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Some work-in-progress in hp and mobs and a frightening amount of random fixes.

This commit is contained in:
Perttu Ahola 2011-04-21 19:35:17 +03:00
parent 3c61d57f6d
commit c638442e78
40 changed files with 1837 additions and 920 deletions

View file

@ -93,6 +93,10 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
SUGG: Calculate lighting per vertex to get a lighting effect like in
bartwe's game
SUGG: Background music based on cellular automata?
http://www.earslap.com/projectslab/otomata
Gaming ideas:
-------------
@ -126,6 +130,12 @@ Game content:
- You can drop on top of it, and have some time to attack there
before he shakes you off
- Maybe the difficulty could come from monsters getting tougher in
far-away places, and the player starting to need something from
there when time goes by.
- The player would have some of that stuff at the beginning, and
would need new supplies of it when it runs out
Documentation:
--------------
@ -1210,7 +1220,7 @@ void updateViewingRange(f32 frametime_in, Client *client)
void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
v2s32 centerlowerpos, s32 imgsize, s32 itemcount,
Inventory *inventory)
Inventory *inventory, s32 halfheartcount)
{
InventoryList *mainlist = inventory->getList("main");
if(mainlist == NULL)
@ -1259,6 +1269,40 @@ void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
drawInventoryItem(driver, font, item, rect, NULL);
}
}
/*
Draw hearts
*/
{
video::ITexture *heart_texture =
driver->getTexture(porting::getDataPath("heart.png").c_str());
v2s32 p = pos + v2s32(0, -20);
for(s32 i=0; i<halfheartcount/2; i++)
{
const video::SColor color(255,255,255,255);
const video::SColor colors[] = {color,color,color,color};
core::rect<s32> rect(0,0,16,16);
rect += p;
driver->draw2DImage(heart_texture, rect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(heart_texture->getOriginalSize())),
NULL, colors, true);
p += v2s32(20,0);
}
if(halfheartcount % 2 == 1)
{
const video::SColor color(255,255,255,255);
const video::SColor colors[] = {color,color,color,color};
core::rect<s32> rect(0,0,16/2,16);
rect += p;
core::dimension2di srcd(heart_texture->getOriginalSize());
srcd.Width /= 2;
driver->draw2DImage(heart_texture, rect,
core::rect<s32>(core::position2d<s32>(0,0), srcd),
NULL, colors, true);
p += v2s32(20,0);
}
}
}
#if 0
@ -1519,6 +1563,215 @@ void SpeedTests()
}
}
void getPointedNode(v3f player_position,
v3f camera_direction, v3f camera_position,
bool &nodefound, core::line3d<f32> shootline,
v3s16 &nodepos, v3s16 &neighbourpos,
core::aabbox3d<f32> &nodehilightbox,
f32 d)
{
assert(g_client);
f32 mindistance = BS * 1001;
v3s16 pos_i = floatToInt(player_position, BS);
/*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
<<std::endl;*/
s16 a = d;
s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);
s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);
s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);
s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);
s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);
s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);
for(s16 y = ystart; y <= yend; y++)
for(s16 z = zstart; z <= zend; z++)
for(s16 x = xstart; x <= xend; x++)
{
MapNode n;
try
{
n = g_client->getNode(v3s16(x,y,z));
if(content_pointable(n.d) == false)
continue;
}
catch(InvalidPositionException &e)
{
continue;
}
v3s16 np(x,y,z);
v3f npf = intToFloat(np, BS);
f32 d = 0.01;
