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Move ClientMap to clientmap.{h,cpp}
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parent
54917e3062
commit
58bed83d03
12 changed files with 717 additions and 666 deletions
133
src/map.h
133
src/map.h
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@ -37,9 +37,9 @@ extern "C" {
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#include "sqlite3.h"
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}
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class ClientMap;
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class MapSector;
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class ServerMapSector;
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class ClientMapSector;
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class MapBlock;
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class NodeMetadata;
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class IGameDef;
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@ -468,137 +468,6 @@ private:
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sqlite3_stmt *m_database_list;
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};
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/*
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ClientMap stuff
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*/
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#ifndef SERVER
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struct MapDrawControl
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{
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MapDrawControl():
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range_all(false),
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wanted_range(50),
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wanted_max_blocks(0),
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wanted_min_range(0),
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blocks_drawn(0),
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blocks_would_have_drawn(0)
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{
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}
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// Overrides limits by drawing everything
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bool range_all;
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// Wanted drawing range
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float wanted_range;
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// Maximum number of blocks to draw
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u32 wanted_max_blocks;
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// Blocks in this range are drawn regardless of number of blocks drawn
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float wanted_min_range;
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// Number of blocks rendered is written here by the renderer
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u32 blocks_drawn;
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// Number of blocks that would have been drawn in wanted_range
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u32 blocks_would_have_drawn;
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};
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class Client;
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class ITextureSource;
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/*
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ClientMap
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This is the only map class that is able to render itself on screen.
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*/
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class ClientMap : public Map, public scene::ISceneNode
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{
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public:
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ClientMap(
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Client *client,
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IGameDef *gamedef,
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MapDrawControl &control,
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scene::ISceneNode* parent,
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scene::ISceneManager* mgr,
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s32 id
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);
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~ClientMap();
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s32 mapType() const
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{
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return MAPTYPE_CLIENT;
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}
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void drop()
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{
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ISceneNode::drop();
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}
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void updateCamera(v3f pos, v3f dir, f32 fov)
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{
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JMutexAutoLock lock(m_camera_mutex);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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}
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/*
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Forcefully get a sector from somewhere
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*/
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MapSector * emergeSector(v2s16 p);
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//void deSerializeSector(v2s16 p2d, std::istream &is);
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/*
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ISceneNode methods
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*/
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virtual void OnRegisterSceneNode();
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virtual void render()
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{
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, AbsoluteTransformation);
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renderMap(driver, SceneManager->getSceneNodeRenderPass());
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}
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virtual const core::aabbox3d<f32>& getBoundingBox() const
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{
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return m_box;
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}
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void renderMap(video::IVideoDriver* driver, s32 pass);
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void renderPostFx();
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// For debug printing
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virtual void PrintInfo(std::ostream &out);
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// Check if sector was drawn on last render()
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bool sectorWasDrawn(v2s16 p)
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{
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return (m_last_drawn_sectors.find(p) != NULL);
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}
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private:
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Client *m_client;
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core::aabbox3d<f32> m_box;
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// This is the master heightmap mesh
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//scene::SMesh *mesh;
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//JMutex mesh_mutex;
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MapDrawControl &m_control;
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v3f m_camera_position;
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v3f m_camera_direction;
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f32 m_camera_fov;
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JMutex m_camera_mutex;
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core::map<v2s16, bool> m_last_drawn_sectors;
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};
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#endif
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class MapVoxelManipulator : public VoxelManipulator
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{
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public:
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