minetest/src/game.cpp
Loic Blot 613797a304 Replace various std::map with UNORDERED_MAP + various cleanups
This is part 2 for 5f084cd98d7b3326b51320455364337539710efd

Other improvements:

* Use the defined ItemGroupList when used
* make Client::checkPrivilege const
* inline some trivial functions
* Add ActiveObjectMap typedef
* Add SettingsEntries typedef
2016-10-05 10:53:19 +02:00

4620 lines
127 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "game.h"
#include <iomanip>
#include "camera.h"
#include "client.h"
#include "client/tile.h" // For TextureSource
#include "client/keys.h"
#include "client/joystick_controller.h"
#include "clientmap.h"
#include "clouds.h"
#include "config.h"
#include "content_cao.h"
#include "drawscene.h"
#include "event_manager.h"
#include "fontengine.h"
#include "itemdef.h"
#include "log.h"
#include "filesys.h"
#include "gettext.h"
#include "guiChatConsole.h"
#include "guiFormSpecMenu.h"
#include "guiKeyChangeMenu.h"
#include "guiPasswordChange.h"
#include "guiVolumeChange.h"
#include "hud.h"
#include "mainmenumanager.h"
#include "mapblock.h"
#include "nodedef.h" // Needed for determining pointing to nodes
#include "nodemetadata.h"
#include "particles.h"
#include "profiler.h"
#include "quicktune_shortcutter.h"
#include "server.h"
#include "settings.h"
#include "shader.h" // For ShaderSource
#include "sky.h"
#include "subgame.h"
#include "tool.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "irrlicht_changes/static_text.h"
#include "version.h"
#include "minimap.h"
#include "mapblock_mesh.h"
#include "sound.h"
#if USE_SOUND
#include "sound_openal.h"
#endif
#ifdef HAVE_TOUCHSCREENGUI
#include "touchscreengui.h"
#endif
extern Settings *g_settings;
extern Profiler *g_profiler;
/*
Text input system
*/
struct TextDestNodeMetadata : public TextDest {
TextDestNodeMetadata(v3s16 p, Client *client)
{
m_p = p;
m_client = client;
}
// This is deprecated I guess? -celeron55
void gotText(std::wstring text)
{
std::string ntext = wide_to_utf8(text);
infostream << "Submitting 'text' field of node at (" << m_p.X << ","
<< m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
StringMap fields;
fields["text"] = ntext;
m_client->sendNodemetaFields(m_p, "", fields);
}
void gotText(const StringMap &fields)
{
m_client->sendNodemetaFields(m_p, "", fields);
}
v3s16 m_p;
Client *m_client;
};
struct TextDestPlayerInventory : public TextDest {
TextDestPlayerInventory(Client *client)
{
m_client = client;
m_formname = "";
}
TextDestPlayerInventory(Client *client, std::string formname)
{
m_client = client;
m_formname = formname;
}
void gotText(const StringMap &fields)
{
m_client->sendInventoryFields(m_formname, fields);
}
Client *m_client;
};
struct LocalFormspecHandler : public TextDest {
LocalFormspecHandler();
LocalFormspecHandler(std::string formname) :
m_client(0)
{
m_formname = formname;
}
LocalFormspecHandler(std::string formname, Client *client) :
m_client(client)
{
m_formname = formname;
}
void gotText(std::wstring message)
{
errorstream << "LocalFormspecHandler::gotText old style message received" << std::endl;
}
void gotText(const StringMap &fields)
{
if (m_formname == "MT_PAUSE_MENU") {
if (fields.find("btn_sound") != fields.end()) {
g_gamecallback->changeVolume();
return;
}
if (fields.find("btn_key_config") != fields.end()) {
g_gamecallback->keyConfig();
return;
}
if (fields.find("btn_exit_menu") != fields.end()) {
g_gamecallback->disconnect();
return;
}
if (fields.find("btn_exit_os") != fields.end()) {
g_gamecallback->exitToOS();
return;
}
if (fields.find("btn_change_password") != fields.end()) {
g_gamecallback->changePassword();
return;
}
if (fields.find("quit") != fields.end()) {
return;
}
if (fields.find("btn_continue") != fields.end()) {
return;
}
}
if (m_formname == "MT_DEATH_SCREEN") {
assert(m_client != 0);
if ((fields.find("btn_respawn") != fields.end())) {
m_client->sendRespawn();
return;
}
if (fields.find("quit") != fields.end()) {
m_client->sendRespawn();
return;
}
}
// don't show error message for unhandled cursor keys
if ((fields.find("key_up") != fields.end()) ||
(fields.find("key_down") != fields.end()) ||
(fields.find("key_left") != fields.end()) ||
(fields.find("key_right") != fields.end())) {
return;
}
errorstream << "LocalFormspecHandler::gotText unhandled >"
<< m_formname << "< event" << std::endl;
int i = 0;
StringMap::const_iterator it;
for (it = fields.begin(); it != fields.end(); ++it) {
errorstream << "\t" << i << ": " << it->first
<< "=" << it->second << std::endl;
i++;
}
}
Client *m_client;
};
/* Form update callback */
class NodeMetadataFormSource: public IFormSource
{
public:
NodeMetadataFormSource(ClientMap *map, v3s16 p):
m_map(map),
m_p(p)
{
}
std::string getForm()
{
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return "";
return meta->getString("formspec");
}
std::string resolveText(std::string str)
{
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return str;
return meta->resolveString(str);
}
ClientMap *m_map;
v3s16 m_p;
};
class PlayerInventoryFormSource: public IFormSource
{
public:
PlayerInventoryFormSource(Client *client):
m_client(client)
{
}
std::string getForm()
{
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
return player->inventory_formspec;
}
Client *m_client;
};
/*
Check if a node is pointable
*/
inline bool isPointableNode(const MapNode &n,
Client *client, bool liquids_pointable)
{
const ContentFeatures &features = client->getNodeDefManager()->get(n);
return features.pointable ||
(liquids_pointable && features.isLiquid());
}
static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
ClientMap *map, MapNode n, u8 bitmask, u8 *neighbors)
{
MapNode n2 = map->getNodeNoEx(p);
if (nodedef->nodeboxConnects(n, n2, bitmask))
*neighbors |= bitmask;
}
static inline u8 getNeighbors(v3s16 p, INodeDefManager *nodedef, ClientMap *map, MapNode n)
{
u8 neighbors = 0;
const ContentFeatures &f = nodedef->get(n);
// locate possible neighboring nodes to connect to
if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
v3s16 p2 = p;
p2.Y++;
getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
p2 = p;
p2.Y--;
getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
p2 = p;
p2.Z--;
getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
p2 = p;
p2.X--;
getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
p2 = p;
p2.Z++;
getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
p2 = p;
p2.X++;
getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
}
return neighbors;
}
/*
Find what the player is pointing at
*/
PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_position,
const v3f &camera_direction, const v3f &camera_position,
core::line3d<f32> shootline, f32 d, bool liquids_pointable,
bool look_for_object, const v3s16 &camera_offset,
ClientActiveObject *&selected_object)
{
PointedThing result;
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
static const bool show_entity_selectionbox = g_settings->getBool("show_entity_selectionbox");
selected_object = NULL;
INodeDefManager *nodedef = client->getNodeDefManager();
ClientMap &map = client->getEnv().getClientMap();
f32 min_distance = BS * 1001;
// First try to find a pointed at active object
if (look_for_object) {
selected_object = client->getSelectedActiveObject(d * BS,
camera_position, shootline);
if (selected_object != NULL) {
if (show_entity_selectionbox &&
selected_object->doShowSelectionBox()) {
aabb3f *selection_box = selected_object->getSelectionBox();
// Box should exist because object was
// returned in the first place
assert(selection_box);
v3f pos = selected_object->getPosition();
selectionboxes->push_back(aabb3f(
selection_box->MinEdge, selection_box->MaxEdge));
hud->setSelectionPos(pos, camera_offset);
}
min_distance = (selected_object->getPosition() - camera_position).getLength();
result.type = POINTEDTHING_OBJECT;
result.object_id = selected_object->getId();
}
}
// That didn't work, try to find a pointed at node
v3s16 pos_i = floatToInt(player_position, BS);
/*infostream<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
<<std::endl;*/
s16 a = d;
s16 ystart = pos_i.Y - (camera_direction.Y < 0 ? a : 1);
s16 zstart = pos_i.Z - (camera_direction.Z < 0 ? a : 1);
s16 xstart = pos_i.X - (camera_direction.X < 0 ? a : 1);
s16 yend = pos_i.Y + 1 + (camera_direction.Y > 0 ? a : 1);
s16 zend = pos_i.Z + (camera_direction.Z > 0 ? a : 1);
s16 xend = pos_i.X + (camera_direction.X > 0 ? a : 1);
// Prevent signed number overflow
if (yend == 32767)
yend = 32766;
if (zend == 32767)
zend = 32766;
if (xend == 32767)
xend = 32766;
v3s16 pointed_pos(0, 0, 0);
for (s16 y = ystart; y <= yend; y++) {
for (s16 z = zstart; z <= zend; z++) {
for (s16 x = xstart; x <= xend; x++) {
MapNode n;
bool is_valid_position;
v3s16 p(x, y, z);
n = map.getNodeNoEx(p, &is_valid_position);
if (!is_valid_position) {
continue;
}
if (!isPointableNode(n, client, liquids_pointable)) {
continue;
}
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes, getNeighbors(p, nodedef, &map, n));
v3s16 np(x, y, z);
v3f npf = intToFloat(np, BS);
for (std::vector<aabb3f>::const_iterator
i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge += npf;
box.MaxEdge += npf;
v3f centerpoint = box.getCenter();
f32 distance = (centerpoint - camera_position).getLength();
if (distance >= min_distance) {
continue;
}
if (!box.intersectsWithLine(shootline)) {
continue;
}
result.type = POINTEDTHING_NODE;
min_distance = distance;
pointed_pos = np;
}
}
}
}
if (result.type == POINTEDTHING_NODE) {
f32 d = 0.001 * BS;
MapNode n = map.getNodeNoEx(pointed_pos);
v3f npf = intToFloat(pointed_pos, BS);
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes, getNeighbors(pointed_pos, nodedef, &map, n));
f32 face_min_distance = 1000 * BS;
for (std::vector<aabb3f>::const_iterator
i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge += npf;
box.MaxEdge += npf;
for (u16 j = 0; j < 6; j++) {
v3s16 facedir = g_6dirs[j];
aabb3f facebox = box;
if (facedir.X > 0) {
facebox.MinEdge.X = facebox.MaxEdge.X - d;
} else if (facedir.X < 0) {
facebox.MaxEdge.X = facebox.MinEdge.X + d;
