示例#1
0
文件: client.cpp 项目: EXio4/minetest
void Client::sendPlayerPos()
{
	LocalPlayer *myplayer = m_env.getLocalPlayer();
	if (!myplayer)
		return;

	ClientMap &map = m_env.getClientMap();

	u8 camera_fov    = map.getCameraFov();
	u8 wanted_range  = map.getControl().wanted_range;

	// Save bandwidth by only updating position when something changed
	if(myplayer->last_position        == myplayer->getPosition() &&
			myplayer->last_speed        == myplayer->getSpeed()    &&
			myplayer->last_pitch        == myplayer->getPitch()    &&
			myplayer->last_yaw          == myplayer->getYaw()      &&
			myplayer->last_keyPressed   == myplayer->keyPressed    &&
			myplayer->last_camera_fov   == camera_fov              &&
			myplayer->last_wanted_range == wanted_range)
		return;

	myplayer->last_position     = myplayer->getPosition();
	myplayer->last_speed        = myplayer->getSpeed();
	myplayer->last_pitch        = myplayer->getPitch();
	myplayer->last_yaw          = myplayer->getYaw();
	myplayer->last_keyPressed   = myplayer->keyPressed;
	myplayer->last_camera_fov   = camera_fov;
	myplayer->last_wanted_range = wanted_range;

	NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1);

	writePlayerPos(myplayer, &map, &pkt);

	Send(&pkt);
}
示例#2
0
void Client::sendPlayerPos()
{
	LocalPlayer *myplayer = m_env.getLocalPlayer();
	if(myplayer == NULL)
		return;

	// Save bandwidth by only updating position when something changed
	if(myplayer->last_position        == myplayer->getPosition() &&
			myplayer->last_speed      == myplayer->getSpeed()    &&
			myplayer->last_pitch      == myplayer->getPitch()    &&
			myplayer->last_yaw        == myplayer->getYaw()      &&
			myplayer->last_keyPressed == myplayer->keyPressed)
		return;

	myplayer->last_position   = myplayer->getPosition();
	myplayer->last_speed      = myplayer->getSpeed();
	myplayer->last_pitch      = myplayer->getPitch();
	myplayer->last_yaw        = myplayer->getYaw();
	myplayer->last_keyPressed = myplayer->keyPressed;

	u16 our_peer_id;
	{
		//MutexAutoLock lock(m_con_mutex); //bulk comment-out
		our_peer_id = m_con.GetPeerID();
	}

	// Set peer id if not set already
	if(myplayer->peer_id == PEER_ID_INEXISTENT)
		myplayer->peer_id = our_peer_id;

	assert(myplayer->peer_id == our_peer_id);

	v3f pf         = myplayer->getPosition();
	v3f sf         = myplayer->getSpeed();
	s32 pitch      = myplayer->getPitch() * 100;
	s32 yaw        = myplayer->getYaw() * 100;
	u32 keyPressed = myplayer->keyPressed;

	v3s32 position(pf.X*100, pf.Y*100, pf.Z*100);
	v3s32 speed(sf.X*100, sf.Y*100, sf.Z*100);
	/*
		Format:
		[0] v3s32 position*100
		[12] v3s32 speed*100
		[12+12] s32 pitch*100
		[12+12+4] s32 yaw*100
		[12+12+4+4] u32 keyPressed
	*/

	NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4);

	pkt << position << speed << pitch << yaw << keyPressed;

	Send(&pkt);
}
示例#3
0
void Client::sendPlayerPos()
{
	LocalPlayer *myplayer = m_env.getLocalPlayer();
	if(myplayer == NULL)
		return;

	ClientMap &map = m_env.getClientMap();

	u8 camera_fov    = map.getCameraFov();
	u8 wanted_range  = map.getControl().wanted_range;

	// Save bandwidth by only updating position when something changed
	if(myplayer->last_position        == myplayer->getPosition() &&
			myplayer->last_speed        == myplayer->getSpeed()    &&
			myplayer->last_pitch        == myplayer->getPitch()    &&
			myplayer->last_yaw          == myplayer->getYaw()      &&
			myplayer->last_keyPressed   == myplayer->keyPressed    &&
			myplayer->last_camera_fov   == camera_fov              &&
			myplayer->last_wanted_range == wanted_range)
		return;

	myplayer->last_position     = myplayer->getPosition();
	myplayer->last_speed        = myplayer->getSpeed();
	myplayer->last_pitch        = myplayer->getPitch();
	myplayer->last_yaw          = myplayer->getYaw();
	myplayer->last_keyPressed   = myplayer->keyPressed;
	myplayer->last_camera_fov   = camera_fov;
	myplayer->last_wanted_range = wanted_range;

	//infostream << "Sending Player Position information" << std::endl;

	u16 our_peer_id;
	{
		//MutexAutoLock lock(m_con_mutex); //bulk comment-out
		our_peer_id = m_con.GetPeerID();
	}

