forked from Mirrorlandia_minetest/minetest
4536 lines
133 KiB
C++
4536 lines
133 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#include "game.h"
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#include <iomanip>
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#include <cmath>
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#include "client/renderingengine.h"
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#include "camera.h"
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#include "client.h"
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#include "client/clientevent.h"
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#include "client/gameui.h"
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#include "client/inputhandler.h"
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#include "client/tile.h" // For TextureSource
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#include "client/keys.h"
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#include "client/joystick_controller.h"
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#include "client/mapblock_mesh.h"
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#include "clientmap.h"
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#include "clouds.h"
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#include "config.h"
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#include "content_cao.h"
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#include "content/subgames.h"
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#include "client/event_manager.h"
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#include "fontengine.h"
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#include "itemdef.h"
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#include "log.h"
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#include "filesys.h"
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#include "gameparams.h"
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#include "gettext.h"
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#include "gui/guiChatConsole.h"
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#include "gui/guiFormSpecMenu.h"
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#include "gui/guiKeyChangeMenu.h"
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#include "gui/guiPasswordChange.h"
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#include "gui/guiVolumeChange.h"
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#include "gui/mainmenumanager.h"
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#include "gui/profilergraph.h"
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#include "mapblock.h"
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#include "minimap.h"
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#include "nodedef.h" // Needed for determining pointing to nodes
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#include "nodemetadata.h"
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#include "particles.h"
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#include "porting.h"
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#include "profiler.h"
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#include "raycast.h"
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#include "server.h"
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#include "settings.h"
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#include "shader.h"
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#include "sky.h"
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#include "translation.h"
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#include "util/basic_macros.h"
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#include "util/directiontables.h"
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#include "util/pointedthing.h"
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#include "util/quicktune_shortcutter.h"
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#include "irrlicht_changes/static_text.h"
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#include "irr_ptr.h"
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#include "version.h"
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#include "script/scripting_client.h"
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#include "hud.h"
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#include "clientdynamicinfo.h"
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#if USE_SOUND
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#include "client/sound_openal.h"
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#else
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#include "client/sound.h"
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#endif
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/*
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Text input system
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*/
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struct TextDestNodeMetadata : public TextDest
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{
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TextDestNodeMetadata(v3s16 p, Client *client)
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{
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m_p = p;
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m_client = client;
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}
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// This is deprecated I guess? -celeron55
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void gotText(const std::wstring &text)
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{
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std::string ntext = wide_to_utf8(text);
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infostream << "Submitting 'text' field of node at (" << m_p.X << ","
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<< m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
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StringMap fields;
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fields["text"] = ntext;
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m_client->sendNodemetaFields(m_p, "", fields);
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}
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void gotText(const StringMap &fields)
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{
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m_client->sendNodemetaFields(m_p, "", fields);
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}
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v3s16 m_p;
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Client *m_client;
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};
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struct TextDestPlayerInventory : public TextDest
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{
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TextDestPlayerInventory(Client *client)
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{
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m_client = client;
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m_formname.clear();
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}
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TextDestPlayerInventory(Client *client, const std::string &formname)
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{
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m_client = client;
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m_formname = formname;
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}
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void gotText(const StringMap &fields)
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{
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m_client->sendInventoryFields(m_formname, fields);
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}
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Client *m_client;
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};
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struct LocalFormspecHandler : public TextDest
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{
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LocalFormspecHandler(const std::string &formname)
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{
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m_formname = formname;
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}
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LocalFormspecHandler(const std::string &formname, Client *client):
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m_client(client)
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{
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m_formname = formname;
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}
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void gotText(const StringMap &fields)
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{
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if (m_formname == "MT_PAUSE_MENU") {
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if (fields.find("btn_sound") != fields.end()) {
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g_gamecallback->changeVolume();
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return;
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}
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if (fields.find("btn_key_config") != fields.end()) {
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g_gamecallback->keyConfig();
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return;
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}
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if (fields.find("btn_exit_menu") != fields.end()) {
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g_gamecallback->disconnect();
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return;
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}
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if (fields.find("btn_exit_os") != fields.end()) {
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g_gamecallback->exitToOS();
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#ifndef __ANDROID__
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RenderingEngine::get_raw_device()->closeDevice();
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#endif
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return;
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}
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if (fields.find("btn_change_password") != fields.end()) {
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g_gamecallback->changePassword();
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return;
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}
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return;
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}
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if (m_formname == "MT_DEATH_SCREEN") {
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assert(m_client != 0);
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m_client->sendRespawn();
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return;
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}
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if (m_client->modsLoaded())
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m_client->getScript()->on_formspec_input(m_formname, fields);
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}
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Client *m_client = nullptr;
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};
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/* Form update callback */
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class NodeMetadataFormSource: public IFormSource
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{
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public:
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NodeMetadataFormSource(ClientMap *map, v3s16 p):
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m_map(map),
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m_p(p)
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{
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}
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const std::string &getForm() const
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{
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static const std::string empty_string = "";
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NodeMetadata *meta = m_map->getNodeMetadata(m_p);
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if (!meta)
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return empty_string;
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return meta->getString("formspec");
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}
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virtual std::string resolveText(const std::string &str)
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{
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NodeMetadata *meta = m_map->getNodeMetadata(m_p);
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if (!meta)
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return str;
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return meta->resolveString(str);
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}
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ClientMap *m_map;
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v3s16 m_p;
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};
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class PlayerInventoryFormSource: public IFormSource
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{
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public:
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PlayerInventoryFormSource(Client *client):
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m_client(client)
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{
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}
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const std::string &getForm() const
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{
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LocalPlayer *player = m_client->getEnv().getLocalPlayer();
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return player->inventory_formspec;
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}
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Client *m_client;
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};
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class NodeDugEvent : public MtEvent
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{
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public:
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v3s16 p;
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MapNode n;
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NodeDugEvent(v3s16 p, MapNode n):
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p(p),
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n(n)
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{}
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Type getType() const { return NODE_DUG; }
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};
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class SoundMaker
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{
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ISoundManager *m_sound;
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const NodeDefManager *m_ndef;
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public:
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bool makes_footstep_sound = true;
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float m_player_step_timer = 0.0f;
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float m_player_jump_timer = 0.0f;
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SoundSpec m_player_step_sound;
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SoundSpec m_player_leftpunch_sound;
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// Second sound made on left punch, currently used for item 'use' sound
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SoundSpec m_player_leftpunch_sound2;
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SoundSpec m_player_rightpunch_sound;
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SoundMaker(ISoundManager *sound, const NodeDefManager *ndef) :
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m_sound(sound), m_ndef(ndef) {}
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void playPlayerStep()
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{
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if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
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m_player_step_timer = 0.03;
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if (makes_footstep_sound)
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m_sound->playSound(0, m_player_step_sound);
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}
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}
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void playPlayerJump()
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{
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if (m_player_jump_timer <= 0.0f) {
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m_player_jump_timer = 0.2f;
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m_sound->playSound(0, SoundSpec("player_jump", 0.5f));
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}
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}