} else if (facedir.Y > 0) {
facebox.MinEdge.Y = facebox.MaxEdge.Y - d;
} else if (facedir.Y < 0) {
facebox.MaxEdge.Y = facebox.MinEdge.Y + d;
} else if (facedir.Z > 0) {
facebox.MinEdge.Z = facebox.MaxEdge.Z - d;
} else if (facedir.Z < 0) {
facebox.MaxEdge.Z = facebox.MinEdge.Z + d;
}
v3f centerpoint = facebox.getCenter();
f32 distance = (centerpoint - camera_position).getLength();
if (distance >= face_min_distance)
continue;
if (!facebox.intersectsWithLine(shootline))
continue;
result.node_abovesurface = pointed_pos + facedir;
face_min_distance = distance;
}
}
selectionboxes->clear();
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(pointed_pos, BS), camera_offset);
result.node_undersurface = pointed_pos;
}
// Update selection mesh light level and vertex colors
if (selectionboxes->size() > 0) {
v3f pf = hud->getSelectionPos();
v3s16 p = floatToInt(pf, BS);
// Get selection mesh light level
MapNode n = map.getNodeNoEx(p);
u16 node_light = getInteriorLight(n, -1, nodedef);
u16 light_level = node_light;
for (u8 i = 0; i < 6; i++) {
n = map.getNodeNoEx(p + g_6dirs[i]);
node_light = getInteriorLight(n, -1, nodedef);
if (node_light > light_level)
light_level = node_light;
}
video::SColor c = MapBlock_LightColor(255, light_level, 0);
u8 day = c.getRed();
u8 night = c.getGreen();
u32 daynight_ratio = client->getEnv().getDayNightRatio();
finalColorBlend(c, day, night, daynight_ratio);
// Modify final color a bit with time
u32 timer = porting::getTimeMs() % 5000;
float timerf = (float)(irr::core::PI * ((timer / 2500.0) - 0.5));
float sin_r = 0.08 * sin(timerf);
float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
float sin_b = 0.08 * sin(timerf + irr::core::PI);
c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
// Set mesh final color
hud->setSelectionMeshColor(c);
}
return result;
}
/* Profiler display */
void update_profiler_gui(gui::IGUIStaticText *guitext_profiler, FontEngine *fe,
u32 show_profiler, u32 show_profiler_max, s32 screen_height)
{
if (show_profiler == 0) {
guitext_profiler->setVisible(false);
} else {
std::ostringstream os(std::ios_base::binary);
g_profiler->printPage(os, show_profiler, show_profiler_max);
std::wstring text = utf8_to_wide(os.str());
setStaticText(guitext_profiler, text.c_str());
guitext_profiler->setVisible(true);
s32 w = fe->getTextWidth(text.c_str());
if (w < 400)
w = 400;
unsigned text_height = fe->getTextHeight();
core::position2di upper_left, lower_right;
upper_left.X = 6;
upper_left.Y = (text_height + 5) * 2;
lower_right.X = 12 + w;
lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
if (lower_right.Y > screen_height * 2 / 3)
lower_right.Y = screen_height * 2 / 3;
core::rect<s32> rect(upper_left, lower_right);
guitext_profiler->setRelativePosition(rect);
guitext_profiler->setVisible(true);
}
}
class ProfilerGraph
{
private:
struct Piece {
Profiler::GraphValues values;
};
struct Meta {
float min;
float max;
video::SColor color;
Meta(float initial = 0,
video::SColor color = video::SColor(255, 255, 255, 255)):
min(initial),
max(initial),
color(color)
{}
};
std::deque<Piece> m_log;
public:
u32 m_log_max_size;
ProfilerGraph():
m_log_max_size(200)
{}
void put(const Profiler::GraphValues &values)
{
Piece piece;
piece.values = values;
m_log.push_back(piece);
while (m_log.size() > m_log_max_size)
m_log.erase(m_log.begin());
}
void draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
gui::IGUIFont *font) const
{
UNORDERED_MAP<std::string, Meta> m_meta;
for (std::deque<Piece>::const_iterator k = m_log.begin();
k != m_log.end(); ++k) {
const Piece &piece = *k;
for (Profiler::GraphValues::const_iterator i = piece.values.begin();
i != piece.values.end(); ++i) {
const std::string &id = i->first;
const float &value = i->second;
UNORDERED_MAP<std::string, Meta>::iterator j = m_meta.find(id);
if (j == m_meta.end()) {
m_meta[id] = Meta(value);
continue;
}
if (value < j->second.min)
j->second.min = value;
if (value > j->second.max)
j->second.max = value;
}
}
// Assign colors
static const video::SColor usable_colors[] = {
video::SColor(255, 255, 100, 100),
video::SColor(255, 90, 225, 90),
video::SColor(255, 100, 100, 255),
video::SColor(255, 255, 150, 50),
video::SColor(255, 220, 220, 100)
};
static const u32 usable_colors_count =
sizeof(usable_colors) / sizeof(*usable_colors);
u32 next_color_i = 0;
for (UNORDERED_MAP<std::string, Meta>::iterator i = m_meta.begin();
i != m_meta.end(); ++i) {
Meta &meta = i->second;
video::SColor color(255, 200, 200, 200);
if (next_color_i < usable_colors_count)
color = usable_colors[next_color_i++];
meta.color = color;
}
s32 graphh = 50;
s32 textx = x_left + m_log_max_size + 15;
s32 textx2 = textx + 200 - 15;
s32 meta_i = 0;
for (UNORDERED_MAP<std::string, Meta>::const_iterator i = m_meta.begin();
i != m_meta.end(); ++i) {
const std::string &id = i->first;
const Meta &meta = i->second;
s32 x = x_left;
s32 y = y_bottom - meta_i * 50;
float show_min = meta.min;
float show_max = meta.max;
if (show_min >= -0.0001 && show_max >= -0.0001) {
if (show_min <= show_max * 0.5)
show_min = 0;
}
s32 texth = 15;
char buf[10];
snprintf(buf, 10, "%.3g", show_max);
font->draw(utf8_to_wide(buf).c_str(),
core::rect<s32>(textx, y - graphh,
textx2, y - graphh + texth),
meta.color);
snprintf(buf, 10, "%.3g", show_min);
font->draw(utf8_to_wide(buf).c_str(),
core::rect<s32>(textx, y - texth,
textx2, y),
meta.color);
font->draw(utf8_to_wide(id).c_str(),
core::rect<s32>(textx, y - graphh / 2 - texth / 2,
textx2, y - graphh / 2 + texth / 2),
meta.color);
s32 graph1y = y;
s32 graph1h = graphh;
bool relativegraph = (show_min != 0 && show_min != show_max);
float lastscaledvalue = 0.0;
bool lastscaledvalue_exists = false;
for (std::deque<Piece>::const_iterator j = m_log.begin();
j != m_log.end(); ++j) {
const Piece &piece = *j;
float value = 0;
bool value_exists = false;
Profiler::GraphValues::const_iterator k =
piece.values.find(id);
if (k != piece.values.end()) {
value = k->second;
value_exists = true;
}
if (!value_exists) {
x++;
lastscaledvalue_exists = false;
continue;
}
float scaledvalue = 1.0;
if (show_max != show_min)
scaledvalue = (value - show_min) / (show_max - show_min);
if (scaledvalue == 1.0 && value == 0) {
x++;
lastscaledvalue_exists = false;
continue;
}
if (relativegraph) {
if (lastscaledvalue_exists) {
s32 ivalue1 = lastscaledvalue * graph1h;
s32 ivalue2 = scaledvalue * graph1h;
driver->draw2DLine(v2s32(x - 1, graph1y - ivalue1),
v2s32(x, graph1y - ivalue2), meta.color);
}
lastscaledvalue = scaledvalue;
lastscaledvalue_exists = true;
} else {
s32 ivalue = scaledvalue * graph1h;
driver->draw2DLine(v2s32(x, graph1y),
v2s32(x, graph1y - ivalue), meta.color);
}
x++;
}
meta_i++;
}
}
};
class NodeDugEvent: public MtEvent
{
public:
v3s16 p;
MapNode n;
NodeDugEvent(v3s16 p, MapNode n):
p(p),
n(n)
{}
const char *getType() const
{
return "NodeDug";
}
};
class SoundMaker
{
ISoundManager *m_sound;
INodeDefManager *m_ndef;
public:
float m_player_step_timer;
SimpleSoundSpec m_player_step_sound;
SimpleSoundSpec m_player_leftpunch_sound;
SimpleSoundSpec m_player_rightpunch_sound;
SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
m_sound(sound),
m_ndef(ndef),
m_player_step_timer(0)
{
}
void playPlayerStep()
{
if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
m_player_step_timer = 0.03;
m_sound->playSound(m_player_step_sound, false);
}
}
static void viewBobbingStep(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->playPlayerStep();
}
static void playerRegainGround(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->playPlayerStep();
}
static void playerJump(MtEvent *e, void *data)
{
//SoundMaker *sm = (SoundMaker*)data;
}
static void cameraPunchLeft(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
}
static void cameraPunchRight(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
}
static void nodeDug(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
NodeDugEvent *nde = (NodeDugEvent *)e;
sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
}
static void playerDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
}
static void playerFallingDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
}
void registerReceiver(MtEventManager *mgr)
{
mgr->reg("ViewBobbingStep", SoundMaker::viewBobbingStep, this);
mgr->reg("PlayerRegainGround", SoundMaker::playerRegainGround, this);
mgr->reg("PlayerJump", SoundMaker::playerJump, this);
mgr->reg("CameraPunchLeft", SoundMaker::cameraPunchLeft, this);
mgr->reg("CameraPunchRight", SoundMaker::cameraPunchRight, this);
mgr->reg("NodeDug", SoundMaker::nodeDug, this);
mgr->reg("PlayerDamage", SoundMaker::playerDamage, this);
mgr->reg("PlayerFallingDamage", SoundMaker::playerFallingDamage, this);
}
void step(float dtime)
{
m_player_step_timer -= dtime;
}
};
// Locally stored sounds don't need to be preloaded because of this
class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
{
std::set<std::string> m_fetched;
public:
void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas)
{
if (m_fetched.count(name))
return;
m_fetched.insert(name);
std::string base = porting::path_share + DIR_DELIM + "testsounds";
dst_paths.insert(base + DIR_DELIM + name + ".ogg");
dst_paths.insert(base + DIR_DELIM + name + ".0.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".1.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".2.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".3.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".4.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".5.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".6.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".7.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".8.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".9.ogg");
}
};
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
Client *m_client;
bool m_fogEnabled;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fogEnabled = g_settings->getBool("enable_fog");
}
static void SettingsCallback(const std::string &name, void *userdata)
{