	// Set peer id if not set already
	if(myplayer->peer_id == PEER_ID_INEXISTENT)
		myplayer->peer_id = our_peer_id;

	assert(myplayer->peer_id == our_peer_id);

	NetworkPacket pkt(TOSERVER_PLAYERPOS, 12 + 12 + 4 + 4 + 4 + 1 + 1);

	writePlayerPos(myplayer, &map, &pkt);

	Send(&pkt);
}
int LuaLocalPlayer::l_get_pos(lua_State *L)
{
	LocalPlayer *player = getobject(L, 1);

	push_v3f(L, player->getPosition() / BS);
	return 1;
}
void Client::sendPlayerPos()
{
	LocalPlayer *myplayer = m_env.getLocalPlayer();
	if(myplayer == NULL)
		return;

	// Save bandwidth by only updating position when something changed
	if(myplayer->last_position == myplayer->getPosition() &&
			myplayer->last_speed == myplayer->getSpeed() &&
			myplayer->last_pitch == myplayer->getPitch() &&
			myplayer->last_yaw == myplayer->getYaw() &&
			myplayer->last_keyPressed == myplayer->keyPressed)
		return;

	myplayer->last_position = myplayer->getPosition();
	myplayer->last_speed = myplayer->getSpeed();
	myplayer->last_pitch = myplayer->getPitch();
	myplayer->last_yaw = myplayer->getYaw();
	myplayer->last_keyPressed = myplayer->keyPressed;

	u16 our_peer_id;
	{
		//MutexAutoLock lock(m_con_mutex); //bulk comment-out
		our_peer_id = m_con.GetPeerID();
	}

	// Set peer id if not set already
	if(myplayer->peer_id == PEER_ID_INEXISTENT)
		myplayer->peer_id = our_peer_id;
	// Check that an existing peer_id is the same as the connection's
	if (myplayer->peer_id != our_peer_id)
		return;

	MSGPACK_PACKET_INIT(TOSERVER_PLAYERPOS, 5);
	PACK(TOSERVER_PLAYERPOS_POSITION, myplayer->getPosition());
	PACK(TOSERVER_PLAYERPOS_SPEED, myplayer->getSpeed());
	PACK(TOSERVER_PLAYERPOS_PITCH, myplayer->getPitch());
	PACK(TOSERVER_PLAYERPOS_YAW, myplayer->getYaw());
	PACK(TOSERVER_PLAYERPOS_KEY_PRESSED, myplayer->keyPressed);
	// Send as unreliable
	Send(0, buffer, false);
}
void ClientEnvironment::step(float dtime)
{
	DSTACK(__FUNCTION_NAME);

	// Get some settings
	bool free_move = g_settings.getBool("free_move");
	bool footprints = g_settings.getBool("footprints");

	// Get local player
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);
	// collision info queue
	core::list<CollisionInfo> player_collisions;
	
	/*
		Get the speed the player is going
	*/
	bool is_climbing = lplayer->is_climbing;

	f32 player_speed = 0.001; // just some small value
	player_speed = lplayer->getSpeed().getLength();
	
	/*
		Maximum position increment
	*/
	//f32 position_max_increment = 0.05*BS;
	f32 position_max_increment = 0.1*BS;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = position_max_increment / player_speed;
	
	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;
	
	// Don't allow overly huge dtime
	if(dtime > 0.5)
		dtime = 0.5;
	
	f32 dtime_downcount = dtime;

	/*
		Stuff that has a maximum time increment
	*/

	u32 loopcount = 0;
	do
	{
		loopcount++;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}
		
		/*
			Handle local player
		*/
		
		{
			v3f lplayerpos = lplayer->getPosition();
			
			// Apply physics
			if(free_move == false && is_climbing == false)
			{
				// Gravity
				v3f speed = lplayer->getSpeed();
				if(lplayer->swimming_up == false)
					speed.Y -= 9.81 * BS * dtime_part * 2;

				// Water resistance
				if(lplayer->in_water_stable || lplayer->in_water)
				{
					f32 max_down = 2.0*BS;
					if(speed.Y < -max_down) speed.Y = -max_down;

					f32 max = 2.5*BS;
					if(speed.getLength() > max)
					{
						speed = speed / speed.getLength() * max;
					}
				}

				lplayer->setSpeed(speed);
			}

			/*
				Move the lplayer.
				This also does collision detection.
			*/
			lplayer->move(dtime_part, *m_map, position_max_increment,
					&player_collisions);
		}
	}
	while(dtime_downcount > 0.001);
		
