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Removed IrrlichtWrapper
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parent
983bf6677d
commit
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13 changed files with 18 additions and 770 deletions
57
src/main.cpp
57
src/main.cpp
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@ -136,6 +136,9 @@ Game content:
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- The player would have some of that stuff at the beginning, and
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would need new supplies of it when it runs out
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- A bomb
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- A spread-items-on-map routine for the bomb, and for dying players
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Documentation:
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--------------
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@ -175,14 +178,14 @@ SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
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SUGG: Option for enabling proper alpha channel for textures
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TODO: Make all water not backside culled
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Configuration:
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--------------
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Client:
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-------
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TODO: Remove IrrlichtWrapper
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TODO: Untie client network operations from framerate
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- Needs some input queues or something
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- This won't give much performance boost because calculating block
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@ -195,6 +198,10 @@ TODO: Don't update all meshes always on single node changes, but
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- implement Map::updateNodeMeshes() and the usage of it
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- It will give almost always a 4x boost in mesh update performance.
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- A weapon engine
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- Tool/weapon visualization
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Server:
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-------
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@ -209,9 +216,6 @@ FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
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* Make a small history check to transformLiquids to detect and log
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continuous oscillations, in such detail that they can be fixed.
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FIXME: If something is removed from craftresult with a right click,
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it is only possible to get one item from it should give 4
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Objects:
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--------
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@ -241,17 +245,18 @@ SUGG: Erosion simulation at map generation time
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- Simulate rock falling from cliffs when water has removed
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enough solid rock from the bottom
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SUGG: Try out the notch way of generating maps, that is, make bunches
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of low-res 3d noise and interpolate linearly.
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Mapgen v2:
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* only_from_disk might not work anymore - check and fix it.
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* Make the generator to run in background and not blocking block
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placement and transfer
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* Possibly add some kind of erosion and other stuff
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* Better water generation (spread it to underwater caverns but don't
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fill dungeons that don't touch big water masses)
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* When generating a chunk and the neighboring chunk doesn't have mud
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and stuff yet and the ground is fairly flat, the mud will flow to
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the other chunk making nasty straight walls when the other chunk
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is generated. Fix it.
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is generated. Fix it. Maybe just a special case if the ground is
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flat?
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Misc. stuff:
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------------
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@ -321,7 +326,6 @@ Making it more portable:
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#include "constants.h"
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//#include "strfnd.h"
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#include "porting.h"
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#include "irrlichtwrapper.h"
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#include "gettime.h"
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#include "porting.h"
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#include "guiPauseMenu.h"
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@ -337,9 +341,6 @@ Making it more portable:
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#include "tile.h"
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#include "guiFurnaceMenu.h"
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// TODO: Remove this
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IrrlichtWrapper *g_irrlicht = NULL;
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// This makes textures
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ITextureSource *g_texturesource = NULL;
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@ -495,9 +496,9 @@ u32 getTimeMs()
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Use irrlicht because it is more precise than porting.h's
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getTimeMs()
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*/
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if(g_irrlicht == NULL)
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if(g_device == NULL)
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return 0;
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return g_irrlicht->getTime();
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return g_device->getTimer()->getRealTime();
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}
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/*
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@ -2049,7 +2050,6 @@ int main(int argc, char *argv[])
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return 1; // could not create selected driver.
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g_device = device;
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g_irrlicht = new IrrlichtWrapper(device);
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TextureSource *texturesource = new TextureSource(device);
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g_texturesource = texturesource;
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@ -2217,9 +2217,6 @@ int main(int argc, char *argv[])
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while(g_device->run() && kill == false)
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{
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// Run global IrrlichtWrapper's main thread processing stuff
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g_irrlicht->Run();
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if(menu->getStatus() == true)
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break;
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@ -2284,9 +2281,6 @@ int main(int argc, char *argv[])
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*/
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{
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// This is set to true at the end of the scope
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g_irrlicht->Shutdown(false);
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/*
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Draw "Loading" screen
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*/
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@ -2484,11 +2478,6 @@ int main(int argc, char *argv[])
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break;
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}
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/*
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Run global IrrlichtWrapper's main thread processing stuff
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*/
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g_irrlicht->Run();
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/*
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Process TextureSource's queue
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*/
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@ -3550,22 +3539,8 @@ int main(int argc, char *argv[])
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device->setWindowCaption(str.c_str());
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lastFPS = fps;
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}
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/*}
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else
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device->yield();*/
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}
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//delete quick_inventory;
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/*
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Disable texture fetches and other stuff that is queued
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to be processed by the main loop.
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This has to be done before client goes out of scope.
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*/
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g_irrlicht->Shutdown(true);
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} // client and server are deleted at this point
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} //try
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