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
}
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(sky),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_client(client)
{
g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
m_fogEnabled = g_settings->getBool("enable_fog");
}
~GameGlobalShaderConstantSetter()
{
g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
}
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel)
{
if (!is_highlevel)
return;
// Background color
video::SColor bgcolor = m_sky->getBgColor();
video::SColorf bgcolorf(bgcolor);
float bgcolorfa[4] = {
bgcolorf.r,
bgcolorf.g,
bgcolorf.b,
bgcolorf.a,
};
services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
// Fog distance
float fog_distance = 10000 * BS;
if (m_fogEnabled && !*m_force_fog_off)
fog_distance = *m_fog_range;
services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
// Day-night ratio
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
u32 animation_timer = porting::getTimeMs() % 100000;
float animation_timer_f = (float)animation_timer / 100000.0;
services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
v3f eye_position = player->getEyePosition();
services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
v3f minimap_yaw_vec = m_client->getMapper()->getYawVec();
services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
// Uniform sampler layers
// before 1.8 there isn't a "integer interface", only float
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
f32 layer0 = 0;
f32 layer1 = 1;
f32 layer2 = 2;
services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
#else
s32 layer0 = 0;
s32 layer1 = 1;
s32 layer2 = 2;
services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);
#endif
}
};
bool nodePlacementPrediction(Client &client,
const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
{
std::string prediction = playeritem_def.node_placement_prediction;
INodeDefManager *nodedef = client.ndef();
ClientMap &map = client.getEnv().getClientMap();
MapNode node;
bool is_valid_position;
node = map.getNodeNoEx(nodepos, &is_valid_position);
if (!is_valid_position)
return false;
if (prediction != "" && !nodedef->get(node).rightclickable) {
verbosestream << "Node placement prediction for "
<< playeritem_def.name << " is "
<< prediction << std::endl;
v3s16 p = neighbourpos;
// Place inside node itself if buildable_to
MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position)
{
if (nodedef->get(n_under).buildable_to)
p = nodepos;
else {
node = map.getNodeNoEx(p, &is_valid_position);
if (is_valid_position &&!nodedef->get(node).buildable_to)
return false;
}
}
// Find id of predicted node
content_t id;
bool found = nodedef->getId(prediction, id);
if (!found) {
errorstream << "Node placement prediction failed for "
<< playeritem_def.name << " (places "
<< prediction
<< ") - Name not known" << std::endl;
return false;
}
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
param2 = dir.Y < 0 ? 1 : 0;
} else if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 2;
} else {
param2 = dir.Z < 0 ? 5 : 4;
}
}
if (nodedef->get(id).param_type_2 == CPT2_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 1;
} else {
param2 = dir.Z < 0 ? 2 : 0;
}
}
assert(param2 <= 5);
//Check attachment if node is in group attached_node
if (((ItemGroupList) nodedef->get(id).groups)["attached_node"] != 0) {
static v3s16 wallmounted_dirs[8] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1),
};
v3s16 pp;
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
return false;
}
// Add node to client map
MapNode n(id, 0, param2);
try {
LocalPlayer *player = client.getEnv().getLocalPlayer();
// Dont place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(nodedef->get(n).walkable &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
// This triggers the required mesh update too
client.addNode(p, n);
return true;
}
} catch (InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< playeritem_def.name << " (places "
<< prediction
<< ") - Position not loaded" << std::endl;
}
}
return false;
}
static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec,
InventoryManager *invmgr, IGameDef *gamedef,
IWritableTextureSource *tsrc, IrrlichtDevice *device,
JoystickController *joystick,
IFormSource *fs_src, TextDest *txt_dest, Client *client)
{
if (*cur_formspec == 0) {
*cur_formspec = new GUIFormSpecMenu(device, joystick,
guiroot, -1, &g_menumgr, invmgr, gamedef, tsrc,
fs_src, txt_dest, client);
(*cur_formspec)->doPause = false;
/*
Caution: do not call (*cur_formspec)->drop() here --
the reference might outlive the menu, so we will
periodically check if *cur_formspec is the only
remaining reference (i.e. the menu was removed)
and delete it in that case.
*/
} else {
(*cur_formspec)->setFormSource(fs_src);
(*cur_formspec)->setTextDest(txt_dest);
}
}
#ifdef __ANDROID__
#define SIZE_TAG "size[11,5.5]"
#else
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
#endif
static void show_deathscreen(GUIFormSpecMenu **cur_formspec,
InventoryManager *invmgr, IGameDef *gamedef,
IWritableTextureSource *tsrc, IrrlichtDevice *device,
JoystickController *joystick, Client *client)
{
std::string formspec =
std::string(FORMSPEC_VERSION_STRING) +
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);
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device,
joystick, fs_src, txt_dst, NULL);
}
/******************************************************************************/
static void show_pause_menu(GUIFormSpecMenu **cur_formspec,
InventoryManager *invmgr, IGameDef *gamedef,
IWritableTextureSource *tsrc, IrrlichtDevice *device,
JoystickController *joystick, bool singleplayermode)
{
#ifdef __ANDROID__
std::string control_text = strgettext("Default Controls:\n"
"No menu visible:\n"
"- single tap: button activate\n"
"- double tap: place/use\n"
"- slide finger: look around\n"
"Menu/Inventory visible:\n"
"- double tap (outside):\n"
" -->close\n"
"- touch stack, touch slot:\n"
" --> move stack\n"
"- touch&drag, tap 2nd finger\n"
" --> place single item to slot\n"
);
#else
std::string control_text = strgettext("Default Controls:\n"
"- WASD: move\n"
"- Space: jump/climb\n"
"- Shift: sneak/go down\n"
"- Q: drop item\n"
"- I: inventory\n"
"- Mouse: turn/look\n"
"- Mouse left: dig/punch\n"
"- Mouse right: place/use\n"
"- Mouse wheel: select item\n"
"- T: chat\n"
);
#endif
float ypos = singleplayermode ? 0.5 : 0.1;
std::ostringstream os;
os << FORMSPEC_VERSION_STRING << SIZE_TAG
<< "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
<< strgettext("Continue") << "]";
if (!singleplayermode) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
<< strgettext("Change Password") << "]";
}
#ifndef __ANDROID__
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
<< strgettext("Sound Volume") << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
<< strgettext("Change Keys") << "]";
#endif
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
<< strgettext("Exit to Menu") << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
<< strgettext("Exit to OS") << "]"
<< "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
<< "textarea[0.4,0.25;3.5,6;;" << PROJECT_NAME_C "\n"
<< g_build_info << "\n"
<< "path_user = " << wrap_rows(porting::path_user, 20)
<< "\n;]";
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(os.str());
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device,
joystick, fs_src, txt_dst, NULL);
std::string con("btn_continue");
(*cur_formspec)->setFocus(con);
(*cur_formspec)->doPause = true;
}
/******************************************************************************/
static void updateChat(Client &client, f32 dtime, bool show_debug,
const v2u32 &screensize, bool show_chat, u32 show_profiler,
ChatBackend &chat_backend, gui::IGUIStaticText *guitext_chat)
{
// Add chat log output for errors to be shown in chat
static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
// Get new messages from error log buffer
while (!chat_log_error_buf.empty()) {
std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
if (!g_settings->getBool("disable_escape_sequences")) {
error_message = L"\x1b(c@red)" + error_message + L"\x1b(c@white)";
}
chat_backend.addMessage(L"", error_message);
}
// Get new messages from client
std::wstring message;
while (client.getChatMessage(message)) {
chat_backend.addUnparsedMessage(message);
}
// Remove old messages
chat_backend.step(dtime);
// Display all messages in a static text element
unsigned int recent_chat_count = chat_backend.getRecentBuffer().getLineCount();
EnrichedString recent_chat = chat_backend.getRecentChat();
unsigned int line_height = g_fontengine->getLineHeight();
setStaticText(guitext_chat, recent_chat);
// Update gui element size and position
s32 chat_y = 5;
if (show_debug)
chat_y += 2 * line_height;
// first pass to calculate height of text to be set
s32 width = std::min(g_fontengine->getTextWidth(recent_chat.c_str()) + 10,
porting::getWindowSize().X - 20);
core::rect<s32> rect(10, chat_y, width, chat_y + porting::getWindowSize().Y);
guitext_chat->setRelativePosition(rect);
//now use real height of text and adjust rect according to this size
rect = core::rect<s32>(10, chat_y, width,
chat_y + guitext_chat->getTextHeight());
guitext_chat->setRelativePosition(rect);
// Don't show chat if disabled or empty or profiler is enabled
guitext_chat->setVisible(
show_chat && recent_chat_count != 0 && !show_profiler);
}
/****************************************************************************
Fast key cache for main game loop
****************************************************************************/
/* This is faster than using getKeySetting with the tradeoff that functions
* using it must make sure that it's initialised before using it and there is
* no error handling (for example bounds checking). This is really intended for
* use only in the main running loop of the client (the_game()) where the faster
* (up to 10x faster) key lookup is an asset. Other parts of the codebase
* (e.g. formspecs) should continue using getKeySetting().