	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;

	for(core::list<CollisionInfo>::Iterator
			i = player_collisions.begin();
			i != player_collisions.end(); i++)
	{
		CollisionInfo &info = *i;
		if(info.t == COLLISION_FALL)
		{
			//f32 tolerance = BS*10; // 2 without damage
			f32 tolerance = BS*12; // 3 without damage
			f32 factor = 1;
			if(info.speed > tolerance)
			{
				f32 damage_f = (info.speed - tolerance)/BS*factor;
				u16 damage = (u16)(damage_f+0.5);
				if(lplayer->hp > damage)
					lplayer->hp -= damage;
				else
					lplayer->hp = 0;

				ClientEnvEvent event;
				event.type = CEE_PLAYER_DAMAGE;
				event.player_damage.amount = damage;
				m_client_event_queue.push_back(event);
			}
		}
	}
	
	/*
		Stuff that can be done in an arbitarily large dtime
	*/
	for(core::list<Player*>::Iterator i = m_players.begin();
			i != m_players.end(); i++)
	{
		Player *player = *i;
		v3f playerpos = player->getPosition();
		
		/*
			Handle non-local players
		*/
		if(player->isLocal() == false)
		{
			// Move
			player->move(dtime, *m_map, 100*BS);

			// Update lighting on remote players on client
			u8 light = LIGHT_MAX;
			try{
				// Get node at head
				v3s16 p = floatToInt(playerpos + v3f(0,BS+BS/2,0), BS);
				MapNode n = m_map->getNode(p);
				light = n.getLightBlend(getDayNightRatio());
			}
			catch(InvalidPositionException &e) {}
			player->updateLight(light);
		}
		
		/*
			Add footsteps to grass
		*/
		if(footprints)
		{
			// Get node that is at BS/4 under player
			v3s16 bottompos = floatToInt(playerpos + v3f(0,-BS/4,0), BS);
			try{
				MapNode n = m_map->getNode(bottompos);
				if(n.getContent() == CONTENT_GRASS)
				{
					n.setContent(CONTENT_GRASS_FOOTSTEPS);
					m_map->setNode(bottompos, n);
					// Update mesh on client
					if(m_map->mapType() == MAPTYPE_CLIENT)
					{
						v3s16 p_blocks = getNodeBlockPos(bottompos);
						MapBlock *b = m_map->getBlockNoCreate(p_blocks);
						//b->updateMesh(getDayNightRatio());
						b->setMeshExpired(true);
					}
				}
			}
			catch(InvalidPositionException &e)
			{
			}
		}
	}
	
	/*
		Step active objects and update lighting of them
	*/
	
	for(core::map<u16, ClientActiveObject*>::Iterator
			i = m_active_objects.getIterator();
			i.atEnd()==false; i++)
	{
		ClientActiveObject* obj = i.getNode()->getValue();
		// Step object
		obj->step(dtime, this);

		if(m_active_object_light_update_interval.step(dtime, 0.21))
		{
			// Update lighting
			//u8 light = LIGHT_MAX;
			u8 light = 0;
			try{
				// Get node at head
				v3s16 p = obj->getLightPosition();
				MapNode n = m_map->getNode(p);
				light = n.getLightBlend(getDayNightRatio());
			}
			catch(InvalidPositionException &e) {}
			obj->updateLight(light);
		}
	}
}
示例#7
0
void			RadarRenderer::render(SceneRenderer& renderer,
							bool blank)
{
  const int ox = renderer.getWindow().getOriginX();
  const int oy = renderer.getWindow().getOriginY();
  float opacity = renderer.getPanelOpacity();

  if ((opacity < 1.0f) && (opacity > 0.0f)) {
    glScissor(ox + x - 2, oy + y - 2, w + 4, h + 4);
    glColor4f(0.0f, 0.0f, 0.0f, opacity);
    glRectf((float) x, (float) y, (float)(x + w), (float)(y + h));
  }

  glScissor(ox + x, oy + y, w, h);

  LocalPlayer *myTank = LocalPlayer::getMyTank();

  if (opacity == 1.0f)
	{
  // glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
  // glClear(GL_COLOR_BUFFER_BIT);
  }

  if (blank)
    return;

  // prepare transforms
  float worldSize = BZDB.eval(StateDatabase::BZDB_WORLDSIZE);
  float range = BZDB.eval("displayRadarRange") * worldSize;
  // when burrowed, limit radar range
  if (myTank && (myTank->getFlag() == Flags::Burrow) &&
      (myTank->getPosition()[2] < 0.0f)) {
#ifdef _MSC_VER
    range = min(range, worldSize / 4.0f);
#else
    range = std::min(range, worldSize / 4.0f);
#endif
  }
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  const int xSize = renderer.getWindow().getWidth();
  const int ySize = renderer.getWindow().getHeight();
  const double xCenter = double(x) + 0.5 * double(w);
  const double yCenter = double(y) + 0.5 * double(h);
  const double xUnit = 2.0 * range / double(w);
  const double yUnit = 2.0 * range / double(h);
  glOrtho(-xCenter * xUnit, (xSize - xCenter) * xUnit, -yCenter * yUnit, (ySize - yCenter) * yUnit, -1.0, 1.0);
  glMatrixMode(GL_MODELVIEW);
  glPushMatrix();
  glLoadIdentity();
  OpenGLGState::resetState();