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
/*
Meta-objects
*/
if(n.d == CONTENT_TORCH)
{
v3s16 dir = unpackDir(n.dir);
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
dir_f *= BS/2 - BS/6 - BS/20;
v3f cpf = npf + dir_f;
f32 distance = (cpf - camera_position).getLength();
core::aabbox3d<f32> box;
// bottom
if(dir == v3s16(0,-1,0))
{
box = core::aabbox3d<f32>(
npf - v3f(BS/6, BS/2, BS/6),
npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)
);
}
// top
else if(dir == v3s16(0,1,0))
{
box = core::aabbox3d<f32>(
npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),
npf + v3f(BS/6, BS/2, BS/6)
);
}
// side
else
{
box = core::aabbox3d<f32>(
cpf - v3f(BS/6, BS/3, BS/6),
cpf + v3f(BS/6, BS/3, BS/6)
);
}
if(distance < mindistance)
{
if(box.intersectsWithLine(shootline))
{
nodefound = true;
nodepos = np;
neighbourpos = np;
mindistance = distance;
nodehilightbox = box;
}
}
}
else if(n.d == CONTENT_SIGN_WALL)
{
v3s16 dir = unpackDir(n.dir);
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
dir_f *= BS/2 - BS/6 - BS/20;
v3f cpf = npf + dir_f;
f32 distance = (cpf - camera_position).getLength();
v3f vertices[4] =
{
v3f(BS*0.42,-BS*0.35,-BS*0.4),
v3f(BS*0.49, BS*0.35, BS*0.4),
};
for(s32 i=0; i<2; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].rotateXZBy(0);
if(dir == v3s16(-1,0,0))
vertices[i].rotateXZBy(180);
if(dir == v3s16(0,0,1))
vertices[i].rotateXZBy(90);
if(dir == v3s16(0,0,-1))
vertices[i].rotateXZBy(-90);
if(dir == v3s16(0,-1,0))
vertices[i].rotateXYBy(-90);
if(dir == v3s16(0,1,0))
vertices[i].rotateXYBy(90);
vertices[i] += npf;
}
core::aabbox3d<f32> box;
box = core::aabbox3d<f32>(vertices[0]);
box.addInternalPoint(vertices[1]);
if(distance < mindistance)
{
if(box.intersectsWithLine(shootline))
{
nodefound = true;
nodepos = np;
neighbourpos = np;
mindistance = distance;
nodehilightbox = box;
}
}
}
/*
Regular blocks
*/
else
{
for(u16 i=0; i<6; i++)
{
v3f dir_f = v3f(dirs[i].X,
dirs[i].Y, dirs[i].Z);
v3f centerpoint = npf + dir_f * BS/2;
f32 distance =
(centerpoint - camera_position).getLength();
if(distance < mindistance)
{
core::CMatrix4<f32> m;
m.buildRotateFromTo(v3f(0,0,1), dir_f);
// This is the back face
v3f corners[2] = {
v3f(BS/2, BS/2, BS/2),
v3f(-BS/2, -BS/2, BS/2+d)
};
for(u16 j=0; j<2; j++)
{
m.rotateVect(corners[j]);
corners[j] += npf;
}
core::aabbox3d<f32> facebox(corners[0]);
facebox.addInternalPoint(corners[1]);
if(facebox.intersectsWithLine(shootline))
{
nodefound = true;
nodepos = np;
neighbourpos = np + dirs[i];
mindistance = distance;
//nodehilightbox = facebox;
const float d = 0.502;
core::aabbox3d<f32> nodebox
(-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
v3f nodepos_f = intToFloat(nodepos, BS);
nodebox.MinEdge += nodepos_f;
nodebox.MaxEdge += nodepos_f;
nodehilightbox = nodebox;
}
} // if distance < mindistance
} // for dirs
} // regular block
} // for coords
}
int main(int argc, char *argv[])
{
/*
@ -2148,30 +2401,14 @@ int main(int argc, char *argv[])
//video::SColor skycolor = video::SColor(255,90,140,200);
//video::SColor skycolor = video::SColor(255,166,202,244);
video::SColor skycolor = video::SColor(255,120,185,244);
//video::SColor skycolor = video::SColor(255,120,185,244);
video::SColor skycolor = video::SColor(255,140,186,250);
camera->setFOV(FOV_ANGLE);
// Just so big a value that everything rendered is visible
camera->setFarValue(100000*BS);
/*
Lighting test code. Doesn't quite work this way.
The CPU-computed lighting is good.