*/
struct KeyCache {
KeyCache()
{
handler = NULL;
populate();
populate_nonchanging();
}
void populate();
// Keys that are not settings dependent
void populate_nonchanging();
KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
InputHandler *handler;
};
void KeyCache::populate_nonchanging()
{
key[KeyType::ESC] = EscapeKey;
}
void KeyCache::populate()
{
key[KeyType::FORWARD] = getKeySetting("keymap_forward");
key[KeyType::BACKWARD] = getKeySetting("keymap_backward");
key[KeyType::LEFT] = getKeySetting("keymap_left");
key[KeyType::RIGHT] = getKeySetting("keymap_right");
key[KeyType::JUMP] = getKeySetting("keymap_jump");
key[KeyType::SPECIAL1] = getKeySetting("keymap_special1");
key[KeyType::SNEAK] = getKeySetting("keymap_sneak");
key[KeyType::AUTORUN] = getKeySetting("keymap_autorun");
key[KeyType::DROP] = getKeySetting("keymap_drop");
key[KeyType::INVENTORY] = getKeySetting("keymap_inventory");
key[KeyType::CHAT] = getKeySetting("keymap_chat");
key[KeyType::CMD] = getKeySetting("keymap_cmd");
key[KeyType::CONSOLE] = getKeySetting("keymap_console");
key[KeyType::MINIMAP] = getKeySetting("keymap_minimap");
key[KeyType::FREEMOVE] = getKeySetting("keymap_freemove");
key[KeyType::FASTMOVE] = getKeySetting("keymap_fastmove");
key[KeyType::NOCLIP] = getKeySetting("keymap_noclip");
key[KeyType::CINEMATIC] = getKeySetting("keymap_cinematic");
key[KeyType::SCREENSHOT] = getKeySetting("keymap_screenshot");
key[KeyType::TOGGLE_HUD] = getKeySetting("keymap_toggle_hud");
key[KeyType::TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat");
key[KeyType::TOGGLE_FORCE_FOG_OFF]
= getKeySetting("keymap_toggle_force_fog_off");
key[KeyType::TOGGLE_UPDATE_CAMERA]
= getKeySetting("keymap_toggle_update_camera");
key[KeyType::TOGGLE_DEBUG]
= getKeySetting("keymap_toggle_debug");
key[KeyType::TOGGLE_PROFILER]
= getKeySetting("keymap_toggle_profiler");
key[KeyType::CAMERA_MODE]
= getKeySetting("keymap_camera_mode");
key[KeyType::INCREASE_VIEWING_RANGE]
= getKeySetting("keymap_increase_viewing_range_min");
key[KeyType::DECREASE_VIEWING_RANGE]
= getKeySetting("keymap_decrease_viewing_range_min");
key[KeyType::RANGESELECT]
= getKeySetting("keymap_rangeselect");
key[KeyType::ZOOM] = getKeySetting("keymap_zoom");
key[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
key[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
key[KeyType::QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc");
key[KeyType::QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
key[KeyType::DEBUG_STACKS] = getKeySetting("keymap_print_debug_stacks");
if (handler) {
// First clear all keys, then re-add the ones we listen for
handler->dontListenForKeys();
for (size_t i = 0; i < KeyType::INTERNAL_ENUM_COUNT; i++) {
handler->listenForKey(key[i]);
}
handler->listenForKey(EscapeKey);
handler->listenForKey(CancelKey);
for (size_t i = 0; i < 10; i++) {
handler->listenForKey(NumberKey[i]);
}
}
}
/****************************************************************************
****************************************************************************/
const float object_hit_delay = 0.2;
struct FpsControl {
u32 last_time, busy_time, sleep_time;
};
/* The reason the following structs are not anonymous structs within the
* class is that they are not used by the majority of member functions and
* many functions that do require objects of thse types do not modify them
* (so they can be passed as a const qualified parameter)
*/
struct CameraOrientation {
f32 camera_yaw; // "right/left"
f32 camera_pitch; // "up/down"
};
struct GameRunData {
u16 dig_index;
u16 new_playeritem;
PointedThing pointed_old;
bool digging;
bool ldown_for_dig;
bool left_punch;
bool update_wielded_item_trigger;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
float dig_time_complete;
float repeat_rightclick_timer;
float object_hit_delay_timer;
float time_from_last_punch;
ClientActiveObject *selected_object;
float jump_timer;
float damage_flash;
float update_draw_list_timer;
float statustext_time;
f32 fog_range;
v3f update_draw_list_last_cam_dir;
u32 profiler_current_page;
u32 profiler_max_page; // Number of pages
float time_of_day;
float time_of_day_smooth;
};
struct Jitter {
f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
};
struct RunStats {
u32 drawtime;
u32 beginscenetime;
u32 endscenetime;
Jitter dtime_jitter, busy_time_jitter;
};
/* Flags that can, or may, change during main game loop
*/
struct VolatileRunFlags {
bool invert_mouse;
bool show_chat;
bool show_hud;
bool show_minimap;
bool force_fog_off;
bool show_debug;
bool show_profiler_graph;
bool disable_camera_update;
bool first_loop_after_window_activation;
bool camera_offset_changed;
};
/****************************************************************************
THE GAME
****************************************************************************/
/* This is not intended to be a public class. If a public class becomes
* desirable then it may be better to create another 'wrapper' class that
* hides most of the stuff in this class (nothing in this class is required
* by any other file) but exposes the public methods/data only.
*/
class Game {
public:
Game();
~Game();
bool startup(bool *kill,
bool random_input,
InputHandler *input,
IrrlichtDevice *device,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
// If address is "", local server is used and address is updated
std::string *address,
u16 port,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend,
const SubgameSpec &gamespec, // Used for local game
bool simple_singleplayer_mode);
void run();
void shutdown();
protected:
void extendedResourceCleanup();
// Basic initialisation
bool init(const std::string &map_dir, std::string *address,
u16 port,
const SubgameSpec &gamespec);
bool initSound();
bool createSingleplayerServer(const std::string map_dir,
const SubgameSpec &gamespec, u16 port, std::string *address);
// Client creation
bool createClient(const std::string &playername,
const std::string &password, std::string *address, u16 port);
bool initGui();
// Client connection
bool connectToServer(const std::string &playername,
const std::string &password, std::string *address, u16 port,
bool *connect_ok, bool *aborted);
bool getServerContent(bool *aborted);
// Main loop
void updateInteractTimers(GameRunData *runData, f32 dtime);
bool checkConnection();
bool handleCallbacks();
void processQueues();
void updateProfilers(const GameRunData &runData, const RunStats &stats,
const FpsControl &draw_times, f32 dtime);
void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times,
f32 dtime);
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
// Input related
void processUserInput(VolatileRunFlags *flags, GameRunData *runData,
f32 dtime);
void processKeyInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page);
void processItemSelection(u16 *new_playeritem);
void dropSelectedItem();
void openInventory();
void openConsole(float height, const wchar_t *line=NULL);
void toggleFreeMove(float *statustext_time);
void toggleFreeMoveAlt(float *statustext_time, float *jump_timer);
void toggleFast(float *statustext_time);
void toggleNoClip(float *statustext_time);
void toggleCinematic(float *statustext_time);
void toggleAutorun(float *statustext_time);
void toggleChat(float *statustext_time, bool *flag);
void toggleHud(float *statustext_time, bool *flag);
void toggleMinimap(float *statustext_time, bool *flag, bool show_hud,
bool shift_pressed);
void toggleFog(float *statustext_time, bool *flag);
void toggleDebug(float *statustext_time, bool *show_debug,
bool *show_profiler_graph);
void toggleUpdateCamera(float *statustext_time, bool *flag);
void toggleProfiler(float *statustext_time, u32 *profiler_current_page,
u32 profiler_max_page);
void increaseViewRange(float *statustext_time);
void decreaseViewRange(float *statustext_time);
void toggleFullViewRange(float *statustext_time);
void updateCameraDirection(CameraOrientation *cam, VolatileRunFlags *flags,
float dtime);
void updateCameraOrientation(CameraOrientation *cam,
const VolatileRunFlags &flags, float dtime);
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime);
void processClientEvents(CameraOrientation *cam, float *damage_flash);
void updateCamera(VolatileRunFlags *flags, u32 busy_time, f32 dtime,
float time_from_last_punch);
void updateSound(f32 dtime);
void processPlayerInteraction(GameRunData *runData, f32 dtime, bool show_hud,
bool show_debug);
void handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem);
void handlePointingAtNode(GameRunData *runData,
const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime);
void handlePointingAtObject(GameRunData *runData,
const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(GameRunData *runData, const PointedThing &pointed,
const v3s16 &nodepos, const ToolCapabilities &playeritem_toolcap,
f32 dtime);
void updateFrame(ProfilerGraph *graph, RunStats *stats, GameRunData *runData,
f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam);
void updateGui(float *statustext_time, const RunStats &stats,
const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
const CameraOrientation &cam);
void updateProfilerGraphs(ProfilerGraph *graph);
// Misc
void limitFps(FpsControl *fps_timings, f32 *dtime);