  TextureManager &tm = TextureManager::instance();
  int noiseTexture = tm.getTextureID( "noise" );

  // if jammed then draw white noise.  occasionally draw a good frame.
  if (jammed && bzfrand() > decay)
	{

    glColor3f(1.0,1.0,1.0);

    if (noiseTexture >= 0 && renderer.useQuality() > 0)
		{
      const int sequences = 10;

      static float np[] = { 0, 0, 1, 1,
														1, 1, 0, 0,
														0.5f, 0.5f, 1.5f, 1.5f,
														1.5f, 1.5f, 0.5f, 0.5f,
														0.25f, 0.25f, 1.25f, 1.25f,
														1.25f, 1.25f, 0.25f, 0.25f,
														0, 0.5f, 1, 1.5f,
														1, 1.5f, 0, 0.5f,
														0.5f, 0, 1.5f, 1,
														1.4f, 1, 0.5f, 0,
														0.75f, 0.75f, 1.75f, 1.75f,
														1.75f, 1.75f, 0.75f, 0.75f,
													};
      int noisePattern = 4 * int(floor(sequences * bzfrand()));

      glEnable(GL_TEXTURE_2D);
      tm.bind(noiseTexture);

      glBegin(GL_QUADS);
				glTexCoord2f(np[noisePattern+0],np[noisePattern+1]);
				glVertex2f(-range,-range);
				glTexCoord2f(np[noisePattern+2],np[noisePattern+1]);
				glVertex2f( range,-range);
				glTexCoord2f(np[noisePattern+2],np[noisePattern+3]);
				glVertex2f( range, range);
				glTexCoord2f(np[noisePattern+0],np[noisePattern+3]);
				glVertex2f(-range, range);
      glEnd();
      glDisable(GL_TEXTURE_2D);
    }
    else if (noiseTexture >= 0 && BZDBCache::texture && renderer.useQuality() == 0)
		{
      glEnable(GL_TEXTURE_2D);
      tm.bind(noiseTexture);

      glBegin(GL_QUADS);
				glTexCoord2f(0,0);
				glVertex2f(-range,-range);
				glTexCoord2f(1,0);
				glVertex2f( range,-range);
				glTexCoord2f(1,1);
				glVertex2f( range, range);
				glTexCoord2f(0,1);
				glVertex2f(-range, range);
      glEnd();

      glDisable(GL_TEXTURE_2D);
    }
    if (decay > 0.015f)
			decay *= 0.5f;
  }
	else if (myTank)  // only draw if there's a local player
	{
    // if decay is sufficiently small then boost it so it's more
    // likely a jammed radar will get a few good frames closely
    // spaced in time.  value of 1 guarantees at least two good
    // frames in a row.
    if (decay <= 0.015f)
			decay = 1.0f;
    else
			decay *= 0.5f;

    // get size of pixel in model space (assumes radar is square)
    ps = 2.0f * range / GLfloat(w);

    // relative to my tank
    const LocalPlayer* myTank = LocalPlayer::getMyTank();
    const float* pos = myTank->getPosition();
    float angle = myTank->getAngle();

    // draw the view angle blewow stuff
    // view frustum edges
    glColor3f(1.0f, 0.625f, 0.125f);
    const float fovx = renderer.getViewFrustum().getFOVx();
    const float viewWidth = range * tanf(0.5f * fovx);
    glBegin(GL_LINE_STRIP);
			glVertex2f(-viewWidth, range);
			glVertex2f(0.0f, 0.0f);
			glVertex2f(viewWidth, range);
    glEnd();

    glPushMatrix();
    glRotatef(90.0f - angle * 180.0f / M_PI, 0.0f, 0.0f, 1.0f);
    glPushMatrix();
    glTranslatef(-pos[0], -pos[1], 0.0f);

    // Redraw buildings
    makeList( renderer);

    // draw my shots
    int maxShots = world.getMaxShots();
    int i;
    float muzzleHeight = BZDB.eval(StateDatabase::BZDB_MUZZLEHEIGHT);
    for (i = 0; i < maxShots; i++)
		{
      const ShotPath* shot = myTank->getShot(i);
      if (shot)
			{
				const float cs = colorScale(shot->getPosition()[2], muzzleHeight, BZDBCache::enhancedRadar);
				glColor3f(1.0f * cs, 1.0f * cs, 1.0f * cs);
				shot->radarRender();
			}
    }

    //draw world weapon shots
    WorldPlayer *worldWeapons = World::getWorld()->getWorldWeapons();
    maxShots = worldWeapons->getMaxShots();
    for (i = 0; i < maxShots; i++)
		{
      const ShotPath* shot = worldWeapons->getShot(i);
      if (shot)
			{
				const float cs = colorScale(shot->getPosition()[2],	muzzleHeight, BZDBCache::enhancedRadar);
				glColor3f(1.0f * cs, 1.0f * cs, 1.0f * cs);
				shot->radarRender();
      }
    }


