minetest/src/game.cpp
Auke Kok 5b3fbf9cf7 Implement client node dig prediction
Dig prediction allows clients to remove dug nodes without
waiting for server acknowledgement.
This patch allows mods to override dig prediction,
it can either be turned off or a different "prediction node"
can be selected.
2017-09-11 20:54:20 +02:00

4853 lines
137 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "game.h"
#include <iomanip>
#include <cmath>
#include "client/renderingengine.h"
#include "camera.h"
#include "client.h"
#include "client/clientevent.h"
#include "client/inputhandler.h"
#include "client/tile.h" // For TextureSource
#include "client/keys.h"
#include "client/joystick_controller.h"
#include "clientmap.h"
#include "clouds.h"
#include "config.h"
#include "content_cao.h"
#include "event_manager.h"
#include "fontengine.h"
#include "itemdef.h"
#include "log.h"
#include "filesys.h"
#include "gettext.h"
#include "guiChatConsole.h"
#include "guiFormSpecMenu.h"
#include "guiKeyChangeMenu.h"
#include "guiPasswordChange.h"
#include "guiVolumeChange.h"
#include "mainmenumanager.h"
#include "mapblock.h"
#include "minimap.h"
#include "nodedef.h" // Needed for determining pointing to nodes
#include "nodemetadata.h"
#include "particles.h"
#include "profiler.h"
#include "quicktune_shortcutter.h"
#include "raycast.h"
#include "server.h"
#include "settings.h"
#include "shader.h"
#include "sky.h"
#include "subgame.h"
#include "tool.h"
#include "translation.h"
#include "util/basic_macros.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "irrlicht_changes/static_text.h"
#include "version.h"
#include "script/scripting_client.h"
#if USE_SOUND
#include "sound_openal.h"
#endif
/*
Text input system
*/
struct TextDestNodeMetadata : public TextDest
{
TextDestNodeMetadata(v3s16 p, Client *client)
{
m_p = p;
m_client = client;
}
// This is deprecated I guess? -celeron55
void gotText(const std::wstring &text)
{
std::string ntext = wide_to_utf8(text);
infostream << "Submitting 'text' field of node at (" << m_p.X << ","
<< m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
StringMap fields;
fields["text"] = ntext;
m_client->sendNodemetaFields(m_p, "", fields);
}
void gotText(const StringMap &fields)
{
m_client->sendNodemetaFields(m_p, "", fields);
}
v3s16 m_p;
Client *m_client;
};
struct TextDestPlayerInventory : public TextDest
{
TextDestPlayerInventory(Client *client)
{
m_client = client;
m_formname = "";
}
TextDestPlayerInventory(Client *client, const std::string &formname)
{
m_client = client;
m_formname = formname;
}
void gotText(const StringMap &fields)
{
m_client->sendInventoryFields(m_formname, fields);
}
Client *m_client;
};
struct LocalFormspecHandler : public TextDest
{
LocalFormspecHandler(const std::string &formname)
{
m_formname = formname;
}
LocalFormspecHandler(const std::string &formname, Client *client):
m_client(client)
{
m_formname = formname;
}
void gotText(const StringMap &fields)
{
if (m_formname == "MT_PAUSE_MENU") {
if (fields.find("btn_sound") != fields.end()) {
g_gamecallback->changeVolume();
return;
}
if (fields.find("btn_key_config") != fields.end()) {
g_gamecallback->keyConfig();
return;
}
if (fields.find("btn_exit_menu") != fields.end()) {
g_gamecallback->disconnect();
return;
}
if (fields.find("btn_exit_os") != fields.end()) {
g_gamecallback->exitToOS();
#ifndef __ANDROID__
RenderingEngine::get_raw_device()->closeDevice();
#endif
return;
}
if (fields.find("btn_change_password") != fields.end()) {
g_gamecallback->changePassword();
return;
}
if (fields.find("quit") != fields.end()) {
return;
}
if (fields.find("btn_continue") != fields.end()) {
return;
}
}
// Don't disable this part when modding is disabled, it's used in builtin
if (m_client && m_client->getScript())
m_client->getScript()->on_formspec_input(m_formname, fields);
}
Client *m_client = nullptr;
};
/* Form update callback */
static const std::string empty_string = "";
class NodeMetadataFormSource: public IFormSource
{
public:
NodeMetadataFormSource(ClientMap *map, v3s16 p):
m_map(map),
m_p(p)
{
}
const std::string &getForm() const
{
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return empty_string;
return meta->getString("formspec");
}
virtual std::string resolveText(const std::string &str)
{
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return str;
return meta->resolveString(str);
}
ClientMap *m_map;
v3s16 m_p;
};
class PlayerInventoryFormSource: public IFormSource
{
public:
PlayerInventoryFormSource(Client *client):
m_client(client)
{
}
const std::string &getForm() const
{
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
return player->inventory_formspec;
}
Client *m_client;
};
/* Profiler display */
void update_profiler_gui(gui::IGUIStaticText *guitext_profiler, FontEngine *fe,
u32 show_profiler, u32 show_profiler_max, s32 screen_height)
{
if (show_profiler == 0) {
guitext_profiler->setVisible(false);
} else {
std::ostringstream os(std::ios_base::binary);
g_profiler->printPage(os, show_profiler, show_profiler_max);
std::wstring text = translate_string(utf8_to_wide(os.str()));
setStaticText(guitext_profiler, text.c_str());
guitext_profiler->setVisible(true);
s32 w = fe->getTextWidth(text);
if (w < 400)
w = 400;
unsigned text_height = fe->getTextHeight();
core::position2di upper_left, lower_right;
upper_left.X = 6;
upper_left.Y = (text_height + 5) * 2;
lower_right.X = 12 + w;
lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
if (lower_right.Y > screen_height * 2 / 3)
lower_right.Y = screen_height * 2 / 3;
core::rect<s32> rect(upper_left, lower_right);
guitext_profiler->setRelativePosition(rect);
guitext_profiler->setVisible(true);
}
}
class ProfilerGraph
{
private:
struct Piece {
Profiler::GraphValues values;
};
struct Meta {
float min;
float max;
video::SColor color;
Meta(float initial = 0,
video::SColor color = video::SColor(255, 255, 255, 255)):
min(initial),
max(initial),
color(color)
{}
};
std::deque<Piece> m_log;
public:
u32 m_log_max_size = 200;
ProfilerGraph() = default;
void put(const Profiler::GraphValues &values)
{
Piece piece;
piece.values = values;
m_log.push_back(piece);
while (m_log.size() > m_log_max_size)
m_log.erase(m_log.begin());
}
void draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
gui::IGUIFont *font) const
{
// Do *not* use UNORDERED_MAP here as the order needs
// to be the same for each call to prevent flickering
std::map<std::string, Meta> m_meta;
for (const Piece &piece : m_log) {
for (const auto &i : piece.values) {
const std::string &id = i.first;
const float &value = i.second;
std::map<std::string, Meta>::iterator j = m_meta.find(id);
if (j == m_meta.end()) {
m_meta[id] = Meta(value);
continue;
}
if (value < j->second.min)
j->second.min = value;
if (value > j->second.max)
j->second.max = value;
}
}
// Assign colors
static const video::SColor usable_colors[] = {
video::SColor(255, 255, 100, 100),
video::SColor(255, 90, 225, 90),
video::SColor(255, 100, 100, 255),
video::SColor(255, 255, 150, 50),
video::SColor(255, 220, 220, 100)
};
static const u32 usable_colors_count =
sizeof(usable_colors) / sizeof(*usable_colors);
u32 next_color_i = 0;
for (auto &i : m_meta) {
Meta &meta = i.second;
video::SColor color(255, 200, 200, 200);
if (next_color_i < usable_colors_count)
color = usable_colors[next_color_i++];
meta.color = color;
}
s32 graphh = 50;
s32 textx = x_left + m_log_max_size + 15;
s32 textx2 = textx + 200 - 15;
s32 meta_i = 0;
for (std::map<std::string, Meta>::const_iterator i = m_meta.begin();
i != m_meta.end(); ++i) {
const std::string &id = i->first;
const Meta &meta = i->second;
s32 x = x_left;
s32 y = y_bottom - meta_i * 50;
float show_min = meta.min;
float show_max = meta.max;
if (show_min >= -0.0001 && show_max >= -0.0001) {
if (show_min <= show_max * 0.5)
show_min = 0;
}
s32 texth = 15;
char buf[10];
snprintf(buf, 10, "%.3g", show_max);
font->draw(utf8_to_wide(buf).c_str(),
core::rect<s32>(textx, y - graphh,
textx2, y - graphh + texth),
meta.color);
snprintf(buf, 10, "%.3g", show_min);
font->draw(utf8_to_wide(buf).c_str(),
core::rect<s32>(textx, y - texth,
textx2, y),
meta.color);
font->draw(utf8_to_wide(id).c_str(),
core::rect<s32>(textx, y - graphh / 2 - texth / 2,
textx2, y - graphh / 2 + texth / 2),
meta.color);
s32 graph1y = y;
s32 graph1h = graphh;
bool relativegraph = (show_min != 0 && show_min != show_max);
float lastscaledvalue = 0.0;
bool lastscaledvalue_exists = false;
for (const Piece &piece : m_log) {
float value = 0;
bool value_exists = false;
Profiler::GraphValues::const_iterator k =
piece.values.find(id);
if (k != piece.values.end()) {
value = k->second;
value_exists = true;
}
if (!value_exists) {
x++;
lastscaledvalue_exists = false;
continue;
}
float scaledvalue = 1.0;
if (show_max != show_min)
scaledvalue = (value - show_min) / (show_max - show_min);
if (scaledvalue == 1.0 && value == 0) {
x++;
lastscaledvalue_exists = false;
continue;
}
if (relativegraph) {
if (lastscaledvalue_exists) {
s32 ivalue1 = lastscaledvalue * graph1h;
s32 ivalue2 = scaledvalue * graph1h;
driver->draw2DLine(v2s32(x - 1, graph1y - ivalue1),
v2s32(x, graph1y - ivalue2), meta.color);
}
lastscaledvalue = scaledvalue;
lastscaledvalue_exists = true;
} else {
s32 ivalue = scaledvalue * graph1h;
driver->draw2DLine(v2s32(x, graph1y),
v2s32(x, graph1y - ivalue), meta.color);
}
x++;
}
meta_i++;
}
}
};
class NodeDugEvent: public MtEvent
{
public:
v3s16 p;
MapNode n;
NodeDugEvent(v3s16 p, MapNode n):
p(p),
n(n)
{}
const char *getType() const
{
return "NodeDug";
}
};
class SoundMaker
{
ISoundManager *m_sound;
INodeDefManager *m_ndef;
public:
bool makes_footstep_sound;
float m_player_step_timer;
SimpleSoundSpec m_player_step_sound;
SimpleSoundSpec m_player_leftpunch_sound;
SimpleSoundSpec m_player_rightpunch_sound;
SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
m_sound(sound),
m_ndef(ndef),
makes_footstep_sound(true),
m_player_step_timer(0)
{
}
void playPlayerStep()
{
if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
m_player_step_timer = 0.03;
if (makes_footstep_sound)
m_sound->playSound(m_player_step_sound, false);
}
}
static void viewBobbingStep(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->playPlayerStep();
}
static void playerRegainGround(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->playPlayerStep();
}
static void playerJump(MtEvent *e, void *data)
{
//SoundMaker *sm = (SoundMaker*)data;
}
static void cameraPunchLeft(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
}
static void cameraPunchRight(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
}
static void nodeDug(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
NodeDugEvent *nde = (NodeDugEvent *)e;
sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
}
static void playerDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
}
static void playerFallingDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
}
void registerReceiver(MtEventManager *mgr)
{
mgr->reg("ViewBobbingStep", SoundMaker::viewBobbingStep, this);
mgr->reg("PlayerRegainGround", SoundMaker::playerRegainGround, this);
mgr->reg("PlayerJump", SoundMaker::playerJump, this);
mgr->reg("CameraPunchLeft", SoundMaker::cameraPunchLeft, this);
mgr->reg("CameraPunchRight", SoundMaker::cameraPunchRight, this);
mgr->reg("NodeDug", SoundMaker::nodeDug, this);
mgr->reg("PlayerDamage", SoundMaker::playerDamage, this);
mgr->reg("PlayerFallingDamage", SoundMaker::playerFallingDamage, this);
}
void step(float dtime)
{
m_player_step_timer -= dtime;
}
};
// Locally stored sounds don't need to be preloaded because of this
class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
{
std::set<std::string> m_fetched;
private:
void paths_insert(std::set<std::string> &dst_paths,
const std::string &base,
const std::string &name)
{
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
}
public:
void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas)
{
if (m_fetched.count(name))
return;
m_fetched.insert(name);
paths_insert(dst_paths, porting::path_share, name);
paths_insert(dst_paths, porting::path_user, name);
}
};
// before 1.8 there isn't a "integer interface", only float
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
typedef f32 SamplerLayer_t;
#else
typedef s32 SamplerLayer_t;
#endif
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
bool m_fog_enabled;
CachedPixelShaderSetting<float, 4> m_sky_bg_color;
CachedPixelShaderSetting<float> m_fog_distance;
CachedVertexShaderSetting<float> m_animation_timer_vertex;
CachedPixelShaderSetting<float> m_animation_timer_pixel;
CachedPixelShaderSetting<float, 3> m_day_light;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
Client *m_client;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fog_enabled = g_settings->getBool("enable_fog");
}
static void settingsCallback(const std::string &name, void *userdata)
{
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
}
void setSky(Sky *sky) { m_sky = sky; }
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(sky),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_sky_bg_color("skyBgColor"),
m_fog_distance("fogDistance"),
m_animation_timer_vertex("animationTimer"),
m_animation_timer_pixel("animationTimer"),
m_day_light("dayLight"),
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
m_base_texture("baseTexture"),
m_normal_texture("normalTexture"),
m_texture_flags("textureFlags"),
m_client(client)
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
}
~GameGlobalShaderConstantSetter()
{
g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
}
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel)
{
if (!is_highlevel)
return;
// Background color
video::SColor bgcolor = m_sky->getBgColor();