void showOverlayMessage(const wchar_t *msg, float dtime, int percent,
bool draw_clouds = true);
static void settingChangedCallback(const std::string &setting_name, void *data);
void readSettings();
inline bool getLeftClicked()
{
return input->getLeftClicked() ||
input->joystick.getWasKeyDown(KeyType::MOUSE_L);
}
inline bool getRightClicked()
{
return input->getRightClicked() ||
input->joystick.getWasKeyDown(KeyType::MOUSE_R);
}
inline bool isLeftPressed()
{
return input->getLeftState() ||
input->joystick.isKeyDown(KeyType::MOUSE_L);
}
inline bool isRightPressed()
{
return input->getRightState() ||
input->joystick.isKeyDown(KeyType::MOUSE_R);
}
inline bool getLeftReleased()
{
return input->getLeftReleased() ||
input->joystick.wasKeyReleased(KeyType::MOUSE_L);
}
inline bool isKeyDown(GameKeyType k)
{
return input->isKeyDown(keycache.key[k]) || input->joystick.isKeyDown(k);
}
inline bool wasKeyDown(GameKeyType k)
{
return input->wasKeyDown(keycache.key[k]) || input->joystick.wasKeyDown(k);
}
#ifdef __ANDROID__
void handleAndroidChatInput();
#endif
private:
InputHandler *input;
Client *client;
Server *server;
IWritableTextureSource *texture_src;
IWritableShaderSource *shader_src;
// When created, these will be filled with data received from the server
IWritableItemDefManager *itemdef_manager;
IWritableNodeDefManager *nodedef_manager;
GameOnDemandSoundFetcher soundfetcher; // useful when testing
ISoundManager *sound;
bool sound_is_dummy;
SoundMaker *soundmaker;
ChatBackend *chat_backend;
GUIFormSpecMenu *current_formspec;
EventManager *eventmgr;
QuicktuneShortcutter *quicktune;
GUIChatConsole *gui_chat_console; // Free using ->Drop()
MapDrawControl *draw_control;
Camera *camera;
Clouds *clouds; // Free using ->Drop()
Sky *sky; // Free using ->Drop()
Inventory *local_inventory;
Hud *hud;
Mapper *mapper;
/* 'cache'
This class does take ownership/responsibily for cleaning up etc of any of
these items (e.g. device)
*/
IrrlichtDevice *device;
video::IVideoDriver *driver;
scene::ISceneManager *smgr;
bool *kill;
std::string *error_message;
bool *reconnect_requested;
IGameDef *gamedef; // Convenience (same as *client)
scene::ISceneNode *skybox;
bool random_input;
bool simple_singleplayer_mode;
/* End 'cache' */
/* Pre-calculated values
*/
int crack_animation_length;
/* GUI stuff
*/
gui::IGUIStaticText *guitext; // First line of debug text
gui::IGUIStaticText *guitext2; // Second line of debug text
gui::IGUIStaticText *guitext_info; // At the middle of the screen
gui::IGUIStaticText *guitext_status;
gui::IGUIStaticText *guitext_chat; // Chat text
gui::IGUIStaticText *guitext_profiler; // Profiler text
std::wstring infotext;
std::wstring statustext;
KeyCache keycache;
IntervalLimiter profiler_interval;
/*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_enable_clouds;
bool m_cache_enable_joysticks;
bool m_cache_enable_particles;
bool m_cache_enable_fog;
f32 m_cache_mouse_sensitivity;
f32 m_cache_joystick_frustum_sensitivity;
f32 m_repeat_right_click_time;
#ifdef __ANDROID__
bool m_cache_hold_aux1;
bool m_android_chat_open;
#endif
};
Game::Game() :
client(NULL),
server(NULL),
texture_src(NULL),
shader_src(NULL),
itemdef_manager(NULL),
nodedef_manager(NULL),
sound(NULL),
sound_is_dummy(false),
soundmaker(NULL),
chat_backend(NULL),
current_formspec(NULL),
eventmgr(NULL),
quicktune(NULL),
gui_chat_console(NULL),
draw_control(NULL),
camera(NULL),
clouds(NULL),
sky(NULL),
local_inventory(NULL),
hud(NULL),
mapper(NULL)
{
g_settings->registerChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->registerChangedCallback("doubletap_joysticks",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_particles",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_fog",
&settingChangedCallback, this);
g_settings->registerChangedCallback("mouse_sensitivity",
&settingChangedCallback, this);
g_settings->registerChangedCallback("joystick_frustum_sensitivity",
&settingChangedCallback, this);
g_settings->registerChangedCallback("repeat_rightclick_time",
&settingChangedCallback, this);
readSettings();
#ifdef __ANDROID__
m_cache_hold_aux1 = false; // This is initialised properly later
#endif
}
/****************************************************************************
MinetestApp Public
****************************************************************************/
Game::~Game()
{
delete client;
delete soundmaker;
if (!sound_is_dummy)
delete sound;
delete server; // deleted first to stop all server threads
delete hud;
delete local_inventory;
delete camera;
delete quicktune;
delete eventmgr;
delete texture_src;
delete shader_src;
delete nodedef_manager;
delete itemdef_manager;
delete draw_control;
extendedResourceCleanup();
g_settings->deregisterChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_particles",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_fog",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("mouse_sensitivity",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("repeat_rightclick_time",
&settingChangedCallback, this);
}
bool Game::startup(bool *kill,
bool random_input,
InputHandler *input,
IrrlichtDevice *device,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
std::string *address, // can change if simple_singleplayer_mode
u16 port,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode)
{
// "cache"
this->device = device;
this->kill = kill;
this->error_message = &error_message;
this->reconnect_requested = reconnect;
this->random_input = random_input;
this->input = input;
this->chat_backend = chat_backend;
this->simple_singleplayer_mode = simple_singleplayer_mode;
keycache.handler = input;
keycache.populate();
driver = device->getVideoDriver();
smgr = device->getSceneManager();
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
if (!init(map_dir, address, port, gamespec))
return false;
if (!createClient(playername, password, address, port))
return false;
return true;
}
void Game::run()
{
ProfilerGraph graph;
RunStats stats = { 0 };
CameraOrientation cam_view_target = { 0 };
CameraOrientation cam_view = { 0 };
GameRunData runData = { 0 };
FpsControl draw_times = { 0 };
VolatileRunFlags flags = { 0 };
f32 dtime; // in seconds
runData.time_from_last_punch = 10.0;
runData.profiler_max_page = 3;
runData.update_wielded_item_trigger = true;
flags.show_chat = true;
flags.show_hud = true;
flags.show_minimap = g_settings->getBool("enable_minimap");
flags.show_debug = g_settings->getBool("show_debug");
flags.invert_mouse = g_settings->getBool("invert_mouse");
flags.first_loop_after_window_activation = true;
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
draw_times.last_time = device->getTimer()->getTime();
shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
sky,
&flags.force_fog_off,
&runData.fog_range,
client));
set_light_table(g_settings->getFloat("display_gamma"));
#ifdef __ANDROID__
m_cache_hold_aux1 = g_settings->getBool("fast_move")
&& client->checkPrivilege("fast");
#endif
while (device->run()
&& !(*kill || g_gamecallback->shutdown_requested
|| (server && server->getShutdownRequested()))) {
/* Must be called immediately after a device->run() call because it
* uses device->getTimer()->getTime()
*/
limitFps(&draw_times, &dtime);
updateStats(&stats, draw_times, dtime);
updateInteractTimers(&runData, dtime);
if (!checkConnection())
break;
if (!handleCallbacks())
break;
processQueues();
infotext = L"";
hud->resizeHotbar();
updateProfilers(runData, stats, draw_times, dtime);
processUserInput(&flags, &runData, dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, &flags, dtime);
float cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_yaw) * cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target, &runData.damage_flash);
updateCamera(&flags, draw_times.busy_time, dtime,
runData.time_from_last_punch);
updateSound(dtime);
processPlayerInteraction(&runData, dtime, flags.show_hud,
flags.show_debug);
updateFrame(&graph, &stats, &runData, dtime, flags, cam_view);
updateProfilerGraphs(&graph);
// Update if minimap has been disabled by the server
flags.show_minimap &= !client->isMinimapDisabledByServer();
}
}
void Game::shutdown()
{
if (g_settings->get("3d_mode") == "pageflip") {
driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
}
showOverlayMessage(wgettext("Shutting down..."), 0, 0, false);
if (clouds)
clouds->drop();
if (gui_chat_console)
gui_chat_console->drop();
if (sky)
sky->drop();
/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
g_menumgr.m_stack.front()->setVisible(false);
g_menumgr.deletingMenu(g_menumgr.m_stack.front());
}
if (current_formspec) {
current_formspec->drop();
current_formspec = NULL;
}
chat_backend->addMessage(L"", L"# Disconnected.");
chat_backend->addMessage(L"", L"");
if (client) {
client->Stop();
while (!client->isShutdown()) {
assert(texture_src != NULL);
assert(shader_src != NULL);
texture_src->processQueue();
shader_src->processQueue();
sleep_ms(100);
}
}
}
/****************************************************************************/
/****************************************************************************
Startup
****************************************************************************/
/****************************************************************************/