*/
/*
smgr->addLightSceneNode(NULL,
v3f(0, BS*1000000, 0),
video::SColorf(0.3,0.3,0.3),
BS*10000000);
smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));
scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,
v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);
*/
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"
@ -2226,6 +2463,8 @@ int main(int argc, char *argv[])
core::list<float> frametime_log;
float damage_flash_timer = 0;
/*
Main loop
*/
@ -2453,6 +2692,16 @@ int main(int argc, char *argv[])
);
client.setPlayerControl(control);
}
/*
Run server
*/
if(server != NULL)
{
//TimeTaker timer("server->step(dtime)");
server->step(dtime);
}
/*
Process environment
@ -2464,12 +2713,28 @@ int main(int argc, char *argv[])
//client.step(dtime_avg1);
}
if(server != NULL)
// Read client events
for(;;)
{
//TimeTaker timer("server->step(dtime)");
server->step(dtime);
ClientEvent event = client.getClientEvent();
if(event.type == CE_NONE)
{
break;
}
else if(event.type == CE_PLAYER_DAMAGE)
{
//u16 damage = event.player_damage.amount;
//dstream<<"Player damage: "<<damage<<std::endl;
damage_flash_timer = 0.05;
}
else if(event.type == CE_PLAYER_FORCE_MOVE)
{
camera_yaw = event.player_force_move.yaw;
camera_pitch = event.player_force_move.pitch;
}
}
// Get player position
v3f player_position = client.getPlayerPosition();
//TimeTaker //timer2("//timer2");
@ -2637,22 +2902,6 @@ int main(int argc, char *argv[])
else if(g_input->getRightClicked())
{
std::cout<<DTIME<<"Right-clicked object"<<std::endl;
#if 0
/*
Check if we want to modify the object ourselves
*/
if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)
{
}
/*
Otherwise pass the event to the server as-is
*/
else
{
client.clickObject(1, selected_object->getBlock()->getPos(),
selected_object->getId(), g_selected_item);
}
#endif
}
}
else // selected_object == NULL
@ -2666,205 +2915,13 @@ int main(int argc, char *argv[])
v3s16 nodepos;
v3s16 neighbourpos;
core::aabbox3d<f32> nodehilightbox;
f32 mindistance = BS * 1001;
v3s16 pos_i = floatToInt(player_position, BS);
/*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
<<std::endl;*/
s16 a = d;
s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);
s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);
s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);
s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);
s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);
s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);
for(s16 y = ystart; y <= yend; y++)
for(s16 z = zstart; z <= zend; z++)
for(s16 x = xstart; x <= xend; x++)
{
MapNode n;
try
{
n = client.getNode(v3s16(x,y,z));
if(content_pointable(n.d) == false)
continue;
}
catch(InvalidPositionException &e)
{
continue;
}
v3s16 np(x,y,z);
v3f npf = intToFloat(np, BS);
f32 d = 0.01;
v3s16 dirs[6] = {
v3s16(0,0,1), // back
v3s16(0,1,0), // top
v3s16(1,0,0), // right
v3s16(0,0,-1), // front
v3s16(0,-1,0), // bottom
v3s16(-1,0,0), // left
};
/*
Meta-objects
*/
if(n.d == CONTENT_TORCH)
{
v3s16 dir = unpackDir(n.dir);
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
dir_f *= BS/2 - BS/6 - BS/20;
v3f cpf = npf + dir_f;
f32 distance = (cpf - camera_position).getLength();
core::aabbox3d<f32> box;
// bottom