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static void viewBobbingStep(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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sm->playPlayerStep();
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}
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static void playerRegainGround(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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sm->playPlayerStep();
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}
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static void playerJump(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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sm->playPlayerJump();
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}
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static void cameraPunchLeft(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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sm->m_sound->playSound(0, sm->m_player_leftpunch_sound);
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sm->m_sound->playSound(0, sm->m_player_leftpunch_sound2);
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}
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static void cameraPunchRight(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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sm->m_sound->playSound(0, sm->m_player_rightpunch_sound);
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}
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static void nodeDug(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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NodeDugEvent *nde = (NodeDugEvent *)e;
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sm->m_sound->playSound(0, sm->m_ndef->get(nde->n).sound_dug);
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}
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static void playerDamage(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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sm->m_sound->playSound(0, SoundSpec("player_damage", 0.5));
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}
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static void playerFallingDamage(MtEvent *e, void *data)
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{
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SoundMaker *sm = (SoundMaker *)data;
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sm->m_sound->playSound(0, SoundSpec("player_falling_damage", 0.5));
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}
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void registerReceiver(MtEventManager *mgr)
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{
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mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
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mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
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mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
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mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
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mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
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mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
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mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
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mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
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}
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void step(float dtime)
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{
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m_player_step_timer -= dtime;
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m_player_jump_timer -= dtime;
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}
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};
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typedef s32 SamplerLayer_t;
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class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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{
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Sky *m_sky;
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Client *m_client;
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bool *m_force_fog_off;
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f32 *m_fog_range;
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bool m_fog_enabled;
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CachedPixelShaderSetting<float, 4> m_sky_bg_color;
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CachedPixelShaderSetting<float> m_fog_distance;
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CachedPixelShaderSetting<float> m_fog_shading_parameter;
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CachedVertexShaderSetting<float> m_animation_timer_vertex;
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CachedPixelShaderSetting<float> m_animation_timer_pixel;
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CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
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CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
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CachedPixelShaderSetting<float, 3> m_day_light;
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CachedPixelShaderSetting<float, 4> m_star_color;
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CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
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CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
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CachedPixelShaderSetting<float, 3> m_minimap_yaw;
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CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
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CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture0;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
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CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
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CachedVertexShaderSetting<float, 2> m_texel_size0_vertex;
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CachedPixelShaderSetting<float, 2> m_texel_size0_pixel;
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std::array<float, 2> m_texel_size0_values;
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CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
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float m_user_exposure_compensation;
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bool m_bloom_enabled;
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CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
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float m_bloom_intensity;
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CachedPixelShaderSetting<float> m_bloom_strength_pixel;
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float m_bloom_strength;
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CachedPixelShaderSetting<float> m_bloom_radius_pixel;
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float m_bloom_radius;
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CachedPixelShaderSetting<float> m_saturation_pixel;
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public:
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void onSettingsChange(const std::string &name)
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{
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if (name == "enable_fog")
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m_fog_enabled = g_settings->getBool("enable_fog");
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if (name == "exposure_compensation")
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m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
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if (name == "bloom_intensity")
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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if (name == "bloom_strength_factor")
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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if (name == "bloom_radius")
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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}
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static void settingsCallback(const std::string &name, void *userdata)
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{
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reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
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}
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void setSky(Sky *sky) { m_sky = sky; }
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GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
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f32 *fog_range, Client *client) :
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m_sky(sky),
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m_client(client),
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m_force_fog_off(force_fog_off),
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m_fog_range(fog_range),
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m_sky_bg_color("skyBgColor"),
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m_fog_distance("fogDistance"),
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m_fog_shading_parameter("fogShadingParameter"),
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m_animation_timer_vertex("animationTimer"),
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m_animation_timer_pixel("animationTimer"),
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m_animation_timer_delta_vertex("animationTimerDelta"),
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m_animation_timer_delta_pixel("animationTimerDelta"),
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m_day_light("dayLight"),
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m_star_color("starColor"),
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m_eye_position_pixel("eyePosition"),
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m_eye_position_vertex("eyePosition"),
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m_minimap_yaw("yawVec"),
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m_camera_offset_pixel("cameraOffset"),
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m_camera_offset_vertex("cameraOffset"),
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m_texture0("texture0"),
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m_texture1("texture1"),
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m_texture2("texture2"),
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m_texture3("texture3"),
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m_texel_size0_vertex("texelSize0"),
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m_texel_size0_pixel("texelSize0"),
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m_exposure_params_pixel("exposureParams",
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std::array<const char*, 7> {
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"luminanceMin", "luminanceMax", "exposureCorrection",
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"speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
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}),
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m_bloom_intensity_pixel("bloomIntensity"),
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m_bloom_strength_pixel("bloomStrength"),
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m_bloom_radius_pixel("bloomRadius"),
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m_saturation_pixel("saturation")
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{
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g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
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g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
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g_settings->registerChangedCallback("saturation", settingsCallback, this);
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m_fog_enabled = g_settings->getBool("enable_fog");
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m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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}
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~GameGlobalShaderConstantSetter()
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{
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g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
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}
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void onSetConstants(video::IMaterialRendererServices *services) override
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{
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// Background color
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video::SColor bgcolor = m_sky->getBgColor();
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video::SColorf bgcolorf(bgcolor);
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float bgcolorfa[4] = {
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bgcolorf.r,
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bgcolorf.g,
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bgcolorf.b,
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bgcolorf.a,
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};
|
|
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;
|
|
|
|
float fog_shading_parameter = 1.0 / ( 1.0 - m_sky->getFogStart());
|
|
|
|
m_fog_distance.set(&fog_distance, services);
|
|
m_fog_shading_parameter.set(&fog_shading_parameter, 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);
|
|
|
|
video::SColorf star_color = m_sky->getCurrentStarColor();
|
|
float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
|
|
m_star_color.set(clr, services);
|
|
|
|
u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
|
|
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 animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
|
|
m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
|
|
m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
|
|
|
|
float eye_position_array[3];
|
|
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
|
|
epos.getAs3Values(eye_position_array);
|
|
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();
|
|
minimap_yaw.getAs3Values(minimap_yaw_array);
|
|
m_minimap_yaw.set(minimap_yaw_array, services);
|
|
}
|
|
|
|
float camera_offset_array[3];
|
|
v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
|
|
offset.getAs3Values(camera_offset_array);
|
|
m_camera_offset_pixel.set(camera_offset_array, services);
|
|
m_camera_offset_vertex.set(camera_offset_array, services);
|
|
|
|
SamplerLayer_t tex_id;
|
|
tex_id = 0;
|
|
m_texture0.set(&tex_id, services);
|
|
tex_id = 1;
|
|
m_texture1.set(&tex_id, services);
|
|
tex_id = 2;
|
|
m_texture2.set(&tex_id, services);
|
|
tex_id = 3;
|
|
m_texture3.set(&tex_id, services);
|
|
|
|
m_texel_size0_vertex.set(m_texel_size0_values.data(), services);
|
|
m_texel_size0_pixel.set(m_texel_size0_values.data(), services);
|
|
|
|
const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
|
|
std::array<float, 7> exposure_buffer = {
|
|
std::pow(2.0f, exposure_params.luminance_min),
|
|
std::pow(2.0f, exposure_params.luminance_max),
|
|
exposure_params.exposure_correction,
|
|
exposure_params.speed_dark_bright,
|
|
exposure_params.speed_bright_dark,
|
|
exposure_params.center_weight_power,
|
|
powf(2.f, m_user_exposure_compensation)
|
|
};
|
|
m_exposure_params_pixel.set(exposure_buffer.data(), services);
|
|
|
|
if (m_bloom_enabled) {
|
|
m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
|
|
m_bloom_radius_pixel.set(&m_bloom_radius, services);
|
|
m_bloom_strength_pixel.set(&m_bloom_strength, services);
|
|
}
|
|
float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
|
|
m_saturation_pixel.set(&saturation, services);
|
|
}
|
|
|
|
void onSetMaterial(const video::SMaterial &material)
|
|
{
|
|
video::ITexture *texture = material.getTexture(0);
|
|
if (texture) {
|
|
core::dimension2du size = texture->getSize();
|
|
m_texel_size0_values[0] = 1.f / size.Width;
|
|
m_texel_size0_values[1] = 1.f / size.Height;
|
|
}
|
|
else {
|
|
m_texel_size0_values[0] = 0.f;
|
|
m_texel_size0_values[1] = 0.f;
|
|
}
|
|
}
|
|
};
|
|
|
|
|
|
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()
|
|
{
|
|
auto *scs = new GameGlobalShaderConstantSetter(
|
|
m_sky, m_force_fog_off, m_fog_range, m_client);
|
|
if (!m_sky)
|
|
created_nosky.push_back(scs);
|
|
return scs;
|
|
}
|
|
};
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
#define SIZE_TAG "size[11,5.5]"
|
|
#else
|
|
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
|
|
#endif
|
|
|
|
/****************************************************************************
|
|
****************************************************************************/
|
|
|
|
const static float object_hit_delay = 0.2;
|
|
|
|
struct FpsControl {
|
|
FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
|
|
|
|
void reset();
|
|
|
|
void limit(IrrlichtDevice *device, f32 *dtime);
|
|
|
|
u32 getBusyMs() const { return busy_time / 1000; }
|
|
|
|
// all values in microseconds (us)
|
|
u64 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 GameRunData {
|
|
u16 dig_index;
|
|
u16 new_playeritem;
|
|
PointedThing pointed_old;
|
|
bool digging;
|
|
bool punching;
|
|
bool btn_down_for_dig;
|
|
bool dig_instantly;
|
|
bool digging_blocked;
|
|
bool reset_jump_timer;
|
|
float nodig_delay_timer;
|
|
float dig_time;
|
|
float dig_time_complete;
|
|
float repeat_place_timer;
|
|
float object_hit_delay_timer;
