Beispiel #1
0
    public void Start()
    {
        textColorRenderer = new TextColorRenderer();
        textColorRenderer.platform = platform;
        language.platform = platform;
        language.LoadTranslations();
        GameData gamedata = new GameData();
        gamedata.Start();
        Config3d config3d = new Config3d();
        if (platform.IsFastSystem())
        {
            config3d.viewdistance = 128;
        }
        else
        {
            config3d.viewdistance = 32;
        }

        ITerrainTextures terrainTextures = new ITerrainTextures();
        terrainTextures.game = this;
        d_TextureAtlasConverter = new TextureAtlasConverter();
        d_TerrainTextures = terrainTextures;

        FrustumCulling frustumculling = new FrustumCulling();
        frustumculling.d_GetCameraMatrix = this.CameraMatrix;
        frustumculling.platform = platform;
        d_FrustumCulling = frustumculling;

        TerrainChunkTesselatorCi terrainchunktesselator = new TerrainChunkTesselatorCi();
        d_TerrainChunkTesselator = terrainchunktesselator;
        d_Batcher = new MeshBatcher();
        d_Batcher.d_FrustumCulling = frustumculling;
        d_Batcher.game = this;
        d_FrustumCulling = frustumculling;
        d_Data = gamedata;
        d_DataMonsters = new GameDataMonsters();
        d_Config3d = config3d;

        ModDrawParticleEffectBlockBreak particle = new ModDrawParticleEffectBlockBreak();
        this.particleEffectBlockBreak = particle;
        this.d_Data = gamedata;
        d_TerrainTextures = terrainTextures;

        map.Reset(256, 256, 128);

        SunMoonRenderer sunmoonrenderer = new SunMoonRenderer();
        d_SunMoonRenderer = sunmoonrenderer;
        d_SunMoonRenderer = sunmoonrenderer;
        d_Heightmap = new InfiniteMapChunked2d();
        d_Heightmap.d_Map = this;
        d_Heightmap.Restart();
        d_TerrainChunkTesselator = terrainchunktesselator;
        terrainchunktesselator.game = this;

        Packet_Inventory inventory = new Packet_Inventory();
        inventory.RightHand = new Packet_Item[10];
        GameDataItemsClient dataItems = new GameDataItemsClient();
        dataItems.game = this;
        InventoryUtilClient inventoryUtil = new InventoryUtilClient();
        d_Inventory = inventory;
        d_InventoryUtil = inventoryUtil;
        inventoryUtil.d_Inventory = inventory;
        inventoryUtil.d_Items = dataItems;
        d_Inventory = inventory;
        platform.AddOnCrash(OnCrashHandlerLeave.Create(this));

        rnd = platform.RandomCreate();

        clientmods = new ClientMod[128];
        clientmodsCount = 0;
        modmanager.game = this;
        AddMod(new ModDrawMain());
        AddMod(new ModUpdateMain());
        AddMod(new ModNetworkProcess());
        AddMod(new ModUnloadRendererChunks());
        AddMod(new ModAutoCamera());
        AddMod(new ModFpsHistoryGraph());
        AddMod(new ModWalkSound());
        AddMod(new ModFallDamageToPlayer());
        AddMod(new ModBlockDamageToPlayer());
        AddMod(new ModLoadPlayerTextures());
        AddMod(new ModSendPosition());
        AddMod(new ModInterpolatePositions());
        AddMod(new ModRail());
        AddMod(new ModCompass());
        AddMod(new ModGrenade());
        AddMod(new ModBullet());
        AddMod(new ModExpire());
        AddMod(new ModReloadAmmo());
        AddMod(new ModPush());
        if (platform.IsFastSystem())
        {
            AddMod(new ModSkySphereAnimated());
        }
        else
        {
            AddMod(new ModSkySphereStatic());
        }
        AddMod(sunmoonrenderer);
        AddMod(new ModDrawTestModel());
        AddMod(new ModDrawLinesAroundSelectedBlock());
        AddMod(new ModDebugChunk());
        AddMod(new ModDrawArea());
        AddMod(new ModDrawTerrain());
        AddMod(new ModDrawPlayers());
        AddMod(new ModDrawPlayerNames());
        AddMod(new ModDrawText());
        AddMod(new ModDrawParticleEffectBlockBreak());
        AddMod(new ModDrawSprites());
        AddMod(new ModDrawMinecarts());
        AddMod(new ModDrawHand2d());
        AddMod(new ModDrawHand3d());
        AddMod(new ModGuiCrafting());
        AddMod(new ModDialog());
        AddMod(new ModPicking());
        AddMod(new ModClearInactivePlayersDrawInfo());
        AddMod(new ModCameraKeys());
        AddMod(new ModSendActiveMaterial());
        AddMod(new ModCamera());
        AddMod(new ModNetworkEntity());
        AddMod(new ModGuiInventory());
        AddMod(new ModGuiTouchButtons());
        AddMod(new ModGuiEscapeMenu());
        AddMod(new ModGuiMapLoading());
        AddMod(new ModDraw2dMisc());
        AddMod(new ModGuiChat());
        AddMod(new ModScreenshot());
        AddMod(new ModAudio());

        s = new BlockOctreeSearcher();
        s.platform = platform;

