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* Fixing ladders againMark Holmquist2011-08-01
* Fixed a few problems in the ladder update, and changed the speed to account f...Mark Holmquist2011-08-01
* Ladders implemented!Mark Holmquist2011-08-01
* Fixed handling of inventory in creative mode (normal inventory is not trashed...Perttu Ahola2011-07-30
* extended content-type rangePerttu Ahola2011-07-23
* improved player fall damage detectionPerttu Ahola2011-06-26
* hopefully fixed the privilege problemsPerttu Ahola2011-05-29
* player passwords and privileges in world/auth.txtPerttu Ahola2011-05-29
* Added 'shout' player privilegeCiaran Gultnieks2011-05-23
* All textures are are now searched first from the directory specified by the t...Perttu Ahola2011-05-21
* Passwords - password entry at main menu, stored and checked by serverCiaran Gultnieks2011-05-20
* Fixed two compiler warningsPerttu Ahola2011-05-16
* Privileges to/from string conversion functions standalone, not static membersCiaran Gultnieks2011-05-16
* Allow "all" to be specified in player config file for privilegesCiaran Gultnieks2011-05-16
* Improved server commands and added player permissions.Ciaran Gultnieks2011-05-16
* Code refactoring; split half of main.cpp to game.cpp.Perttu Ahola2011-04-23
* set client to not show hp if server doesn't support itPerttu Ahola2011-04-21
* Some work-in-progress in hp and mobs and a frightening amount of random fixes.Perttu Ahola2011-04-21
* Fixed some problems with crafting and inventoryPerttu Ahola2011-04-11
* mainly work on object scripting apiPerttu Ahola2011-02-23
* Temporary commit; lots of test code and stuffPerttu Ahola2011-02-21
* sneaking bug fixingPerttu Ahola2011-02-14
* disabled jumping in sneak mode if far away from the edge because it can drop ...Perttu Ahola2011-02-14
* fixed bug in sneakingPerttu Ahola2011-02-14
* added sneaking/crouching and changelogPerttu Ahola2011-02-14
* bug-fixin'Perttu Ahola2011-02-08
* mapgen tweakingPerttu Ahola2011-02-06
* This map generator is starting to look pretty good now... also, disabled load...Perttu Ahola2011-02-01
* Now texture handling is fast. Also now players are saved on disk.Perttu Ahola2011-01-28
* Faster lighting at map generation timePerttu Ahola2011-01-24
* old water removed, some fixes here and therePerttu Ahola2011-01-17
* fine-tuning of map generator and server and stuff.Perttu Ahola2011-01-17
* Initial commit of mapgen v.2. Lacks configuration and saving to disk.Perttu Ahola2011-01-16
* Players are left on server while server is running. No passwords yet.Perttu Ahola2011-01-15
* Added a more flexible path system (and fixed some minor stuff)Perttu Ahola2011-01-07
* added fog to playersPerttu Ahola2010-12-22
* crafting system!Perttu Ahola2010-12-22
* just savin'Perttu Ahola2010-12-22
* some work-in-progressPerttu Ahola2010-12-22
* added dedicated server build without irrlichtPerttu Ahola2010-12-19
* working nicelyPerttu Ahola2010-12-13
* better waterPerttu Ahola2010-11-30
* license stuffPerttu Ahola2010-11-29
* Initial filesPerttu Ahola2010-11-27
***************/ /** texture layer ids */ typedef enum { TEX_LAYER_BACKGROUND = 0, TEX_LAYER_OVERLAY, TEX_LAYER_HEADER, TEX_LAYER_FOOTER, TEX_LAYER_MAX } texture_layer; typedef struct { video::ITexture* texture; bool tile; unsigned int minsize; } image_definition; /******************************************************************************/ /* forward declarations */ /******************************************************************************/ class GUIEngine; class MainMenuScripting; class Clouds; struct MainMenuData; /******************************************************************************/ /* declarations */ /******************************************************************************/ /** GUIEngine specific implementation of TextDest used within guiFormSpecMenu */ class TextDestGuiEngine : public TextDest { public: /** * default constructor * @param engine the engine data is transmitted for further processing */ TextDestGuiEngine(GUIEngine* engine); /** * receive fields transmitted by guiFormSpecMenu * @param fields map containing formspec field elements currently active */ void gotText(const StringMap &fields); /** * receive text/events transmitted by guiFormSpecMenu * @param text textual representation of event */ void gotText(std::wstring text); private: /** target to transmit data to */ GUIEngine* m_engine; }; /** GUIEngine specific implementation of ISimpleTextureSource */ class MenuTextureSource : public ISimpleTextureSource { public: /** * default constructor * @param driver the video driver to load textures from */ MenuTextureSource(video::IVideoDriver *driver); /** * destructor, removes all loaded textures */ virtual ~MenuTextureSource(); /** * get a texture, loading it if required * @param name path to the texture * @param id receives the texture ID, always 0 in this implementation */ video::ITexture* getTexture(const