelReorder( pi_channels_in, NULL, p_sys->i_channel_mask, p_sys->pi_chan_table ); msg_Dbg( p_demux, "channel mask: %x, reordering: %u", p_sys->i_channel_mask, p_sys->i_chans_to_reorder ); } p_sys->fmt.audio.i_physical_channels = p_sys->fmt.audio.i_original_channels = p_sys->i_channel_mask; if( p_sys->fmt.i_extra > 0 ) { p_sys->fmt.p_extra = malloc( p_sys->fmt.i_extra ); if( unlikely(!p_sys->fmt.p_extra) ) { p_sys->fmt.i_extra = 0; goto error; } memcpy( p_sys->fmt.p_extra, (uint8_t *)p_wf + sizeof( WAVEFORMATEX ) + i_extended, p_sys->fmt.i_extra ); } msg_Dbg( p_demux, "format: 0x%4.4x, fourcc: %4.4s, channels: %d, " "freq: %u Hz, bitrate: %uKo/s, blockalign: %d, bits/samples: %d, " "extra size: %d", GetWLE( &p_wf->wFormatTag ), (char *)&p_sys->fmt.i_codec, p_sys->fmt.audio.i_channels, p_sys->fmt.audio.i_rate, p_sys->fmt.i_bitrate / 8 / 1024, p_sys->fmt.audio.i_blockalign, p_sys->fmt.audio.i_bitspersample, p_sys->fmt.i_extra ); free( p_wf ); p_wf = NULL; switch( p_sys->fmt.i_codec ) { case VLC_FOURCC( 'a', 'r', 'a', 'w' ): case VLC_FOURCC( 'a', 'f', 'l', 't' ): case VLC_FOURCC( 'u', 'l', 'a', 'w' ): case VLC_CODEC_ALAW: case VLC_CODEC_MULAW: case VLC_FOURCC( 'p', 'c', 'm', ' ' ): if( FrameInfo_PCM( &p_sys->i_frame_size, &p_sys->i_frame_samples, &p_sys->fmt ) ) goto error; break; case VLC_CODEC_ADPCM_MS: if( FrameInfo_MS_ADPCM( &p_sys->i_frame_size, &p_sys->i_frame_samples, &p_sys->fmt ) ) goto error; break; case VLC_CODEC_ADPCM_IMA_WAV: if( FrameInfo_IMA_ADPCM( &p_sys->i_frame_size, &p_sys->i_frame_samples, &p_sys->fmt ) ) goto error; break; case VLC_FOURCC( 'm', 's', 0x00, 0x61 ): case VLC_FOURCC( 'm', 's', 0x00, 0x62 ): /* FIXME not sure at all FIXME */ if( FrameInfo_MS_ADPCM( &p_sys->i_frame_size, &p_sys->i_frame_samples, &p_sys->fmt ) ) goto error; break; case VLC_CODEC_MPGA: case VLC_CODEC_A52: /* FIXME set end of area FIXME */ goto error; case VLC_CODEC_GSM_MS: case VLC_CODEC_ADPCM_G726: case VLC_CODEC_TRUESPEECH: case VLC_CODEC_ATRAC3: case VLC_CODEC_G723_1: if( FrameInfo_MSGSM( &p_sys->i_frame_size, &p_sys->i_frame_samples, &p_sys->fmt ) ) goto error; break; default: msg_Err( p_demux, "unsupported codec (%4.4s)", (char*)&p_sys->fmt.i_codec ); goto error; } if( p_sys->i_frame_size <= 0 || p_sys->i_frame_samples <= 0 ) { msg_Dbg( p_demux, "invalid frame size: %i %i", p_sys->i_frame_size, p_sys->i_frame_samples ); goto error; } if( p_sys->fmt.audio.i_rate <= 0 ) { msg_Dbg( p_demux, "invalid sample rate: %i", p_sys->fmt.audio.i_rate ); goto error; } msg_Dbg( p_demux, "found %s audio format", psz_name ); if( ChunkFind( p_demux, "data", &p_sys->i_data_size ) ) { msg_Err( p_demux, "cannot find 'data' chunk" ); goto error; } if( stream_Read( p_demux->s, NULL, 8 ) != 8 ) goto error; p_sys->i_data_pos = stream_Tell( p_demux->s ); if( p_sys->fmt.i_bitrate <= 0 ) { p_sys->fmt.i_bitrate = (int64_t)p_sys->i_frame_size * p_sys->fmt.audio.i_rate * 8 / p_sys->i_frame_samples; } p_sys->p_es = es_out_Add( p_demux->out, &p_sys->fmt ); date_Init( &p_sys->pts, p_sys->fmt.audio.i_rate, 1 ); date_Set( &p_sys->pts, 1 ); return VLC_SUCCESS; error: msg_Err( p_demux, "An error occurred during wav demuxing" ); free( p_wf ); free( p_sys ); return VLC_EGENERIC; }