video::SColorf bgcolorf(bgcolor);
float bgcolorfa[4] = {
bgcolorf.r,
bgcolorf.g,
bgcolorf.b,
bgcolorf.a,
};
m_sky_bg_color.set(bgcolorfa, services);
// Fog distance
float fog_distance = 10000 * BS;
if (m_fog_enabled && !*m_force_fog_off)
fog_distance = *m_fog_range;
m_fog_distance.set(&fog_distance, services);
u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
video::SColorf sunlight;
get_sunlight_color(&sunlight, daynight_ratio);
float dnc[3] = {
sunlight.r,
sunlight.g,
sunlight.b };
m_day_light.set(dnc, services);
u32 animation_timer = porting::getTimeMs() % 100000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
float eye_position_array[3];
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
eye_position_array[0] = epos.X;
eye_position_array[1] = epos.Y;
eye_position_array[2] = epos.Z;
#else
epos.getAs3Values(eye_position_array);
#endif
m_eye_position_pixel.set(eye_position_array, services);
m_eye_position_vertex.set(eye_position_array, services);
if (m_client->getMinimap()) {
float minimap_yaw_array[3];
v3f minimap_yaw = m_client->getMinimap()->getYawVec();
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
minimap_yaw_array[0] = minimap_yaw.X;
minimap_yaw_array[1] = minimap_yaw.Y;
minimap_yaw_array[2] = minimap_yaw.Z;
#else
minimap_yaw.getAs3Values(minimap_yaw_array);
#endif
m_minimap_yaw.set(minimap_yaw_array, services);
}
SamplerLayer_t base_tex = 0,
normal_tex = 1,
flags_tex = 2;
m_base_texture.set(&base_tex, services);
m_normal_texture.set(&normal_tex, services);
m_texture_flags.set(&flags_tex, services);
}
};
class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
Client *m_client;
std::vector<GameGlobalShaderConstantSetter *> created_nosky;
public:
GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(NULL),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_client(client)
{}
void setSky(Sky *sky) {
m_sky = sky;
for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
ggscs->setSky(m_sky);
}
created_nosky.clear();
}
virtual IShaderConstantSetter* create()
{
GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
m_sky, m_force_fog_off, m_fog_range, m_client);
if (!m_sky)
created_nosky.push_back(scs);
return scs;
}
};
bool nodePlacementPrediction(Client &client, const ItemDefinition &playeritem_def,
const ItemStack &playeritem, v3s16 nodepos, v3s16 neighbourpos)
{
std::string prediction = playeritem_def.node_placement_prediction;
INodeDefManager *nodedef = client.ndef();
ClientMap &map = client.getEnv().getClientMap();
MapNode node;
bool is_valid_position;
node = map.getNodeNoEx(nodepos, &is_valid_position);
if (!is_valid_position)
return false;
if (!prediction.empty() && !nodedef->get(node).rightclickable) {
verbosestream << "Node placement prediction for "
<< playeritem_def.name << " is "
<< prediction << std::endl;
v3s16 p = neighbourpos;
// Place inside node itself if buildable_to
MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position)
{
if (nodedef->get(n_under).buildable_to)
p = nodepos;
else {
node = map.getNodeNoEx(p, &is_valid_position);
if (is_valid_position &&!nodedef->get(node).buildable_to)
return false;
}
}
// Find id of predicted node
content_t id;
bool found = nodedef->getId(prediction, id);
if (!found) {
errorstream << "Node placement prediction failed for "
<< playeritem_def.name << " (places "
<< prediction
<< ") - Name not known" << std::endl;
return false;
}
const ContentFeatures &predicted_f = nodedef->get(id);
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
param2 = dir.Y < 0 ? 1 : 0;
} else if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 2;
} else {
param2 = dir.Z < 0 ? 5 : 4;
}
}
if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 1;
} else {
param2 = dir.Z < 0 ? 2 : 0;
}
}
assert(param2 <= 5);
//Check attachment if node is in group attached_node
if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
static v3s16 wallmounted_dirs[8] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1),
};
v3s16 pp;
if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
return false;
}
// Apply color
if ((predicted_f.param_type_2 == CPT2_COLOR
|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
const std::string &indexstr = playeritem.metadata.getString(
"palette_index", 0);
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
param2 = index;
} else if (predicted_f.param_type_2
== CPT2_COLORED_WALLMOUNTED) {
// param2 = pure palette index + other
param2 = (index & 0xf8) | (param2 & 0x07);
} else if (predicted_f.param_type_2
== CPT2_COLORED_FACEDIR) {
// param2 = pure palette index + other
param2 = (index & 0xe0) | (param2 & 0x1f);
}
}
}
// Add node to client map
MapNode n(id, 0, param2);
try {
LocalPlayer *player = client.getEnv().getLocalPlayer();
// Dont place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(nodedef->get(n).walkable &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
// This triggers the required mesh update too
client.addNode(p, n);
return true;
}
} catch (InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< playeritem_def.name << " (places "
<< prediction
<< ") - Position not loaded" << std::endl;
}
}
return false;
}
static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec,
Client *client, JoystickController *joystick,
IFormSource *fs_src, TextDest *txt_dest)
{
if (*cur_formspec == 0) {
*cur_formspec = new GUIFormSpecMenu(joystick, guiroot, -1, &g_menumgr,
client, client->getTextureSource(), fs_src, txt_dest);
(*cur_formspec)->doPause = false;
/*
Caution: do not call (*cur_formspec)->drop() here --
the reference might outlive the menu, so we will
periodically check if *cur_formspec is the only
remaining reference (i.e. the menu was removed)
and delete it in that case.
*/
} else {
(*cur_formspec)->setFormSource(fs_src);
(*cur_formspec)->setTextDest(txt_dest);
}
}
#ifdef __ANDROID__
#define SIZE_TAG "size[11,5.5]"
#else
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
#endif
/******************************************************************************/
static void updateChat(Client &client, f32 dtime, bool show_debug,
const v2u32 &screensize, bool show_chat, u32 show_profiler,
ChatBackend &chat_backend, gui::IGUIStaticText *guitext_chat)
{
// Add chat log output for errors to be shown in chat
static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
// Get new messages from error log buffer
while (!chat_log_error_buf.empty()) {
std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
if (!g_settings->getBool("disable_escape_sequences")) {
error_message = L"\x1b(c@red)" + error_message + L"\x1b(c@white)";
}
chat_backend.addMessage(L"", error_message);
}
// Get new messages from client
std::wstring message;
while (client.getChatMessage(message)) {
chat_backend.addUnparsedMessage(message);
}
// Remove old messages
chat_backend.step(dtime);
// Display all messages in a static text element
unsigned int recent_chat_count = chat_backend.getRecentBuffer().getLineCount();
EnrichedString recent_chat = chat_backend.getRecentChat();
unsigned int line_height = g_fontengine->getLineHeight();
setStaticText(guitext_chat, recent_chat);
// Update gui element size and position
s32 chat_y = 5;
if (show_debug)
chat_y += 3 * line_height;
// first pass to calculate height of text to be set
const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
s32 width = std::min(g_fontengine->getTextWidth(recent_chat.c_str()) + 10,
window_size.X - 20);
core::rect<s32> rect(10, chat_y, width, chat_y + window_size.Y);
guitext_chat->setRelativePosition(rect);
//now use real height of text and adjust rect according to this size
rect = core::rect<s32>(10, chat_y, width,
chat_y + guitext_chat->getTextHeight());
guitext_chat->setRelativePosition(rect);
// Don't show chat if disabled or empty or profiler is enabled
guitext_chat->setVisible(
show_chat && recent_chat_count != 0 && !show_profiler);
}
/****************************************************************************
Fast key cache for main game loop
****************************************************************************/
/* This is faster than using getKeySetting with the tradeoff that functions
* using it must make sure that it's initialised before using it and there is
* no error handling (for example bounds checking). This is really intended for
* use only in the main running loop of the client (the_game()) where the faster
* (up to 10x faster) key lookup is an asset. Other parts of the codebase
* (e.g. formspecs) should continue using getKeySetting().
*/
struct KeyCache {
KeyCache()
{
handler = NULL;
populate();
populate_nonchanging();
}
void populate();
// Keys that are not settings dependent
void populate_nonchanging();
KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
InputHandler *handler;
};
void KeyCache::populate_nonchanging()
{
key[KeyType::ESC] = EscapeKey;
}
void KeyCache::populate()
{
key[KeyType::FORWARD] = getKeySetting("keymap_forward");
key[KeyType::BACKWARD] = getKeySetting("keymap_backward");
key[KeyType::LEFT] = getKeySetting("keymap_left");
key[KeyType::RIGHT] = getKeySetting("keymap_right");
key[KeyType::JUMP] = getKeySetting("keymap_jump");
key[KeyType::SPECIAL1] = getKeySetting("keymap_special1");
key[KeyType::SNEAK] = getKeySetting("keymap_sneak");
key[KeyType::AUTOFORWARD] = getKeySetting("keymap_autoforward");
key[KeyType::DROP] = getKeySetting("keymap_drop");
key[KeyType::INVENTORY] = getKeySetting("keymap_inventory");
key[KeyType::CHAT] = getKeySetting("keymap_chat");
key[KeyType::CMD] = getKeySetting("keymap_cmd");
key[KeyType::CMD_LOCAL] = getKeySetting("keymap_cmd_local");
key[KeyType::CONSOLE] = getKeySetting("keymap_console");
key[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
key[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
key[KeyType::HOTBAR_PREV] = getKeySetting("keymap_hotbar_previous");
key[KeyType::HOTBAR_NEXT] = getKeySetting("keymap_hotbar_next");
key[KeyType::MUTE] = getKeySetting("keymap_mute");
key[KeyType::INC_VOLUME] = getKeySetting("keymap_increase_volume");
key[KeyType::DEC_VOLUME] = getKeySetting("keymap_decrease_volume");
key[KeyType::CINEMATIC] = getKeySetting("keymap_cinematic");
key[KeyType::SCREENSHOT] = getKeySetting("keymap_screenshot");
key[KeyType::TOGGLE_HUD] = getKeySetting("keymap_toggle_hud");
key[KeyType::TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat");
key[KeyType::TOGGLE_FORCE_FOG_OFF]
= getKeySetting("keymap_toggle_force_fog_off");
key[KeyType::TOGGLE_UPDATE_CAMERA]
= getKeySetting("keymap_toggle_update_camera");
key[KeyType::TOGGLE_DEBUG]
= getKeySetting("keymap_toggle_debug");
key[KeyType::TOGGLE_PROFILER]
= getKeySetting("keymap_toggle_profiler");
key[KeyType::CAMERA_MODE]
= getKeySetting("keymap_camera_mode");
key[KeyType::INCREASE_VIEWING_RANGE]
= getKeySetting("keymap_increase_viewing_range_min");
key[KeyType::DECREASE_VIEWING_RANGE]
= getKeySetting("keymap_decrease_viewing_range_min");
key[KeyType::RANGESELECT]
= getKeySetting("keymap_rangeselect");
key[KeyType::ZOOM] = getKeySetting("keymap_zoom");
key[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
key[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
key[KeyType::QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc");
key[KeyType::QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
for (int i = 0; i < 23; i++) {
std::string slot_key_name = "keymap_slot" + std::to_string(i + 1);
key[KeyType::SLOT_1 + i] = getKeySetting(slot_key_name.c_str());
}
if (handler) {
// First clear all keys, then re-add the ones we listen for
handler->dontListenForKeys();
for (const KeyPress &k : key) {
handler->listenForKey(k);
}
handler->listenForKey(EscapeKey);
handler->listenForKey(CancelKey);
}
}
/****************************************************************************
****************************************************************************/
const float object_hit_delay = 0.2;
struct FpsControl {
u32 last_time, busy_time, sleep_time;
};
/* The reason the following structs are not anonymous structs within the
* class is that they are not used by the majority of member functions and
* many functions that do require objects of thse types do not modify them
* (so they can be passed as a const qualified parameter)
*/
struct CameraOrientation {
f32 camera_yaw; // "right/left"
f32 camera_pitch; // "up/down"
};
struct GameRunData {
u16 dig_index;
u16 new_playeritem;
PointedThing pointed_old;
bool digging;
bool ldown_for_dig;
bool dig_instantly;
bool digging_blocked;
bool left_punch;
bool update_wielded_item_trigger;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
float dig_time_complete;
float repeat_rightclick_timer;
float object_hit_delay_timer;
float time_from_last_punch;
ClientActiveObject *selected_object;
float jump_timer;
float damage_flash;
float update_draw_list_timer;
float statustext_time;
f32 fog_range;
v3f update_draw_list_last_cam_dir;
u32 profiler_current_page;
u32 profiler_max_page; // Number of pages
float time_of_day;
float time_of_day_smooth;
};
struct Jitter {
f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
};
struct RunStats {
u32 drawtime;
Jitter dtime_jitter, busy_time_jitter;
};
class Game;
struct ClientEventHandler
{
void (Game::*handler)(ClientEvent *, CameraOrientation *);
};
/****************************************************************************
THE GAME
****************************************************************************/
/* This is not intended to be a public class. If a public class becomes
* desirable then it may be better to create another 'wrapper' class that
* hides most of the stuff in this class (nothing in this class is required
* by any other file) but exposes the public methods/data only.