|
|
float time_from_last_punch;
|
|
ClientActiveObject *selected_object;
|
|
|
|
float jump_timer_up; // from key up until key down
|
|
float jump_timer_down; // since last key down
|
|
float jump_timer_down_before; // from key down until key down again
|
|
|
|
float damage_flash;
|
|
float update_draw_list_timer;
|
|
float touch_blocks_timer;
|
|
|
|
f32 fog_range;
|
|
|
|
v3f update_draw_list_last_cam_dir;
|
|
|
|
float time_of_day_smooth;
|
|
};
|
|
|
|
class Game;
|
|
|
|
struct ClientEventHandler
|
|
{
|
|
void (Game::*handler)(ClientEvent *, CameraOrientation *);
|
|
};
|
|
|
|
/****************************************************************************
|
|
THE GAME
|
|
****************************************************************************/
|
|
|
|
using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
|
|
|
|
/* 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,
|
|
InputHandler *input,
|
|
RenderingEngine *rendering_engine,
|
|
const GameStartData &game_params,
|
|
std::string &error_message,
|
|
bool *reconnect,
|
|
ChatBackend *chat_backend);
|
|
|
|
void run();
|
|
void shutdown();
|
|
|
|
protected:
|
|
|
|
// Basic initialisation
|
|
bool init(const std::string &map_dir, const std::string &address,
|
|
u16 port, const SubgameSpec &gamespec);
|
|
bool initSound();
|
|
bool createSingleplayerServer(const std::string &map_dir,
|
|
const SubgameSpec &gamespec, u16 port);
|
|
|
|
// Client creation
|
|
bool createClient(const GameStartData &start_data);
|
|
bool initGui();
|
|
|
|
// Client connection
|
|
bool connectToServer(const GameStartData &start_data,
|
|
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 updateDebugState();
|
|
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
|
|
void updateProfilerGraphs(ProfilerGraph *graph);
|
|
|
|
// 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 togglePitchMove();
|
|
void toggleFast();
|
|
void toggleNoClip();
|
|
void toggleCinematic();
|
|
void toggleBlockBounds();
|
|
void toggleAutoforward();
|
|
|
|
void toggleMinimap(bool shift_pressed);
|
|
void toggleFog();
|
|
void toggleDebug();
|
|
void toggleUpdateCamera();
|
|
|
|
void increaseViewRange();
|
|
void decreaseViewRange();
|
|
void toggleFullViewRange();
|
|
void checkZoomEnabled();
|
|
|
|
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(f32 dtime);
|
|
void updateSound(f32 dtime);
|
|
void processPlayerInteraction(f32 dtime, bool show_hud);
|
|
/*!
|
|
* 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 ItemStack &selected_item, const ItemStack &hand_item, 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 ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
|
|
void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
|
|
const CameraOrientation &cam);
|
|
void updateShadows();
|
|
|
|
// Misc
|
|
void showOverlayMessage(const char *msg, float dtime, int percent,
|
|
bool draw_clouds = true);
|
|
|
|
static void settingChangedCallback(const std::string &setting_name, void *data);
|
|
void readSettings();
|
|
|
|
inline bool isKeyDown(GameKeyType k)
|
|
{
|
|
return input->isKeyDown(k);
|
|
}
|
|
inline bool wasKeyDown(GameKeyType k)
|
|
{
|
|
return input->wasKeyDown(k);
|
|
}
|
|
inline bool wasKeyPressed(GameKeyType k)
|
|
{
|
|
return input->wasKeyPressed(k);
|
|
}
|
|
inline bool wasKeyReleased(GameKeyType k)
|
|
{
|
|
return input->wasKeyReleased(k);
|
|
}
|
|
|
|
#ifdef __ANDROID__
|
|
void handleAndroidChatInput();
|
|
#endif
|
|
|
|
private:
|
|
struct Flags {
|
|
bool force_fog_off = false;
|
|
bool disable_camera_update = false;
|
|
};
|
|
|
|
void showDeathFormspec();
|
|
void showPauseMenu();
|
|
|
|
void pauseAnimation();
|
|
void resumeAnimation();
|
|
|
|
// 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_SetSun(ClientEvent *event, CameraOrientation *cam);
|
|
void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
|
|
void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
|
|
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
|
|
CameraOrientation *cam);
|
|
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
|
|
|
|
void updateChat(f32 dtime);
|
|
|
|
bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
|
|
const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
|
|
const NodeMetadata *meta);
|
|
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
|
|
|
|
f32 getSensitivityScaleFactor() const;
|
|
|
|
InputHandler *input = nullptr;
|
|
|
|
Client *client = nullptr;
|
|
Server *server = nullptr;
|
|
|
|
ClientDynamicInfo client_display_info{};
|
|
float dynamic_info_send_timer = 0;
|
|
|
|
IWritableTextureSource *texture_src = nullptr;
|
|
IWritableShaderSource *shader_src = nullptr;
|
|
|
|
// When created, these will be filled with data received from the server
|
|
IWritableItemDefManager *itemdef_manager = nullptr;
|
|
NodeDefManager *nodedef_manager = nullptr;
|
|
|
|
std::unique_ptr<ISoundManager> sound_manager;
|
|
SoundMaker *soundmaker = nullptr;
|
|
|
|
ChatBackend *chat_backend = nullptr;
|
|
LogOutputBuffer m_chat_log_buf;
|
|
|
|
EventManager *eventmgr = nullptr;
|
|
QuicktuneShortcutter *quicktune = nullptr;
|
|
|
|
std::unique_ptr<GameUI> m_game_ui;
|
|
GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
|
|
MapDrawControl *draw_control = nullptr;
|
|
Camera *camera = nullptr;
|
|
Clouds *clouds = nullptr; // Free using ->Drop()
|
|
Sky *sky = nullptr; // Free using ->Drop()
|
|
Hud *hud = nullptr;
|
|
Minimap *mapper = nullptr;
|
|
|
|
// Map server hud ids to client hud ids
|
|
std::unordered_map<u32, u32> m_hud_server_to_client;
|
|
|
|
GameRunData runData;
|
|
Flags m_flags;
|
|
|
|
/* 'cache'
|
|
This class does take ownership/responsibily for cleaning up etc of any of
|
|
these items (e.g. device)
|
|
*/
|
|
IrrlichtDevice *device;
|
|
RenderingEngine *m_rendering_engine;
|
|
video::IVideoDriver *driver;
|
|
scene::ISceneManager *smgr;
|
|
bool *kill;
|
|
std::string *error_message;
|
|
bool *reconnect_requested;
|
|
scene::ISceneNode *skybox;
|
|
PausedNodesList paused_animated_nodes;
|
|
|
|
bool simple_singleplayer_mode;
|
|
/* End 'cache' */
|
|
|
|
/* Pre-calculated values
|
|
*/
|
|
int crack_animation_length;
|
|
|
|
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_place_time;
|
|
f32 m_cache_cam_smoothing;
|
|
|
|
bool m_invert_mouse;
|
|
bool m_enable_hotbar_mouse_wheel;
|
|
bool m_invert_hotbar_mouse_wheel;
|
|
|
|
bool m_first_loop_after_window_activation = false;
|
|
bool m_camera_offset_changed = false;
|
|
bool m_game_focused;
|
|
|
|
bool m_does_lost_focus_pause_game = false;
|
|
|
|
// if true, (almost) the whole game is paused
|
|
// this happens in pause menu in singleplayer
|
|
bool m_is_paused = false;
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
bool m_cache_hold_aux1;
|
|
bool m_touch_use_crosshair;
|
|
inline bool isNoCrosshairAllowed() {
|
|
return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
|
|
}
|
|
#endif
|
|
#ifdef __ANDROID__
|
|
bool m_android_chat_open;
|
|
#endif
|
|
};
|
|
|
|
Game::Game() :
|
|
m_chat_log_buf(g_logger),
|
|
m_game_ui(new GameUI())
|
|
{
|
|
g_settings->registerChangedCallback("doubletap_jump",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("enable_clouds",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("enable_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_place_time",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("noclip",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("free_move",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("fog_start",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("cinematic",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("cinematic_camera_smoothing",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("camera_smoothing",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("invert_mouse",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("enable_hotbar_mouse_wheel",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("invert_hotbar_mouse_wheel",
|
|
&settingChangedCallback, this);
|
|
g_settings->registerChangedCallback("pause_on_lost_focus",
|
|
&settingChangedCallback, this);
|
|
|
|
readSettings();
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
m_cache_hold_aux1 = false; // This is initialised properly later
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/****************************************************************************
|
|
MinetestApp Public
|
|
****************************************************************************/
|
|
|
|
Game::~Game()
|
|
{
|
|
delete client;
|
|
delete soundmaker;
|
|
sound_manager.reset();
|
|
|
|
delete server; // deleted first to stop all server threads
|
|
|
|
delete hud;
|
|
delete camera;
|
|
delete quicktune;
|
|
delete eventmgr;
|
|
delete texture_src;
|
|
delete shader_src;
|
|
delete nodedef_manager;
|
|
delete itemdef_manager;
|
|
delete draw_control;
|
|
|
|
clearTextureNameCache();
|
|
|
|
g_settings->deregisterChangedCallback("doubletap_jump",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("enable_clouds",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("enable_joysticks",
|
|
&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("joystick_frustum_sensitivity",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("repeat_place_time",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("noclip",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("free_move",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("fog_start",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("cinematic",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("camera_smoothing",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("invert_mouse",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("enable_hotbar_mouse_wheel",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("invert_hotbar_mouse_wheel",
|
|
&settingChangedCallback, this);
|
|
g_settings->deregisterChangedCallback("pause_on_lost_focus",
|
|
&settingChangedCallback, this);
|
|
if (m_rendering_engine)
|
|
m_rendering_engine->finalize();
|
|
}
|
|
|
|
bool Game::startup(bool *kill,
|
|
InputHandler *input,
|
|
RenderingEngine *rendering_engine,
|
|
const GameStartData &start_data,
|
|
std::string &error_message,
|
|
bool *reconnect,
|
|
ChatBackend *chat_backend)
|
|
{
|
|
|
|
// "cache"
|
|
m_rendering_engine = rendering_engine;
|
|
device = m_rendering_engine->get_raw_device();
|
|
this->kill = kill;
|
|
this->error_message = &error_message;
|
|
reconnect_requested = reconnect;
|
|
this->input = input;
|
|
this->chat_backend = chat_backend;
|
|
simple_singleplayer_mode = start_data.isSinglePlayer();
|
|
|
|
input->keycache.populate();
|
|
|
|
driver = device->getVideoDriver();
|
|
smgr = m_rendering_engine->get_scene_manager();
|
|
|
|
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
|
|
|
|
// Reinit runData
|
|
runData = GameRunData();
|
|
runData.time_from_last_punch = 10.0;
|
|
|
|
m_game_ui->initFlags();
|
|
|
|
m_first_loop_after_window_activation = true;
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
|
|
#endif
|
|
|
|
g_client_translations->clear();
|
|
|
|
// address can change if simple_singleplayer_mode
|
|
if (!init(start_data.world_spec.path, start_data.address,
|
|
start_data.socket_port, start_data.game_spec))
|
|
return false;
|
|
|
|
if (!createClient(start_data))
|
|
return false;
|
|
|
|
m_rendering_engine->initialize(client, hud);
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void Game::run()
|
|
{
|
|
ProfilerGraph graph;
|
|
RunStats stats = {};
|
|
CameraOrientation cam_view_target = {};
|
|
CameraOrientation cam_view = {};
|
|
FpsControl draw_times;
|
|
f32 dtime; // in seconds
|
|
|
|
/* Clear the profiler */
|
|
Profiler::GraphValues dummyvalues;
|
|
g_profiler->graphGet(dummyvalues);
|
|
|
|
draw_times.reset();
|
|
|
|
set_light_table(g_settings->getFloat("display_gamma"));
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
m_cache_hold_aux1 = g_settings->getBool("fast_move")
|
|
&& client->checkPrivilege("fast");
|
|
#endif
|
|
|
|
const irr::core::dimension2du initial_screen_size(
|
|
g_settings->getU16("screen_w"),
|
|
g_settings->getU16("screen_h")
|
|
);
|
|
const bool initial_window_maximized = g_settings->getBool("window_maximized");
|
|
|
|
while (m_rendering_engine->run()
|
|
&& !(*kill || g_gamecallback->shutdown_requested
|
|
|| (server && server->isShutdownRequested()))) {
|
|
|
|
// Calculate dtime =
|
|
// m_rendering_engine->run() from this iteration
|
|
// + Sleep time until the wanted FPS are reached
|
|
draw_times.limit(device, &dtime);
|
|
|
|
const auto current_dynamic_info = ClientDynamicInfo::getCurrent();
|
|
if (!current_dynamic_info.equal(client_display_info)) {
|
|
client_display_info = current_dynamic_info;
|
|
dynamic_info_send_timer = 0.2f;
|
|
}
|
|
|
|
if (dynamic_info_send_timer > 0.0f) {
|
|
dynamic_info_send_timer -= dtime;
|
|
if (dynamic_info_send_timer <= 0.0f) {
|
|
client->sendUpdateClientInfo(current_dynamic_info);
|
|
}
|
|
}
|
|
|
|
// Prepare render data for next iteration
|
|
|
|
updateStats(&stats, draw_times, dtime);
|
|
updateInteractTimers(dtime);
|
|
|
|
if (!checkConnection())
|
|
break;
|
|
if (!handleCallbacks())
|
|
break;
|
|
|
|
processQueues();
|
|
|
|
m_game_ui->clearInfoText();
|
|
|
|
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);
|
|
|
|
{
|
|
bool was_paused = m_is_paused;
|
|
m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
|
|
if (m_is_paused)
|
|
dtime = 0.0f;
|
|
|
|
if (!was_paused && m_is_paused) {
|
|
pauseAnimation();
|
|
sound_manager->pauseAll();
|
|
} else if (was_paused && !m_is_paused) {
|
|
resumeAnimation();
|
|
sound_manager->resumeAll();
|
|
}
|
|
}
|
|
|
|
if (!m_is_paused)
|
|
step(dtime);
|
|
processClientEvents(&cam_view_target);
|
|
updateDebugState();
|
|
updateCamera(dtime);
|
|
updateSound(dtime);
|
|
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
|
|
updateFrame(&graph, &stats, dtime, cam_view);
|
|
updateProfilerGraphs(&graph);
|
|
|
|
// Update if minimap has been disabled by the server
|
|
m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
|
|
|
|
if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
|
|
showPauseMenu();
|
|
}
|
|
}
|
|
|
|
RenderingEngine::autosaveScreensizeAndCo(initial_screen_size, initial_window_maximized);
|
|
}
|
|
|
|
|
|
void Game::shutdown()
|
|
{
|
|
auto formspec = m_game_ui->getFormspecGUI();
|
|
if (formspec)
|
|
formspec->quitMenu();
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
g_touchscreengui->hide();
|
|
#endif
|
|
|
|
showOverlayMessage(N_("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());
|
|
}
|
|
|
|
m_game_ui->deleteFormspec();
|
|
|
|
chat_backend->addMessage(L"", L"# Disconnected.");
|
|
chat_backend->addMessage(L"", L"");
|
|
m_chat_log_buf.clear();
|
|
|
|
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,
|
|
const std::string &address,
|
|
u16 port,
|
|
const SubgameSpec &gamespec)
|
|
{
|
|
texture_src = createTextureSource();
|
|
|
|
showOverlayMessage(N_("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))
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Game::initSound()
|
|
{
|
|
#if USE_SOUND
|
|
if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
|
|
infostream << "Attempting to use OpenAL audio" << std::endl;
|
|
sound_manager = createOpenALSoundManager(g_sound_manager_singleton.get(),
|
|
std::make_unique<SoundFallbackPathProvider>());
|
|
if (!sound_manager)
|
|
infostream << "Failed to initialize OpenAL audio" << std::endl;
|
|
} else {
|
|
infostream << "Sound disabled." << std::endl;
|
|
}
|
|
#endif
|
|
|
|
if (!sound_manager) {
|
|
infostream << "Using dummy audio." << std::endl;
|
|
sound_manager = std::make_unique<DummySoundManager>();
|
|
}
|
|
|
|
soundmaker = new SoundMaker(sound_manager.get(), nodedef_manager);
|
|
if (!soundmaker)
|
|
return false;
|
|
|
|
soundmaker->registerReceiver(eventmgr);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Game::createSingleplayerServer(const std::string &map_dir,
|
|
const SubgameSpec &gamespec, u16 port)
|
|
{
|
|
showOverlayMessage(N_("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 = fmtgettext("Unable to listen on %s because IPv6 is disabled",
|
|
bind_addr.serializeString().c_str());
|
|
errorstream << *error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
|
|
false, nullptr, error_message);
|
|
server->start();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Game::createClient(const GameStartData &start_data)
|
|
{
|
|
showOverlayMessage(N_("Creating client..."), 0, 10);
|
|
|
|
draw_control = new MapDrawControl();
|
|
if (!draw_control)
|
|
return false;
|
|
|
|
bool could_connect, connect_aborted;
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
if (g_touchscreengui) {
|
|
g_touchscreengui->init(texture_src);
|
|
g_touchscreengui->hide();
|
|
}
|
|
#endif
|
|
if (!connectToServer(start_data, &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 = gettext("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 = gettext("Connection failed for unknown reason");
|
|
errorstream << *error_message << std::endl;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
auto *scsf = new GameGlobalShaderConstantSetterFactory(
|
|
&m_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, m_rendering_engine);
|
|
if (client->modsLoaded())
|
|
client->getScript()->on_camera_ready(camera);
|
|
client->setCamera(camera);
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
if (g_touchscreengui) {
|
|
g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
|
|
}
|
|
#endif
|
|
|
|
/* Clouds
|
|
*/
|
|
if (m_cache_enable_clouds)
|
|
clouds = new Clouds(smgr, -1, time(0));
|
|
|
|
/* Skybox
|
|
*/
|
|
sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
|
|
scsf->setSky(sky);
|
|
skybox = NULL; // This is used/set later on in the main run loop
|
|
|
|
/* 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 += simple_singleplayer_mode ? wstrgettext("Singleplayer")
|
|
: wstrgettext("Multiplayer");
|
|
str += L"]";
|
|
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(client, player, &player->inventory);
|
|
|
|
mapper = client->getMinimap();
|
|
|
|
if (mapper && client->modsLoaded())