bool Game::init(
const std::string &map_dir,
std::string *address,
u16 port,
const SubgameSpec &gamespec)
{
showOverlayMessage(wgettext("Loading..."), 0, 0);
texture_src = createTextureSource(device);
shader_src = createShaderSource(device);
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 == "") {
if (!createSingleplayerServer(map_dir, gamespec, port, address))
return false;
}
return true;
}
bool Game::initSound()
{
#if USE_SOUND
if (g_settings->getBool("enable_sound")) {
infostream << "Attempting to use OpenAL audio" << std::endl;
sound = createOpenALSoundManager(&soundfetcher);
if (!sound)
infostream << "Failed to initialize OpenAL audio" << std::endl;
} else
infostream << "Sound disabled." << std::endl;
#endif
if (!sound) {
infostream << "Using dummy audio." << std::endl;
sound = &dummySoundManager;
sound_is_dummy = true;
}
soundmaker = new SoundMaker(sound, nodedef_manager);
if (!soundmaker)
return false;
soundmaker->registerReceiver(eventmgr);
return true;
}
bool Game::createSingleplayerServer(const std::string map_dir,
const SubgameSpec &gamespec, u16 port, std::string *address)
{
showOverlayMessage(wgettext("Creating server..."), 0, 5);
std::string bind_str = g_settings->get("bind_address");
Address bind_addr(0, 0, 0, 0, port);
if (g_settings->getBool("ipv6_server")) {
bind_addr.setAddress((IPv6AddressBytes *) NULL);
}
try {
bind_addr.Resolve(bind_str.c_str());
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
<< " -- Listening on all addresses." << std::endl;
}
if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = "Unable to listen on " +
bind_addr.serializeString() +
" because IPv6 is disabled";
errorstream << *error_message << std::endl;
return false;
}
server = new Server(map_dir, gamespec, simple_singleplayer_mode,
bind_addr.isIPv6());
server->start(bind_addr);
return true;
}
bool Game::createClient(const std::string &playername,
const std::string &password, std::string *address, u16 port)
{
showOverlayMessage(wgettext("Creating client..."), 0, 10);
draw_control = new MapDrawControl;
if (!draw_control)
return false;
bool could_connect, connect_aborted;
if (!connectToServer(playername, password, address, port,
&could_connect, &connect_aborted))
return false;
if (!could_connect) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = "Connection failed for unknown reason";
errorstream << *error_message << std::endl;
}
return false;
}
if (!getServerContent(&connect_aborted)) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = "Connection failed for unknown reason";
errorstream << *error_message << std::endl;
}
return false;
}
// Update cached textures, meshes and materials
client->afterContentReceived(device);
/* Camera
*/
camera = new Camera(smgr, *draw_control, gamedef);
if (!camera || !camera->successfullyCreated(*error_message))
return false;
client->setCamera(camera);
/* Clouds
*/
if (m_cache_enable_clouds) {
clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
if (!clouds) {
*error_message = "Memory allocation error (clouds)";
errorstream << *error_message << std::endl;
return false;
}
}
/* Skybox
*/
sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
skybox = NULL; // This is used/set later on in the main run loop
local_inventory = new Inventory(itemdef_manager);
if (!(sky && local_inventory)) {
*error_message = "Memory allocation error (sky or local inventory)";
errorstream << *error_message << std::endl;
return false;
}
/* Pre-calculated values
*/
video::ITexture *t = texture_src->getTexture("crack_anylength.png");
if (t) {
v2u32 size = t->getOriginalSize();
crack_animation_length = size.Y / size.X;
} else {
crack_animation_length = 5;
}
if (!initGui())
return false;
/* Set window caption
*/
std::wstring str = utf8_to_wide(PROJECT_NAME_C);
str += L" ";
str += utf8_to_wide(g_version_hash);
str += L" [";
str += driver->getName();
str += L"]";
device->setWindowCaption(str.c_str());
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
hud = new Hud(driver, smgr, guienv, gamedef, player, local_inventory);
if (!hud) {
*error_message = "Memory error: could not create HUD";
errorstream << *error_message << std::endl;
return false;
}
mapper = client->getMapper();
mapper->setMinimapMode(MINIMAP_MODE_OFF);
return true;
}
bool Game::initGui()
{
// First line of debug text
guitext = addStaticText(guienv,
utf8_to_wide(PROJECT_NAME_C).c_str(),
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
// Second line of debug text
guitext2 = addStaticText(guienv,
L"",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
// At the middle of the screen
// Object infos are shown in this
guitext_info = addStaticText(guienv,
L"",
core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5) + v2s32(100, 200),
false, true, guiroot);
// Status text (displays info when showing and hiding GUI stuff, etc.)
guitext_status = addStaticText(guienv,
L"<Status>",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
guitext_status->setVisible(false);
// Chat text
guitext_chat = addStaticText(
guienv,
L"",
core::rect<s32>(0, 0, 0, 0),
//false, false); // Disable word wrap as of now
false, true, guiroot);
// Remove stale "recent" chat messages from previous connections
chat_backend->clearRecentChat();
// Chat backend and console
gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
-1, chat_backend, client, &g_menumgr);
if (!gui_chat_console) {
*error_message = "Could not allocate memory for chat console";
errorstream << *error_message << std::endl;
return false;
}
// Profiler text (size is updated when text is updated)
guitext_profiler = addStaticText(guienv,
L"<Profiler>",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
guitext_profiler->setVisible(false);
guitext_profiler->setWordWrap(true);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->init(texture_src);
#endif
return true;
}
bool Game::connectToServer(const std::string &playername,
const std::string &password, std::string *address, u16 port,
bool *connect_ok, bool *aborted)
{
*connect_ok = false; // Let's not be overly optimistic
*aborted = false;
bool local_server_mode = false;
showOverlayMessage(wgettext("Resolving address..."), 0, 15);
Address connect_address(0, 0, 0, 0, port);
try {
connect_address.Resolve(address->c_str());
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
//connect_address.Resolve("localhost");
if (connect_address.isIPv6()) {
IPv6AddressBytes addr_bytes;
addr_bytes.bytes[15] = 1;
connect_address.setAddress(&addr_bytes);
} else {
connect_address.setAddress(127, 0, 0, 1);
}
local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = std::string("Couldn't resolve address: ") + e.what();
errorstream << *error_message << std::endl;
return false;
}
if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = "Unable to connect to " +
connect_address.serializeString() +
" because IPv6 is disabled";
errorstream << *error_message << std::endl;
return false;
}
client = new Client(device,
playername.c_str(), password,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
connect_address.isIPv6());
if (!client)
return false;
gamedef = client; // Client acts as our GameDef
infostream << "Connecting to server at ";
connect_address.print(&infostream);
infostream << std::endl;
client->connect(connect_address, *address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection
*/
try {
input->clear();
FpsControl fps_control = { 0 };
f32 dtime;
f32 wait_time = 0; // in seconds
fps_control.last_time = device->getTimer()->getTime();
while (device->run()) {
limitFps(&fps_control, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->getState() == LC_Init) {
*connect_ok = true;
break;
}
// Break conditions
if (client->accessDenied()) {
*error_message = "Access denied. Reason: "
+ client->accessDeniedReason();
*reconnect_requested = client->reconnectRequested();
errorstream << *error_message << std::endl;
break;
}
if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
break;
}
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if ((*address != "") && (wait_time > 10)) {
bool sent_old_init = g_settings->getFlag("send_pre_v25_init");
// If no pre v25 init was sent, and no answer was received,
// but the low level connection could be established
// (meaning that we have a peer id), then we probably wanted
// to connect to a legacy server. In this case, tell the user
// to enable the option to be able to connect.
if (!sent_old_init &&
(client->getProtoVersion() == 0) &&
client->connectedToServer()) {
*error_message = "Connection failure: init packet not "
"recognized by server.\n"
"Most likely the server uses an old protocol version (<v25).\n"
"Please ask the server owner to update to 0.4.13 or later.\n"
"To still connect to the server in the meantime,\n"
"you can enable the 'send_pre_v25_init' setting by editing minetest.conf,\n"
"or by enabling the 'Client -> Network -> Support older Servers'\n"
"entry in the advanced settings menu.";
} else {
*error_message = "Connection timed out.";
}
errorstream << *error_message << std::endl;
break;
}
// Update status
showOverlayMessage(wgettext("Connecting to server..."), dtime, 20);
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error
// message?