*/
class Game {
public:
Game();
~Game();
bool startup(bool *kill,
bool random_input,
InputHandler *input,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
// If address is "", local server is used and address is updated
std::string *address,
u16 port,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend,
const SubgameSpec &gamespec, // Used for local game
bool simple_singleplayer_mode);
void run();
void shutdown();
protected:
void extendedResourceCleanup();
// Basic initialisation
bool init(const std::string &map_dir, std::string *address,
u16 port,
const SubgameSpec &gamespec);
bool initSound();
bool createSingleplayerServer(const std::string &map_dir,
const SubgameSpec &gamespec, u16 port, std::string *address);
// Client creation
bool createClient(const std::string &playername,
const std::string &password, std::string *address, u16 port);
bool initGui();
// Client connection
bool connectToServer(const std::string &playername,
const std::string &password, std::string *address, u16 port,
bool *connect_ok, bool *aborted);
bool getServerContent(bool *aborted);
// Main loop
void updateInteractTimers(f32 dtime);
bool checkConnection();
bool handleCallbacks();
void processQueues();
void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
// Input related
void processUserInput(f32 dtime);
void processKeyInput();
void processItemSelection(u16 *new_playeritem);
void dropSelectedItem(bool single_item = false);
void openInventory();
void openConsole(float scale, const wchar_t *line=NULL);
void toggleFreeMove();
void toggleFreeMoveAlt();
void toggleFast();
void toggleNoClip();
void toggleCinematic();
void toggleAutoforward();
void toggleChat();
void toggleHud();
void toggleMinimap(bool shift_pressed);
void toggleFog();
void toggleDebug();
void toggleUpdateCamera();
void toggleProfiler();
void increaseViewRange();
void decreaseViewRange();
void toggleFullViewRange();
void updateCameraDirection(CameraOrientation *cam, float dtime);
void updateCameraOrientation(CameraOrientation *cam, float dtime);
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime);
void processClientEvents(CameraOrientation *cam);
void updateCamera(u32 busy_time, f32 dtime);
void updateSound(f32 dtime);
void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
/*!
* Returns the object or node the player is pointing at.
* Also updates the selected thing in the Hud.
*
* @param[in] shootline the shootline, starting from
* the camera position. This also gives the maximal distance
* of the search.
* @param[in] liquids_pointable if false, liquids are ignored
* @param[in] look_for_object if false, objects are ignored
* @param[in] camera_offset offset of the camera
* @param[out] selected_object the selected object or
* NULL if not found
*/
PointedThing updatePointedThing(
const core::line3d<f32> &shootline, bool liquids_pointable,
bool look_for_object, const v3s16 &camera_offset);
void handlePointingAtNothing(const ItemStack &playerItem);
void handlePointingAtNode(const PointedThing &pointed,
const ItemDefinition &playeritem_def, const ItemStack &playeritem,
const ToolCapabilities &playeritem_toolcap, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
const ToolCapabilities &playeritem_toolcap, f32 dtime);
void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
const CameraOrientation &cam);
void updateGui(const RunStats &stats, f32 dtime, const CameraOrientation &cam);
void updateProfilerGraphs(ProfilerGraph *graph);
// Misc
void limitFps(FpsControl *fps_timings, f32 *dtime);
void showOverlayMessage(const char *msg, float dtime, int percent,
bool draw_clouds = true);
void showStatusTextSimple(const char *msg);
static void settingChangedCallback(const std::string &setting_name, void *data);
void readSettings();
inline bool getLeftClicked()
{
return input->getLeftClicked() ||
input->joystick.getWasKeyDown(KeyType::MOUSE_L);
}
inline bool getRightClicked()
{
return input->getRightClicked() ||
input->joystick.getWasKeyDown(KeyType::MOUSE_R);
}
inline bool isLeftPressed()
{
return input->getLeftState() ||
input->joystick.isKeyDown(KeyType::MOUSE_L);
}
inline bool isRightPressed()
{
return input->getRightState() ||
input->joystick.isKeyDown(KeyType::MOUSE_R);
}
inline bool getLeftReleased()
{
return input->getLeftReleased() ||
input->joystick.wasKeyReleased(KeyType::MOUSE_L);
}
inline bool isKeyDown(GameKeyType k)
{
return input->isKeyDown(keycache.key[k]) || input->joystick.isKeyDown(k);
}
inline bool wasKeyDown(GameKeyType k)
{
return input->wasKeyDown(keycache.key[k]) || input->joystick.wasKeyDown(k);
}
#ifdef __ANDROID__
void handleAndroidChatInput();
#endif
private:
void showPauseMenu();
// ClientEvent handlers
void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HandleParticleEvent(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
InputHandler *input;
Client *client;
Server *server;
IWritableTextureSource *texture_src;
IWritableShaderSource *shader_src;
// When created, these will be filled with data received from the server
IWritableItemDefManager *itemdef_manager;
IWritableNodeDefManager *nodedef_manager;
GameOnDemandSoundFetcher soundfetcher; // useful when testing
ISoundManager *sound;
bool sound_is_dummy = false;
SoundMaker *soundmaker;
ChatBackend *chat_backend;
GUIFormSpecMenu *current_formspec;
//default: "". If other than "", empty show_formspec packets will only close the formspec when the formname matches
std::string cur_formname;
EventManager *eventmgr;
QuicktuneShortcutter *quicktune;
GUIChatConsole *gui_chat_console; // Free using ->Drop()
MapDrawControl *draw_control;
Camera *camera;
Clouds *clouds; // Free using ->Drop()
Sky *sky; // Free using ->Drop()
Inventory *local_inventory;
Hud *hud;
Minimap *mapper;
GameRunData runData;
GameUIFlags flags;
/* 'cache'
This class does take ownership/responsibily for cleaning up etc of any of
these items (e.g. device)
*/
IrrlichtDevice *device;
video::IVideoDriver *driver;
scene::ISceneManager *smgr;
bool *kill;
std::string *error_message;
bool *reconnect_requested;
scene::ISceneNode *skybox;
bool random_input;
bool simple_singleplayer_mode;
/* End 'cache' */
/* Pre-calculated values
*/
int crack_animation_length;
/* GUI stuff
*/
gui::IGUIStaticText *guitext; // First line of debug text
gui::IGUIStaticText *guitext2; // Second line of debug text
gui::IGUIStaticText *guitext3; // Third line of debug text
gui::IGUIStaticText *guitext_info; // At the middle of the screen
gui::IGUIStaticText *guitext_status;
gui::IGUIStaticText *guitext_chat; // Chat text
gui::IGUIStaticText *guitext_profiler; // Profiler text
std::wstring infotext;
std::wstring m_statustext;
KeyCache keycache;
IntervalLimiter profiler_interval;
/*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_enable_clouds;
bool m_cache_enable_joysticks;
bool m_cache_enable_particles;
bool m_cache_enable_fog;
bool m_cache_enable_noclip;
bool m_cache_enable_free_move;
f32 m_cache_mouse_sensitivity;
f32 m_cache_joystick_frustum_sensitivity;
f32 m_repeat_right_click_time;
f32 m_cache_cam_smoothing;
f32 m_cache_fog_start;
bool m_invert_mouse = false;
bool m_first_loop_after_window_activation = false;
bool m_camera_offset_changed = false;
#ifdef __ANDROID__
bool m_cache_hold_aux1;
bool m_android_chat_open;
#endif
};
Game::Game() :
client(NULL),
server(NULL),
texture_src(NULL),
shader_src(NULL),
itemdef_manager(NULL),
nodedef_manager(NULL),
sound(NULL),
soundmaker(NULL),
chat_backend(NULL),
current_formspec(NULL),
cur_formname(""),
eventmgr(NULL),
quicktune(NULL),
gui_chat_console(NULL),
draw_control(NULL),
camera(NULL),
clouds(NULL),
sky(NULL),
local_inventory(NULL),
hud(NULL),
mapper(NULL)
{
g_settings->registerChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->registerChangedCallback("doubletap_joysticks",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_particles",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_fog",
&settingChangedCallback, this);
g_settings->registerChangedCallback("mouse_sensitivity",
&settingChangedCallback, this);
g_settings->registerChangedCallback("joystick_frustum_sensitivity",
&settingChangedCallback, this);
g_settings->registerChangedCallback("repeat_rightclick_time",
&settingChangedCallback, this);
g_settings->registerChangedCallback("noclip",
&settingChangedCallback, this);
g_settings->registerChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->registerChangedCallback("camera_smoothing",
&settingChangedCallback, this);
readSettings();
#ifdef __ANDROID__
m_cache_hold_aux1 = false; // This is initialised properly later
#endif
}
/****************************************************************************
MinetestApp Public
****************************************************************************/
Game::~Game()
{
delete client;
delete soundmaker;
if (!sound_is_dummy)
delete sound;
delete server; // deleted first to stop all server threads
delete hud;
delete local_inventory;
delete camera;
delete quicktune;
delete eventmgr;
delete texture_src;
delete shader_src;
delete nodedef_manager;
delete itemdef_manager;
delete draw_control;
extendedResourceCleanup();
g_settings->deregisterChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_particles",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_fog",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("mouse_sensitivity",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("repeat_rightclick_time",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("noclip",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("camera_smoothing",
&settingChangedCallback, this);
}
bool Game::startup(bool *kill,
bool random_input,
InputHandler *input,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
std::string *address, // can change if simple_singleplayer_mode
u16 port,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode)
{
// "cache"
this->device = RenderingEngine::get_raw_device();
this->kill = kill;
this->error_message = &error_message;
this->reconnect_requested = reconnect;
this->random_input = random_input;
this->input = input;
this->chat_backend = chat_backend;
this->simple_singleplayer_mode = simple_singleplayer_mode;
keycache.handler = input;
keycache.populate();
driver = device->getVideoDriver();
smgr = RenderingEngine::get_scene_manager();
RenderingEngine::get_scene_manager()->getParameters()->
setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
memset(&runData, 0, sizeof(runData));
runData.time_from_last_punch = 10.0;
runData.profiler_max_page = 3;
runData.update_wielded_item_trigger = true;
memset(&flags, 0, sizeof(flags));
flags.show_chat = true;
flags.show_hud = true;
flags.show_debug = g_settings->getBool("show_debug");
m_invert_mouse = g_settings->getBool("invert_mouse");
m_first_loop_after_window_activation = true;
g_translations->clear();
if (!init(map_dir, address, port, gamespec))
return false;
if (!createClient(playername, password, address, port))
return false;
return true;
}
void Game::run()
{
ProfilerGraph graph;
RunStats stats = { 0 };
CameraOrientation cam_view_target = { 0 };
CameraOrientation cam_view = { 0 };
FpsControl draw_times = { 0 };
f32 dtime; // in seconds
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
draw_times.last_time = RenderingEngine::get_timer_time();
set_light_table(g_settings->getFloat("display_gamma"));
#ifdef __ANDROID__
m_cache_hold_aux1 = g_settings->getBool("fast_move")
&& client->checkPrivilege("fast");
#endif
irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
g_settings->getU16("screen_h"));
while (RenderingEngine::run()
&& !(*kill || g_gamecallback->shutdown_requested
|| (server && server->getShutdownRequested()))) {
const irr::core::dimension2d<u32> &current_screen_size =
RenderingEngine::get_video_driver()->getScreenSize();
// Verify if window size has changed and save it if it's the case
// Ensure evaluating settings->getBool after verifying screensize
// First condition is cheaper
if (previous_screen_size != current_screen_size &&
current_screen_size != irr::core::dimension2d<u32>(0,0) &&
g_settings->getBool("autosave_screensize")) {
g_settings->setU16("screen_w", current_screen_size.Width);
g_settings->setU16("screen_h", current_screen_size.Height);
previous_screen_size = current_screen_size;
}
/* Must be called immediately after a device->run() call because it
* uses device->getTimer()->getTime()
*/
limitFps(&draw_times, &dtime);
updateStats(&stats, draw_times, dtime);
updateInteractTimers(dtime);
if (!checkConnection())
break;
if (!handleCallbacks())
break;
processQueues();
infotext = L"";
hud->resizeHotbar();
updateProfilers(stats, draw_times, dtime);
processUserInput(dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, dtime);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_yaw) * m_cache_cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target);
updateCamera(draw_times.busy_time, dtime);
updateSound(dtime);
processPlayerInteraction(dtime, flags.show_hud, flags.show_debug);
updateFrame(&graph, &stats, dtime, cam_view);
updateProfilerGraphs(&graph);
// Update if minimap has been disabled by the server
flags.show_minimap &= client->shouldShowMinimap();
}
}
void Game::shutdown()
{
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
if (g_settings->get("3d_mode") == "pageflip") {
driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
}
#endif
if (current_formspec)
current_formspec->quitMenu();
showOverlayMessage("Shutting down...", 0, 0, false);
if (clouds)
clouds->drop();
if (gui_chat_console)
gui_chat_console->drop();
if (sky)
sky->drop();
/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
g_menumgr.m_stack.front()->setVisible(false);
g_menumgr.deletingMenu(g_menumgr.m_stack.front());
}
if (current_formspec) {
current_formspec->drop();
current_formspec = NULL;
}
chat_backend->addMessage(L"", L"# Disconnected.");
chat_backend->addMessage(L"", L"");
if (client) {
client->Stop();
while (!client->isShutdown()) {
assert(texture_src != NULL);
assert(shader_src != NULL);
texture_src->processQueue();
shader_src->processQueue();
sleep_ms(100);
}
}
}
/****************************************************************************/
/****************************************************************************
Startup
****************************************************************************/
/****************************************************************************/
bool Game::init(
const std::string &map_dir,
std::string *address,
u16 port,
const SubgameSpec &gamespec)
{
texture_src = createTextureSource();
showOverlayMessage("Loading...", 0, 0);
shader_src = createShaderSource();
itemdef_manager = createItemDefManager();
nodedef_manager = createNodeDefManager();
eventmgr = new EventManager();
quicktune = new QuicktuneShortcutter();
if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
&& eventmgr && quicktune))
return false;
if (!initSound())
return false;
// Create a server if not connecting to an existing one
if (address->empty()) {
if (!createSingleplayerServer(map_dir, gamespec, port, address))
return false;
}
return true;
}
bool Game::initSound()
{
#if USE_SOUND
if (g_settings->getBool("enable_sound")) {
infostream << "Attempting to use OpenAL audio" << std::endl;
sound = createOpenALSoundManager(&soundfetcher);
if (!sound)
infostream << "Failed to initialize OpenAL audio" << std::endl;
} else
infostream << "Sound disabled." << std::endl;
#endif
if (!sound) {
infostream << "Using dummy audio." << std::endl;
sound = &dummySoundManager;
sound_is_dummy = true;
}
soundmaker = new SoundMaker(sound, nodedef_manager);
if (!soundmaker)
return false;
soundmaker->registerReceiver(eventmgr);
return true;
}
bool Game::createSingleplayerServer(const std::string &map_dir,
const SubgameSpec &gamespec, u16 port, std::string *address)
{
showOverlayMessage("Creating server...", 0, 5);
std::string bind_str = g_settings->get("bind_address");
Address bind_addr(0, 0, 0, 0, port);
if (g_settings->getBool("ipv6_server")) {
bind_addr.setAddress((IPv6AddressBytes *) NULL);
}
try {
bind_addr.Resolve(bind_str.c_str());
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
<< " -- Listening on all addresses." << std::endl;
}
if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = "Unable to listen on " +
bind_addr.serializeString() +
" because IPv6 is disabled";
errorstream << *error_message << std::endl;
return false;
}
server = new Server(map_dir, gamespec, simple_singleplayer_mode,
bind_addr.isIPv6(), false);
server->start(bind_addr);
return true;
}
bool Game::createClient(const std::string &playername,
const std::string &password, std::string *address, u16 port)
{
showOverlayMessage("Creating client...", 0, 10);
draw_control = new MapDrawControl;
if (!draw_control)
return false;
bool could_connect, connect_aborted;
if (!connectToServer(playername, password, address, port,
&could_connect, &connect_aborted))
return false;
if (!could_connect) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = "Connection failed for unknown reason";
errorstream << *error_message << std::endl;
}
return false;
}
if (!getServerContent(&connect_aborted)) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = "Connection failed for unknown reason";
errorstream << *error_message << std::endl;
}
return false;
}
GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
&flags.force_fog_off, &runData.fog_range, client);
shader_src->addShaderConstantSetterFactory(scsf);
// Update cached textures, meshes and materials
client->afterContentReceived();
/* Camera
*/
camera = new Camera(*draw_control, client);
if (!camera || !camera->successfullyCreated(*error_message))
return false;
client->setCamera(camera);
/* Clouds
*/
if (m_cache_enable_clouds) {
clouds = new Clouds(smgr, -1, time(0));
if (!clouds) {
*error_message = "Memory allocation error (clouds)";
errorstream << *error_message << std::endl;
return false;
}
}
/* Skybox
*/
sky = new Sky(-1, texture_src);
scsf->setSky(sky);
skybox = NULL; // This is used/set later on in the main run loop
local_inventory = new Inventory(itemdef_manager);
if (!(sky && local_inventory)) {
*error_message = "Memory allocation error (sky or local inventory)";
errorstream << *error_message << std::endl;
return false;
}
/* Pre-calculated values
*/
video::ITexture *t = texture_src->getTexture("crack_anylength.png");
if (t) {
v2u32 size = t->getOriginalSize();
crack_animation_length = size.Y / size.X;
} else {
crack_animation_length = 5;
}
if (!initGui())
return false;
/* Set window caption
*/
std::wstring str = utf8_to_wide(PROJECT_NAME_C);
str += L" ";
str += utf8_to_wide(g_version_hash);
str += L" [";
str += driver->getName();
str += L"]";
device->setWindowCaption(str.c_str());
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
hud = new Hud(guienv, client, player, local_inventory);
if (!hud) {
*error_message = "Memory error: could not create HUD";
errorstream << *error_message << std::endl;
return false;
}
mapper = client->getMinimap();
if (mapper)
mapper->setMinimapMode(MINIMAP_MODE_OFF);
return true;
}
bool Game::initGui()
{
// First line of debug text
guitext = addStaticText(guienv,
utf8_to_wide(PROJECT_NAME_C).c_str(),
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
// Second line of debug text
guitext2 = addStaticText(guienv,
L"",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
// Third line of debug text
guitext3 = addStaticText(guienv,
L"",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
// At the middle of the screen
// Object infos are shown in this
guitext_info = addStaticText(guienv,
L"",
core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5) + v2s32(100, 200),
false, true, guiroot);
// Status text (displays info when showing and hiding GUI stuff, etc.)