void gameDialog::render() { static bool first = true; // Only true first time function is called // Clear list of special effects. It will be added again automatically every frame gShadows.Clear(); gFogs.Clear(); gPlayer.UpdatePositionSmooth(); // Can't select objects that are dead if (fSelectedObject && (fSelectedObject->IsDead() || !fSelectedObject->InGame())) ClearSelection(); glm::vec3 playerOffset = gPlayer.GetOffsetToChunk(); gViewMatrix = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, -fCameraDistance)); gViewMatrix = glm::rotate(gViewMatrix, _angleVert, glm::vec3(1.0f, 0.0f, 0.0f)); gViewMatrix = glm::rotate(gViewMatrix, _angleHor, glm::vec3(0.0f, 1.0f, 0.0f)); gViewMatrix = glm::translate(gViewMatrix, -playerOffset); glm::mat4 T1 = glm::translate(glm::mat4(1), playerOffset); glm::mat4 R1 = glm::rotate(glm::mat4(1), _angleVert, glm::vec3(-1.0f, 0.0f, 0.0f)); glm::mat4 R2 = glm::rotate(glm::mat4(1), _angleHor, glm::vec3(0.0f, -1.0f, 0.0f)); glm::mat4 T2 = glm::translate(glm::mat4(1.0f), glm::vec3(0.0f, 0.0f, fCameraDistance)); glm::vec4 camera = T1 * R2 * R1 * T2 * glm::vec4(0,0,0,1); gUniformBuffer.Camera(camera); gDrawnQuads = 0; gNumDraw = 0; gUniformBuffer.Update(); if (first) { gBillboard.InitializeTextures(fShader); } fRenderControl->Draw(fSelectedObject, fUnderWater, this->ThirdPersonView(), fSelectedObject, fDrawMap && !gDebugOpenGL, fMapWidth); //========================================================================= // Various effects drawn after the deferred shader //========================================================================= if (!fDrawMap) { this->DrawPlayerStats(); if (fShowWeapon && gMode.Get() != GameMode::CONSTRUCT && !fShowInventory && !this->ThirdPersonView()) this->DrawWeapon(); static bool wasDead = false; if (gPlayer.IsDead() && !wasDead) { wasDead = true; fShowMainDialog = true; fHideDialog = false; dialog::DispatchDraw(fDrawTexture, 1.0f, new MessageDialog("Oops", "You are dead.\n\nYou will be revived, and transported back to your starting place.\n\nThe place can be changed with a scroll of resurrection point.", revive)); this->ClearForDialog(); } else if (fShowInventory) gInventory.DrawInventory(fDrawTexture); else if (fShowMainDialog) dialog::DispatchDraw(fDrawTexture, fHideDialog ? 0.5f : 1.0f); else if (sgPopup.length() > 0) { // There are some messages that shall be shown in a popup dialog. fShowMainDialog = true; fHideDialog = false; dialog::DispatchDraw(fDrawTexture, 1.0f, new MessageDialog(sgPopupTitle, sgPopup, 0)); sgPopupTitle = "Ephenation"; // Reset to default. sgPopup.clear(); this->ClearForDialog(); } if (!gPlayer.IsDead()) wasDead = false; DrawCompassRose(); } if (fDrawMap && gDebugOpenGL) { // Very inefficient algorithm, computing the map every frame. std::unique_ptr<Map> map(new Map); float alpha = 1.0f; if (!sShowAlternateBitmap) sTextureIterator = gDebugTextures.begin(); glBindTexture(GL_TEXTURE_2D, *sTextureIterator); // Override map->Draw(alpha); } if (fSelectedObject) { fSelectedObject->RenderHealthBar(fHealthBar, _angleHor); } gOtherPlayers.RenderPlayerStats(fHealthBar, _angleHor); bool newHealing = false; if (gPlayer.fFlags & UserFlagHealed) { newHealing = true; gPlayer.fFlags &= ~UserFlagHealed; } this->DrawHealingAnimation(newHealing); char buff[1000]; // TODO: Ugly way to create dynamic strings static double slAverageFps = 0.0; double tm = gCurrentFrameTime; static double prevTime = 0.0; double deltaTime = tm - prevTime; // Use a decay filter on the FPS slAverageFps = 0.97*slAverageFps + 0.03/deltaTime; prevTime = tm; if (gMode.Get() == GameMode::TELEPORT) { TeleportClick(fHealthBar, _angleHor, renderViewAngle, 0, 0, false); } //========================================================================= // Various text messages //========================================================================= { // A big chunk with text drawing. But first some background to improve contrast. int yOffset = Options::fgOptions.fFontSize*2; float totalWinHeight = gViewport[3]; // Measured in pixels glm::mat4 model = glm::translate(glm::mat4(1.0f), glm::vec3(-1.0f, 1.0f - yOffset*2/totalWinHeight, 0.0f)); float yScale = yOffset*2/totalWinHeight; model = glm::scale(model, glm::vec3(2.0f, yScale, 1.0f)); this->fHealthBar->DrawSquare(model, 0.0f, 0.0f, 0.0f, 0.3f); // Draw a black square, almost transparent, as a background gDrawFont.Enable(); gDrawFont.UpdateProjection(); sprintf(buff, "Level %ld, Hp %d%%, Exp %d%%", gPlayer.fLevel, (int)(gPlayer.fHp * 100), (int)(gPlayer.fExp * 100)); gDrawFont.vsfl.prepareSentence(fPlayerStatusSentence, buff); int w = int(strlen(buff)*Options::fgOptions.fFontSize*0.8f); // An approximation gDrawFont.SetOffset(gViewport[2]-w, 0); gDrawFont.vsfl.renderSentence(fPlayerStatusSentence); if (gCurrentPing == 0.0) sprintf(buff, "Triangles %7d, draw calls %d. Fps %03d", gDrawnQuads, gNumDraw, int(slAverageFps)); else sprintf(buff, "Triangles %7d, draw calls %d. Fps %03d, ping %.1f ms", gDrawnQuads, gNumDraw, int(slAverageFps), gCurrentPing*1000.0); gDrawFont.SetOffset(0,0); gDrawFont.vsfl.prepareSentence(fFPSsentence, buff); gDrawFont.vsfl.renderSentence(fFPSsentence); if (gMode.Get() == GameMode::CONSTRUCT) { ChunkCoord cc; gPlayer.GetChunkCoord(&cc); const chunk *cp = ChunkFind(&cc, false); unsigned int uid = 1000000; shared_ptr<ChunkBlocks> cb; if (cp) cb = cp->fChunkBlocks; if (cb) uid = cb->fOwner; gDrawFont.SetOffset(0,float(yOffset)); sprintf(buff, "Construction mode, Chunk (%d,%d,%d) offset: %.1f,%.1f,%.1f, coord(%.1f,%.1f,%.1f) owner %d", cc.x, cc.y, cc.z, playerOffset.x, playerOffset.y, playerOffset.z, gPlayer.x/100.0, gPlayer.y/100.0, gPlayer.z/100.0, uid); gDrawFont.vsfl.renderAndDiscard(buff); } if (fEnterDebugText) { int bottomLine = gViewport[3]-25; gDrawFont.SetOffset(0, float(bottomLine)); gDrawFont.vsfl.renderSentence(fInputPromptSentence); } gDrawFont.Disable(); gScrollingMessages.Update(); } if (!fDrawMap && !fShowInventory && (!fShowMainDialog || fHideDialog)) { if (gShowMsgWindow) gMsgWindow.Render(); if (gMode.Get() == GameMode::CONSTRUCT) fBuildingBlocks->Draw(gProjectionMatrix); } if (gDebugOpenGL) { checkError("gameDialog::render debug", false); static double prevPrint = 0.0; if (gCurrentFrameTime > prevPrint + 5.0) { if (gToggleTesting) WorstTime::Report(); else TimeMeasure::Report(); prevPrint = gCurrentFrameTime; } } chunk::DegradeBusyList_gl(); first = false; }