|
|
client->getScript()->on_minimap_ready(mapper);
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Game::initGui()
|
|
{
|
|
m_game_ui->init();
|
|
|
|
// Remove stale "recent" chat messages from previous connections
|
|
chat_backend->clearRecentChat();
|
|
|
|
// Make sure the size of the recent messages buffer is right
|
|
chat_backend->applySettings();
|
|
|
|
// Chat backend and console
|
|
gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
|
|
-1, chat_backend, client, &g_menumgr);
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
|
|
if (g_touchscreengui)
|
|
g_touchscreengui->show();
|
|
|
|
#endif
|
|
|
|
return true;
|
|
}
|
|
|
|
bool Game::connectToServer(const GameStartData &start_data,
|
|
bool *connect_ok, bool *connection_aborted)
|
|
{
|
|
*connect_ok = false; // Let's not be overly optimistic
|
|
*connection_aborted = false;
|
|
bool local_server_mode = false;
|
|
|
|
showOverlayMessage(N_("Resolving address..."), 0, 15);
|
|
|
|
Address connect_address(0, 0, 0, 0, start_data.socket_port);
|
|
|
|
try {
|
|
connect_address.Resolve(start_data.address.c_str());
|
|
|
|
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
|
|
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 = fmtgettext("Couldn't resolve address: %s", e.what());
|
|
|
|
errorstream << *error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
|
|
*error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
|
|
errorstream << *error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
try {
|
|
client = new Client(start_data.name.c_str(),
|
|
start_data.password, start_data.address,
|
|
*draw_control, texture_src, shader_src,
|
|
itemdef_manager, nodedef_manager, sound_manager.get(), eventmgr,
|
|
m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
|
|
start_data.allow_login_or_register);
|
|
client->migrateModStorage();
|
|
} catch (const BaseException &e) {
|
|
*error_message = fmtgettext("Error creating client: %s", e.what());
|
|
errorstream << *error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
client->m_simple_singleplayer_mode = simple_singleplayer_mode;
|
|
|
|
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;
|
|
f32 dtime;
|
|
f32 wait_time = 0; // in seconds
|
|
|
|
fps_control.reset();
|
|
|
|
while (m_rendering_engine->run()) {
|
|
|
|
fps_control.limit(device, &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 (*connection_aborted)
|
|
break;
|
|
|
|
if (client->accessDenied()) {
|
|
*error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
|
|
*reconnect_requested = client->reconnectRequested();
|
|
errorstream << *error_message << std::endl;
|
|
break;
|
|
}
|
|
|
|
if (input->cancelPressed()) {
|
|
*connection_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 (!start_data.address.empty() && wait_time > 10) {
|
|
*error_message = gettext("Connection timed out.");
|
|
errorstream << *error_message << std::endl;
|
|
break;
|
|
}
|
|
|
|
// Update status
|
|
showOverlayMessage(N_("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;
|
|
f32 dtime; // in seconds
|
|
|
|
fps_control.reset();
|
|
|
|
while (m_rendering_engine->run()) {
|
|
|
|
fps_control.limit(device, &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 = gettext("Client disconnected");
|
|
errorstream << *error_message << std::endl;
|
|
return false;
|
|
}
|
|
|
|
if (input->cancelPressed()) {
|
|
*aborted = true;
|
|
infostream << "Connect aborted [Escape]" << std::endl;
|
|
return false;
|
|
}
|
|
|
|
// Display status
|
|
int progress = 25;
|
|
|
|
if (!client->itemdefReceived()) {
|
|
progress = 25;
|
|
m_rendering_engine->draw_load_screen(wstrgettext("Item definitions..."),
|
|
guienv, texture_src, dtime, progress);
|
|
} else if (!client->nodedefReceived()) {
|
|
progress = 30;
|
|
m_rendering_engine->draw_load_screen(wstrgettext("Node definitions..."),
|
|
guienv, texture_src, dtime, progress);
|
|
} else {
|
|
std::ostringstream message;
|
|
std::fixed(message);
|
|
message.precision(0);
|
|
float receive = client->mediaReceiveProgress() * 100;
|
|
message << gettext("Media...");
|
|
if (receive > 0)
|
|
message << " " << receive << "%";
|
|
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;
|
|
m_rendering_engine->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 = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
|
|
*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, texture_src))->drop();
|
|
g_gamecallback->changepassword_requested = false;
|
|
}
|
|
|
|
if (g_gamecallback->changevolume_requested) {
|
|
(new GUIVolumeChange(guienv, guiroot, -1,
|
|
&g_menumgr, texture_src))->drop();
|
|
g_gamecallback->changevolume_requested = false;
|
|
}
|
|
|
|
if (g_gamecallback->keyconfig_requested) {
|
|
(new GUIKeyChangeMenu(guienv, guiroot, -1,
|
|
&g_menumgr, texture_src))->drop();
|
|
g_gamecallback->keyconfig_requested = false;
|
|
}
|
|
|
|
if (g_gamecallback->keyconfig_changed) {
|
|
input->keycache.populate(); // update the cache with new settings
|
|
g_gamecallback->keyconfig_changed = false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void Game::processQueues()
|
|
{
|
|
texture_src->processQueue();
|
|
shader_src->processQueue();
|
|
}
|
|
|
|
void Game::updateDebugState()
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
|
|
// debug UI and wireframe
|
|
bool has_debug = client->checkPrivilege("debug");
|
|
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
|
|
|
|
if (m_game_ui->m_flags.show_basic_debug) {
|
|
if (!has_basic_debug)
|
|
m_game_ui->m_flags.show_basic_debug = false;
|
|
} else if (m_game_ui->m_flags.show_minimal_debug) {
|
|
if (has_basic_debug)
|
|
m_game_ui->m_flags.show_basic_debug = true;
|
|
}
|
|
if (!has_basic_debug)
|
|
hud->disableBlockBounds();
|
|
if (!has_debug)
|
|
draw_control->show_wireframe = false;
|
|
|
|
// noclip
|
|
draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
|
|
}
|
|
|
|
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 = 3;
|
|
}
|
|
|
|
if (profiler_interval.step(dtime, profiler_print_interval)) {
|
|
if (print_to_log) {
|
|
infostream << "Profiler:" << std::endl;
|
|
g_profiler->print(infostream);
|
|
}
|
|
|
|
m_game_ui->updateProfiler();
|
|
g_profiler->clear();
|
|
}
|
|
|
|
// Update update graphs
|
|
g_profiler->graphAdd("Time non-rendering [us]",
|
|
draw_times.busy_time - stats.drawtime);
|
|
|
|
g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
|
|
g_profiler->graphAdd("FPS", 1.0f / 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.getBusyMs() * 0.02;
|
|
|
|
jitter = draw_times.getBusyMs() - 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)) {
|
|
if(m_game_focused) {
|
|
m_game_focused = false;
|
|
infostream << "Game lost focus" << std::endl;
|
|
input->releaseAllKeys();
|
|
} else {
|
|
input->clear();
|
|
}
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
g_touchscreengui->hide();
|
|
#endif
|
|
} else {
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
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->show();
|
|
g_touchscreengui->step(dtime);
|
|
}
|
|
#endif
|
|
|
|
m_game_focused = true;
|
|
}
|
|
|
|
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__
|
|
auto formspec = m_game_ui->getFormspecGUI();
|
|
if (formspec)
|
|
formspec->getAndroidUIInput();
|
|
else
|
|
handleAndroidChatInput();
|
|
#endif
|
|
|
|
// Increase timer for double tap of "keymap_jump"
|
|
if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
|
|
runData.jump_timer_up += dtime;
|
|
if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
|
|
runData.jump_timer_down += 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::BACKWARD)) {
|
|
if (g_settings->getBool("continuous_forward"))
|
|
toggleAutoforward();
|
|
} else if (wasKeyDown(KeyType::INVENTORY)) {
|
|
openInventory();
|
|
} else if (input->cancelPressed()) {
|
|
#ifdef __ANDROID__
|
|
m_android_chat_open = false;
|
|
#endif
|
|
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)) {
|
|
if (client->modsLoaded())
|
|
openConsole(0.2, L".");
|
|
else
|
|
m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
|
|
} 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::PITCHMOVE)) {
|
|
togglePitchMove();
|
|
} else if (wasKeyDown(KeyType::FASTMOVE)) {
|
|
toggleFast();
|
|
} else if (wasKeyDown(KeyType::NOCLIP)) {
|
|
toggleNoClip();
|
|
#if USE_SOUND
|
|
} else if (wasKeyDown(KeyType::MUTE)) {
|
|
if (g_settings->getBool("enable_sound")) {
|
|
bool new_mute_sound = !g_settings->getBool("mute_sound");
|
|
g_settings->setBool("mute_sound", new_mute_sound);
|
|
if (new_mute_sound)
|
|
m_game_ui->showTranslatedStatusText("Sound muted");
|
|
else
|
|
m_game_ui->showTranslatedStatusText("Sound unmuted");
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Sound system is disabled");
|
|
}
|
|
} else if (wasKeyDown(KeyType::INC_VOLUME)) {
|
|
if (g_settings->getBool("enable_sound")) {
|
|
float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
|
|
g_settings->setFloat("sound_volume", new_volume);
|
|
std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
|
|
m_game_ui->showStatusText(msg);
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Sound system is disabled");
|
|
}
|
|
} else if (wasKeyDown(KeyType::DEC_VOLUME)) {
|
|
if (g_settings->getBool("enable_sound")) {
|
|
float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
|
|
g_settings->setFloat("sound_volume", new_volume);
|
|
std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
|
|
m_game_ui->showStatusText(msg);
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Sound system is disabled");
|
|
}
|
|
#else
|
|
} else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
|
|
|| wasKeyDown(KeyType::DEC_VOLUME)) {
|
|
m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
|
|
#endif
|
|
} else if (wasKeyDown(KeyType::CINEMATIC)) {
|
|
toggleCinematic();
|
|
} else if (wasKeyDown(KeyType::SCREENSHOT)) {
|
|
client->makeScreenshot();
|
|
} else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
|
|
toggleBlockBounds();
|
|
} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
|
|
m_game_ui->toggleHud();
|
|
} else if (wasKeyDown(KeyType::MINIMAP)) {
|
|
toggleMinimap(isKeyDown(KeyType::SNEAK));
|
|
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
|
|
m_game_ui->toggleChat(client);
|
|
} else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
|
|
toggleFog();
|
|
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
|
|
toggleUpdateCamera();
|
|
} else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
|
|
toggleDebug();
|
|
} else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
|
|
m_game_ui->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::ZOOM)) {
|
|
checkZoomEnabled();
|
|
} 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_up = 0.0f;
|
|
}
|
|
|
|
if (quicktune->hasMessage()) {
|
|
m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
|
|
}
|
|
}
|
|
|
|
void Game::processItemSelection(u16 *new_playeritem)
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
|
|
/* Item selection using mouse wheel
|
|
*/
|
|
*new_playeritem = player->getWieldIndex();
|
|
u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
|
|
player->hud_hotbar_itemcount - 1);
|
|
|
|
s32 wheel = input->getMouseWheel();
|
|
if (!m_enable_hotbar_mouse_wheel)
|
|
wheel = 0;
|
|
if (m_invert_hotbar_mouse_wheel)
|
|
wheel *= -1;
|
|
|
|
s32 dir = wheel;
|
|
|
|
if (wasKeyDown(KeyType::HOTBAR_NEXT))
|
|
dir = -1;
|
|
|
|
if (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 <= max_item; i++) {
|
|
if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
|
|
*new_playeritem = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Clamp selection again in case it wasn't changed but max_item was
|
|
*new_playeritem = MYMIN(*new_playeritem, max_item);
|
|
}
|
|
|
|
|
|
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->getEnv().getLocalPlayer()->getWieldIndex();
|
|
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 << "Game: Launching inventory" << std::endl;
|
|
|
|
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
|
|
|
|
InventoryLocation inventoryloc;
|
|
inventoryloc.setCurrentPlayer();
|
|
|
|
if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
|
|
delete fs_src;
|
|
return;
|
|
}
|
|
|
|
if (fs_src->getForm().empty()) {
|
|
delete fs_src;
|
|
return;
|
|
}
|
|
|
|
TextDest *txt_dst = new TextDestPlayerInventory(client);
|
|
auto *&formspec = m_game_ui->updateFormspec("");
|
|
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
|
|
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
|
|
sound_manager.get());
|
|
|
|
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));
|
|
m_android_chat_open = false;
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
void Game::toggleFreeMove()
|
|
{
|
|
bool free_move = !g_settings->getBool("free_move");
|
|
g_settings->set("free_move", bool_to_cstr(free_move));
|
|
|
|
if (free_move) {
|
|
if (client->checkPrivilege("fly")) {
|
|
m_game_ui->showTranslatedStatusText("Fly mode enabled");
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
|
|
}
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Fly mode disabled");
|
|
}
|
|
}
|
|
|
|
void Game::toggleFreeMoveAlt()
|
|
{
|
|
if (!runData.reset_jump_timer) {
|
|
runData.jump_timer_down_before = runData.jump_timer_down;
|
|
runData.jump_timer_down = 0.0f;
|
|
}
|
|
|
|
// key down (0.2 s max.), then key up (0.2 s max.), then key down
|
|
if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
|
|
runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
|
|
toggleFreeMove();
|
|
|
|
runData.reset_jump_timer = true;
|
|
}
|
|
|
|
|
|
void Game::togglePitchMove()
|
|
{
|
|
bool pitch_move = !g_settings->getBool("pitch_move");
|
|
g_settings->set("pitch_move", bool_to_cstr(pitch_move));
|
|
|
|
if (pitch_move) {
|
|
m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
|
|
}
|
|
}
|
|
|
|
|
|
void Game::toggleFast()
|
|
{
|
|
bool fast_move = !g_settings->getBool("fast_move");
|
|
bool has_fast_privs = client->checkPrivilege("fast");
|
|
g_settings->set("fast_move", bool_to_cstr(fast_move));
|
|
|
|
if (fast_move) {
|
|
if (has_fast_privs) {
|
|
m_game_ui->showTranslatedStatusText("Fast mode enabled");
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
|
|
}
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Fast mode disabled");
|
|
}
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
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));
|
|
|
|
if (noclip) {
|
|
if (client->checkPrivilege("noclip")) {
|
|
m_game_ui->showTranslatedStatusText("Noclip mode enabled");
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
|
|
}
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Noclip mode disabled");
|
|
}
|
|
}
|
|
|
|
void Game::toggleCinematic()
|
|
{
|
|
bool cinematic = !g_settings->getBool("cinematic");
|
|
g_settings->set("cinematic", bool_to_cstr(cinematic));
|
|
|
|
if (cinematic)
|
|
m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
|
|
else
|
|
m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
|
|
}
|
|
|
|
void Game::toggleBlockBounds()
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
|
|
m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by game or mod)");
|
|
return;
|
|
}
|
|
enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
|
|
switch (newmode) {
|
|
case Hud::BLOCK_BOUNDS_OFF:
|
|
m_game_ui->showTranslatedStatusText("Block bounds hidden");
|
|
break;
|
|
case Hud::BLOCK_BOUNDS_CURRENT:
|
|
m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
|
|
break;
|
|
case Hud::BLOCK_BOUNDS_NEAR:
|
|
m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
|
|
break;
|
|
case Hud::BLOCK_BOUNDS_MAX:
|
|
m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 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));
|
|
|
|
if (autorun_enabled)
|
|
m_game_ui->showTranslatedStatusText("Automatic forward enabled");
|
|
else
|
|
m_game_ui->showTranslatedStatusText("Automatic forward disabled");
|
|
}
|
|
|
|
void Game::toggleMinimap(bool shift_pressed)
|
|
{
|
|
if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
|
|
return;
|
|
|
|
if (shift_pressed)
|
|
mapper->toggleMinimapShape();
|
|
else
|
|
mapper->nextMode();
|
|
|
|
// TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
|
|
|
|
// Not so satisying code to keep compatibility with old fixed mode system
|
|
// -->
|
|
u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
|
|
|
|
if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
|
|
m_game_ui->m_flags.show_minimap = false;
|
|
} else {
|
|
|
|
// If radar is disabled, try to find a non radar mode or fall back to 0
|
|
if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
|
|
while (mapper->getModeIndex() &&
|
|
mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
|
|
mapper->nextMode();
|
|
|
|
m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
|
|
MINIMAP_TYPE_OFF;
|
|
}
|
|
// <--
|
|
// End of 'not so satifying code'
|
|
if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
|
|
(hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
|
|
m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
|
|
else
|
|
m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
|
|
}
|
|
|
|
void Game::toggleFog()
|
|
{
|
|
bool fog_enabled = g_settings->getBool("enable_fog");
|
|
g_settings->setBool("enable_fog", !fog_enabled);
|
|
if (fog_enabled)
|
|
m_game_ui->showTranslatedStatusText("Fog disabled");
|
|
else
|
|
m_game_ui->showTranslatedStatusText("Fog enabled");
|
|
}
|
|
|
|
|
|
void Game::toggleDebug()
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
bool has_debug = client->checkPrivilege("debug");
|
|
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
|
|
// Initial: No debug info
|
|
// 1x toggle: Debug text
|
|
// 2x toggle: Debug text with profiler graph
|
|
// 3x toggle: Debug text and wireframe (needs "debug" priv)
|
|
// Next toggle: Back to initial
|
|
//
|
|
// The debug text can be in 2 modes: minimal and basic.
|
|
// * Minimal: Only technical client info that not gameplay-relevant
|
|
// * Basic: Info that might give gameplay advantage, e.g. pos, angle
|
|
// Basic mode is used when player has the debug HUD flag set,
|
|
// otherwise the Minimal mode is used.