guitext_status = addStaticText(guienv,
L"<Status>",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
guitext_status->setVisible(false);
// Chat text
guitext_chat = addStaticText(
guienv,
L"",
core::rect<s32>(0, 0, 0, 0),
//false, false); // Disable word wrap as of now
false, true, guiroot);
// Remove stale "recent" chat messages from previous connections
chat_backend->clearRecentChat();
// Chat backend and console
gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
-1, chat_backend, client, &g_menumgr);
if (!gui_chat_console) {
*error_message = "Could not allocate memory for chat console";
errorstream << *error_message << std::endl;
return false;
}
// Profiler text (size is updated when text is updated)
guitext_profiler = addStaticText(guienv,
L"<Profiler>",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
guitext_profiler->setVisible(false);
guitext_profiler->setWordWrap(true);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->init(texture_src);
#endif
return true;
}
bool Game::connectToServer(const std::string &playername,
const std::string &password, std::string *address, u16 port,
bool *connect_ok, bool *aborted)
{
*connect_ok = false; // Let's not be overly optimistic
*aborted = false;
bool local_server_mode = false;
showOverlayMessage("Resolving address...", 0, 15);
Address connect_address(0, 0, 0, 0, port);
try {
connect_address.Resolve(address->c_str());
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
//connect_address.Resolve("localhost");
if (connect_address.isIPv6()) {
IPv6AddressBytes addr_bytes;
addr_bytes.bytes[15] = 1;
connect_address.setAddress(&addr_bytes);
} else {
connect_address.setAddress(127, 0, 0, 1);
}
local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = std::string("Couldn't resolve address: ") + e.what();
errorstream << *error_message << std::endl;
return false;
}
if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = "Unable to connect to " +
connect_address.serializeString() +
" because IPv6 is disabled";
errorstream << *error_message << std::endl;
return false;
}
client = new Client(playername.c_str(), password, *address,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
connect_address.isIPv6(), &flags);
if (!client)
return false;
infostream << "Connecting to server at ";
connect_address.print(&infostream);
infostream << std::endl;
client->connect(connect_address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection
*/
try {
input->clear();
FpsControl fps_control = { 0 };
f32 dtime;
f32 wait_time = 0; // in seconds
fps_control.last_time = RenderingEngine::get_timer_time();
client->loadMods();
client->initMods();
while (RenderingEngine::run()) {
limitFps(&fps_control, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->getState() == LC_Init) {
*connect_ok = true;
break;
}
// Break conditions
if (client->accessDenied()) {
*error_message = "Access denied. Reason: "
+ client->accessDeniedReason();
*reconnect_requested = client->reconnectRequested();
errorstream << *error_message << std::endl;
break;
}
if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
break;
}
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if ((!address->empty()) && (wait_time > 10)) {
bool sent_old_init = g_settings->getFlag("send_pre_v25_init");
// If no pre v25 init was sent, and no answer was received,
// but the low level connection could be established
// (meaning that we have a peer id), then we probably wanted
// to connect to a legacy server. In this case, tell the user
// to enable the option to be able to connect.
if (!sent_old_init &&
(client->getProtoVersion() == 0) &&
client->connectedToServer()) {
*error_message = "Connection failure: init packet not "
"recognized by server.\n"
"Most likely the server uses an old protocol version (<v25).\n"
"Please ask the server owner to update to 0.4.13 or later.\n"
"To still connect to the server in the meantime,\n"
"you can enable the 'send_pre_v25_init' setting by editing minetest.conf,\n"
"or by enabling the 'Client -> Network -> Support older Servers'\n"
"entry in the advanced settings menu.";
} else {
*error_message = "Connection timed out.";
}
errorstream << *error_message << std::endl;
break;
}
// Update status
showOverlayMessage("Connecting to server...", dtime, 20);
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error
// message?
return false;
}
return true;
}
bool Game::getServerContent(bool *aborted)
{
input->clear();
FpsControl fps_control = { 0 };
f32 dtime; // in seconds
fps_control.last_time = RenderingEngine::get_timer_time();
while (RenderingEngine::run()) {
limitFps(&fps_control, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->mediaReceived() && client->itemdefReceived() &&
client->nodedefReceived()) {
break;
}
// Error conditions
if (!checkConnection())
return false;
if (client->getState() < LC_Init) {
*error_message = "Client disconnected";
errorstream << *error_message << std::endl;
return false;
}
if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
return false;
}
// Display status
int progress = 25;
if (!client->itemdefReceived()) {
const wchar_t *text = wgettext("Item definitions...");
progress = 25;
RenderingEngine::draw_load_screen(text, guienv, texture_src,
dtime, progress);
delete[] text;
} else if (!client->nodedefReceived()) {
const wchar_t *text = wgettext("Node definitions...");
progress = 30;
RenderingEngine::draw_load_screen(text, guienv, texture_src,
dtime, progress);
delete[] text;
} else {
std::stringstream message;
std::fixed(message);
message.precision(0);
message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
message.precision(2);
if ((USE_CURL == 0) ||
(!g_settings->getBool("enable_remote_media_server"))) {
float cur = client->getCurRate();
std::string cur_unit = gettext("KiB/s");
if (cur > 900) {
cur /= 1024.0;
cur_unit = gettext("MiB/s");
}
message << " (" << cur << ' ' << cur_unit << ")";
}
progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
texture_src, dtime, progress);
}
}
return true;
}
/****************************************************************************/
/****************************************************************************
Run
****************************************************************************/
/****************************************************************************/
inline void Game::updateInteractTimers(f32 dtime)
{
if (runData.nodig_delay_timer >= 0)
runData.nodig_delay_timer -= dtime;
if (runData.object_hit_delay_timer >= 0)
runData.object_hit_delay_timer -= dtime;
runData.time_from_last_punch += dtime;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::checkConnection()
{
if (client->accessDenied()) {
*error_message = "Access denied. Reason: "
+ client->accessDeniedReason();
*reconnect_requested = client->reconnectRequested();
errorstream << *error_message << std::endl;
return false;
}
return true;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::handleCallbacks()
{
if (g_gamecallback->disconnect_requested) {
g_gamecallback->disconnect_requested = false;
return false;
}
if (g_gamecallback->changepassword_requested) {
(new GUIPasswordChange(guienv, guiroot, -1,
&g_menumgr, client))->drop();
g_gamecallback->changepassword_requested = false;
}
if (g_gamecallback->changevolume_requested) {
(new GUIVolumeChange(guienv, guiroot, -1,
&g_menumgr))->drop();
g_gamecallback->changevolume_requested = false;
}
if (g_gamecallback->keyconfig_requested) {
(new GUIKeyChangeMenu(guienv, guiroot, -1,
&g_menumgr))->drop();
g_gamecallback->keyconfig_requested = false;
}
if (g_gamecallback->keyconfig_changed) {
keycache.populate(); // update the cache with new settings
g_gamecallback->keyconfig_changed = false;
}
return true;
}
void Game::processQueues()
{
texture_src->processQueue();
itemdef_manager->processQueue(client);
shader_src->processQueue();
}
void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
{
float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
bool print_to_log = true;
if (profiler_print_interval == 0) {
print_to_log = false;
profiler_print_interval = 5;
}
if (profiler_interval.step(dtime, profiler_print_interval)) {
if (print_to_log) {
infostream << "Profiler:" << std::endl;
g_profiler->print(infostream);
}
update_profiler_gui(guitext_profiler, g_fontengine,
runData.profiler_current_page, runData.profiler_max_page,
driver->getScreenSize().Height);
g_profiler->clear();
}
addProfilerGraphs(stats, draw_times, dtime);
}
void Game::addProfilerGraphs(const RunStats &stats,
const FpsControl &draw_times, f32 dtime)
{
g_profiler->graphAdd("mainloop_other",
draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
if (draw_times.sleep_time != 0)
g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
g_profiler->graphAdd("mainloop_dtime", dtime);
g_profiler->add("Elapsed time", dtime);
g_profiler->avg("FPS", 1. / dtime);
}
void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
f32 dtime)
{
f32 jitter;
Jitter *jp;
/* Time average and jitter calculation
*/
jp = &stats->dtime_jitter;
jp->avg = jp->avg * 0.96 + dtime * 0.04;
jitter = dtime - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
jp->max = 0.0;
}
/* Busytime average and jitter calculation
*/
jp = &stats->busy_time_jitter;
jp->avg = jp->avg + draw_times.busy_time * 0.02;
jitter = draw_times.busy_time - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
if (jitter < jp->min)
jp->min = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->min_sample = jp->min;
jp->max = 0.0;
jp->min = 0.0;
}
}
/****************************************************************************
Input handling
****************************************************************************/
void Game::processUserInput(f32 dtime)
{
// Reset input if window not active or some menu is active
if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
input->clear();
#ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide();
#endif
}
#ifdef HAVE_TOUCHSCREENGUI
else if (g_touchscreengui) {
/* on touchscreengui step may generate own input events which ain't
* what we want in case we just did clear them */
g_touchscreengui->step(dtime);
}
#endif
if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
gui_chat_console->closeConsoleAtOnce();
}
// Input handler step() (used by the random input generator)
input->step(dtime);
#ifdef __ANDROID__
if (current_formspec != NULL)
current_formspec->getAndroidUIInput();
else
handleAndroidChatInput();
#endif
// Increase timer for double tap of "keymap_jump"
if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
runData.jump_timer += dtime;
processKeyInput();
processItemSelection(&runData.new_playeritem);
}
void Game::processKeyInput()
{
if (wasKeyDown(KeyType::DROP)) {
dropSelectedItem(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::AUTOFORWARD)) {
toggleAutoforward();
} else if (wasKeyDown(KeyType::INVENTORY)) {
openInventory();
} else if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
if (!gui_chat_console->isOpenInhibited()) {
showPauseMenu();
}
} else if (wasKeyDown(KeyType::CHAT)) {
openConsole(0.2, L"");
} else if (wasKeyDown(KeyType::CMD)) {
openConsole(0.2, L"/");
} else if (wasKeyDown(KeyType::CMD_LOCAL)) {
openConsole(0.2, L".");
} else if (wasKeyDown(KeyType::CONSOLE)) {
openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
} else if (wasKeyDown(KeyType::FREEMOVE)) {
toggleFreeMove();
} else if (wasKeyDown(KeyType::JUMP)) {
toggleFreeMoveAlt();
} else if (wasKeyDown(KeyType::FASTMOVE)) {
toggleFast();
} else if (wasKeyDown(KeyType::NOCLIP)) {
toggleNoClip();
} else if (wasKeyDown(KeyType::MUTE)) {
float volume = g_settings->getFloat("sound_volume");
if (volume < 0.001f) {
g_settings->setFloat("sound_volume", 1.0f);
showStatusTextSimple("Volume changed to 100%");
} else {
g_settings->setFloat("sound_volume", 0.0f);
showStatusTextSimple("Volume changed to 0%");
}
runData.statustext_time = 0;
} else if (wasKeyDown(KeyType::INC_VOLUME)) {
float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
wchar_t buf[100];
g_settings->setFloat("sound_volume", new_volume);
const wchar_t *str = wgettext("Volume changed to %d%%");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
delete[] str;
m_statustext = buf;
runData.statustext_time = 0;
} else if (wasKeyDown(KeyType::DEC_VOLUME)) {
float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
wchar_t buf[100];
g_settings->setFloat("sound_volume", new_volume);
const wchar_t *str = wgettext("Volume changed to %d%%");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
delete[] str;
m_statustext = buf;
runData.statustext_time = 0;
} else if (wasKeyDown(KeyType::CINEMATIC)) {
toggleCinematic();
} else if (wasKeyDown(KeyType::SCREENSHOT)) {
client->makeScreenshot();
} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
toggleHud();
} else if (wasKeyDown(KeyType::MINIMAP)) {
toggleMinimap(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
toggleChat();
} else if (wasKeyDown(KeyType::TOGGLE_FORCE_FOG_OFF)) {
toggleFog();
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
toggleUpdateCamera();
} else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
toggleDebug();
} else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
toggleProfiler();
} else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
increaseViewRange();
} else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
decreaseViewRange();
} else if (wasKeyDown(KeyType::RANGESELECT)) {
toggleFullViewRange();
} else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
quicktune->next();
} else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
quicktune->prev();
} else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
quicktune->inc();
} else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
quicktune->dec();
}
if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
runData.reset_jump_timer = false;
runData.jump_timer = 0.0f;
}
if (quicktune->hasMessage()) {
m_statustext = utf8_to_wide(quicktune->getMessage());
runData.statustext_time = 0.0f;
}
}
void Game::processItemSelection(u16 *new_playeritem)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/* Item selection using mouse wheel
*/
*new_playeritem = client->getPlayerItem();
s32 wheel = input->getMouseWheel();
u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
player->hud_hotbar_itemcount - 1);
s32 dir = wheel;
if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
wasKeyDown(KeyType::HOTBAR_NEXT)) {
dir = -1;
}
if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
wasKeyDown(KeyType::HOTBAR_PREV)) {
dir = 1;
}
if (dir < 0)
*new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
else if (dir > 0)
*new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
// else dir == 0
/* Item selection using hotbar slot keys
*/
for (u16 i = 0; i < 23; i++) {
if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
*new_playeritem = i;
infostream << "Selected item: " << new_playeritem << std::endl;
}
break;
}
}
}
void Game::dropSelectedItem(bool single_item)
{
IDropAction *a = new IDropAction();
a->count = single_item ? 1 : 0;
a->from_inv.setCurrentPlayer();
a->from_list = "main";
a->from_i = client->getPlayerItem();
client->inventoryAction(a);
}
void Game::openInventory()
{
/*
* Don't permit to open inventory is CAO or player doesn't exists.