void gameDialog::HandleKeyPress(int key, int action) { if (fShowMainDialog && !fHideDialog && key != GLFW_KEY_ESC) { if (action == GLFW_PRESS) { dialog::DispatchKey(key); } return; } if (key >= GLFW_KEY_F1 && key <= GLFW_KEY_F25) { gInventory.UseObjectFunctionKey(key); return; } if (fEnterDebugText) { // Override the switch, and catch all characters. switch (key) { case GLFW_KEY_KP_ENTER: case GLFW_KEY_ENTER: // ENTER key // Done. if (fDebugTextLength > 0) { fDebugText[fDebugTextLength+3] = 0; const char *begin = (char *)fDebugText+3; const char *end = strchr(begin, ' '); if (end == 0) prevCommand = string(begin, fDebugTextLength); else prevCommand = string(begin, end-begin+1); // Including the space character // printf("Prev command: '%s'\n", prevCommand.c_str()); // There is something to send. Make a proper command of it. fDebugText[0] = fDebugTextLength+3; fDebugText[1] = 0; fDebugText[2] = CMD_DEBUG; SendMsg(fDebugText, fDebugTextLength+3); } // Fall through! case GLFW_KEY_ESC: // Escape key, stop composing a command. glfwDisable(GLFW_KEY_REPEAT); fEnterDebugText = false; break; case GLFW_KEY_BACKSPACE: // Back space if (fDebugTextLength > 0) { if (strncmp((const char *)fDebugText+3, prevCommand.c_str(), fDebugTextLength) == 0) fDebugTextLength = 1; // Keep the leading '/' only else fDebugTextLength--; } this->HandleCharacter(0,0); // Update the shown string break; } return; } int x, y; glfwGetMousePos(&x, &y); switch (key) { case GLFW_KEY_KP_0: // if (gPlayer.fAdmin > 0) gToggleTesting = !gToggleTesting; break; case GLFW_KEY_ESC: if (fDrawMap) fDrawMap = false; else if (fShowInventory) { fShowInventory = false; gMsgWindow.SetAlternatePosition(0,0,false); } else { if (fShowMainDialog) { fHideDialog = !fHideDialog; } fShowMainDialog = true; this->ClearForDialog(); } break; case 'C': if (gMode.Get() == GameMode::CONSTRUCT) { // Toggle construction mode gMode.Set(GameMode::GAME); gShowFramework = false; } else { gMode.Set(GameMode::CONSTRUCT); } if (gPlayer.fKnownPosition) { ChunkCoord player_cc; // Force the current chunk to be redrawn, adapted for construction mode gPlayer.GetChunkCoord(&player_cc); for (int dx=-1; dx<2; dx++) for (int dy=-1; dy<2; dy++) for (int dz=-1; dz < 2; dz++) { ChunkCoord cc = player_cc; cc.x += dx; cc.y += dy; cc.z += dz; chunk *cp = ChunkFind(&cc, true); cp->SetDirty(true); } } break; case GLFW_KEY_TAB: if (fDrawMap && gDebugOpenGL) { // A debug feature to iterate through various interesting bitmaps if (!sShowAlternateBitmap) { sShowAlternateBitmap = true; sTextureIterator = gDebugTextures.begin(); } else sTextureIterator++; if (sTextureIterator == gDebugTextures.end()) { sShowAlternateBitmap = false; } break; } // Find next monster after the selected one. fSelectedObject = gMonsters.GetNext(fSelectedObject); break; case GLFW_KEY_LALT: // ALT key if (gMode.Get() == GameMode::CONSTRUCT) { gShowFramework = true; // Only when in construction mode } else if (gMode.Get() == GameMode::GAME && gPlayer.fAdmin > 0) { gMode.Set(GameMode::TELEPORT); gAdminTP = true; } break; case '1': // Autoattack if (!fSelectedObject) { // Find next monster after the selected one. fSelectedObject = gMonsters.GetNext(fSelectedObject); } if (fSelectedObject) { // Initiate attack on a monster, if any. unsigned char b[] = { 7, 0, CMD_ATTACK_MONSTER, 0, 0, 0, 0 }; EncodeUint32(b+3, fSelectedObject->GetId()); SendMsg(b, sizeof b); } break; case '2': { // Heal self unsigned char b[] = { 0x04, 0x00, CMD_PLAYER_ACTION, UserActionHeal }; SendMsg(b, sizeof b); break; } case '3': { // Instant extra attack unsigned char b[] = { 0x04, 0x00, CMD_PLAYER_ACTION, UserActionCombAttack }; SendMsg(b, sizeof b); break; } case 'I': { // Toggle inventory screen fShowInventory = !fShowInventory; if (!fShowInventory) gMsgWindow.SetAlternatePosition(0,0,false); break; } case 