    // draw other tanks (and any flags on them)
    // note about flag drawing.  each line segment is drawn twice
    // (once in each direction);  this degrades the antialiasing
    // but on systems that don't do correct filtering of endpoints
    // not doing it makes (half) the endpoints jump wildly.
    const int curMaxPlayers = world.getCurMaxPlayers();
    for (i = 0; i < curMaxPlayers; i++) {
      RemotePlayer* player = world.getPlayer(i);
      if (!player || !player->isAlive() || ((player->getFlag() == Flags::Stealth) &&
					    (myTank->getFlag() != Flags::Seer)))
	continue;

      GLfloat x = player->getPosition()[0];
      GLfloat y = player->getPosition()[1];
      GLfloat z = player->getPosition()[2];
      if (player->getFlag() != Flags::Null) {
	glColor3fv(player->getFlag()->getColor());
	drawFlagOnTank(x, y, z);
      }

      if (player->isPaused() || player->isNotResponding()) {
	const float dimfactor = 0.4f;
	const float *color = Team::getRadarColor(myTank->getFlag() ==
			     Flags::Colorblindness ? RogueTeam : player->getTeam());
	float dimmedcolor[3];
	dimmedcolor[0] = color[0] * dimfactor;
	dimmedcolor[1] = color[1] * dimfactor;
	dimmedcolor[2] = color[2] * dimfactor;
	glColor3fv(dimmedcolor);
      } else {
	glColor3fv(Team::getRadarColor(myTank->getFlag() ==
			     Flags::Colorblindness ? RogueTeam : player->getTeam()));
      }
      // If this tank is hunted flash it on the radar
      if (player->isHunted() && myTank->getFlag() != Flags::Colorblindness) {
	if (flashTank.isOn()) {
	  if (!toggleTank) {
	    float flashcolor[3];
	    flashcolor[0] = 0.0f;
	    flashcolor[1] = 0.8f;
	    flashcolor[2] = 0.9f;
	    glColor3fv(flashcolor);
	  }
	} else {
	  toggleTank = !toggleTank;
	  flashTank.setClock(0.2f);
	}
      }
      drawTank(x, y, z);
    }

    bool coloredShot = BZDB.isTrue("coloredradarshots");
    // draw other tanks' shells
    maxShots = World::getWorld()->getMaxShots();
    for (i = 0; i < curMaxPlayers; i++) {
      RemotePlayer* player = world.getPlayer(i);
      if (!player) continue;
      for (int j = 0; j < maxShots; j++) {
	const ShotPath* shot = player->getShot(j);
	if (shot && shot->getFlag() != Flags::InvisibleBullet) {
	  const float *shotcolor;
	  if (coloredShot) {
	    if (myTank->getFlag() == Flags::Colorblindness)
	      shotcolor = Team::getRadarColor(RogueTeam);
	    else
	      shotcolor = Team::getRadarColor(player->getTeam());
	    const float cs = colorScale(shot->getPosition()[2],
		    muzzleHeight, BZDBCache::enhancedRadar);
	    glColor3f(shotcolor[0] * cs, shotcolor[1] * cs, shotcolor[2] * cs);
	  } else {
	    glColor3f(1.0f, 1.0f, 1.0f);
	  }
	  shot->radarRender();
	}
      }
    }

    // draw flags not on tanks.
    const int maxFlags = world.getMaxFlags();
    const bool drawNormalFlags = BZDB.isTrue("displayRadarFlags");
    for (i = 0; i < maxFlags; i++) {
      const Flag& flag = world.getFlag(i);
      // don't draw flags that don't exist or are on a tank
      if (flag.status == FlagNoExist || flag.status == FlagOnTank)
	continue;
      // don't draw normal flags if we aren't supposed to
      if (flag.type->flagTeam == NoTeam && !drawNormalFlags)
	continue;
      // Flags change color by height
      const float cs = colorScale(flag.position[2], muzzleHeight, BZDBCache::enhancedRadar);
      const float *flagcolor = flag.type->getColor();
      glColor3f(flagcolor[0] * cs, flagcolor[1] * cs, flagcolor[2] * cs);
      drawFlag(flag.position[0], flag.position[1], flag.position[2]);
    }
    // draw antidote flag
    const float* antidotePos =
		LocalPlayer::getMyTank()->getAntidoteLocation();
    if (antidotePos) {
      glColor3f(1.0f, 1.0f, 0.0f);
      drawFlag(antidotePos[0], antidotePos[1], antidotePos[2]);
    }

    // draw these markers above all others always centered
    glPopMatrix();