|
|
if (!m_game_ui->m_flags.show_minimal_debug) {
|
|
m_game_ui->m_flags.show_minimal_debug = true;
|
|
if (has_basic_debug)
|
|
m_game_ui->m_flags.show_basic_debug = true;
|
|
m_game_ui->m_flags.show_profiler_graph = false;
|
|
draw_control->show_wireframe = false;
|
|
m_game_ui->showTranslatedStatusText("Debug info shown");
|
|
} else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
|
|
if (has_basic_debug)
|
|
m_game_ui->m_flags.show_basic_debug = true;
|
|
m_game_ui->m_flags.show_profiler_graph = true;
|
|
m_game_ui->showTranslatedStatusText("Profiler graph shown");
|
|
} else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
|
|
if (has_basic_debug)
|
|
m_game_ui->m_flags.show_basic_debug = true;
|
|
m_game_ui->m_flags.show_profiler_graph = false;
|
|
draw_control->show_wireframe = true;
|
|
m_game_ui->showTranslatedStatusText("Wireframe shown");
|
|
} else {
|
|
m_game_ui->m_flags.show_minimal_debug = false;
|
|
m_game_ui->m_flags.show_basic_debug = false;
|
|
m_game_ui->m_flags.show_profiler_graph = false;
|
|
draw_control->show_wireframe = false;
|
|
if (has_debug) {
|
|
m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void Game::toggleUpdateCamera()
|
|
{
|
|
m_flags.disable_camera_update = !m_flags.disable_camera_update;
|
|
if (m_flags.disable_camera_update)
|
|
m_game_ui->showTranslatedStatusText("Camera update disabled");
|
|
else
|
|
m_game_ui->showTranslatedStatusText("Camera update enabled");
|
|
}
|
|
|
|
|
|
void Game::increaseViewRange()
|
|
{
|
|
s16 range = g_settings->getS16("viewing_range");
|
|
s16 range_new = range + 10;
|
|
s16 server_limit = sky->getFogDistance();
|
|
|
|
if (range_new >= 4000) {
|
|
range_new = 4000;
|
|
std::wstring msg = server_limit >= 0 && range_new > server_limit ?
|
|
fwgettext("Viewing range changed to %d (the maximum), but limited to %d by game or mod", range_new, server_limit) :
|
|
fwgettext("Viewing range changed to %d (the maximum)", range_new);
|
|
m_game_ui->showStatusText(msg);
|
|
} else {
|
|
std::wstring msg = server_limit >= 0 && range_new > server_limit ?
|
|
fwgettext("Viewing range changed to %d, but limited to %d by game or mod", range_new, server_limit) :
|
|
fwgettext("Viewing range changed to %d", range_new);
|
|
m_game_ui->showStatusText(msg);
|
|
}
|
|
g_settings->set("viewing_range", itos(range_new));
|
|
}
|
|
|
|
|
|
void Game::decreaseViewRange()
|
|
{
|
|
s16 range = g_settings->getS16("viewing_range");
|
|
s16 range_new = range - 10;
|
|
s16 server_limit = sky->getFogDistance();
|
|
|
|
if (range_new <= 20) {
|
|
range_new = 20;
|
|
std::wstring msg = server_limit >= 0 && range_new > server_limit ?
|
|
fwgettext("Viewing changed to %d (the minimum), but limited to %d by game or mod", range_new, server_limit) :
|
|
fwgettext("Viewing changed to %d (the minimum)", range_new);
|
|
m_game_ui->showStatusText(msg);
|
|
} else {
|
|
std::wstring msg = server_limit >= 0 && range_new > server_limit ?
|
|
fwgettext("Viewing range changed to %d, but limited to %d by game or mod", range_new, server_limit) :
|
|
fwgettext("Viewing range changed to %d", range_new);
|
|
m_game_ui->showStatusText(msg);
|
|
}
|
|
g_settings->set("viewing_range", itos(range_new));
|
|
}
|
|
|
|
|
|
void Game::toggleFullViewRange()
|
|
{
|
|
draw_control->range_all = !draw_control->range_all;
|
|
if (draw_control->range_all) {
|
|
if (sky->getFogDistance() >= 0) {
|
|
m_game_ui->showTranslatedStatusText("Unlimited viewing range enabled, but forbidden by game or mod");
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Unlimited viewing range enabled");
|
|
}
|
|
} else {
|
|
m_game_ui->showTranslatedStatusText("Unlimited viewing range disabled");
|
|
}
|
|
}
|
|
|
|
|
|
void Game::checkZoomEnabled()
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
|
|
m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
|
|
}
|
|
|
|
void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
|
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{
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#ifndef __ANDROID__
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if (isMenuActive())
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device->getCursorControl()->setRelativeMode(false);
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else
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device->getCursorControl()->setRelativeMode(true);
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#endif
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if ((device->isWindowActive() && device->isWindowFocused()
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&& !isMenuActive()) || input->isRandom()) {
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#ifndef __ANDROID__
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if (!input->isRandom()) {
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// Mac OSX gets upset if this is set every frame
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if (device->getCursorControl()->isVisible())
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device->getCursorControl()->setVisible(false);
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}
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#endif
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if (m_first_loop_after_window_activation) {
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m_first_loop_after_window_activation = false;
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input->setMousePos(driver->getScreenSize().Width / 2,
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driver->getScreenSize().Height / 2);
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} else {
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updateCameraOrientation(cam, dtime);
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}
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} else {
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#ifndef ANDROID
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// Mac OSX gets upset if this is set every frame
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if (!device->getCursorControl()->isVisible())
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device->getCursorControl()->setVisible(true);
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#endif
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m_first_loop_after_window_activation = true;
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}
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}
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// Get the factor to multiply with sensitivity to get the same mouse/joystick
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// responsiveness independently of FOV.
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f32 Game::getSensitivityScaleFactor() const
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{
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f32 fov_y = client->getCamera()->getFovY();
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// Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
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// 16:9 aspect ratio to minimize disruption of existing sensitivity
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// settings.
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return tan(fov_y / 2.0f) * 1.3763818698f;
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}
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void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
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{
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#ifdef HAVE_TOUCHSCREENGUI
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if (g_touchscreengui) {
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cam->camera_yaw += g_touchscreengui->getYawChange();
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cam->camera_pitch = g_touchscreengui->getPitch();
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} else {
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#endif
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v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
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v2s32 dist = input->getMousePos() - center;
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if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
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dist.Y = -dist.Y;
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}
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f32 sens_scale = getSensitivityScaleFactor();
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cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
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cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
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if (dist.X != 0 || dist.Y != 0)
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input->setMousePos(center.X, center.Y);
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#ifdef HAVE_TOUCHSCREENGUI
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}
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#endif
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if (m_cache_enable_joysticks) {
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f32 sens_scale = getSensitivityScaleFactor();
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f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
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cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
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cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
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}
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cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
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}
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void Game::updatePlayerControl(const CameraOrientation &cam)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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//TimeTaker tt("update player control", NULL, PRECISION_NANO);
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PlayerControl control(
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isKeyDown(KeyType::FORWARD),
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isKeyDown(KeyType::BACKWARD),
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isKeyDown(KeyType::LEFT),
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isKeyDown(KeyType::RIGHT),
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isKeyDown(KeyType::JUMP) || player->getAutojump(),
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isKeyDown(KeyType::AUX1),
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isKeyDown(KeyType::SNEAK),
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isKeyDown(KeyType::ZOOM),
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isKeyDown(KeyType::DIG),
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isKeyDown(KeyType::PLACE),
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cam.camera_pitch,
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cam.camera_yaw,
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input->getMovementSpeed(),
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input->getMovementDirection()
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);
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// autoforward if set: move at maximum speed
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if (player->getPlayerSettings().continuous_forward &&
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client->activeObjectsReceived() && !player->isDead()) {
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control.movement_speed = 1.0f;
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// sideways movement only
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float dx = sin(control.movement_direction);
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control.movement_direction = atan2(dx, 1.0f);
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}
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#ifdef HAVE_TOUCHSCREENGUI
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/* For touch, simulate holding down AUX1 (fast move) if the user has
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* the fast_move setting toggled on. If there is an aux1 key defined for
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* touch then its meaning is inverted (i.e. holding aux1 means walk and
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* not fast)
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*/
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if (m_cache_hold_aux1) {
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control.aux1 = control.aux1 ^ true;
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}
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#endif
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client->setPlayerControl(control);
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//tt.stop();
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}
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inline void Game::step(f32 dtime)
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{
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if (server)
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server->step(dtime);
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client->step(dtime);
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}
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static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
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if (!node)
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return;
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for (auto &&child: node->getChildren())
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pauseNodeAnimation(paused, child);
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if (node->getType() != scene::ESNT_ANIMATED_MESH)
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return;
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auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
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float speed = animated_node->getAnimationSpeed();
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if (!speed)
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return;
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paused.push_back({grab(animated_node), speed});
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animated_node->setAnimationSpeed(0.0f);
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}
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void Game::pauseAnimation()
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{
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pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
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}
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void Game::resumeAnimation()
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{
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for (auto &&pair: paused_animated_nodes)
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pair.first->setAnimationSpeed(pair.second);
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paused_animated_nodes.clear();
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}
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const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
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{&Game::handleClientEvent_None},
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{&Game::handleClientEvent_PlayerDamage},
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{&Game::handleClientEvent_PlayerForceMove},
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{&Game::handleClientEvent_Deathscreen},
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{&Game::handleClientEvent_ShowFormSpec},
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{&Game::handleClientEvent_ShowLocalFormSpec},
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{&Game::handleClientEvent_HandleParticleEvent},
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{&Game::handleClientEvent_HandleParticleEvent},
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{&Game::handleClientEvent_HandleParticleEvent},
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{&Game::handleClientEvent_HudAdd},
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{&Game::handleClientEvent_HudRemove},
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{&Game::handleClientEvent_HudChange},
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{&Game::handleClientEvent_SetSky},
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{&Game::handleClientEvent_SetSun},
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{&Game::handleClientEvent_SetMoon},
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{&Game::handleClientEvent_SetStars},
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{&Game::handleClientEvent_OverrideDayNigthRatio},
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{&Game::handleClientEvent_CloudParams},
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};
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void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
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{
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FATAL_ERROR("ClientEvent type None received");
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}
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void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
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{
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if (client->modsLoaded())
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client->getScript()->on_damage_taken(event->player_damage.amount);
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if (!event->player_damage.effect)
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return;
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// Damage flash and hurt tilt are not used at death
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if (client->getHP() > 0) {
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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f32 hp_max = player->getCAO() ?
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player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
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f32 damage_ratio = event->player_damage.amount / hp_max;
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runData.damage_flash += 95.0f + 64.f * damage_ratio;
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runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
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player->hurt_tilt_timer = 1.5f;
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player->hurt_tilt_strength =
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rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
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}
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// Play damage sound
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client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
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}
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void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
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{
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cam->camera_yaw = event->player_force_move.yaw;
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cam->camera_pitch = event->player_force_move.pitch;
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}
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void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
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{
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// If client scripting is enabled, deathscreen is handled by CSM code in
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// builtin/client/init.lua
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if (client->modsLoaded())
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client->getScript()->on_death();
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else
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showDeathFormspec();
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/* Handle visualization */
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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runData.damage_flash = 0;
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player->hurt_tilt_timer = 0;
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player->hurt_tilt_strength = 0;
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}
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void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
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{
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if (event->show_formspec.formspec->empty()) {
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auto formspec = m_game_ui->getFormspecGUI();
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if (formspec && (event->show_formspec.formname->empty()
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|| *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
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formspec->quitMenu();
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}
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} else {
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FormspecFormSource *fs_src =
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new FormspecFormSource(*(event->show_formspec.formspec));
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TextDestPlayerInventory *txt_dst =
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new TextDestPlayerInventory(client, *(event->show_formspec.formname));
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auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
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GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
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&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
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sound_manager.get());
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}
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delete event->show_formspec.formspec;
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delete event->show_formspec.formname;
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}
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void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
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{
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FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
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LocalFormspecHandler *txt_dst =
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new LocalFormspecHandler(*event->show_formspec.formname, client);
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GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
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&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound_manager.get());
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|
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delete event->show_formspec.formspec;
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delete event->show_formspec.formname;
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}
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void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
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CameraOrientation *cam)
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{
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LocalPlayer *player = client->getEnv().getLocalPlayer();
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client->getParticleManager()->handleParticleEvent(event, client, player);
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}
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|
|
|
void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
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|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
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|
|
u32 server_id = event->hudadd->server_id;
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// ignore if we already have a HUD with that ID
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auto i = m_hud_server_to_client.find(server_id);
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if (i != m_hud_server_to_client.end()) {
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|
delete event->hudadd;
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return;
|
|
}
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|
|
|
HudElement *e = new HudElement;
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|
e->type = static_cast<HudElementType>(event->hudadd->type);
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e->pos = event->hudadd->pos;
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|
e->name = event->hudadd->name;
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e->scale = event->hudadd->scale;
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e->text = event->hudadd->text;
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e->number = event->hudadd->number;
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e->item = event->hudadd->item;
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e->dir = event->hudadd->dir;
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e->align = event->hudadd->align;
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e->offset = event->hudadd->offset;
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e->world_pos = event->hudadd->world_pos;
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e->size = event->hudadd->size;
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e->z_index = event->hudadd->z_index;
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e->text2 = event->hudadd->text2;
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e->style = event->hudadd->style;
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m_hud_server_to_client[server_id] = player->addHud(e);
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|
|
|
delete event->hudadd;
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|
}
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|
|
|
void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
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|
|
|
auto i = m_hud_server_to_client.find(event->hudrm.id);
|
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if (i != m_hud_server_to_client.end()) {
|
|
HudElement *e = player->removeHud(i->second);
|
|
delete e;
|
|
m_hud_server_to_client.erase(i);
|
|
}
|
|
|
|
}
|
|
|
|
void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
|
|
HudElement *e = nullptr;
|
|
|
|
auto i = m_hud_server_to_client.find(event->hudchange->id);
|
|
if (i != m_hud_server_to_client.end()) {
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e = player->getHud(i->second);
|
|
}
|
|
|
|
if (e == nullptr) {
|
|
delete event->hudchange;
|
|
return;
|
|
}
|
|
|
|
#define CASE_SET(statval, prop, dataprop) \
|
|
case statval: \
|
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e->prop = event->hudchange->dataprop; \
|
|
break
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|
|
|
switch (event->hudchange->stat) {
|
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CASE_SET(HUD_STAT_POS, pos, v2fdata);
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|
|
CASE_SET(HUD_STAT_NAME, name, sdata);
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|
|
CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
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|
|
CASE_SET(HUD_STAT_TEXT, text, sdata);
|
|
|
|
CASE_SET(HUD_STAT_NUMBER, number, data);
|
|
|
|
CASE_SET(HUD_STAT_ITEM, item, data);
|
|
|
|
CASE_SET(HUD_STAT_DIR, dir, data);
|
|
|
|
CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
|
|
|
|
CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
|
|
|
|
CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
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|
|
|
CASE_SET(HUD_STAT_SIZE, size, v2s32data);
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|
|
|
CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
|
|
|
|
CASE_SET(HUD_STAT_TEXT2, text2, sdata);
|
|
|
|
CASE_SET(HUD_STAT_STYLE, style, data);
|
|
}
|
|
|
|
#undef CASE_SET
|
|
|
|
delete event->hudchange;
|
|
}
|
|
|
|
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;
|
|
}
|
|
// Clear the old textures out in case we switch rendering type.