        //Prevent loding screen from immediately displaying lag symbol
        LastReceivedMilliseconds = platform.TimeMillisecondsFromStart();

        ENABLE_DRAW_TEST_CHARACTER = platform.IsDebuggerAttached();

        int maxTextureSize_ = platform.GlGetMaxTextureSize();
        if (maxTextureSize_ < 1024)
        {
            maxTextureSize_ = 1024;
        }
        maxTextureSize = maxTextureSize_;
        MapLoadingStart();
        platform.GlClearColorRgbaf(0, 0, 0, 1);
        if (d_Config3d.ENABLE_BACKFACECULLING)
        {
            platform.GlDepthMask(true);
            platform.GlEnableDepthTest();
            platform.GlCullFaceBack();
            platform.GlEnableCullFace();
        }
        platform.GlEnableLighting();
        platform.GlEnableColorMaterial();
        platform.GlColorMaterialFrontAndBackAmbientAndDiffuse();
        platform.GlShadeModelSmooth();
    }
Beispiel #2
0
        private void MakeGame()
        {
            var getfile = this.getfile;
            var gamedata = new GameDataCsv();
            var clientgame = w;
            ICurrentSeason currentseason = clientgame;
            gamedata.CurrentSeason = currentseason;
            var network = w;
            var mapstorage = clientgame;
            var config3d = new Config3d();
            var mapManipulator = new MapManipulator();
            var the3d = new The3d();
            the3d.d_GetFile = getfile;
            the3d.d_Config3d = config3d;
            the3d.d_ViewportSize = w;
            w.d_The3d = the3d;
            var localplayerposition = w;
            var physics = new CharacterPhysics();
            var internetgamefactory = this;
            ICompression compression = new CompressionGzip(); //IsSinglePlayer ? (ICompression)new CompressionGzip() : new CompressionGzip();
            network.d_Compression = compression;
            network.d_ResetMap = this;
            if (IsSinglePlayer)
            {
                var socket = new SocketDummy() { network = this.dummyNetwork };
                network.main = socket;
            }
            else
            {
                network.main = new SocketNet(new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp));
            }
            var terrainTextures = new TerrainTextures();
            terrainTextures.d_GetFile = getfile;
            terrainTextures.d_The3d = the3d;
            bool IsMono = Type.GetType("Mono.Runtime") != null;
            terrainTextures.d_TextureAtlasConverter = new TextureAtlasConverter();
            if (IsMono)
            {
                terrainTextures.d_TextureAtlasConverter.d_FastBitmapFactory = () => { return new FastBitmapDummy(); };
            }
            else
            {
                terrainTextures.d_TextureAtlasConverter.d_FastBitmapFactory = () => { return new FastBitmap(); };
            }
            terrainTextures.Start();
            w.d_TerrainTextures = terrainTextures;
            var blockrenderertorch = new BlockRendererTorch();
            blockrenderertorch.d_TerainRenderer = terrainTextures;
            blockrenderertorch.d_Data = gamedata;
            //InfiniteMapChunked map = new InfiniteMapChunked();// { generator = new WorldGeneratorDummy() };
            var map = w;
            var terrainchunktesselator = new TerrainChunkTesselator();
            terrainchunktesselator.d_Config3d = config3d;
            terrainchunktesselator.d_Data = gamedata;
            terrainchunktesselator.d_MapStorage = clientgame;
            terrainchunktesselator.d_MapStoragePortion = map;
            terrainchunktesselator.d_MapStorageLight = clientgame;
            w.d_TerrainChunkTesselator = terrainchunktesselator;
            var frustumculling = new FrustumCulling() { d_GetCameraMatrix = the3d };
            w.d_Batcher = new MeshBatcher() { d_FrustumCulling = frustumculling };
            w.d_FrustumCulling = frustumculling;
            w.BeforeRenderFrame += (a, b) => { frustumculling.CalcFrustumEquations(); };
            terrainchunktesselator.d_BlockRendererTorch = blockrenderertorch;
            terrainchunktesselator.d_TerrainTextures = terrainTextures;
            //w.d_Map = clientgame.mapforphysics;
            w.d_Physics = physics;
            w.d_Clients = clientgame;
            w.d_Data = gamedata;
            w.d_DataMonsters = new GameDataMonsters(getfile);
            w.d_GetFile = getfile;
            w.d_Config3d = config3d;
            w.d_MapManipulator = mapManipulator;
            w.PickDistance = 4.5f;
            var skysphere = new SkySphere();
            skysphere.d_MeshBatcher = new MeshBatcher() { d_FrustumCulling = new FrustumCullingDummy() };
            skysphere.d_LocalPlayerPosition = localplayerposition;
            skysphere.d_The3d = the3d;
            w.skysphere = skysphere;
            var textrenderer = new ManicDigger.Renderers.TextRenderer();
            w.d_TextRenderer = textrenderer;
            Inventory inventory = Inventory.Create();
            weapon = new WeaponBlockInfo() { d_Data = gamedata, d_Terrain = terrainTextures, d_Viewport = w, d_Map = clientgame, d_Shadows = w, d_Inventory = inventory, d_LocalPlayerPosition = w };
            w.d_Weapon = new WeaponRenderer() { d_Info = weapon, d_BlockRendererTorch = blockrenderertorch, d_LocalPlayerPosition = w };
            var playerrenderer = new CharacterRendererMonsterCode();
            playerrenderer.Load(new List<string>(MyStream.ReadAllLines(getfile.GetFile("player.mdc"))));
            w.d_CharacterRenderer = playerrenderer;
            particle = new ParticleEffectBlockBreak() { d_Data = gamedata, d_Map = clientgame, d_Terrain = terrainTextures };
            w.particleEffectBlockBreak = particle;
            w.ENABLE_FINITEINVENTORY = false;
            w.d_Shadows = w;
            clientgame.d_Data = gamedata;
            clientgame.d_CraftingTableTool = new CraftingTableTool() { d_Map = mapstorage };
            clientgame.d_Audio = audio;
            clientgame.d_RailMapUtil = new RailMapUtil() { d_Data = gamedata, d_MapStorage = clientgame };
            clientgame.d_MinecartRenderer = new MinecartRenderer() { d_GetFile = getfile, d_The3d = the3d };
            clientgame.d_TerrainTextures = terrainTextures;
            clientgame.d_GetFile = getfile;
            var craftingrecipes = new CraftingRecipes();
            craftingrecipes.data = gamedata;
            w.d_CraftingRecipes = craftingrecipes;
            network.d_CraftingRecipes = craftingrecipes;
            w.Reset(10 * 1000, 10 * 1000, 128);
            clientgame.d_Map = map;
            PlayerSkinDownloader playerskindownloader = new PlayerSkinDownloader();
            playerskindownloader.d_Exit = exit;
            playerskindownloader.d_The3d = the3d;
            playerskindownloader.skinserver = "http://fragmer.net/md/skins/";
            w.playerskindownloader = playerskindownloader;
            w.d_FpsHistoryGraphRenderer = new HudFpsHistoryGraphRenderer() { d_Draw = the3d, d_ViewportSize = w };
            w.d_Screenshot = new Screenshot() { d_GameWindow = maingamewindow };
            w.d_FrustumCulling = frustumculling;
            physics.d_Map = clientgame.mapforphysics;
            physics.d_Data = gamedata;
            audio.d_GetFile = getfile;
            audio.d_GameExit = exit;
            this.map = map;
            the3d.d_Terrain = terrainTextures;
            the3d.d_TextRenderer = textrenderer;
            w.d_CurrentShadows = this;
            var sunmoonrenderer = new SunMoonRenderer() { d_Draw2d = the3d, d_LocalPlayerPosition = w, d_GetFile = getfile, d_The3d = the3d };
            w.d_SunMoonRenderer = sunmoonrenderer;
            clientgame.d_SunMoonRenderer = sunmoonrenderer;
            this.heightmap = new InfiniteMapChunked2d() { d_Map = map };
            heightmap.Restart();
            network.d_Heightmap = heightmap;
            this.light = new InfiniteMapChunkedSimple() { d_Map = map };
            light.Restart();
            this.terrainchunktesselator = terrainchunktesselator;
            w.d_TerrainChunkTesselator = terrainchunktesselator;
            terrainchunktesselator.d_Shadows = w;
            if (fullshadows)
            {
                UseShadowsFull();
            }
            else
            {
                UseShadowsSimple();
            }
            w.d_HudChat = new ManicDigger.Gui.HudChat() { d_Draw2d = the3d, d_ViewportSize = w };