    // north marker
    GLfloat ns = 0.05f * range, ny = 0.9f * range;
    glColor3f(1.0f, 1.0f, 1.0f);
    glBegin(GL_LINE_STRIP);
    glVertex2f(-ns, ny - ns);
    glVertex2f(-ns, ny + ns);
    glVertex2f(ns, ny - ns);
    glVertex2f(ns, ny + ns);
    glEnd();

    // always up
    glPopMatrix();

    // get size of pixel in model space (assumes radar is square)
    GLfloat ps = 2.0f * range / GLfloat(w);

    // forward tick
    glBegin(GL_LINES);
    glVertex2f(0.0f, range - ps);
    glVertex2f(0.0f, range - 4.0f * ps);
    glEnd();

    // my tank
    glColor3f(1.0f, 1.0f, 1.0f);
    drawTank(0.0f, 0.0f, myTank->getPosition()[2]);

    // my flag
    if (myTank->getFlag() != Flags::Null) {
      glColor3fv(myTank->getFlag()->getColor());
      drawFlagOnTank(0.0f, 0.0f, myTank->getPosition()[2]);
    }
  }

  // restore GL state
  glPopMatrix();
}
示例#8
0
void GameUI::update(const RunStats &stats, Client *client, MapDrawControl *draw_control,
	const CameraOrientation &cam, const PointedThing &pointed_old, float dtime)
{
	v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();

	if (m_flags.show_debug) {
		static float drawtime_avg = 0;
		drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
		u16 fps = 1.0 / stats.dtime_jitter.avg;

		std::ostringstream os(std::ios_base::binary);
		os << std::fixed
			<< PROJECT_NAME_C " " << g_version_hash
			<< ", FPS: " << fps
			<< std::setprecision(0)
			<< ", drawtime: " << drawtime_avg << "ms"
			<< std::setprecision(1)
			<< ", dtime jitter: "
			<< (stats.dtime_jitter.max_fraction * 100.0) << "%"
			<< std::setprecision(1)
			<< ", view range: "
			<< (draw_control->range_all ? "All" : itos(draw_control->wanted_range))
			<< std::setprecision(3)
			<< ", RTT: " << client->getRTT() << "s";
		setStaticText(m_guitext, utf8_to_wide(os.str()).c_str());

		m_guitext->setRelativePosition(core::rect<s32>(5, 5, screensize.X,
			5 + g_fontengine->getTextHeight()));
	}

	// Finally set the guitext visible depending on the flag
	m_guitext->setVisible(m_flags.show_debug);

	if (m_flags.show_debug) {
		LocalPlayer *player = client->getEnv().getLocalPlayer();
		v3f player_position = player->getPosition();

		std::ostringstream os(std::ios_base::binary);
		os << std::setprecision(1) << std::fixed
			<< "pos: (" << (player_position.X / BS)
			<< ", " << (player_position.Y / BS)
			<< ", " << (player_position.Z / BS)
			<< "), yaw: " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
			<< yawToDirectionString(cam.camera_yaw)
			<< ", seed: " << ((u64)client->getMapSeed());

		if (pointed_old.type == POINTEDTHING_NODE) {
			ClientMap &map = client->getEnv().getClientMap();
			const NodeDefManager *nodedef = client->getNodeDefManager();
			MapNode n = map.getNodeNoEx(pointed_old.node_undersurface);

			if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
				os << ", pointed: " << nodedef->get(n).name
					<< ", param2: " << (u64) n.getParam2();
			}
		}

		setStaticText(m_guitext2, utf8_to_wide(os.str()).c_str());

		m_guitext2->setRelativePosition(core::rect<s32>(5,
			5 + g_fontengine->getTextHeight(), screensize.X,
			5 + g_fontengine->getTextHeight() * 2
		));
	}

	m_guitext2->setVisible(m_flags.show_debug);

	setStaticText(m_guitext_info, translate_string(m_infotext).c_str());
	m_guitext_info->setVisible(m_flags.show_hud && g_menumgr.menuCount() == 0);

	static const float statustext_time_max = 1.5f;

	if (!m_statustext.empty()) {
		m_statustext_time += dtime;

		if (m_statustext_time >= statustext_time_max) {
			clearStatusText();
			m_statustext_time = 0.0f;
		}
	}

	setStaticText(m_guitext_status, translate_string(m_statustext).c_str());
	m_guitext_status->setVisible(!m_statustext.empty());

	if (!m_statustext.empty()) {
		s32 status_width  = m_guitext_status->getTextWidth();
		s32 status_height = m_guitext_status->getTextHeight();
		s32 status_y = screensize.Y - 150;
		s32 status_x = (screensize.X - status_width) / 2;

		m_guitext_status->setRelativePosition(core::rect<s32>(status_x ,
			status_y - status_height, status_x + status_width, status_y));