* This prevent showing an empty inventory at player load
*/
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (!player || !player->getCAO())
return;
infostream << "the_game: " << "Launching inventory" << std::endl;
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
TextDest *txt_dst = new TextDestPlayerInventory(client);
create_formspec_menu(&current_formspec, client, &input->joystick, fs_src, txt_dst);
cur_formname = "";
InventoryLocation inventoryloc;
inventoryloc.setCurrentPlayer();
current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
}
void Game::openConsole(float scale, const wchar_t *line)
{
assert(scale > 0.0f && scale <= 1.0f);
#ifdef __ANDROID__
porting::showInputDialog(gettext("ok"), "", "", 2);
m_android_chat_open = true;
#else
if (gui_chat_console->isOpenInhibited())
return;
gui_chat_console->openConsole(scale);
if (line) {
gui_chat_console->setCloseOnEnter(true);
gui_chat_console->replaceAndAddToHistory(line);
}
#endif
}
#ifdef __ANDROID__
void Game::handleAndroidChatInput()
{
if (m_android_chat_open && porting::getInputDialogState() == 0) {
std::string text = porting::getInputDialogValue();
client->typeChatMessage(utf8_to_wide(text));
}
}
#endif
void Game::toggleFreeMove()
{
bool free_move = !g_settings->getBool("free_move");
g_settings->set("free_move", bool_to_cstr(free_move));
runData.statustext_time = 0;
if (free_move) {
if (client->checkPrivilege("fly")) {
showStatusTextSimple("Fly mode enabled");
} else {
showStatusTextSimple("Fly mode enabled (note: no 'fly' privilege)");
}
} else {
showStatusTextSimple("Fly mode disabled");
}
}
void Game::toggleFreeMoveAlt()
{
if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
toggleFreeMove();
runData.reset_jump_timer = true;
}
void Game::toggleFast()
{
bool fast_move = !g_settings->getBool("fast_move");
g_settings->set("fast_move", bool_to_cstr(fast_move));
runData.statustext_time = 0;
if (fast_move) {
if (client->checkPrivilege("fast")) {
showStatusTextSimple("Fast mode enabled");
} else {
showStatusTextSimple("Fast mode enabled (note: no 'fast' privilege)");
}
} else {
showStatusTextSimple("Fast mode disabled");
}
#ifdef __ANDROID__
m_cache_hold_aux1 = fast_move && has_fast_privs;
#endif
}
void Game::toggleNoClip()
{
bool noclip = !g_settings->getBool("noclip");
g_settings->set("noclip", bool_to_cstr(noclip));
runData.statustext_time = 0;
if (noclip) {
if (client->checkPrivilege("noclip")) {
showStatusTextSimple("Noclip mode enabled");
} else {
showStatusTextSimple("Noclip mode enabled (note: no 'noclip' privilege)");
}
} else {
showStatusTextSimple("Noclip mode disabled");
}
}
void Game::toggleCinematic()
{
bool cinematic = !g_settings->getBool("cinematic");
g_settings->set("cinematic", bool_to_cstr(cinematic));
runData.statustext_time = 0;
if (cinematic)
showStatusTextSimple("Cinematic mode enabled");
else
showStatusTextSimple("Cinematic mode disabled");
}
// Autoforward by toggling continuous forward.
void Game::toggleAutoforward()
{
bool autorun_enabled = !g_settings->getBool("continuous_forward");
g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
runData.statustext_time = 0;
if (autorun_enabled)
showStatusTextSimple("Automatic forwards enabled");
else
showStatusTextSimple("Automatic forwards disabled");
}
void Game::toggleChat()
{
flags.show_chat = !flags.show_chat;
runData.statustext_time = 0;
if (flags.show_chat)
showStatusTextSimple("Chat shown");
else
showStatusTextSimple("Chat hidden");
}
void Game::toggleHud()
{
flags.show_hud = !flags.show_hud;
runData.statustext_time = 0;
if (flags.show_hud)
showStatusTextSimple("HUD shown");
else
showStatusTextSimple("HUD hidden");
}
void Game::toggleMinimap(bool shift_pressed)
{
if (!mapper || !flags.show_hud || !g_settings->getBool("enable_minimap"))
return;
if (shift_pressed) {
mapper->toggleMinimapShape();
return;
}
u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
MinimapMode mode = MINIMAP_MODE_OFF;
if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
mode = mapper->getMinimapMode();
mode = (MinimapMode)((int)mode + 1);
// If radar is disabled and in, or switching to, radar mode
if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
mode = MINIMAP_MODE_OFF;
}
flags.show_minimap = true;
switch (mode) {
case MINIMAP_MODE_SURFACEx1:
showStatusTextSimple("Minimap in surface mode, Zoom x1");
break;
case MINIMAP_MODE_SURFACEx2:
showStatusTextSimple("Minimap in surface mode, Zoom x2");
break;
case MINIMAP_MODE_SURFACEx4:
showStatusTextSimple("Minimap in surface mode, Zoom x4");
break;
case MINIMAP_MODE_RADARx1:
showStatusTextSimple("Minimap in radar mode, Zoom x1");
break;
case MINIMAP_MODE_RADARx2:
showStatusTextSimple("Minimap in radar mode, Zoom x2");
break;
case MINIMAP_MODE_RADARx4:
showStatusTextSimple("Minimap in radar mode, Zoom x4");
break;
default:
mode = MINIMAP_MODE_OFF;
flags.show_minimap = false;
if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE)
showStatusTextSimple("Minimap hidden");
else
showStatusTextSimple("Minimap disabled by server");
}
runData.statustext_time = 0;
mapper->setMinimapMode(mode);
}
void Game::toggleFog()
{
flags.force_fog_off = !flags.force_fog_off;
runData.statustext_time = 0;
if (flags.force_fog_off)
showStatusTextSimple("Fog disabled");
else
showStatusTextSimple("Fog enabled");
}
void Game::toggleDebug()
{
// Initial / 4x toggle: Chat only
// 1x toggle: Debug text with chat
// 2x toggle: Debug text with profiler graph
// 3x toggle: Debug text and wireframe
if (!flags.show_debug) {
flags.show_debug = true;
flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
showStatusTextSimple("Debug info shown");
} else if (!flags.show_profiler_graph && !draw_control->show_wireframe) {
flags.show_profiler_graph = true;
showStatusTextSimple("Profiler graph shown");
} else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
flags.show_profiler_graph = false;
draw_control->show_wireframe = true;
showStatusTextSimple("Wireframe shown");
} else {
flags.show_debug = false;
flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
if (client->checkPrivilege("debug")) {
showStatusTextSimple("Debug info, profiler graph, and wireframe hidden");
} else {
showStatusTextSimple("Debug info and profiler graph hidden");
}
}
runData.statustext_time = 0;
}
void Game::toggleUpdateCamera()
{
flags.disable_camera_update = !flags.disable_camera_update;
runData.statustext_time = 0;
if (flags.disable_camera_update)
showStatusTextSimple("Camera update disabled");
else
showStatusTextSimple("Camera update enabled");
}
void Game::toggleProfiler()
{
runData.profiler_current_page =
(runData.profiler_current_page + 1) % (runData.profiler_max_page + 1);
// FIXME: This updates the profiler with incomplete values
update_profiler_gui(guitext_profiler, g_fontengine, runData.profiler_current_page,
runData.profiler_max_page, driver->getScreenSize().Height);
if (runData.profiler_current_page != 0) {
wchar_t buf[255];
const wchar_t* str = wgettext("Profiler shown (page %d of %d)");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str,
runData.profiler_current_page,
runData.profiler_max_page);
delete[] str;
m_statustext = buf;
} else {
showStatusTextSimple("Profiler hidden");
}
runData.statustext_time = 0;
}
void Game::increaseViewRange()
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range + 10;
wchar_t buf[255];
const wchar_t *str;
if (range_new > 4000) {
range_new = 4000;
str = wgettext("Viewing range is at maximum: %d");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
delete[] str;
m_statustext = buf;
} else {
str = wgettext("Viewing range changed to %d");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
delete[] str;
m_statustext = buf;
}
g_settings->set("viewing_range", itos(range_new));
runData.statustext_time = 0;
}
void Game::decreaseViewRange()
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range - 10;
wchar_t buf[255];
const wchar_t *str;
if (range_new < 20) {
range_new = 20;
str = wgettext("Viewing range is at minimum: %d");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
delete[] str;
m_statustext = buf;
} else {
str = wgettext("Viewing range changed to %d");
swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
delete[] str;
m_statustext = buf;
}
g_settings->set("viewing_range", itos(range_new));
runData.statustext_time = 0;
}
void Game::toggleFullViewRange()
{
draw_control->range_all = !draw_control->range_all;
runData.statustext_time = 0;
if (draw_control->range_all)
showStatusTextSimple("Enabled unlimited viewing range");
else
showStatusTextSimple("Disabled unlimited viewing range");
}
void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
{
if ((device->isWindowActive() && device->isWindowFocused()
&& !isMenuActive()) || random_input) {
#ifndef __ANDROID__
if (!random_input) {
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(false);
}
#endif
if (m_first_loop_after_window_activation)
m_first_loop_after_window_activation = false;
else
updateCameraOrientation(cam, dtime);
input->setMousePos((driver->getScreenSize().Width / 2),
(driver->getScreenSize().Height / 2));
} else {
#ifndef ANDROID
// Mac OSX gets upset if this is set every frame
if (!device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(true);
#endif
m_first_loop_after_window_activation = true;
}
}
void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
cam->camera_yaw += g_touchscreengui->getYawChange();
cam->camera_pitch = g_touchscreengui->getPitch();
} else {
#endif
s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
dy = -dy;
}
cam->camera_yaw -= dx * m_cache_mouse_sensitivity;
cam->camera_pitch += dy * m_cache_mouse_sensitivity;
#ifdef HAVE_TOUCHSCREENGUI
}
#endif
if (m_cache_enable_joysticks) {
f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
}
cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
}
void Game::updatePlayerControl(const CameraOrientation &cam)
{
//TimeTaker tt("update player control", NULL, PRECISION_NANO);
// DO NOT use the isKeyDown method for the forward, backward, left, right
// buttons, as the code that uses the controls needs to be able to
// distinguish between the two in order to know when to use joysticks.