if(dir == v3s16(0,-1,0))
{
box = core::aabbox3d<f32>(
npf - v3f(BS/6, BS/2, BS/6),
npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)
);
}
// top
else if(dir == v3s16(0,1,0))
{
box = core::aabbox3d<f32>(
npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),
npf + v3f(BS/6, BS/2, BS/6)
);
}
// side
else
{
box = core::aabbox3d<f32>(
cpf - v3f(BS/6, BS/3, BS/6),
cpf + v3f(BS/6, BS/3, BS/6)
);
}
if(distance < mindistance)
{
if(box.intersectsWithLine(shootline))
{
nodefound = true;
nodepos = np;
neighbourpos = np;
mindistance = distance;
nodehilightbox = box;
}
}
}
else if(n.d == CONTENT_SIGN_WALL)
{
v3s16 dir = unpackDir(n.dir);
v3f dir_f = v3f(dir.X, dir.Y, dir.Z);
dir_f *= BS/2 - BS/6 - BS/20;
v3f cpf = npf + dir_f;
f32 distance = (cpf - camera_position).getLength();
v3f vertices[4] =
{
v3f(BS*0.42,-BS*0.35,-BS*0.4),
v3f(BS*0.49, BS*0.35, BS*0.4),
};
for(s32 i=0; i<2; i++)
{
if(dir == v3s16(1,0,0))
vertices[i].rotateXZBy(0);
if(dir == v3s16(-1,0,0))
vertices[i].rotateXZBy(180);
if(dir == v3s16(0,0,1))
vertices[i].rotateXZBy(90);
if(dir == v3s16(0,0,-1))
vertices[i].rotateXZBy(-90);
if(dir == v3s16(0,-1,0))
vertices[i].rotateXYBy(-90);
if(dir == v3s16(0,1,0))
vertices[i].rotateXYBy(90);
vertices[i] += npf;
}
core::aabbox3d<f32> box;
box = core::aabbox3d<f32>(vertices[0]);
box.addInternalPoint(vertices[1]);
if(distance < mindistance)
{
if(box.intersectsWithLine(shootline))
{
nodefound = true;
nodepos = np;
neighbourpos = np;
mindistance = distance;
nodehilightbox = box;
}
}
}
/*
Regular blocks
*/
else
{
for(u16 i=0; i<6; i++)
{
v3f dir_f = v3f(dirs[i].X,
dirs[i].Y, dirs[i].Z);
v3f centerpoint = npf + dir_f * BS/2;
f32 distance =
(centerpoint - camera_position).getLength();
if(distance < mindistance)
{
core::CMatrix4<f32> m;
m.buildRotateFromTo(v3f(0,0,1), dir_f);
// This is the back face
v3f corners[2] = {
v3f(BS/2, BS/2, BS/2),
v3f(-BS/2, -BS/2, BS/2+d)
};
for(u16 j=0; j<2; j++)
{
m.rotateVect(corners[j]);
corners[j] += npf;
}
core::aabbox3d<f32> facebox(corners[0]);
facebox.addInternalPoint(corners[1]);
if(facebox.intersectsWithLine(shootline))
{
nodefound = true;
nodepos = np;
neighbourpos = np + dirs[i];
mindistance = distance;
//nodehilightbox = facebox;
const float d = 0.502;
core::aabbox3d<f32> nodebox
(-BS*d, -BS*d, -BS*d, BS*d, BS*d, BS*d);
v3f nodepos_f = intToFloat(nodepos, BS);
nodebox.MinEdge += nodepos_f;
nodebox.MaxEdge += nodepos_f;
nodehilightbox = nodebox;
}
} // if distance < mindistance
} // for dirs
} // regular block
} // for coords
getPointedNode(player_position,
camera_direction, camera_position,
nodefound, shootline,
nodepos, neighbourpos,
nodehilightbox, d);
static float nodig_delay_counter = 0.0;
if(nodefound)
@ -3430,10 +3487,26 @@ int main(int argc, char *argv[])
*/
{
draw_hotbar(driver, font, v2s32(displaycenter.X, screensize.Y),
hotbar_imagesize, hotbar_itemcount, &local_inventory);
hotbar_imagesize, hotbar_itemcount, &local_inventory,
client.getHP());
}
/*
Damage flash
*/
if(damage_flash_timer > 0.0)
{
damage_flash_timer -= dtime;
video::SColor color(128,255,0,0);
driver->draw2DRectangle(color,
core::rect<s32>(0,0,screensize.X,screensize.Y),
NULL);
}
// End drawing
/*
End scene
*/
{
TimeTaker timer("endScene");
driver->endScene();