|
|
sky->clearSkyboxTextures();
|
|
// Handle according to type
|
|
if (event->set_sky->type == "regular") {
|
|
// Shows the mesh skybox
|
|
sky->setVisible(true);
|
|
// Update mesh based skybox colours if applicable.
|
|
sky->setSkyColors(event->set_sky->sky_color);
|
|
sky->setHorizonTint(
|
|
event->set_sky->fog_sun_tint,
|
|
event->set_sky->fog_moon_tint,
|
|
event->set_sky->fog_tint_type
|
|
);
|
|
} else if (event->set_sky->type == "skybox" &&
|
|
event->set_sky->textures.size() == 6) {
|
|
// Disable the dyanmic mesh skybox:
|
|
sky->setVisible(false);
|
|
// Set fog colors:
|
|
sky->setFallbackBgColor(event->set_sky->bgcolor);
|
|
// Set sunrise and sunset fog tinting:
|
|
sky->setHorizonTint(
|
|
event->set_sky->fog_sun_tint,
|
|
event->set_sky->fog_moon_tint,
|
|
event->set_sky->fog_tint_type
|
|
);
|
|
// Add textures to skybox.
|
|
for (int i = 0; i < 6; i++)
|
|
sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
|
|
} else {
|
|
// Handle everything else as plain color.
|
|
if (event->set_sky->type != "plain")
|
|
infostream << "Unknown sky type: "
|
|
<< (event->set_sky->type) << std::endl;
|
|
sky->setVisible(false);
|
|
sky->setFallbackBgColor(event->set_sky->bgcolor);
|
|
// Disable directional sun/moon tinting on plain or invalid skyboxes.
|
|
sky->setHorizonTint(
|
|
event->set_sky->bgcolor,
|
|
event->set_sky->bgcolor,
|
|
"custom"
|
|
);
|
|
}
|
|
|
|
// Orbit Tilt:
|
|
sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
|
|
|
|
// fog
|
|
// do not override a potentially smaller client setting.
|
|
sky->setFogDistance(event->set_sky->fog_distance);
|
|
|
|
// if the fog distance is reset, switch back to the client's viewing_range
|
|
if (event->set_sky->fog_distance < 0)
|
|
draw_control->wanted_range = g_settings->getS16("viewing_range");
|
|
|
|
if (event->set_sky->fog_start >= 0)
|
|
sky->setFogStart(rangelim(event->set_sky->fog_start, 0.0f, 0.99f));
|
|
else
|
|
sky->setFogStart(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
|
|
|
|
|
|
delete event->set_sky;
|
|
}
|
|
|
|
void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
|
|
{
|
|
sky->setSunVisible(event->sun_params->visible);
|
|
sky->setSunTexture(event->sun_params->texture,
|
|
event->sun_params->tonemap, texture_src);
|
|
sky->setSunScale(event->sun_params->scale);
|
|
sky->setSunriseVisible(event->sun_params->sunrise_visible);
|
|
sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
|
|
delete event->sun_params;
|
|
}
|
|
|
|
void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
|
|
{
|
|
sky->setMoonVisible(event->moon_params->visible);
|
|
sky->setMoonTexture(event->moon_params->texture,
|
|
event->moon_params->tonemap, texture_src);
|
|
sky->setMoonScale(event->moon_params->scale);
|
|
delete event->moon_params;
|
|
}
|
|
|
|
void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
|
|
{
|
|
sky->setStarsVisible(event->star_params->visible);
|
|
sky->setStarCount(event->star_params->count);
|
|
sky->setStarColor(event->star_params->starcolor);
|
|
sky->setStarScale(event->star_params->scale);
|
|
sky->setStarDayOpacity(event->star_params->day_opacity);
|
|
delete event->star_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::updateChat(f32 dtime)
|
|
{
|
|
// Get new messages from error log buffer
|
|
while (!m_chat_log_buf.empty())
|
|
chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
|
|
|
|
// 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
|
|
auto &buf = chat_backend->getRecentBuffer();
|
|
if (buf.getLinesModified()) {
|
|
buf.resetLinesModified();
|
|
m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
|
|
}
|
|
|
|
// Make sure that the size is still correct
|
|
m_game_ui->updateChatSize();
|
|
}
|
|
|
|
void Game::updateCamera(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;
|
|
{
|
|
ItemStack selected, hand;
|
|
playeritem = player->getWieldedItem(&selected, &hand);
|
|
}
|
|
|
|
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();
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
if (g_touchscreengui)
|
|
g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
|
|
#endif
|
|
|
|
// Make the player visible depending on camera mode.
|
|
playercao->updateMeshCulling();
|
|
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, tool_reload_ratio);
|
|
camera->step(dtime);
|
|
|
|
f32 camera_fov = camera->getFovMax();
|
|
v3s16 camera_offset = camera->getOffset();
|
|
|
|
m_camera_offset_changed = (camera_offset != old_camera_offset);
|
|
|
|
if (!m_flags.disable_camera_update) {
|
|
v3f camera_position = camera->getPosition();
|
|
v3f camera_direction = camera->getDirection();
|
|
|
|
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
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
ClientActiveObject *parent = player->getParent();
|
|
v3s16 camera_offset = camera->getOffset();
|
|
sound_manager->updateListener(
|
|
(1.0f/BS) * camera->getCameraNode()->getPosition()
|
|
+ intToFloat(camera_offset, 1.0f),
|
|
(1.0f/BS) * (parent ? parent->getVelocity() : player->getSpeed()),
|
|
camera->getDirection(),
|
|
camera->getCameraNode()->getUpVector());
|
|
|
|
bool mute_sound = g_settings->getBool("mute_sound");
|
|
if (mute_sound) {
|
|
sound_manager->setListenerGain(0.0f);
|
|
} else {
|
|
// 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_manager->setListenerGain(new_volume);
|
|
|
|
if (old_volume != new_volume) {
|
|
g_settings->setFloat("sound_volume", new_volume);
|
|
}
|
|
}
|
|
|
|
// 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.getNode(player->getFootstepNodePos());
|
|
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
|
|
}
|
|
|
|
|
|
void Game::processPlayerInteraction(f32 dtime, bool show_hud)
|
|
{
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
|
|
const v3f camera_direction = camera->getDirection();
|
|
const v3s16 camera_offset = camera->getOffset();
|
|
|
|
/*
|
|
Calculate what block is the crosshair pointing to
|
|
*/
|
|
|
|
ItemStack selected_item, hand_item;
|
|
const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
|
|
|
|
const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
|
|
f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
|
|
|
|
core::line3d<f32> shootline;
|
|
|
|
switch (camera->getCameraMode()) {
|
|
case CAMERA_MODE_FIRST:
|
|
// Shoot from camera position, with bobbing
|
|
shootline.start = camera->getPosition();
|
|
break;
|
|
case CAMERA_MODE_THIRD:
|
|
// Shoot from player head, no bobbing
|
|
shootline.start = camera->getHeadPosition();
|
|
break;
|
|
case CAMERA_MODE_THIRD_FRONT:
|
|
shootline.start = camera->getHeadPosition();
|
|
// prevent player pointing anything in front-view
|
|
d = 0;
|
|
break;
|
|
}
|
|
shootline.end = shootline.start + camera_direction * BS * d;
|
|
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
if (g_touchscreengui && isNoCrosshairAllowed()) {
|
|
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,
|
|
selected_def.liquids_pointable,
|
|
!runData.btn_down_for_dig,
|
|
camera_offset);
|
|
|
|
if (pointed != runData.pointed_old)
|
|
infostream << "Pointing at " << pointed.dump() << std::endl;
|
|
|
|
// Note that updating the selection mesh every frame is not particularly efficient,
|
|
// but the halo rendering code is already inefficient so there's no point in optimizing it here
|
|
hud->updateSelectionMesh(camera_offset);
|
|
|
|
// Allow digging again if button is not pressed
|
|
if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
|
|
runData.digging_blocked = false;
|
|
|
|
/*
|
|
Stop digging when
|
|
- releasing dig button
|
|
- pointing away from node
|
|
*/
|
|
if (runData.digging) {
|
|
if (wasKeyReleased(KeyType::DIG)) {
|
|
infostream << "Dig 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(INTERACT_STOP_DIGGING, runData.pointed_old);
|
|
client->setCrack(-1, v3s16(0, 0, 0));
|
|
runData.dig_time = 0.0;
|
|
}
|
|
} else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
|
|
// Remove e.g. torches faster when clicking instead of holding dig button
|
|
runData.nodig_delay_timer = 0;
|
|
runData.dig_instantly = false;
|
|
}
|
|
|
|
if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
|
|
runData.btn_down_for_dig = false;
|
|
|
|
runData.punching = false;
|
|
|
|
soundmaker->m_player_leftpunch_sound = SoundSpec();
|
|
soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
|
|
selected_def.sound_use : selected_def.sound_use_air;
|
|
|
|
// Prepare for repeating, unless we're not supposed to
|
|
if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
|
|
runData.repeat_place_timer += dtime;
|
|
else
|
|
runData.repeat_place_timer = 0;
|
|
|
|
if (selected_def.usable && isKeyDown(KeyType::DIG)) {
|
|
if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
|
|
!client->getScript()->on_item_use(selected_item, pointed)))
|
|
client->interact(INTERACT_USE, pointed);
|
|
} else if (pointed.type == POINTEDTHING_NODE) {
|
|
handlePointingAtNode(pointed, selected_item, hand_item, dtime);
|
|
} else if (pointed.type == POINTEDTHING_OBJECT) {
|
|
v3f player_position = player->getPosition();
|
|
bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
|
|
handlePointingAtObject(pointed, tool_item, player_position,
|
|
m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
|
|
} else if (isKeyDown(KeyType::DIG)) {
|
|
// When button is held down in air, show continuous animation
|
|
runData.punching = true;
|
|
// Run callback even though item is not usable
|
|
if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
|
|
client->getScript()->on_item_use(selected_item, pointed);
|
|
} else if (wasKeyPressed(KeyType::PLACE)) {
|
|
handlePointingAtNothing(selected_item);
|
|
}
|
|
|
|
runData.pointed_old = pointed;
|
|
|
|
if (runData.punching || wasKeyPressed(KeyType::DIG))
|
|
camera->setDigging(0); // dig animation
|
|
|
|
input->clearWasKeyPressed();
|
|
input->clearWasKeyReleased();
|
|
// Ensure DIG & PLACE are marked as handled
|
|
wasKeyDown(KeyType::DIG);
|
|
wasKeyDown(KeyType::PLACE);
|
|
|
|
input->joystick.clearWasKeyPressed(KeyType::DIG);
|
|
input->joystick.clearWasKeyPressed(KeyType::PLACE);
|
|
|
|
input->joystick.clearWasKeyReleased(KeyType::DIG);
|
|
input->joystick.clearWasKeyReleased(KeyType::PLACE);
|
|
}
|
|
|
|
|
|
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());
|
|
static thread_local const bool show_entity_selectionbox = g_settings->getBool(
|
|
"show_entity_selectionbox");
|
|
|
|
ClientEnvironment &env = client->getEnv();
|
|
ClientMap &map = env.getClientMap();
|
|
const NodeDefManager *nodedef = map.getNodeDefManager();
|
|
|
|
runData.selected_object = NULL;
|
|
hud->pointing_at_object = false;
|
|
|
|
RaycastState s(shootline, look_for_object, liquids_pointable);
|
|
PointedThing result;
|
|
env.continueRaycast(&s, &result);
|
|
if (result.type == POINTEDTHING_OBJECT) {
|
|
hud->pointing_at_object = true;
|
|
|
|
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);
|
|
GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
|
|
if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
|
|
hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
|
|
else
|
|
hud->setSelectionRotation(v3f());
|
|
}
|
|
hud->setSelectedFaceNormal(result.raw_intersection_normal);
|
|
} else if (result.type == POINTEDTHING_NODE) {
|
|
// Update selection boxes
|
|