return false;
}
return true;
}
bool Game::getServerContent(bool *aborted)
{
input->clear();
FpsControl fps_control = { 0 };
f32 dtime; // in seconds
fps_control.last_time = device->getTimer()->getTime();
while (device->run()) {
limitFps(&fps_control, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->mediaReceived() && client->itemdefReceived() &&
client->nodedefReceived()) {
break;
}
// Error conditions
if (!checkConnection())
return false;
if (client->getState() < LC_Init) {
*error_message = "Client disconnected";
errorstream << *error_message << std::endl;
return false;
}
if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
return false;
}
// Display status
int progress = 25;
if (!client->itemdefReceived()) {
const wchar_t *text = wgettext("Item definitions...");
progress = 25;
draw_load_screen(text, device, guienv, dtime, progress);
delete[] text;
} else if (!client->nodedefReceived()) {
const wchar_t *text = wgettext("Node definitions...");
progress = 30;
draw_load_screen(text, device, guienv, dtime, progress);
delete[] text;
} else {
std::stringstream message;
message.precision(3);
message << gettext("Media...");
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;
draw_load_screen(utf8_to_wide(message.str()), device,
guienv, dtime, progress);
}
}
return true;
}
/****************************************************************************/
/****************************************************************************
Run
****************************************************************************/
/****************************************************************************/
inline void Game::updateInteractTimers(GameRunData *runData, f32 dtime)
{
if (runData->nodig_delay_timer >= 0)
runData->nodig_delay_timer -= dtime;
if (runData->object_hit_delay_timer >= 0)
runData->object_hit_delay_timer -= dtime;
runData->time_from_last_punch += dtime;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::checkConnection()
{
if (client->accessDenied()) {
*error_message = "Access denied. Reason: "
+ client->accessDeniedReason();
*reconnect_requested = client->reconnectRequested();
errorstream << *error_message << std::endl;
return false;
}
return true;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::handleCallbacks()
{
if (g_gamecallback->disconnect_requested) {
g_gamecallback->disconnect_requested = false;
return false;
}
if (g_gamecallback->changepassword_requested) {
(new GUIPasswordChange(guienv, guiroot, -1,
&g_menumgr, client))->drop();
g_gamecallback->changepassword_requested = false;
}
if (g_gamecallback->changevolume_requested) {
(new GUIVolumeChange(guienv, guiroot, -1,
&g_menumgr, client))->drop();
g_gamecallback->changevolume_requested = false;
}
if (g_gamecallback->keyconfig_requested) {
(new GUIKeyChangeMenu(guienv, guiroot, -1,
&g_menumgr))->drop();
g_gamecallback->keyconfig_requested = false;
}
if (g_gamecallback->keyconfig_changed) {
keycache.populate(); // update the cache with new settings
g_gamecallback->keyconfig_changed = false;
}
return true;
}
void Game::processQueues()
{
texture_src->processQueue();
itemdef_manager->processQueue(gamedef);
shader_src->processQueue();
}
void Game::updateProfilers(const GameRunData &runData, const RunStats &stats,
const FpsControl &draw_times, f32 dtime)
{
float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
bool print_to_log = true;
if (profiler_print_interval == 0) {
print_to_log = false;
profiler_print_interval = 5;
}
if (profiler_interval.step(dtime, profiler_print_interval)) {
if (print_to_log) {
infostream << "Profiler:" << std::endl;
g_profiler->print(infostream);
}
update_profiler_gui(guitext_profiler, g_fontengine,
runData.profiler_current_page, runData.profiler_max_page,
driver->getScreenSize().Height);
g_profiler->clear();
}
addProfilerGraphs(stats, draw_times, dtime);
}
void Game::addProfilerGraphs(const RunStats &stats,
const FpsControl &draw_times, f32 dtime)
{
g_profiler->graphAdd("mainloop_other",
draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
if (draw_times.sleep_time != 0)
g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
g_profiler->graphAdd("mainloop_dtime", dtime);
g_profiler->add("Elapsed time", dtime);
g_profiler->avg("FPS", 1. / dtime);
}
void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
f32 dtime)
{
f32 jitter;
Jitter *jp;
/* Time average and jitter calculation
*/
jp = &stats->dtime_jitter;
jp->avg = jp->avg * 0.96 + dtime * 0.04;
jitter = dtime - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
jp->max = 0.0;
}
/* Busytime average and jitter calculation
*/
jp = &stats->busy_time_jitter;
jp->avg = jp->avg + draw_times.busy_time * 0.02;
jitter = draw_times.busy_time - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
if (jitter < jp->min)
jp->min = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->min_sample = jp->min;
jp->max = 0.0;
jp->min = 0.0;
}
}
/****************************************************************************
Input handling
****************************************************************************/
void Game::processUserInput(VolatileRunFlags *flags,
GameRunData *runData, f32 dtime)
{
// Reset input if window not active or some menu is active
if (device->isWindowActive() == false
|| noMenuActive() == false
|| guienv->hasFocus(gui_chat_console)) {
input->clear();
#ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide();
#endif
}
#ifdef HAVE_TOUCHSCREENGUI
else if (g_touchscreengui) {
/* on touchscreengui step may generate own input events which ain't
* what we want in case we just did clear them */
g_touchscreengui->step(dtime);
}
#endif
if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
gui_chat_console->closeConsoleAtOnce();
}
// Input handler step() (used by the random input generator)
input->step(dtime);
#ifdef __ANDROID__
if (current_formspec != NULL)
current_formspec->getAndroidUIInput();
else
handleAndroidChatInput();
#endif
// Increase timer for double tap of "keymap_jump"
if (m_cache_doubletap_jump && runData->jump_timer <= 0.2)
runData->jump_timer += dtime;
processKeyInput(
flags,
&runData->statustext_time,
&runData->jump_timer,
&runData->reset_jump_timer,
&runData->profiler_current_page,
runData->profiler_max_page);
processItemSelection(&runData->new_playeritem);
}
void Game::processKeyInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page)
{
//TimeTaker tt("process kybd input", NULL, PRECISION_NANO);
if (wasKeyDown(KeyType::DROP)) {
dropSelectedItem();
} else if (wasKeyDown(KeyType::AUTORUN)) {
toggleAutorun(statustext_time);
} else if (wasKeyDown(KeyType::INVENTORY)) {
openInventory();
} else if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
if (!gui_chat_console->isOpenInhibited()) {
show_pause_menu(&current_formspec, client, gamedef,
texture_src, device, &input->joystick,
simple_singleplayer_mode);
}
} else if (wasKeyDown(KeyType::CHAT)) {
openConsole(0.2, L"");
} else if (wasKeyDown(KeyType::CMD)) {
openConsole(0.2, L"/");
} else if (wasKeyDown(KeyType::CONSOLE)) {
openConsole(1);
} else if (wasKeyDown(KeyType::FREEMOVE)) {
toggleFreeMove(statustext_time);
} else if (wasKeyDown(KeyType::JUMP)) {
toggleFreeMoveAlt(statustext_time, jump_timer);
*reset_jump_timer = true;
} else if (wasKeyDown(KeyType::FASTMOVE)) {
toggleFast(statustext_time);
} else if (wasKeyDown(KeyType::NOCLIP)) {
toggleNoClip(statustext_time);
} else if (wasKeyDown(KeyType::CINEMATIC)) {
toggleCinematic(statustext_time);
} else if (wasKeyDown(KeyType::SCREENSHOT)) {
client->makeScreenshot(device);
} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
toggleHud(statustext_time, &flags->show_hud);
} else if (wasKeyDown(KeyType::MINIMAP)) {
toggleMinimap(statustext_time, &flags->show_minimap, flags->show_hud,
isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
toggleChat(statustext_time, &flags->show_chat);
} else if (wasKeyDown(KeyType::TOGGLE_FORCE_FOG_OFF)) {
toggleFog(statustext_time, &flags->force_fog_off);
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
toggleUpdateCamera(statustext_time, &flags->disable_camera_update);
} else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
toggleDebug(statustext_time, &flags->show_debug, &flags->show_profiler_graph);
} else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
toggleProfiler(statustext_time, profiler_current_page, profiler_max_page);
} else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
increaseViewRange(statustext_time);
} else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
decreaseViewRange(statustext_time);
} else if (wasKeyDown(KeyType::RANGESELECT)) {
toggleFullViewRange(statustext_time);
} 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();
} else if (wasKeyDown(KeyType::DEBUG_STACKS)) {
// Print debug stacks
dstream << "-----------------------------------------"
<< std::endl;
dstream << "Printing debug stacks:" << std::endl;
dstream << "-----------------------------------------"
<< std::endl;
debug_stacks_print();
}
if (!isKeyDown(KeyType::JUMP) && *reset_jump_timer) {
*reset_jump_timer = false;
*jump_timer = 0.0;
}
//tt.stop();
if (quicktune->hasMessage()) {
std::string msg = quicktune->getMessage();
statustext = utf8_to_wide(msg);
*statustext_time = 0;
}
}
void Game::processItemSelection(u16 *new_playeritem)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/* Item selection using mouse wheel
*/
*new_playeritem = client->getPlayerItem();
s32 wheel = input->getMouseWheel();
u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
player->hud_hotbar_itemcount - 1);
s32 dir = wheel;
if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN)) {
dir = -1;
}
if (input->joystick.wasKeyDown(KeyType::SCROLL_UP)) {
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 keyboard
*/
for (u16 i = 0; i < 10; i++) {
static const KeyPress *item_keys[10] = {
NumberKey + 1, NumberKey + 2, NumberKey + 3, NumberKey + 4,
NumberKey + 5, NumberKey + 6, NumberKey + 7, NumberKey + 8,
NumberKey + 9, NumberKey + 0,
};
if (input->wasKeyDown(*item_keys[i])) {
if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
*new_playeritem = i;
infostream << "Selected item: " << new_playeritem << std::endl;
}
break;
}
}
}
void Game::dropSelectedItem()
{
IDropAction *a = new IDropAction();
a->count = 0;
a->from_inv.setCurrentPlayer();
a->from_list = "main";
a->from_i = client->getPlayerItem();
client->inventoryAction(a);
}
void Game::openInventory()
{
/*
* Don't permit to open inventory is CAO or player doesn't exists.