		// Fade out
		video::SColor final_color = m_statustext_initial_color;
		final_color.setAlpha(0);
		video::SColor fade_color = m_statustext_initial_color.getInterpolated_quadratic(
			m_statustext_initial_color, final_color, m_statustext_time / statustext_time_max);
		m_guitext_status->setOverrideColor(fade_color);
		m_guitext_status->enableOverrideColor(true);
	}
}
示例#9
0
void ClientEnvironment::step(float dtime)
{
	DSTACK(FUNCTION_NAME);

	/* Step time of day */
	stepTimeOfDay(dtime);

	// Get some settings
	bool fly_allowed = m_client->checkLocalPrivilege("fly");
	bool free_move = fly_allowed && g_settings->getBool("free_move");

	// Get local player
	LocalPlayer *lplayer = getLocalPlayer();
	assert(lplayer);
	// collision info queue
	std::vector<CollisionInfo> player_collisions;

	/*
		Get the speed the player is going
	*/
	bool is_climbing = lplayer->is_climbing;

	f32 player_speed = lplayer->getSpeed().getLength();

	/*
		Maximum position increment
	*/
	//f32 position_max_increment = 0.05*BS;
	f32 position_max_increment = 0.1*BS;

	// Maximum time increment (for collision detection etc)
	// time = distance / speed
	f32 dtime_max_increment = 1;
	if(player_speed > 0.001)
		dtime_max_increment = position_max_increment / player_speed;

	// Maximum time increment is 10ms or lower
	if(dtime_max_increment > 0.01)
		dtime_max_increment = 0.01;

	// Don't allow overly huge dtime
	if(dtime > 0.5)
		dtime = 0.5;

	f32 dtime_downcount = dtime;

	/*
		Stuff that has a maximum time increment
	*/

	u32 loopcount = 0;
	do
	{
		loopcount++;

		f32 dtime_part;
		if(dtime_downcount > dtime_max_increment)
		{
			dtime_part = dtime_max_increment;
			dtime_downcount -= dtime_part;
		}
		else
		{
			dtime_part = dtime_downcount;
			/*
				Setting this to 0 (no -=dtime_part) disables an infinite loop
				when dtime_part is so small that dtime_downcount -= dtime_part
				does nothing
			*/
			dtime_downcount = 0;
		}

		/*
			Handle local player
		*/

		{
			// Apply physics
			if(!free_move && !is_climbing)
			{
				// Gravity
				v3f speed = lplayer->getSpeed();
				if(!lplayer->in_liquid)
					speed.Y -= lplayer->movement_gravity * lplayer->physics_override_gravity * dtime_part * 2;

				// Liquid floating / sinking
				if(lplayer->in_liquid && !lplayer->swimming_vertical)
					speed.Y -= lplayer->movement_liquid_sink * dtime_part * 2;

				// Liquid resistance
				if(lplayer->in_liquid_stable || lplayer->in_liquid)
				{
					// How much the node's viscosity blocks movement, ranges between 0 and 1
					// Should match the scale at which viscosity increase affects other liquid attributes
					const f32 viscosity_factor = 0.3;

					v3f d_wanted = -speed / lplayer->movement_liquid_fluidity;
					f32 dl = d_wanted.getLength();
					if(dl > lplayer->movement_liquid_fluidity_smooth)
						dl = lplayer->movement_liquid_fluidity_smooth;
					dl *= (lplayer->liquid_viscosity * viscosity_factor) + (1 - viscosity_factor);

					v3f d = d_wanted.normalize() * dl;
					speed += d;
				}

				lplayer->setSpeed(speed);
			}

			/*
				Move the lplayer.
				This also does collision detection.
			*/
			lplayer->move(dtime_part, this, position_max_increment,
				&player_collisions);
		}
	}
	while(dtime_downcount > 0.001);

	//std::cout<<"Looped "<<loopcount<<" times."<<std::endl;

	for(std::vector<CollisionInfo>::iterator i = player_collisions.begin();
		i != player_collisions.end(); ++i) {
		CollisionInfo &info = *i;
		v3f speed_diff = info.new_speed - info.old_speed;;
		// Handle only fall damage
		// (because otherwise walking against something in fast_move kills you)
		if(speed_diff.Y < 0 || info.old_speed.Y >= 0)
			continue;
		// Get rid of other components
		speed_diff.X = 0;
		speed_diff.Z = 0;
		f32 pre_factor = 1; // 1 hp per node/s
		f32 tolerance = BS*14; // 5 without damage
		f32 post_factor = 1; // 1 hp per node/s
		if(info.type == COLLISION_NODE)
		{
			const ContentFeatures &f = m_client->ndef()->
				get(m_map->getNodeNoEx(info.node_p));
			// Determine fall damage multiplier
			int addp = itemgroup_get(f.groups, "fall_damage_add_percent");
			pre_factor = 1.0 + (float)addp/100.0;
		}
		float speed = pre_factor * speed_diff.getLength();
		if(speed > tolerance)
		{
			f32 damage_f = (speed - tolerance)/BS * post_factor;
			u16 damage = (u16)(damage_f+0.5);
			if(damage != 0){
				damageLocalPlayer(damage, true);
				MtEvent *e = new SimpleTriggerEvent("PlayerFallingDamage");
				m_client->event()->put(e);
			}
		}
	}