MapNode n = map.getNode(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->setSelectionRotation(v3f());
|
|
hud->setSelectedFaceNormal(result.intersection_normal);
|
|
}
|
|
|
|
// 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.getNode(p);
|
|
u16 node_light = getInteriorLight(n, -1, nodedef);
|
|
u16 light_level = node_light;
|
|
|
|
for (const v3s16 &dir : g_6dirs) {
|
|
n = map.getNode(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 = client->getEnv().getFrameTime() % 5000;
|
|
float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
|
|
float sin_r = 0.08f * std::sin(timerf);
|
|
float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
|
|
float sin_b = 0.08f * std::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 << "Attempted to place item while pointing at nothing" << std::endl;
|
|
PointedThing fauxPointed;
|
|
fauxPointed.type = POINTEDTHING_NOTHING;
|
|
client->interact(INTERACT_ACTIVATE, fauxPointed);
|
|
}
|
|
|
|
|
|
void Game::handlePointingAtNode(const PointedThing &pointed,
|
|
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
|
|
{
|
|
v3s16 nodepos = pointed.node_undersurface;
|
|
v3s16 neighborpos = pointed.node_abovesurface;
|
|
|
|
/*
|
|
Check information text of node
|
|
*/
|
|
|
|
ClientMap &map = client->getEnv().getClientMap();
|
|
|
|
if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
|
|
&& !runData.digging_blocked
|
|
&& client->checkPrivilege("interact")) {
|
|
handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
|
|
}
|
|
|
|
// This should be done after digging handling
|
|
NodeMetadata *meta = map.getNodeMetadata(nodepos);
|
|
|
|
if (meta) {
|
|
m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
|
|
meta->getString("infotext"))));
|
|
} else {
|
|
MapNode n = map.getNode(nodepos);
|
|
|
|
if (nodedef_manager->get(n).name == "unknown") {
|
|
m_game_ui->setInfoText(L"Unknown node");
|
|
}
|
|
}
|
|
|
|
if ((wasKeyPressed(KeyType::PLACE) ||
|
|
runData.repeat_place_timer >= m_repeat_place_time) &&
|
|
client->checkPrivilege("interact")) {
|
|
runData.repeat_place_timer = 0;
|
|
infostream << "Place button pressed while looking at ground" << std::endl;
|
|
|
|
// Placing animation (always shown for feedback)
|
|
camera->setDigging(1);
|
|
|
|
soundmaker->m_player_rightpunch_sound = SoundSpec();
|
|
|
|
// If the wielded item has node placement prediction,
|
|
// make that happen
|
|
// And also set the sound and send the interact
|
|
// But first check for meta formspec and rightclickable
|
|
auto &def = selected_item.getDefinition(itemdef_manager);
|
|
bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
|
|
pointed, meta);
|
|
|
|
if (placed && client->modsLoaded())
|
|
client->getScript()->on_placenode(pointed, def);
|
|
}
|
|
}
|
|
|
|
bool Game::nodePlacement(const ItemDefinition &selected_def,
|
|
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
|
|
const PointedThing &pointed, const NodeMetadata *meta)
|
|
{
|
|
const auto &prediction = selected_def.node_placement_prediction;
|
|
|
|
const NodeDefManager *nodedef = client->ndef();
|
|
ClientMap &map = client->getEnv().getClientMap();
|
|
MapNode node;
|
|
bool is_valid_position;
|
|
|
|
node = map.getNode(nodepos, &is_valid_position);
|
|
if (!is_valid_position) {
|
|
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
|
|
return false;
|
|
}
|
|
|
|
// formspec in meta
|
|
if (meta && !meta->getString("formspec").empty() && !input->isRandom()
|
|
&& !isKeyDown(KeyType::SNEAK)) {
|
|
// on_rightclick callbacks are called anyway
|
|
if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
|
|
client->interact(INTERACT_PLACE, 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);
|
|
|
|
auto *&formspec = m_game_ui->updateFormspec("");
|
|
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
|
|
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
|
|
sound_manager.get());
|
|
|
|
formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
|
|
return false;
|
|
}
|
|
|
|
// on_rightclick callback
|
|
if (prediction.empty() || (nodedef->get(node).rightclickable &&
|
|
!isKeyDown(KeyType::SNEAK))) {
|
|
// Report to server
|
|
client->interact(INTERACT_PLACE, pointed);
|
|
return false;
|
|
}
|
|
|
|
verbosestream << "Node placement prediction for "
|
|
<< selected_def.name << " is " << prediction << std::endl;
|
|
v3s16 p = neighborpos;
|
|
|
|
// Place inside node itself if buildable_to
|
|
MapNode n_under = map.getNode(nodepos, &is_valid_position);
|
|
if (is_valid_position) {
|
|
if (nodedef->get(n_under).buildable_to) {
|
|
p = nodepos;
|
|
} else {
|
|
node = map.getNode(p, &is_valid_position);
|
|
if (is_valid_position && !nodedef->get(node).buildable_to) {
|
|
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
|
|
// Report to server
|
|
client->interact(INTERACT_PLACE, pointed);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Find id of predicted node
|
|
content_t id;
|
|
bool found = nodedef->getId(prediction, id);
|
|
|
|
if (!found) {
|
|
errorstream << "Node placement prediction failed for "
|
|
<< selected_def.name << " (places " << prediction
|
|
<< ") - Name not known" << std::endl;
|
|
// Handle this as if prediction was empty
|
|
// Report to server
|
|
client->interact(INTERACT_PLACE, pointed);
|
|
return false;
|
|
}
|
|
|
|
const ContentFeatures &predicted_f = nodedef->get(id);
|
|
|
|
// Compare core.item_place_node() for what the server does with param2
|
|
MapNode predicted_node(id, 0, 0);
|
|
|
|
const u8 place_param2 = selected_def.place_param2;
|
|
|
|
if (place_param2) {
|
|
predicted_node.setParam2(place_param2);
|
|
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
|
|
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
|
|
v3s16 dir = nodepos - neighborpos;
|
|
|
|
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
|
|
predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
|
|
} else if (abs(dir.X) > abs(dir.Z)) {
|
|
predicted_node.setParam2(dir.X < 0 ? 3 : 2);
|
|
} else {
|
|
predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
|
|
}
|
|
} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
|
|
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
|
|
predicted_f.param_type_2 == CPT2_4DIR ||
|
|
predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
|
|
v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
|
|
|
|
if (abs(dir.X) > abs(dir.Z)) {
|
|
predicted_node.setParam2(dir.X < 0 ? 3 : 1);
|
|
} else {
|
|
predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
|
|
}
|
|
}
|
|
|
|
// Check attachment if node is in group attached_node
|
|
int an = itemgroup_get(predicted_f.groups, "attached_node");
|
|
if (an != 0) {
|
|
v3s16 pp;
|
|
|
|
if (an == 3) {
|
|
pp = p + v3s16(0, -1, 0);
|
|
} else if (an == 4) {
|
|
pp = p + v3s16(0, 1, 0);
|
|
} else if (an == 2) {
|
|
if (predicted_f.param_type_2 == CPT2_FACEDIR ||
|
|
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
|
|
predicted_f.param_type_2 == CPT2_4DIR ||
|
|
predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
|
|
pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
|
|
} else {
|
|
pp = p;
|
|
}
|
|
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
|
|
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
|
|
pp = p + predicted_node.getWallMountedDir(nodedef);
|
|
} else {
|
|
pp = p + v3s16(0, -1, 0);
|
|
}
|
|
|
|
if (!nodedef->get(map.getNode(pp)).walkable) {
|
|
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
|
|
// Report to server
|
|
client->interact(INTERACT_PLACE, pointed);
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Apply color
|
|
if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
|
|
|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
|
|
|| predicted_f.param_type_2 == CPT2_COLORED_4DIR
|
|
|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
|
|
const auto &indexstr = selected_item.metadata.
|
|
getString("palette_index", 0);
|
|
if (!indexstr.empty()) {
|
|
s32 index = mystoi(indexstr);
|
|
if (predicted_f.param_type_2 == CPT2_COLOR) {
|
|
predicted_node.setParam2(index);
|
|
} else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
|
|
// param2 = pure palette index + other
|
|
predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
|
|
} else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
|
|
// param2 = pure palette index + other
|
|
predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
|
|
} else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
|
|
// param2 = pure palette index + other
|
|
predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add node to client map
|
|
try {
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
|
|
// Don't place node when player would be inside new node
|
|
// NOTE: This is to be eventually implemented by a mod as client-side Lua
|
|
if (!predicted_f.walkable ||
|
|
g_settings->getBool("enable_build_where_you_stand") ||
|
|
(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
|
|
(predicted_f.walkable &&
|
|
neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
|
|
neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
|
|
// This triggers the required mesh update too
|
|
client->addNode(p, predicted_node);
|
|
// Report to server
|
|
client->interact(INTERACT_PLACE, pointed);
|
|
// A node is predicted, also play a sound
|
|
soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
|
|
return true;
|
|
} else {
|
|
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
|
|
return false;
|
|
}
|
|
} catch (const InvalidPositionException &e) {
|
|
errorstream << "Node placement prediction failed for "
|
|
<< selected_def.name << " (places "
|
|
<< prediction << ") - Position not loaded" << std::endl;
|
|
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void Game::handlePointingAtObject(const PointedThing &pointed,
|
|
const ItemStack &tool_item, const v3f &player_position, bool show_debug)
|
|
{
|
|
std::wstring 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());
|
|
}
|
|
|
|
m_game_ui->setInfoText(infotext);
|
|
|
|
if (isKeyDown(KeyType::DIG)) {
|
|
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 (wasKeyPressed(KeyType::DIG))
|
|
do_punch = true;
|
|
|
|
if (do_punch) {
|
|
infostream << "Punched object" << std::endl;
|
|
runData.punching = true;
|
|
}
|
|
|
|
if (do_punch_damage) {
|
|
// Report direct punch
|
|
v3f objpos = runData.selected_object->getPosition();
|
|
v3f dir = (objpos - player_position).normalize();
|
|
|
|
bool disable_send = runData.selected_object->directReportPunch(
|
|
dir, &tool_item, runData.time_from_last_punch);
|
|
runData.time_from_last_punch = 0;
|
|
|
|
if (!disable_send)
|
|
client->interact(INTERACT_START_DIGGING, pointed);
|
|
}
|
|
} else if (wasKeyDown(KeyType::PLACE)) {
|
|
infostream << "Pressed place button while pointing at object" << std::endl;
|
|
client->interact(INTERACT_PLACE, pointed); // place
|
|
}
|
|
}
|
|
|
|
|
|
void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
|
|
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
|
|
{
|
|
// See also: serverpackethandle.cpp, action == 2
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
ClientMap &map = client->getEnv().getClientMap();
|
|
MapNode n = map.getNode(nodepos);
|
|
const auto &features = nodedef_manager->get(n);
|
|
|
|
// NOTE: Similar piece of code exists on the server side for
|
|
// cheat detection.