PlayerControl control(
input->isKeyDown(keycache.key[KeyType::FORWARD]),
input->isKeyDown(keycache.key[KeyType::BACKWARD]),
input->isKeyDown(keycache.key[KeyType::LEFT]),
input->isKeyDown(keycache.key[KeyType::RIGHT]),
isKeyDown(KeyType::JUMP),
isKeyDown(KeyType::SPECIAL1),
isKeyDown(KeyType::SNEAK),
isKeyDown(KeyType::ZOOM),
isLeftPressed(),
isRightPressed(),
cam.camera_pitch,
cam.camera_yaw,
input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
);
u32 keypress_bits =
( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) |
( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
( (u32)(isLeftPressed() & 0x1) << 7) |
( (u32)(isRightPressed() & 0x1) << 8
);
#ifdef ANDROID
/* For Android, simulate holding down AUX1 (fast move) if the user has
* the fast_move setting toggled on. If there is an aux1 key defined for
* Android then its meaning is inverted (i.e. holding aux1 means walk and
* not fast)
*/
if (m_cache_hold_aux1) {
control.aux1 = control.aux1 ^ true;
keypress_bits ^= ((u32)(1U << 5));
}
#endif
client->setPlayerControl(control);
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->keyPressed = keypress_bits;
//tt.stop();
}
inline void Game::step(f32 *dtime)
{
bool can_be_and_is_paused =
(simple_singleplayer_mode && g_menumgr.pausesGame());
if (can_be_and_is_paused) { // This is for a singleplayer server
*dtime = 0; // No time passes
} else {
if (server != NULL) {
//TimeTaker timer("server->step(dtime)");
server->step(*dtime);
}
//TimeTaker timer("client.step(dtime)");
client->step(*dtime);
}
}
const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
{&Game::handleClientEvent_None},
{&Game::handleClientEvent_PlayerDamage},
{&Game::handleClientEvent_PlayerForceMove},
{&Game::handleClientEvent_Deathscreen},
{&Game::handleClientEvent_ShowFormSpec},
{&Game::handleClientEvent_ShowLocalFormSpec},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HudAdd},
{&Game::handleClientEvent_HudRemove},
{&Game::handleClientEvent_HudChange},
{&Game::handleClientEvent_SetSky},
{&Game::handleClientEvent_OverrideDayNigthRatio},
{&Game::handleClientEvent_CloudParams},
};
void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
{
FATAL_ERROR("ClientEvent type None received");
}
void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
{
if (client->getHP() == 0)
return;
if (client->moddingEnabled()) {
client->getScript()->on_damage_taken(event->player_damage.amount);
}
runData.damage_flash += 95.0 + 3.2 * event->player_damage.amount;
runData.damage_flash = MYMIN(runData.damage_flash, 127.0);
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->hurt_tilt_timer = 1.5;
player->hurt_tilt_strength =
rangelim(event->player_damage.amount / 4, 1.0, 4.0);
client->event()->put(new SimpleTriggerEvent("PlayerDamage"));
}
void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
{
cam->camera_yaw = event->player_force_move.yaw;
cam->camera_pitch = event->player_force_move.pitch;
}
void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
{
// This should be enabled for death formspec in builtin
client->getScript()->on_death();
LocalPlayer *player = client->getEnv().getLocalPlayer();
/* Handle visualization */
runData.damage_flash = 0;
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
}
void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
{
if (event->show_formspec.formspec->empty()) {
if (current_formspec && (event->show_formspec.formname->empty()
|| *(event->show_formspec.formname) == cur_formname)) {
current_formspec->quitMenu();
}
} else {
FormspecFormSource *fs_src =
new FormspecFormSource(*(event->show_formspec.formspec));
TextDestPlayerInventory *txt_dst =
new TextDestPlayerInventory(client, *(event->show_formspec.formname));
create_formspec_menu(&current_formspec, client, &input->joystick,
fs_src, txt_dst);
cur_formname = *(event->show_formspec.formname);
}
delete event->show_formspec.formspec;
delete event->show_formspec.formname;
}
void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
{
FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
LocalFormspecHandler *txt_dst =
new LocalFormspecHandler(*event->show_formspec.formname, client);
create_formspec_menu(&current_formspec, client, &input->joystick, fs_src, txt_dst);
delete event->show_formspec.formspec;
delete event->show_formspec.formname;
}
void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
client->getParticleManager()->handleParticleEvent(event, client, player);
}
void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
u32 id = event->hudadd.id;
HudElement *e = player->getHud(id);
if (e != NULL) {
delete event->hudadd.pos;
delete event->hudadd.name;
delete event->hudadd.scale;
delete event->hudadd.text;
delete event->hudadd.align;
delete event->hudadd.offset;
delete event->hudadd.world_pos;
delete event->hudadd.size;
return;
}
e = new HudElement;
e->type = (HudElementType)event->hudadd.type;
e->pos = *event->hudadd.pos;
e->name = *event->hudadd.name;
e->scale = *event->hudadd.scale;
e->text = *event->hudadd.text;
e->number = event->hudadd.number;
e->item = event->hudadd.item;
e->dir = event->hudadd.dir;
e->align = *event->hudadd.align;
e->offset = *event->hudadd.offset;
e->world_pos = *event->hudadd.world_pos;
e->size = *event->hudadd.size;
u32 new_id = player->addHud(e);
//if this isn't true our huds aren't consistent
sanity_check(new_id == id);
delete event->hudadd.pos;
delete event->hudadd.name;
delete event->hudadd.scale;
delete event->hudadd.text;
delete event->hudadd.align;
delete event->hudadd.offset;
delete event->hudadd.world_pos;
delete event->hudadd.size;
}
void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
HudElement *e = player->removeHud(event->hudrm.id);
delete e;
}
void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
u32 id = event->hudchange.id;
HudElement *e = player->getHud(id);
if (e == NULL) {
delete event->hudchange.v3fdata;
delete event->hudchange.v2fdata;
delete event->hudchange.sdata;
delete event->hudchange.v2s32data;
return;
}
switch (event->hudchange.stat) {
case HUD_STAT_POS:
e->pos = *event->hudchange.v2fdata;
break;
case HUD_STAT_NAME:
e->name = *event->hudchange.sdata;
break;
case HUD_STAT_SCALE:
e->scale = *event->hudchange.v2fdata;
break;
case HUD_STAT_TEXT:
e->text = *event->hudchange.sdata;
break;
case HUD_STAT_NUMBER:
e->number = event->hudchange.data;
break;
case HUD_STAT_ITEM:
e->item = event->hudchange.data;
break;
case HUD_STAT_DIR:
e->dir = event->hudchange.data;
break;
case HUD_STAT_ALIGN:
e->align = *event->hudchange.v2fdata;
break;
case HUD_STAT_OFFSET:
e->offset = *event->hudchange.v2fdata;
break;
case HUD_STAT_WORLD_POS:
e->world_pos = *event->hudchange.v3fdata;
break;
case HUD_STAT_SIZE:
e->size = *event->hudchange.v2s32data;
break;
}
delete event->hudchange.v3fdata;
delete event->hudchange.v2fdata;
delete event->hudchange.sdata;
delete event->hudchange.v2s32data;
}
void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
{
sky->setVisible(false);
// Whether clouds are visible in front of a custom skybox
sky->setCloudsEnabled(event->set_sky.clouds);
if (skybox) {
skybox->remove();
skybox = NULL;
}
// Handle according to type
if (*event->set_sky.type == "regular") {
sky->setVisible(true);
sky->setCloudsEnabled(true);
} else if (*event->set_sky.type == "skybox" &&
event->set_sky.params->size() == 6) {
sky->setFallbackBgColor(*event->set_sky.bgcolor);
skybox = RenderingEngine::get_scene_manager()->addSkyBoxSceneNode(
texture_src->getTextureForMesh((*event->set_sky.params)[0]),
texture_src->getTextureForMesh((*event->set_sky.params)[1]),
texture_src->getTextureForMesh((*event->set_sky.params)[2]),
texture_src->getTextureForMesh((*event->set_sky.params)[3]),
texture_src->getTextureForMesh((*event->set_sky.params)[4]),
texture_src->getTextureForMesh((*event->set_sky.params)[5]));
}
// Handle everything else as plain color
else {
if (*event->set_sky.type != "plain")
infostream << "Unknown sky type: "
<< (*event->set_sky.type) << std::endl;
sky->setFallbackBgColor(*event->set_sky.bgcolor);
}
delete event->set_sky.bgcolor;
delete event->set_sky.type;
delete event->set_sky.params;
}
void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam)
{
client->getEnv().setDayNightRatioOverride(
event->override_day_night_ratio.do_override,
event->override_day_night_ratio.ratio_f * 1000.0f);
}
void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
{
if (!clouds)
return;
clouds->setDensity(event->cloud_params.density);
clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
clouds->setHeight(event->cloud_params.height);
clouds->setThickness(event->cloud_params.thickness);
clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
}
void Game::processClientEvents(CameraOrientation *cam)
{
while (client->hasClientEvents()) {
std::unique_ptr<ClientEvent> event(client->getClientEvent());
FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
const ClientEventHandler& evHandler = clientEventHandler[event->type];
(this->*evHandler.handler)(event.get(), cam);
}
}
void Game::updateCamera(u32 busy_time, f32 dtime)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
For interaction purposes, get info about the held item
- What item is it?
- Is it a usable item?
- Can it point to liquids?
*/
ItemStack playeritem;
{
InventoryList *mlist = local_inventory->getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize())
playeritem = mlist->getItem(client->getPlayerItem());
}
if (playeritem.getDefinition(itemdef_manager).name.empty()) { // override the hand
InventoryList *hlist = local_inventory->getList("hand");
if (hlist)
playeritem = hlist->getItem(0);
}
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
v3s16 old_camera_offset = camera->getOffset();
if (wasKeyDown(KeyType::CAMERA_MODE)) {
GenericCAO *playercao = player->getCAO();
// If playercao not loaded, don't change camera
if (!playercao)
return;
camera->toggleCameraMode();
playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
}
float full_punch_interval = playeritem_toolcap.full_punch_interval;
float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
camera->step(dtime);
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
f32 camera_fov = camera->getFovMax();
v3s16 camera_offset = camera->getOffset();
m_camera_offset_changed = (camera_offset != old_camera_offset);
if (!flags.disable_camera_update) {
client->getEnv().getClientMap().updateCamera(camera_position,
camera_direction, camera_fov, camera_offset);
if (m_camera_offset_changed) {
client->updateCameraOffset(camera_offset);
client->getEnv().updateCameraOffset(camera_offset);
if (clouds)
clouds->updateCameraOffset(camera_offset);
}
}
}
void Game::updateSound(f32 dtime)
{
// Update sound listener
v3s16 camera_offset = camera->getOffset();
sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
v3f(0, 0, 0), // velocity
camera->getDirection(),
camera->getCameraNode()->getUpVector());
// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
sound->setListenerGain(new_volume);
if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}
LocalPlayer *player = client->getEnv().getLocalPlayer();
// Tell the sound maker whether to make footstep sounds
soundmaker->makes_footstep_sound = player->makes_footstep_sound;
// Update sound maker
if (player->makes_footstep_sound)
soundmaker->step(dtime);
ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
}
void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
ItemStack playeritem;
{
InventoryList *mlist = local_inventory->getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize())
playeritem = mlist->getItem(client->getPlayerItem());
}
const ItemDefinition &playeritem_def =
playeritem.getDefinition(itemdef_manager);
InventoryList *hlist = local_inventory->getList("hand");
const ItemDefinition &hand_def =
hlist ? hlist->getItem(0).getDefinition(itemdef_manager) : itemdef_manager->get("");
v3f player_position = player->getPosition();
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
v3s16 camera_offset = camera->getOffset();
/*
Calculate what block is the crosshair pointing to
*/
f32 d = playeritem_def.range; // max. distance
f32 d_hand = hand_def.range;
if (d < 0 && d_hand >= 0)
d = d_hand;
else if (d < 0)
d = 4.0;
core::line3d<f32> shootline;
if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
shootline = core::line3d<f32>(camera_position,
camera_position + camera_direction * BS * d);
} else {
// prevent player pointing anything in front-view
shootline = core::line3d<f32>(camera_position,camera_position);
}
#ifdef HAVE_TOUCHSCREENGUI
if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
shootline = g_touchscreengui->getShootline();
// Scale shootline to the acual distance the player can reach
shootline.end = shootline.start
+ shootline.getVector().normalize() * BS * d;
shootline.start += intToFloat(camera_offset, BS);
shootline.end += intToFloat(camera_offset, BS);
}
#endif
PointedThing pointed = updatePointedThing(shootline,
playeritem_def.liquids_pointable,
!runData.ldown_for_dig,
camera_offset);
if (pointed != runData.pointed_old) {
infostream << "Pointing at " << pointed.dump() << std::endl;
hud->updateSelectionMesh(camera_offset);
}
if (runData.digging_blocked && !isLeftPressed()) {
// allow digging again if button is not pressed
runData.digging_blocked = false;
}
/*
Stop digging when
- releasing left mouse button
- pointing away from node
*/
if (runData.digging) {
if (getLeftReleased()) {
infostream << "Left button released"
<< " (stopped digging)" << std::endl;
runData.digging = false;
} else if (pointed != runData.pointed_old) {
if (pointed.type == POINTEDTHING_NODE
&& runData.pointed_old.type == POINTEDTHING_NODE
&& pointed.node_undersurface
== runData.pointed_old.node_undersurface) {
// Still pointing to the same node, but a different face.
// Don't reset.