            var dataItems = new GameDataItemsBlocks() { d_Data = gamedata };
            var inventoryController = clientgame;
            var inventoryUtil = new InventoryUtil();
            var hudInventory = new HudInventory();
            hudInventory.dataItems = dataItems;
            hudInventory.inventory = inventory;
            hudInventory.inventoryUtil = inventoryUtil;
            hudInventory.controller = inventoryController;
            hudInventory.viewport_size = w;
            hudInventory.mouse_current = w;
            hudInventory.the3d = the3d;
            hudInventory.getfile = getfile;
            hudInventory.ActiveMaterial = w;
            hudInventory.viewport3d = w;
            w.d_Inventory = inventory;
            w.d_InventoryController = inventoryController;
            w.d_InventoryUtil = inventoryUtil;
            inventoryUtil.d_Inventory = inventory;
            inventoryUtil.d_Items = dataItems;

            clientgame.d_Inventory = inventory;
            w.d_HudInventory = hudInventory;
            if (Debugger.IsAttached)
            {
                new DependencyChecker(typeof(InjectAttribute)).CheckDependencies(
                    w, audio, gamedata, clientgame, network, mapstorage, getfile,
                    config3d, mapManipulator, w, the3d, exit,
                    localplayerposition, physics,
                    internetgamefactory, blockrenderertorch, playerrenderer,
                    map, terrainchunktesselator);
            }
        }