|
|
// Get digging parameters
|
|
DigParams params = getDigParams(features.groups,
|
|
&selected_item.getToolCapabilities(itemdef_manager),
|
|
selected_item.wear);
|
|
|
|
// If can't dig, try hand
|
|
if (!params.diggable) {
|
|
params = getDigParams(features.groups,
|
|
&hand_item.getToolCapabilities(itemdef_manager));
|
|
}
|
|
|
|
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) {
|
|
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->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
|
|
return;
|
|
|
|
client->interact(INTERACT_START_DIGGING, pointed);
|
|
runData.digging = true;
|
|
runData.btn_down_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;
|
|
}
|
|
|
|
const auto &sound_dig = features.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) {
|
|
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;
|
|
|
|
if (client->modsLoaded() &&
|
|
client->getScript()->on_dignode(nodepos, n)) {
|
|
return;
|
|
}
|
|
|
|
if (features.node_dig_prediction == "air") {
|
|
client->removeNode(nodepos);
|
|
} else if (!features.node_dig_prediction.empty()) {
|
|
content_t id;
|
|
bool found = nodedef_manager->getId(features.node_dig_prediction, id);
|
|
if (found)
|
|
client->addNode(nodepos, id, true);
|
|
}
|
|
// implicit else: no prediction
|
|
|
|
client->interact(INTERACT_DIGGING_COMPLETED, pointed);
|
|
|
|
if (m_cache_enable_particles) {
|
|
client->getParticleManager()->addDiggingParticles(client,
|
|
player, nodepos, n, features);
|
|
}
|
|
|
|
|
|
// Send event to trigger sound
|
|
client->getEventManager()->put(new NodeDugEvent(nodepos, n));
|
|
}
|
|
|
|
if (runData.dig_time_complete < 100000.0) {
|
|
runData.dig_time += dtime;
|
|
} else {
|
|
runData.dig_time = 0;
|
|
client->setCrack(-1, nodepos);
|
|
}
|
|
|
|
camera->setDigging(0); // Dig animation
|
|
}
|
|
|
|
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
|
|
const CameraOrientation &cam)
|
|
{
|
|
TimeTaker tt_update("Game::updateFrame()");
|
|
LocalPlayer *player = client->getEnv().getLocalPlayer();
|
|
|
|
/*
|
|
Frame time
|
|
*/
|
|
|
|
client->getEnv().updateFrameTime(m_is_paused);
|
|
|
|
/*
|
|
Fog range
|
|
*/
|
|
|
|
if (sky->getFogDistance() >= 0) {
|
|
draw_control->wanted_range = MYMIN(draw_control->wanted_range, sky->getFogDistance());
|
|
}
|
|
if (draw_control->range_all && sky->getFogDistance() < 0) {
|
|
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;
|
|
|
|
// When in noclip mode force same sky brightness as above ground so you
|
|
// can see properly
|
|
if (draw_control->allow_noclip && m_cache_enable_free_move &&
|
|
client->checkPrivilege("fly")) {
|
|
direct_brightness = time_brightness;
|
|
sunlight_seen = true;
|
|
} else {
|
|
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 = 0.05f;
|
|
static const float todsm = 0.05f;
|
|
|
|
if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
|
|
std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
|
|
std::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_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) {
|
|
// 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->setInClouds(true);
|
|
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) {
|
|
driver->setFog(
|
|
sky->getBgColor(),
|
|
video::EFT_FOG_LINEAR,
|
|
runData.fog_range * sky->getFogStart(),
|
|
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,
|
|
0.01f,
|
|
false, // pixel fog
|
|
false // range fog
|
|
);
|
|
}
|
|
|
|
/*
|
|
Damage camera tilt
|
|
*/
|
|
if (player->hurt_tilt_timer > 0.0f) {
|
|
player->hurt_tilt_timer -= dtime * 6.0f;
|
|
|
|
if (player->hurt_tilt_timer < 0.0f)
|
|
player->hurt_tilt_strength = 0.0f;
|
|
}
|
|
|
|
/*
|
|
Update minimap pos and rotation
|
|
*/
|
|
if (mapper && m_game_ui->m_flags.show_hud) {
|
|
mapper->setPos(floatToInt(player->getPosition(), BS));
|
|
mapper->setAngle(player->getYaw());
|
|
}
|
|
|
|
/*
|
|
Get chat messages from client
|
|
*/
|
|
|
|
updateChat(dtime);
|
|
|
|
/*
|
|
Inventory
|
|
*/
|
|
|
|
if (player->getWieldIndex() != runData.new_playeritem)
|
|
client->setPlayerItem(runData.new_playeritem);
|
|
|
|
if (client->updateWieldedItem()) {
|
|
// Update wielded tool
|
|
ItemStack selected_item, hand_item;
|
|
ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
|
|
camera->wield(tool_item);
|
|
}
|
|
|
|
/*
|
|
Update block draw list every 200ms or when camera direction has
|
|
changed much
|
|
*/
|
|
runData.update_draw_list_timer += dtime;
|
|
runData.touch_blocks_timer += dtime;
|
|
|
|
float update_draw_list_delta = 0.2f;
|
|
|
|
v3f camera_direction = camera->getDirection();
|
|
|
|
// call only one of updateDrawList, touchMapBlocks, or updateShadow per frame
|
|
// (the else-ifs below are intentional)
|
|
if (runData.update_draw_list_timer >= update_draw_list_delta
|
|
|| runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
|
|
|| m_camera_offset_changed
|
|
|| client->getEnv().getClientMap().needsUpdateDrawList()) {
|
|
runData.update_draw_list_timer = 0;
|
|
client->getEnv().getClientMap().updateDrawList();
|
|
runData.update_draw_list_last_cam_dir = camera_direction;
|
|
} else if (runData.touch_blocks_timer > update_draw_list_delta) {
|
|
client->getEnv().getClientMap().touchMapBlocks();
|
|
runData.touch_blocks_timer = 0;
|
|
} else if (RenderingEngine::get_shadow_renderer()) {
|
|
updateShadows();
|
|
}
|
|
|
|
m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
|
|
|
|
/*
|
|
make sure menu is on top
|
|
1. Delete formspec menu reference if menu was removed
|
|
2. Else, make sure formspec menu is on top
|
|
*/
|
|
auto formspec = m_game_ui->getFormspecGUI();
|
|
do { // breakable. only runs for one iteration
|
|
if (!formspec)
|
|
break;
|
|
|
|
if (formspec->getReferenceCount() == 1) {
|
|
m_game_ui->deleteFormspec();
|
|
break;
|
|
}
|
|
|
|
auto &loc = formspec->getFormspecLocation();
|
|
if (loc.type == InventoryLocation::NODEMETA) {
|
|
NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
|
|
if (!meta || meta->getString("formspec").empty()) {
|
|
formspec->quitMenu();
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isMenuActive())
|
|
guiroot->bringToFront(formspec);
|
|
} while (false);
|
|
|
|
/*
|
|
==================== Drawing begins ====================
|
|
*/
|
|
const video::SColor skycolor = sky->getSkyColor();
|
|
|
|
TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
|
|
driver->beginScene(true, true, skycolor);
|
|
|
|
bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
|
|
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
|
|
(camera->getCameraMode() == CAMERA_MODE_FIRST));
|
|
bool draw_crosshair = (
|
|
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
|
|
(camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
if (isNoCrosshairAllowed())
|
|
draw_crosshair = false;
|
|
#endif
|
|
m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
|
|
m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
|
|
|
|
/*
|
|
Profiler graph
|
|
*/
|
|
v2u32 screensize = driver->getScreenSize();
|
|
|
|
if (m_game_ui->m_flags.show_profiler_graph)
|
|
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
|
|
|
|
/*
|
|
Damage flash
|
|
*/
|
|
if (runData.damage_flash > 0.0f) {
|
|
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 -= 384.0f * dtime;
|
|
}
|
|
|
|
/*
|
|
==================== End scene ====================
|
|
*/
|
|
|
|
driver->endScene();
|
|
|
|
stats->drawtime = tt_draw.stop(true);
|
|
g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
|
|
g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
|
|
}
|
|
|
|
/* Log times and stuff for visualization */
|
|
inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
|
|
{
|
|
Profiler::GraphValues values;
|
|
g_profiler->graphGet(values);
|
|
graph->put(values);
|
|
}
|
|
|
|
/****************************************************************************
|
|
* Shadows
|
|
*****************************************************************************/
|
|
void Game::updateShadows()
|
|
{
|
|
ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
|
|
if (!shadow)
|
|
return;
|
|
|
|
float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
|
|
|
|
float timeoftheday = getWickedTimeOfDay(in_timeofday);
|
|
bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
|
|
bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
|
|
shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
|
|
|
|
timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
|
|
const float offset_constant = 10000.0f;
|
|
|
|
v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
|
|
|
|
v3f sun_pos = light * offset_constant;
|
|
|
|
shadow->getDirectionalLight().setDirection(sun_pos);
|
|
shadow->setTimeOfDay(in_timeofday);
|
|
|
|
shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
|
|
}
|
|
|
|
/****************************************************************************
|
|
Misc
|
|
****************************************************************************/
|
|
|
|
void FpsControl::reset()
|
|
{
|
|
last_time = porting::getTimeUs();
|
|
}
|
|
|
|
/*
|
|
* On some computers framerate doesn't seem to be automatically limited
|
|
*/
|
|
void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
|
|
{
|
|
const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
|
|
? g_settings->getFloat("fps_max")
|
|
: g_settings->getFloat("fps_max_unfocused");
|
|
const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
|
|
|
|
u64 time = porting::getTimeUs();
|
|
|
|
if (time > last_time) // Make sure time hasn't overflowed
|
|
busy_time = time - last_time;
|
|
else
|
|
busy_time = 0;
|
|
|
|
if (busy_time < frametime_min) {
|
|
sleep_time = frametime_min - busy_time;
|
|
if (sleep_time > 0)
|
|
sleep_us(sleep_time);
|
|
} else {
|
|
sleep_time = 0;
|
|
}
|
|
|
|
// Read the timer again to accurately determine how long we actually slept,
|
|
// rather than calculating it by adding sleep_time to time.
|
|
time = porting::getTimeUs();
|
|
|
|
if (time > last_time) // Make sure last_time hasn't overflowed
|
|
*dtime = (time - last_time) / 1000000.0f;
|
|
else
|
|
*dtime = 0;
|
|
|
|
last_time = time;
|
|
}
|
|
|
|
void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
|
|
{
|
|
m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,
|
|
dtime, percent, draw_sky);
|
|
}
|
|
|
|
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", 0.001f, 10.0f);
|
|
m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
|
|
m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
|
|
|
|
m_cache_enable_noclip = g_settings->getBool("noclip");
|
|
m_cache_enable_free_move = g_settings->getBool("free_move");
|
|
|
|
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_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
|
|
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
|
|
|
|
m_invert_mouse = g_settings->getBool("invert_mouse");
|
|
m_enable_hotbar_mouse_wheel = g_settings->getBool("enable_hotbar_mouse_wheel");
|
|
m_invert_hotbar_mouse_wheel = g_settings->getBool("invert_hotbar_mouse_wheel");
|
|
|
|
m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
|
|
}
|
|
|
|
/****************************************************************************/
|
|
/****************************************************************************
|
|
Shutdown / cleanup
|
|
****************************************************************************/
|
|
/****************************************************************************/
|
|
|
|
void Game::showDeathFormspec()
|
|
{
|
|
static std::string formspec_str =
|
|
std::string("formspec_version[1]") +
|
|
SIZE_TAG
|
|
"bgcolor[#320000b4;true]"
|
|
"label[4.85,1.35;" + gettext("You died") + "]"
|
|
"button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
|
|
;
|
|
|
|
/* Create menu */
|
|
/* Note: FormspecFormSource and LocalFormspecHandler *
|
|
* are deleted by guiFormSpecMenu */
|
|
FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
|
|
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
|
|
|
|
auto *&formspec = m_game_ui->getFormspecGUI();
|
|
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
|
|
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
|
|
sound_manager.get());
|
|
formspec->setFocus("btn_respawn");
|
|
}
|
|
|
|
#define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
|
|
void Game::showPauseMenu()
|
|
{
|
|
#ifdef HAVE_TOUCHSCREENGUI
|
|
static const std::string control_text = strgettext("Controls:\n"
|
|
"No menu open:\n"
|
|
"- slide finger: look around\n"
|
|
"- tap: place/use\n"
|
|
"- long tap: dig/punch/use\n"
|
|
"Menu/inventory open:\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 up\n"
|
|
"- %s: dig/punch/use\n"
|
|
"- %s: place/use\n"
|
|
"- %s: sneak/climb down\n"
|
|
"- %s: drop item\n"
|
|
"- %s: inventory\n"
|
|
"- Mouse: turn/look\n"
|
|
"- Mouse wheel: select item\n"
|
|
"- %s: chat\n"
|
|
);
|
|
|
|
char control_text_buf[600];
|
|
|
|
porting::mt_snprintf(control_text_buf, sizeof(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_dig),
|
|
GET_KEY_NAME(keymap_place),
|
|
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[1]" << 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__
|
|
#if USE_SOUND
|
|
if (g_settings->getBool("enable_sound")) {
|
|
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
|
|
<< strgettext("Sound Volume") << "]";
|
|
}
|
|
#endif
|
|
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");
|
|
// Note: Status of enable_damage and creative_mode settings is intentionally
|
|
// NOT shown here because the game might roll its own damage system and/or do
|
|
// a per-player Creative Mode, in which case writing it here would mislead.
|
|
bool damage = g_settings->getBool("enable_damage");
|
|
const std::string &announced = g_settings->getBool("server_announce") ? on : off;
|
|
if (!simple_singleplayer_mode) {
|
|
if (damage) {
|
|
const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
|
|
//~ PvP = Player versus Player
|
|
os << strgettext("- PvP: ") << pvp << "\n";
|
|
}
|
|
os << 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");
|
|
|
|
auto *&formspec = m_game_ui->getFormspecGUI();
|
|
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
|
|
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
|
|
sound_manager.get());
|
|
formspec->setFocus("btn_continue");
|
|
// game will be paused in next step, if in singleplayer (see m_is_paused)
|
|
formspec->doPause = true;
|
|
}
|
|
|
|
/****************************************************************************/
|
|
/****************************************************************************
|
|
extern function for launching the game
|
|
****************************************************************************/
|
|
/****************************************************************************/
|
|
|
|
void the_game(bool *kill,
|
|
InputHandler *input,
|
|
RenderingEngine *rendering_engine,
|
|
const GameStartData &start_data,
|
|
std::string &error_message,
|
|
ChatBackend &chat_backend,
|
|
bool *reconnect_requested) // Used for local game
|
|
{
|
|
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
|
|
*/
|
|
|
|
try {
|
|
|
|
if (game.startup(kill, input, rendering_engine, start_data,
|
|
error_message, reconnect_requested, &chat_backend)) {
|
|
game.run();
|
|
}
|
|
|
|
} catch (SerializationError &e) {
|
|
const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
|
|
error_message = strgettext("A serialization error occurred:") +"\n"
|
|
+ e.what() + "\n\n" + ver_err;
|
|
errorstream << error_message << std::endl;
|
|
} catch (ServerError &e) {
|
|
error_message = e.what();
|
|
errorstream << "ServerError: " << error_message << std::endl;
|
|
} catch (ModError &e) {
|
|
// DO NOT TRANSLATE the `ModError`, it's used by `ui.lua`
|
|
error_message = std::string("ModError: ") + e.what() +
|
|
strgettext("\nCheck debug.txt for details.");
|
|
errorstream << error_message << std::endl;
|
|
}
|
|
game.shutdown();
|
|
}
|