} else {
infostream << "Pointing away from node"
<< " (stopped digging)" << std::endl;
runData.digging = false;
hud->updateSelectionMesh(camera_offset);
}
}
if (!runData.digging) {
client->interact(1, runData.pointed_old);
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0.0;
}
} else if (runData.dig_instantly && getLeftReleased()) {
// Remove e.g. torches faster when clicking instead of holding LMB
runData.nodig_delay_timer = 0;
runData.dig_instantly = false;
}
if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) {
runData.ldown_for_dig = false;
}
runData.left_punch = false;
soundmaker->m_player_leftpunch_sound.name = "";
// Prepare for repeating, unless we're not supposed to
if (isRightPressed() && !g_settings->getBool("safe_dig_and_place"))
runData.repeat_rightclick_timer += dtime;
else
runData.repeat_rightclick_timer = 0;
if (playeritem_def.usable && isLeftPressed()) {
if (getLeftClicked() && (!client->moddingEnabled()
|| !client->getScript()->on_item_use(playeritem, pointed)))
client->interact(4, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
if (playeritem.name.empty() && hand_def.tool_capabilities != NULL) {
playeritem_toolcap = *hand_def.tool_capabilities;
}
handlePointingAtNode(pointed, playeritem_def, playeritem,
playeritem_toolcap, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
handlePointingAtObject(pointed, playeritem, player_position, show_debug);
} else if (isLeftPressed()) {
// When button is held down in air, show continuous animation
runData.left_punch = true;
} else if (getRightClicked()) {
handlePointingAtNothing(playeritem);
}
runData.pointed_old = pointed;
if (runData.left_punch || getLeftClicked())
camera->setDigging(0); // left click animation
input->resetLeftClicked();
input->resetRightClicked();
input->joystick.clearWasKeyDown(KeyType::MOUSE_L);
input->joystick.clearWasKeyDown(KeyType::MOUSE_R);
input->resetLeftReleased();
input->resetRightReleased();
input->joystick.clearWasKeyReleased(KeyType::MOUSE_L);
input->joystick.clearWasKeyReleased(KeyType::MOUSE_R);
}
PointedThing Game::updatePointedThing(
const core::line3d<f32> &shootline,
bool liquids_pointable,
bool look_for_object,
const v3s16 &camera_offset)
{
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
static thread_local const bool show_entity_selectionbox = g_settings->getBool(
"show_entity_selectionbox");
ClientEnvironment &env = client->getEnv();
ClientMap &map = env.getClientMap();
INodeDefManager *nodedef = map.getNodeDefManager();
runData.selected_object = NULL;
RaycastState s(shootline, look_for_object, liquids_pointable);
PointedThing result;
env.continueRaycast(&s, &result);
if (result.type == POINTEDTHING_OBJECT) {
runData.selected_object = client->getEnv().getActiveObject(result.object_id);
aabb3f selection_box;
if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
runData.selected_object->getSelectionBox(&selection_box)) {
v3f pos = runData.selected_object->getPosition();
selectionboxes->push_back(aabb3f(selection_box));
hud->setSelectionPos(pos, camera_offset);
}
} else if (result.type == POINTEDTHING_NODE) {
// Update selection boxes
MapNode n = map.getNodeNoEx(result.node_undersurface);
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(result.node_undersurface, &map));
f32 d = 0.002 * BS;
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge -= v3f(d, d, d);
box.MaxEdge += v3f(d, d, d);
selectionboxes->push_back(box);
}
hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
camera_offset);
hud->setSelectedFaceNormal(v3f(
result.intersection_normal.X,
result.intersection_normal.Y,
result.intersection_normal.Z));
}
// Update selection mesh light level and vertex colors
if (!selectionboxes->empty()) {
v3f pf = hud->getSelectionPos();
v3s16 p = floatToInt(pf, BS);
// Get selection mesh light level
MapNode n = map.getNodeNoEx(p);
u16 node_light = getInteriorLight(n, -1, nodedef);
u16 light_level = node_light;
for (const v3s16 &dir : g_6dirs) {
n = map.getNodeNoEx(p + dir);
node_light = getInteriorLight(n, -1, nodedef);
if (node_light > light_level)
light_level = node_light;
}
u32 daynight_ratio = client->getEnv().getDayNightRatio();
video::SColor c;
final_color_blend(&c, light_level, daynight_ratio);
// Modify final color a bit with time
u32 timer = porting::getTimeMs() % 5000;
float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
float sin_r = 0.08 * sin(timerf);
float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
float sin_b = 0.08 * sin(timerf + irr::core::PI);
c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
// Set mesh final color
hud->setSelectionMeshColor(c);
}
return result;
}
void Game::handlePointingAtNothing(const ItemStack &playerItem)
{
infostream << "Right Clicked in Air" << std::endl;
PointedThing fauxPointed;
fauxPointed.type = POINTEDTHING_NOTHING;
client->interact(5, fauxPointed);
}
void Game::handlePointingAtNode(const PointedThing &pointed,
const ItemDefinition &playeritem_def, const ItemStack &playeritem,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
/*
Check information text of node
*/
ClientMap &map = client->getEnv().getClientMap();
if (runData.nodig_delay_timer <= 0.0 && isLeftPressed()
&& !runData.digging_blocked
&& client->checkPrivilege("interact")) {
handleDigging(pointed, nodepos, playeritem_toolcap, dtime);
}
// This should be done after digging handling
NodeMetadata *meta = map.getNodeMetadata(nodepos);
if (meta) {
infotext = unescape_translate(utf8_to_wide(meta->getString("infotext")));
} else {
MapNode n = map.getNodeNoEx(nodepos);
if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
infotext = L"Unknown node: ";
infotext += utf8_to_wide(nodedef_manager->get(n).name);
}
}
if ((getRightClicked() ||
runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
client->checkPrivilege("interact")) {
runData.repeat_rightclick_timer = 0;
infostream << "Ground right-clicked" << std::endl;
if (meta && !meta->getString("formspec").empty() && !random_input
&& !isKeyDown(KeyType::SNEAK)) {
// Report right click to server
if (nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
client->interact(3, pointed);
}
infostream << "Launching custom inventory view" << std::endl;
InventoryLocation inventoryloc;
inventoryloc.setNodeMeta(nodepos);
NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
&client->getEnv().getClientMap(), nodepos);
TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
create_formspec_menu(&current_formspec, client,
&input->joystick, fs_src, txt_dst);
cur_formname = "";
current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
} else {
// Report right click to server
camera->setDigging(1); // right click animation (always shown for feedback)
// If the wielded item has node placement prediction,
// make that happen
bool placed = nodePlacementPrediction(*client,
playeritem_def, playeritem,
nodepos, neighbourpos);
if (placed) {
// Report to server
client->interact(3, pointed);
// Read the sound
soundmaker->m_player_rightpunch_sound =
playeritem_def.sound_place;
if (client->moddingEnabled())
client->getScript()->on_placenode(pointed, playeritem_def);
} else {
soundmaker->m_player_rightpunch_sound =
SimpleSoundSpec();
if (playeritem_def.node_placement_prediction.empty() ||
nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
client->interact(3, pointed); // Report to server
} else {
soundmaker->m_player_rightpunch_sound =
playeritem_def.sound_place_failed;
}
}
}
}
}
void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug)
{
infotext = unescape_translate(
utf8_to_wide(runData.selected_object->infoText()));
if (show_debug) {
if (!infotext.empty()) {
infotext += L"\n";
}
infotext += utf8_to_wide(runData.selected_object->debugInfoText());
}
if (isLeftPressed()) {
bool do_punch = false;
bool do_punch_damage = false;
if (runData.object_hit_delay_timer <= 0.0) {
do_punch = true;
do_punch_damage = true;
runData.object_hit_delay_timer = object_hit_delay;
}
if (getLeftClicked())
do_punch = true;
if (do_punch) {
infostream << "Left-clicked object" << std::endl;
runData.left_punch = true;
}
if (do_punch_damage) {
// Report direct punch
v3f objpos = runData.selected_object->getPosition();
v3f dir = (objpos - player_position).normalize();
ItemStack item = playeritem;
if (playeritem.name.empty()) {
InventoryList *hlist = local_inventory->getList("hand");
if (hlist) {
item = hlist->getItem(0);
}
}
bool disable_send = runData.selected_object->directReportPunch(
dir, &item, runData.time_from_last_punch);
runData.time_from_last_punch = 0;
if (!disable_send)
client->interact(0, pointed);
}
} else if (getRightClicked()) {
infostream << "Right-clicked object" << std::endl;
client->interact(3, pointed); // place
}
}
void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
DigParams params = getDigParams(nodedef_manager->get(n).groups,
&playeritem_toolcap);
// If can't dig, try hand
if (!params.diggable) {
InventoryList *hlist = local_inventory->getList("hand");
const ItemDefinition &hand =
hlist ? hlist->getItem(0).getDefinition(itemdef_manager) : itemdef_manager->get("");
const ToolCapabilities *tp = hand.tool_capabilities;
if (tp)
params = getDigParams(nodedef_manager->get(n).groups, tp);
}
if (!params.diggable) {
// I guess nobody will wait for this long
runData.dig_time_complete = 10000000.0;
} else {
runData.dig_time_complete = params.time;
if (m_cache_enable_particles) {
const ContentFeatures &features = client->getNodeDefManager()->get(n);
client->getParticleManager()->addNodeParticle(client,
player, nodepos, n, features);
}
}
if (!runData.digging) {
infostream << "Started digging" << std::endl;
runData.dig_instantly = runData.dig_time_complete == 0;
if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(0, pointed);
runData.digging = true;
runData.ldown_for_dig = true;
}
if (!runData.dig_instantly) {
runData.dig_index = (float)crack_animation_length
* runData.dig_time
/ runData.dig_time_complete;
} else {
// This is for e.g. torches
runData.dig_index = crack_animation_length;
}
SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
if (sound_dig.exists() && params.diggable) {
if (sound_dig.name == "__group") {
if (!params.main_group.empty()) {
soundmaker->m_player_leftpunch_sound.gain = 0.5;
soundmaker->m_player_leftpunch_sound.name =
std::string("default_dig_") +
params.main_group;
}
} else {
soundmaker->m_player_leftpunch_sound = sound_dig;
}
}
// Don't show cracks if not diggable
if (runData.dig_time_complete >= 100000.0) {
} else if (runData.dig_index < crack_animation_length) {
//TimeTaker timer("client.setTempMod");
//infostream<<"dig_index="<<dig_index<<std::endl;
client->setCrack(runData.dig_index, nodepos);
} else {
infostream << "Digging completed" << std::endl;
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0;
runData.digging = false;
// we successfully dug, now block it from repeating if we want to be safe
if (g_settings->getBool("safe_dig_and_place"))
runData.digging_blocked = true;
runData.nodig_delay_timer =
runData.dig_time_complete / (float)crack_animation_length;
// We don't want a corresponding delay to very time consuming nodes
// and nodes without digging time (e.g. torches) get a fixed delay.
if (runData.nodig_delay_timer > 0.3)
runData.nodig_delay_timer = 0.3;
else if (runData.dig_instantly)
runData.nodig_delay_timer = 0.15;
bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position) {
if (client->moddingEnabled() &&
client->getScript()->on_dignode(nodepos, wasnode)) {
return;
}
const ContentFeatures &f = client->ndef()->get(wasnode);
if (f.node_dig_prediction == "air") {
client->removeNode(nodepos);
} else if (!f.node_dig_prediction.empty()) {
content_t id;
bool found = client->ndef()->getId(f.node_dig_prediction, id);
if (found)
client->addNode(nodepos, id, true);
}
// implicit else: no prediction
}
client->interact(2, pointed);
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(wasnode);
client->getParticleManager()->addDiggingParticles(client,
player, nodepos, wasnode, features);
}
// Send event to trigger sound
MtEvent *e = new NodeDugEvent(nodepos, wasnode);
client->event()->put(e);
}
if (runData.dig_time_complete < 100000.0) {
runData.dig_time += dtime;
} else {
runData.dig_time = 0;
client->setCrack(-1, nodepos);
}
camera->setDigging(0); // left click animation
}
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
const CameraOrientation &cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
Fog range
*/
if (draw_control->range_all) {
runData.fog_range = 100000 * BS;
} else {
runData.fog_range = draw_control->wanted_range * BS;
}
/*
Calculate general brightness
*/
u32 daynight_ratio = client->getEnv().getDayNightRatio();
float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
float direct_brightness;
bool sunlight_seen;
if (m_cache_enable_noclip && m_cache_enable_free_move) {
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
float old_brightness = sky->getBrightness();
direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
/ 255.0;
}
float time_of_day_smooth = runData.time_of_day_smooth;
float time_of_day = client->getEnv().getTimeOfDayF();
static const float maxsm = 0.05;
static const float todsm = 0.05;
if (fabs(time_of_day - time_of_day_smooth) > maxsm &&
fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
time_of_day_smooth = time_of_day;
if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ (time_of_day + 1.0) * todsm;
else
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ time_of_day * todsm;
runData.time_of_day = time_of_day;
runData.time_of_day_smooth = time_of_day_smooth;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen, camera->getCameraMode(), player->getYaw(),
player->getPitch());
/*
Update clouds
*/
if (clouds) {
if (sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
// camera->getPosition is not enough for 3rd person views
v3f camera_node_position = camera->getCameraNode()->getPosition();
v3s16 camera_offset = camera->getOffset();
camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
clouds->update(camera_node_position,
sky->getCloudColor());
if (clouds->isCameraInsideCloud() && m_cache_enable_fog &&
!flags.force_fog_off) {
// if inside clouds, and fog enabled, use that as sky
// color(s)
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
sky->setBodiesVisible(false);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);
}
} else {
clouds->setVisible(false);
}
}
/*
Update particles
*/
client->getParticleManager()->step(dtime);
/*
Fog
*/
if (m_cache_enable_fog && !flags.force_fog_off) {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData.fog_range * m_cache_fog_start,
runData.fog_range * 1.0,
0.01,
false, // pixel fog
true // range fog
);
} else {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
100000 * BS,
110000 * BS,
0.01,
false, // pixel fog
false // range fog
);
}
/*
Get chat messages from client
*/
v2u32 screensize = driver->getScreenSize();
updateChat(*client, dtime, flags.show_debug, screensize,
flags.show_chat, runData.profiler_current_page,
*chat_backend, guitext_chat);
/*
Inventory
*/
if (client->getPlayerItem() != runData.new_playeritem)
client->selectPlayerItem(runData.new_playeritem);
// Update local inventory if it has changed
if (client->getLocalInventoryUpdated()) {
//infostream<<"Updating local inventory"<<std::endl;
client->getLocalInventory(*local_inventory);
runData.update_wielded_item_trigger = true;
}
if (runData.update_wielded_item_trigger) {
// Update wielded tool