	/*
		A quick draft of lava damage
	*/
	if(m_lava_hurt_interval.step(dtime, 1.0))
	{
		v3f pf = lplayer->getPosition();

		// Feet, middle and head
		v3s16 p1 = floatToInt(pf + v3f(0, BS*0.1, 0), BS);
		MapNode n1 = m_map->getNodeNoEx(p1);
		v3s16 p2 = floatToInt(pf + v3f(0, BS*0.8, 0), BS);
		MapNode n2 = m_map->getNodeNoEx(p2);
		v3s16 p3 = floatToInt(pf + v3f(0, BS*1.6, 0), BS);
		MapNode n3 = m_map->getNodeNoEx(p3);

		u32 damage_per_second = 0;
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n1).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n2).damage_per_second);
		damage_per_second = MYMAX(damage_per_second,
			m_client->ndef()->get(n3).damage_per_second);

		if(damage_per_second != 0)
		{
			damageLocalPlayer(damage_per_second, true);
		}
	}

	// Protocol v29 make this behaviour obsolete
	if (getGameDef()->getProtoVersion() < 29) {
		/*
			Drowning
		*/
		if (m_drowning_interval.step(dtime, 2.0)) {
			v3f pf = lplayer->getPosition();

			// head
			v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
			MapNode n = m_map->getNodeNoEx(p);
			ContentFeatures c = m_client->ndef()->get(n);
			u8 drowning_damage = c.drowning;
			if (drowning_damage > 0 && lplayer->hp > 0) {
				u16 breath = lplayer->getBreath();
				if (breath > 10) {
					breath = 11;
				}
				if (breath > 0) {
					breath -= 1;
				}
				lplayer->setBreath(breath);
				updateLocalPlayerBreath(breath);
			}

			if (lplayer->getBreath() == 0 && drowning_damage > 0) {
				damageLocalPlayer(drowning_damage, true);
			}
		}
		if (m_breathing_interval.step(dtime, 0.5)) {
			v3f pf = lplayer->getPosition();

			// head
			v3s16 p = floatToInt(pf + v3f(0, BS * 1.6, 0), BS);
			MapNode n = m_map->getNodeNoEx(p);
			ContentFeatures c = m_client->ndef()->get(n);
			if (!lplayer->hp) {
				lplayer->setBreath(11);
			} else if (c.drowning == 0) {
				u16 breath = lplayer->getBreath();
				if (breath <= 10) {
					breath += 1;
					lplayer->setBreath(breath);
					updateLocalPlayerBreath(breath);
				}
			}
		}
	}

	// Update lighting on local player (used for wield item)
	u32 day_night_ratio = getDayNightRatio();
	{
		// Get node at head

		// On InvalidPositionException, use this as default
		// (day: LIGHT_SUN, night: 0)
		MapNode node_at_lplayer(CONTENT_AIR, 0x0f, 0);

		v3s16 p = lplayer->getLightPosition();
		node_at_lplayer = m_map->getNodeNoEx(p);

		u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
		final_color_blend(&lplayer->light_color, light, day_night_ratio);
	}

	/*
		Step active objects and update lighting of them
	*/

	g_profiler->avg("CEnv: num of objects", m_active_objects.size());
	bool update_lighting = m_active_object_light_update_interval.step(dtime, 0.21);
	for (UNORDERED_MAP<u16, ClientActiveObject*>::iterator i = m_active_objects.begin();
		i != m_active_objects.end(); ++i) {
		ClientActiveObject* obj = i->second;
		// Step object
		obj->step(dtime, this);

		if(update_lighting)
		{
			// Update lighting
			u8 light = 0;
			bool pos_ok;

			// Get node at head
			v3s16 p = obj->getLightPosition();
			MapNode n = m_map->getNodeNoEx(p, &pos_ok);
			if (pos_ok)
				light = n.getLightBlend(day_night_ratio, m_client->ndef());
			else
				light = blend_light(day_night_ratio, LIGHT_SUN, 0);

			obj->updateLight(light);
		}
	}

	/*
		Step and handle simple objects
	*/
	g_profiler->avg("CEnv: num of simple objects", m_simple_objects.size());
	for(std::vector<ClientSimpleObject*>::iterator
		i = m_simple_objects.begin(); i != m_simple_objects.end();) {
		std::vector<ClientSimpleObject*>::iterator cur = i;
		ClientSimpleObject *simple = *cur;

		simple->step(dtime);
		if(simple->m_to_be_removed) {
			delete simple;
			i = m_simple_objects.erase(cur);
		}
		else {
			++i;
		}
	}
}