'T': dumpGraphicsMemoryStats(); gShowMsgWindow = !gShowMsgWindow; break; case GLFW_KEY_KP_ENTER: case GLFW_KEY_ENTER: // ENTER key fEnterDebugText = true; glfwEnable(GLFW_KEY_REPEAT); // gDebugWindow.Add("Starting to capture debug message"); strcpy((char *)fDebugText+3, prevCommand.c_str()); fDebugTextLength = prevCommand.length(); fDebugText[fDebugTextLength+3] = 0; this->HandleCharacter(0,0); // Update the shown string break; case GLFW_KEY_SPACE: { // space key unsigned char b[] = { 0x03, 0x00, CMD_JUMP }; SendMsg(b, sizeof b); gSoundControl.RequestSound(SoundControl::SPlayerJump); break; } case 'W': case GLFW_KEY_UP: if (!fMovingFwd) { fMovingFwd = true; unsigned char b[] = { 0x03, 0x00, 10 }; SendMsg(b, sizeof b); // printf("Start fwd\n"); } break; case 'A': case GLFW_KEY_LEFT: if (!fMovingLeft) { fMovingLeft = true; unsigned char b[] = { 0x03, 0x00, 14 }; SendMsg(b, sizeof b); // printf("Start left\n"); } break; case 'S': case GLFW_KEY_DOWN: if (!fMovingBwd) { fMovingBwd = true; unsigned char b[] = { 0x03, 0x00, 12 }; SendMsg(b, sizeof b); // printf("Start bwd\n"); } break; case 'D': case GLFW_KEY_RIGHT: if (!fMovingRight) { fMovingRight = true; unsigned char b[] = { 0x03, 0x00, 16 }; SendMsg(b, sizeof b); // printf("Start right\n"); } break; case GLFW_KEY_INSERT: // Insert, closer to delete on a full keyboard case 'B': if (gMode.Get() == GameMode::CONSTRUCT) { this->AttachBlockToSurface(x, y); } break; case GLFW_KEY_DEL: // Delete case 'V': // Closer to B when building if (gMode.Get() == GameMode::CONSTRUCT) { ClickOnBlock(x, y); } break; case GLFW_KEY_KP_SUBTRACT: switch(fCalibrationMode) { case CALIB_AMBIENT: Options::fgOptions.fAmbientLight -= 1; gMsgWindow.Add("Ambient light: %f", Options::fgOptions.fAmbientLight/100.0); break; case CALIB_EXPOSURE: Options::fgOptions.fExposure /= 1.1f; gMsgWindow.Add("Exposure: %f", Options::fgOptions.fExposure); break; case CALIB_WHITE_POINT: Options::fgOptions.fWhitePoint /= 1.1f; gMsgWindow.Add("White point: %f", Options::fgOptions.fWhitePoint); break; case CALIB_NONE: break; } break; case '-': { maxRenderDistance -= 5.0; if (maxRenderDistance < 5.0f && gDebugOpenGL) maxRenderDistance = 5.0f; if (maxRenderDistance < 40.0f && !gDebugOpenGL) maxRenderDistance = 40.0f; handleResize(gViewport[2], gViewport[3]); gMsgWindow.Add("Viewing distance: %f m", maxRenderDistance/2); break; } case GLFW_KEY_KP_ADD: switch(fCalibrationMode) { case CALIB_AMBIENT: Options::fgOptions.fAmbientLight += 1; gMsgWindow.Add("Ambient light: %f", Options::fgOptions.fAmbientLight/100.0); break; case CALIB_EXPOSURE: Options::fgOptions.fExposure *= 1.1f; gMsgWindow.Add("Exposure: %f", Options::fgOptions.fExposure); break; case CALIB_WHITE_POINT: Options::fgOptions.fWhitePoint *= 1.1f; gMsgWindow.Add("White point: %f", Options::fgOptions.fWhitePoint); break; case CALIB_NONE: break; } break; case '+': { // #255 long distances are not handled very well by neither server nor client maxRenderDistance += 5.0; if (maxRenderDistance > MAXRENDERDISTANCE) maxRenderDistance = MAXRENDERDISTANCE; handleResize(gViewport[2], gViewport[3]); gMsgWindow.Add("Viewing distance: %f m", maxRenderDistance/2); break; } case 'M': { fDrawMap = !fDrawMap; break; } case '\'': { if (gPlayer.fAdmin > 0) fUsingTorch = !fUsingTorch; } default: gMsgWindow.Add("Unknown key '%d'", key); break; } gGameDialog.UpdateRunningStatus(false); }