std::string &name, u32 *id = NULL); private: /** driver to get textures from */ video::IVideoDriver *m_driver; /** set of texture names to delete */ std::set<std::string> m_to_delete; }; /** GUIEngine specific implementation of OnDemandSoundFetcher */ class MenuMusicFetcher: public OnDemandSoundFetcher { public: /** * get sound file paths according to sound name * @param name sound name * @param dst_paths receives possible paths to sound files * @param dst_datas receives binary sound data (not used here) */ void fetchSounds(const std::string &name, std::set<std::string> &dst_paths, std::set<std::string> &dst_datas); private: /** set of fetched sound names */ std::set<std::string> m_fetched; }; /** implementation of main menu based uppon formspecs */ class GUIEngine { /** grant ModApiMainMenu access to private members */ friend class ModApiMainMenu; public: /** * default constructor * @param dev device to draw at * @param parent parent gui element * @param menumgr manager to add menus to * @param smgr scene manager to add scene elements to * @param data struct to transfer data to main game handling */ GUIEngine( irr::IrrlichtDevice* dev, gui::IGUIElement* parent, IMenuManager *menumgr, scene::ISceneManager* smgr, MainMenuData* data, bool& kill); /** default destructor */ virtual ~GUIEngine(); /** * return MainMenuScripting interface */ MainMenuScripting* getScriptIface() { return m_script; } /** * return dir of current menuscript */ std::string getScriptDir() { return m_scriptdir; } /** pass async callback to scriptengine **/ unsigned int queueAsync(std::string serialized_fct,std::string serialized_params); private: /** find and run the main menu script */ bool loadMainMenuScript(); /** run main menu loop */ void run(); /** handler to limit frame rate within main menu */ void limitFrameRate(); /** update size of topleftext element */ void updateTopLeftTextSize(); /** device to draw at */ irr::IrrlichtDevice* m_device; /** parent gui element */ gui::IGUIElement* m_parent; /** manager to add menus to */ IMenuManager* m_menumanager; /** scene manager to add scene elements to */ scene::ISceneManager* m_smgr; /** pointer to data beeing transfered back to main game handling */ MainMenuData* m_data; /** pointer to texture source */ ISimpleTextureSource* m_texture_source; /** pointer to soundmanager*/ ISoundManager* m_sound_manager; /** representation of form source to be used in mainmenu formspec */ FormspecFormSource* m_formspecgui; /** formspec input receiver */ TextDestGuiEngine* m_buttonhandler; /** the formspec menu */ GUIFormSpecMenu* m_menu; /** reference to kill variable managed by SIGINT handler */ bool& m_kill; /** variable used to abort menu and return back to main game handling */ bool m_startgame; /** scripting interface */ MainMenuScripting* m_script; /** script basefolder */ std::string m_scriptdir; /** * draw background layer * @param driver to use for drawing */ void drawBackground(video::IVideoDriver* driver); /** * draw overlay layer * @param driver to use for drawing */ void drawOverlay(video::IVideoDriver* driver); /** * draw header layer * @param driver to use for drawing */ void drawHeader(video::IVideoDriver* driver); /** * draw footer layer * @param driver to use for drawing */ void drawFooter(video::IVideoDriver* driver); /** * load a texture for a specified layer * @param layer draw layer to specify texture * @param texturepath full path of texture to load */ bool setTexture(texture_layer layer, std::string texturepath, bool tile_image, unsigned int minsize); /** * download a file using curl * @param url url to download * @param target file to store to */ static bool downloadFile(std::string url,std::string target); /** array containing pointers to current specified texture layers */ image_definition m_textures[TEX_LAYER_MAX]; /** draw version string in topleft corner */ void drawVersion(); /** * specify text to be appended to version string * @param text to set */ void setTopleftText(std::string append); /** pointer to gui element shown at topleft corner */ irr::gui::IGUIStaticText* m_irr_toplefttext; /** initialize cloud subsystem */ void cloudInit(); /** do preprocessing for cloud subsystem */ void cloudPreProcess(); /** do postprocessing for cloud subsystem */ void cloudPostProcess(); /** internam data required for drawing clouds */ struct clouddata { /** delta time since last cloud processing */ f32 dtime; /** absolute time of last cloud processing */ u32 lasttime; /** pointer to cloud class */ Clouds* clouds; /** camera required for drawing clouds */ scene::ICameraSceneNode* camera; }; /** is drawing of clouds enabled atm */ bool m_clouds_enabled; /** data used to draw clouds */ clouddata m_cloud; /** start playing a sound and return handle */ s32 playSound(SimpleSoundSpec spec, bool looped); /** stop playing a sound started with playSound() */ void stopSound(s32 handle); }; #endif /* GUI_ENGINE_H_ */