InventoryList *mlist = local_inventory->getList("main");
if (mlist && (client->getPlayerItem() < mlist->getSize())) {
ItemStack item = mlist->getItem(client->getPlayerItem());
if (item.getDefinition(itemdef_manager).name.empty()) { // override the hand
InventoryList *hlist = local_inventory->getList("hand");
if (hlist)
item = hlist->getItem(0);
}
camera->wield(item);
}
runData.update_wielded_item_trigger = false;
}
/*
Update block draw list every 200ms or when camera direction has
changed much
*/
runData.update_draw_list_timer += dtime;
v3f camera_direction = camera->getDirection();
if (runData.update_draw_list_timer >= 0.2
|| runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
|| m_camera_offset_changed) {
runData.update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList();
runData.update_draw_list_last_cam_dir = camera_direction;
}
updateGui(*stats, dtime, cam);
/*
make sure menu is on top
1. Delete formspec menu reference if menu was removed
2. Else, make sure formspec menu is on top
*/
if (current_formspec) {
if (current_formspec->getReferenceCount() == 1) {
current_formspec->drop();
current_formspec = NULL;
} else if (isMenuActive()) {
guiroot->bringToFront(current_formspec);
}
}
/*
Drawing begins
*/
const video::SColor &skycolor = sky->getSkyColor();
TimeTaker tt_draw("mainloop: draw");
driver->beginScene(true, true, skycolor);
RenderingEngine::draw_scene(camera, client, player, hud, mapper,
guienv, screensize, skycolor, flags.show_hud,
flags.show_minimap);
/*
Profiler graph
*/
if (flags.show_profiler_graph)
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
/*
Damage flash
*/
if (runData.damage_flash > 0.0) {
video::SColor color(runData.damage_flash, 180, 0, 0);
driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
runData.damage_flash -= 100.0 * dtime;
}
/*
Damage camera tilt
*/
if (player->hurt_tilt_timer > 0.0) {
player->hurt_tilt_timer -= dtime * 5;
if (player->hurt_tilt_timer < 0)
player->hurt_tilt_strength = 0;
}
/*
Update minimap pos and rotation
*/
if (mapper && flags.show_minimap && flags.show_hud) {
mapper->setPos(floatToInt(player->getPosition(), BS));
mapper->setAngle(player->getYaw());
}
/*
End scene
*/
driver->endScene();
stats->drawtime = tt_draw.stop(true);
g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
}
inline static const char *yawToDirectionString(int yaw)
{
static const char *direction[4] = {"North [+Z]", "West [-X]", "South [-Z]", "East [+X]"};
yaw = wrapDegrees_0_360(yaw);
yaw = (yaw + 45) % 360 / 90;
return direction[yaw];
}
void Game::updateGui(const RunStats &stats, f32 dtime, const CameraOrientation &cam)
{
v2u32 screensize = driver->getScreenSize();
LocalPlayer *player = client->getEnv().getLocalPlayer();
v3f player_position = player->getPosition();
if (flags.show_debug) {
static float drawtime_avg = 0;
drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
u16 fps = 1.0 / stats.dtime_jitter.avg;
std::ostringstream os(std::ios_base::binary);
os << std::fixed
<< PROJECT_NAME_C " " << g_version_hash
<< ", FPS = " << fps
<< ", range_all = " << draw_control->range_all
<< std::setprecision(0)
<< ", drawtime = " << drawtime_avg << " ms"
<< std::setprecision(1)
<< ", dtime_jitter = "
<< (stats.dtime_jitter.max_fraction * 100.0) << " %"
<< std::setprecision(1)
<< ", view_range = " << draw_control->wanted_range
<< std::setprecision(3)
<< ", RTT = " << client->getRTT() << " s";
setStaticText(guitext, utf8_to_wide(os.str()).c_str());
guitext->setVisible(true);
} else {
guitext->setVisible(false);
}
if (guitext->isVisible()) {
core::rect<s32> rect(
5, 5,
screensize.X, 5 + g_fontengine->getTextHeight()
);
guitext->setRelativePosition(rect);
}
if (flags.show_debug) {
std::ostringstream os(std::ios_base::binary);
os << std::setprecision(1) << std::fixed
<< "pos = (" << (player_position.X / BS)
<< ", " << (player_position.Y / BS)
<< ", " << (player_position.Z / BS)
<< "), yaw = " << (wrapDegrees_0_360(cam.camera_yaw)) << "°"
<< " " << yawToDirectionString(cam.camera_yaw)
<< ", seed = " << ((u64)client->getMapSeed());
setStaticText(guitext2, utf8_to_wide(os.str()).c_str());
guitext2->setVisible(true);
} else {
guitext2->setVisible(false);
}
if (guitext2->isVisible()) {
core::rect<s32> rect(
5, 5 + g_fontengine->getTextHeight(),
screensize.X, 5 + g_fontengine->getTextHeight() * 2
);
guitext2->setRelativePosition(rect);
}
if (flags.show_debug && runData.pointed_old.type == POINTEDTHING_NODE) {
ClientMap &map = client->getEnv().getClientMap();
const INodeDefManager *nodedef = client->getNodeDefManager();
MapNode n = map.getNodeNoEx(runData.pointed_old.node_undersurface);
if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
std::ostringstream os(std::ios_base::binary);
os << "pointing_at = (" << nodedef->get(n).name
<< ", param2 = " << (u64) n.getParam2()
<< ")";
setStaticText(guitext3, utf8_to_wide(os.str()).c_str());
guitext3->setVisible(true);
} else {
guitext3->setVisible(false);
}
} else {
guitext3->setVisible(false);
}
if (guitext3->isVisible()) {
core::rect<s32> rect(
5, 5 + g_fontengine->getTextHeight() * 2,
screensize.X, 5 + g_fontengine->getTextHeight() * 3
);
guitext3->setRelativePosition(rect);
}
setStaticText(guitext_info, translate_string(infotext).c_str());
guitext_info->setVisible(flags.show_hud && g_menumgr.menuCount() == 0);
float statustext_time_max = 1.5;
if (!m_statustext.empty()) {
runData.statustext_time += dtime;
if (runData.statustext_time >= statustext_time_max) {
m_statustext = L"";
runData.statustext_time = 0;
}
}
setStaticText(guitext_status, translate_string(m_statustext).c_str());
guitext_status->setVisible(!m_statustext.empty());
if (!m_statustext.empty()) {
s32 status_width = guitext_status->getTextWidth();
s32 status_height = guitext_status->getTextHeight();
s32 status_y = screensize.Y - 150;
s32 status_x = (screensize.X - status_width) / 2;
core::rect<s32> rect(
status_x , status_y - status_height,
status_x + status_width, status_y
);
guitext_status->setRelativePosition(rect);
// Fade out
video::SColor initial_color(255, 0, 0, 0);
if (guienv->getSkin())
initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
video::SColor final_color = initial_color;
final_color.setAlpha(0);
video::SColor fade_color = initial_color.getInterpolated_quadratic(
initial_color, final_color,
pow(runData.statustext_time / statustext_time_max, 2.0f));
guitext_status->setOverrideColor(fade_color);
guitext_status->enableOverrideColor(true);
}
}
/* Log times and stuff for visualization */
inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
{
Profiler::GraphValues values;
g_profiler->graphGet(values);
graph->put(values);
}
/****************************************************************************
Misc
****************************************************************************/
/* On some computers framerate doesn't seem to be automatically limited
*/
inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
{
// not using getRealTime is necessary for wine
device->getTimer()->tick(); // Maker sure device time is up-to-date
u32 time = device->getTimer()->getTime();
u32 last_time = fps_timings->last_time;
if (time > last_time) // Make sure time hasn't overflowed
fps_timings->busy_time = time - last_time;
else
fps_timings->busy_time = 0;
u32 frametime_min = 1000 / (g_menumgr.pausesGame()
? g_settings->getFloat("pause_fps_max")
: g_settings->getFloat("fps_max"));
if (fps_timings->busy_time < frametime_min) {
fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
device->sleep(fps_timings->sleep_time);
} else {
fps_timings->sleep_time = 0;
}
/* Get the new value of the device timer. Note that device->sleep() may
* not sleep for the entire requested time as sleep may be interrupted and
* therefore it is arguably more accurate to get the new time from the
* device rather than calculating it by adding sleep_time to time.
*/
device->getTimer()->tick(); // Update device timer
time = device->getTimer()->getTime();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0;
fps_timings->last_time = time;
}
void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
{
const wchar_t *wmsg = wgettext(msg);
RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
draw_clouds);
delete[] wmsg;
}
void Game::showStatusTextSimple(const char *msg)
{
const wchar_t *wmsg = wgettext(msg);
m_statustext = wmsg;
delete[] wmsg;
}
void Game::settingChangedCallback(const std::string &setting_name, void *data)
{
((Game *)data)->readSettings();
}
void Game::readSettings()
{
m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_enable_clouds = g_settings->getBool("enable_clouds");
m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
m_cache_enable_particles = g_settings->getBool("enable_particles");
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");
m_cache_fog_start = g_settings->getFloat("fog_start");
m_cache_cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
}
/****************************************************************************/
/****************************************************************************
Shutdown / cleanup
****************************************************************************/
/****************************************************************************/
void Game::extendedResourceCleanup()
{
// Extended resource accounting
infostream << "Irrlicht resources after cleanup:" << std::endl;
infostream << "\tRemaining meshes : "
<< RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
infostream << "\tRemaining textures : "
<< driver->getTextureCount() << std::endl;
for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
irr::video::ITexture *texture = driver->getTextureByIndex(i);
infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
<< std::endl;
}
clearTextureNameCache();
infostream << "\tRemaining materials: "
<< driver-> getMaterialRendererCount()
<< " (note: irrlicht doesn't support removing renderers)" << std::endl;
}
#define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
void Game::showPauseMenu()
{
#ifdef __ANDROID__
static const std::string control_text = strgettext("Default Controls:\n"
"No menu visible:\n"
"- single tap: button activate\n"
"- double tap: place/use\n"
"- slide finger: look around\n"
"Menu/Inventory visible:\n"
"- double tap (outside):\n"
" -->close\n"
"- touch stack, touch slot:\n"
" --> move stack\n"
"- touch&drag, tap 2nd finger\n"
" --> place single item to slot\n"
);
#else
static const std::string control_text_template = strgettext("Controls:\n"
"- %s: move forwards\n"
"- %s: move backwards\n"
"- %s: move left\n"
"- %s: move right\n"
"- %s: jump/climb\n"
"- %s: sneak/go down\n"
"- %s: drop item\n"
"- %s: inventory\n"
"- Mouse: turn/look\n"
"- Mouse left: dig/punch\n"
"- Mouse right: place/use\n"
"- Mouse wheel: select item\n"
"- %s: chat\n"
);
char control_text_buf[600];
snprintf(control_text_buf, ARRLEN(control_text_buf), control_text_template.c_str(),
GET_KEY_NAME(keymap_forward),
GET_KEY_NAME(keymap_backward),
GET_KEY_NAME(keymap_left),
GET_KEY_NAME(keymap_right),
GET_KEY_NAME(keymap_jump),
GET_KEY_NAME(keymap_sneak),
GET_KEY_NAME(keymap_drop),
GET_KEY_NAME(keymap_inventory),
GET_KEY_NAME(keymap_chat)
);
std::string control_text = std::string(control_text_buf);
str_formspec_escape(control_text);
#endif
float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
std::ostringstream os;
os << FORMSPEC_VERSION_STRING << SIZE_TAG
<< "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
<< strgettext("Continue") << "]";
if (!simple_singleplayer_mode) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
<< strgettext("Change Password") << "]";
} else {
os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
}
#ifndef __ANDROID__
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
<< strgettext("Sound Volume") << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
<< strgettext("Change Keys") << "]";
#endif
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
<< strgettext("Exit to Menu") << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
<< strgettext("Exit to OS") << "]"
<< "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
<< "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
<< "\n"
<< strgettext("Game info:") << "\n";
const std::string &address = client->getAddressName();
static const std::string mode = strgettext("- Mode: ");
if (!simple_singleplayer_mode) {
Address serverAddress = client->getServerAddress();
if (!address.empty()) {
os << mode << strgettext("Remote server") << "\n"
<< strgettext("- Address: ") << address;
} else {
os << mode << strgettext("Hosting server");
}
os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
} else {
os << mode << strgettext("Singleplayer") << "\n";
}
if (simple_singleplayer_mode || address.empty()) {
static const std::string on = strgettext("On");
static const std::string off = strgettext("Off");
const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
const std::string &announced = g_settings->getBool("server_announce") ? on : off;
os << strgettext("- Damage: ") << damage << "\n"
<< strgettext("- Creative Mode: ") << creative << "\n";
if (!simple_singleplayer_mode) {
const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
os << strgettext("- PvP: ") << pvp << "\n"
<< strgettext("- Public: ") << announced << "\n";
std::string server_name = g_settings->get("server_name");
str_formspec_escape(server_name);
if (announced == on && !server_name.empty())
os << strgettext("- Server Name: ") << server_name;
}
}
os << ";]";
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(os.str());
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
create_formspec_menu(&current_formspec, client, &input->joystick, fs_src, txt_dst);
current_formspec->setFocus("btn_continue");
current_formspec->doPause = true;
}
/****************************************************************************/
/****************************************************************************
extern function for launching the game
****************************************************************************/
/****************************************************************************/
void the_game(bool *kill,
bool random_input,
InputHandler *input,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
const std::string &address, // If empty local server is created
u16 port,
std::string &error_message,
ChatBackend &chat_backend,
bool *reconnect_requested,
const SubgameSpec &gamespec, // Used for local game
bool simple_singleplayer_mode)
{
Game game;
/* Make a copy of the server address because if a local singleplayer server
* is created then this is updated and we don't want to change the value
* passed to us by the calling function
*/
std::string server_address = address;
try {
if (game.startup(kill, random_input, input, map_dir,
playername, password, &server_address, port, error_message,
reconnect_requested, &chat_backend, gamespec,
simple_singleplayer_mode)) {
game.run();
game.shutdown();
}
} catch (SerializationError &e) {
error_message = std::string("A serialization error occurred:\n")
+ e.what() + "\n\nThe server is probably "
" running a different version of " PROJECT_NAME_C ".";
errorstream << error_message << std::endl;
} catch (ServerError &e) {
error_message = e.what();
errorstream << "ServerError: " << error_message << std::endl;
} catch (ModError &e) {
error_message = e.what() + strgettext("\nCheck debug.txt for details.");
errorstream << "ModError: " << error_message << std::endl;
}
}