* This prevent showing an empty inventory at player load
*/
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (player == NULL || player->getCAO() == NULL)
return;
infostream << "the_game: " << "Launching inventory" << std::endl;
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
TextDest *txt_dst = new TextDestPlayerInventory(client);
create_formspec_menu(&current_formspec, client, gamedef, texture_src,
device, &input->joystick, fs_src, txt_dst, client);
InventoryLocation inventoryloc;
inventoryloc.setCurrentPlayer();
current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
}
void Game::openConsole(float height, const wchar_t *line)
{
#ifdef __ANDROID__
porting::showInputDialog(gettext("ok"), "", "", 2);
m_android_chat_open = true;
#else
if (gui_chat_console->isOpenInhibited())
return;
gui_chat_console->openConsole(height);
if (line) {
gui_chat_console->setCloseOnEnter(true);
gui_chat_console->replaceAndAddToHistory(line);
}
#endif
}
#ifdef __ANDROID__
void Game::handleAndroidChatInput()
{
if (m_android_chat_open && porting::getInputDialogState() == 0) {
std::string text = porting::getInputDialogValue();
client->typeChatMessage(utf8_to_wide(text));
}
}
#endif
void Game::toggleFreeMove(float *statustext_time)
{
static const wchar_t *msg[] = { L"free_move disabled", L"free_move enabled" };
bool free_move = !g_settings->getBool("free_move");
g_settings->set("free_move", bool_to_cstr(free_move));
*statustext_time = 0;
statustext = msg[free_move];
if (free_move && !client->checkPrivilege("fly"))
statustext += L" (note: no 'fly' privilege)";
}
void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
{
if (m_cache_doubletap_jump && *jump_timer < 0.2f)
toggleFreeMove(statustext_time);
}
void Game::toggleFast(float *statustext_time)
{
static const wchar_t *msg[] = { L"fast_move disabled", L"fast_move enabled" };
bool fast_move = !g_settings->getBool("fast_move");
g_settings->set("fast_move", bool_to_cstr(fast_move));
*statustext_time = 0;
statustext = msg[fast_move];
bool has_fast_privs = client->checkPrivilege("fast");
if (fast_move && !has_fast_privs)
statustext += L" (note: no 'fast' privilege)";
#ifdef __ANDROID__
m_cache_hold_aux1 = fast_move && has_fast_privs;
#endif
}
void Game::toggleNoClip(float *statustext_time)
{
static const wchar_t *msg[] = { L"noclip disabled", L"noclip enabled" };
bool noclip = !g_settings->getBool("noclip");
g_settings->set("noclip", bool_to_cstr(noclip));
*statustext_time = 0;
statustext = msg[noclip];
if (noclip && !client->checkPrivilege("noclip"))
statustext += L" (note: no 'noclip' privilege)";
}
void Game::toggleCinematic(float *statustext_time)
{
static const wchar_t *msg[] = { L"cinematic disabled", L"cinematic enabled" };
bool cinematic = !g_settings->getBool("cinematic");
g_settings->set("cinematic", bool_to_cstr(cinematic));
*statustext_time = 0;
statustext = msg[cinematic];
}
// Add WoW-style autorun by toggling continuous forward.
void Game::toggleAutorun(float *statustext_time)
{
static const wchar_t *msg[] = { L"autorun disabled", L"autorun enabled" };
bool autorun_enabled = !g_settings->getBool("continuous_forward");
g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
*statustext_time = 0;
statustext = msg[autorun_enabled ? 1 : 0];
}
void Game::toggleChat(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = { L"Chat hidden", L"Chat shown" };
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
}
void Game::toggleHud(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = { L"HUD hidden", L"HUD shown" };
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
}
void Game::toggleMinimap(float *statustext_time, bool *flag,
bool show_hud, bool shift_pressed)
{
if (!show_hud || !g_settings->getBool("enable_minimap"))
return;
if (shift_pressed) {
mapper->toggleMinimapShape();
return;
}
u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
MinimapMode mode = MINIMAP_MODE_OFF;
if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
mode = mapper->getMinimapMode();
mode = (MinimapMode)((int)mode + 1);
}
*flag = true;
switch (mode) {
case MINIMAP_MODE_SURFACEx1:
statustext = L"Minimap in surface mode, Zoom x1";
break;
case MINIMAP_MODE_SURFACEx2:
statustext = L"Minimap in surface mode, Zoom x2";
break;
case MINIMAP_MODE_SURFACEx4:
statustext = L"Minimap in surface mode, Zoom x4";
break;
case MINIMAP_MODE_RADARx1:
statustext = L"Minimap in radar mode, Zoom x1";
break;
case MINIMAP_MODE_RADARx2:
statustext = L"Minimap in radar mode, Zoom x2";
break;
case MINIMAP_MODE_RADARx4:
statustext = L"Minimap in radar mode, Zoom x4";
break;
default:
mode = MINIMAP_MODE_OFF;
*flag = false;
statustext = (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ?
L"Minimap hidden" : L"Minimap disabled by server";
}
*statustext_time = 0;
mapper->setMinimapMode(mode);
}
void Game::toggleFog(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = { L"Fog enabled", L"Fog disabled" };
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
}
void Game::toggleDebug(float *statustext_time, bool *show_debug,
bool *show_profiler_graph)
{
// Initial / 3x toggle: Chat only
// 1x toggle: Debug text with chat
// 2x toggle: Debug text with profiler graph
if (!*show_debug) {
*show_debug = true;
*show_profiler_graph = false;
statustext = L"Debug info shown";
} else if (*show_profiler_graph) {
*show_debug = false;
*show_profiler_graph = false;
statustext = L"Debug info and profiler graph hidden";
} else {
*show_profiler_graph = true;
statustext = L"Profiler graph shown";
}
*statustext_time = 0;
}
void Game::toggleUpdateCamera(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = {
L"Camera update enabled",
L"Camera update disabled"
};
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
}
void Game::toggleProfiler(float *statustext_time, u32 *profiler_current_page,
u32 profiler_max_page)
{
*profiler_current_page = (*profiler_current_page + 1) % (profiler_max_page + 1);
// FIXME: This updates the profiler with incomplete values
update_profiler_gui(guitext_profiler, g_fontengine, *profiler_current_page,
profiler_max_page, driver->getScreenSize().Height);
if (*profiler_current_page != 0) {
std::wstringstream sstr;
sstr << "Profiler shown (page " << *profiler_current_page
<< " of " << profiler_max_page << ")";
statustext = sstr.str();
} else {
statustext = L"Profiler hidden";
}
*statustext_time = 0;
}
void Game::increaseViewRange(float *statustext_time)
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range + 10;
g_settings->set("viewing_range", itos(range_new));
statustext = utf8_to_wide("Viewing range changed to "
+ itos(range_new));
*statustext_time = 0;
}
void Game::decreaseViewRange(float *statustext_time)
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range - 10;
if (range_new < 20)
range_new = 20;
g_settings->set("viewing_range", itos(range_new));
statustext = utf8_to_wide("Viewing range changed to "
+ itos(range_new));
*statustext_time = 0;
}
void Game::toggleFullViewRange(float *statustext_time)
{
static const wchar_t *msg[] = {
L"Disabled full viewing range",
L"Enabled full viewing range"
};
draw_control->range_all = !draw_control->range_all;
infostream << msg[draw_control->range_all] << std::endl;
statustext = msg[draw_control->range_all];
*statustext_time = 0;
}
void Game::updateCameraDirection(CameraOrientation *cam,
VolatileRunFlags *flags, float dtime)
{
if ((device->isWindowActive() && noMenuActive()) || random_input) {
#ifndef __ANDROID__
if (!random_input) {
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(false);
}
#endif
if (flags->first_loop_after_window_activation)
flags->first_loop_after_window_activation = false;
else
updateCameraOrientation(cam, *flags, dtime);
input->setMousePos((driver->getScreenSize().Width / 2),
(driver->getScreenSize().Height / 2));
} else {
#ifndef ANDROID
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible() == false)
device->getCursorControl()->setVisible(true);
#endif
if (!flags->first_loop_after_window_activation)
flags->first_loop_after_window_activation = true;
}
}
void Game::updateCameraOrientation(CameraOrientation *cam,
const VolatileRunFlags &flags, float dtime)
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
cam->camera_yaw = g_touchscreengui->getYaw();
cam->camera_pitch = g_touchscreengui->getPitch();
} else {
#endif
s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
if (flags.invert_mouse
|| camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
dy = -dy;
}
cam->camera_yaw -= dx * m_cache_mouse_sensitivity;
cam->camera_pitch += dy * m_cache_mouse_sensitivity;
#ifdef HAVE_TOUCHSCREENGUI
}
#endif
if (m_cache_enable_joysticks) {
f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) *
c;
cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) *
c;
}
cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
}
void Game::updatePlayerControl(const CameraOrientation &cam)
{
//TimeTaker tt("update player control", NULL, PRECISION_NANO);
// DO NOT use the isKeyDown method for the forward, backward, left, right
// buttons, as the code that uses the controls needs to be able to
// distinguish between the two in order to know when to use joysticks.
PlayerControl control(
input->isKeyDown(keycache.key[KeyType::FORWARD]),
input->isKeyDown(keycache.key[KeyType::BACKWARD]),
input->isKeyDown(keycache.key[KeyType::LEFT]),
input->isKeyDown(keycache.key[KeyType::RIGHT]),
isKeyDown(KeyType::JUMP),
isKeyDown(KeyType::SPECIAL1),
isKeyDown(KeyType::SNEAK),
isKeyDown(KeyType::ZOOM),
isLeftPressed(),
isRightPressed(),
cam.camera_pitch,
cam.camera_yaw,
input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
);
u32 keypress_bits =
( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) |
( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
( (u32)(isLeftPressed() & 0x1) << 7) |
( (u32)(isRightPressed() & 0x1) << 8
);
#ifdef ANDROID
/* For Android, simulate holding down AUX1 (fast move) if the user has
* the fast_move setting toggled on. If there is an aux1 key defined for
* Android then its meaning is inverted (i.e. holding aux1 means walk and
* not fast)
*/
if (m_cache_hold_aux1) {
control.aux1 = control.aux1 ^ true;
keypress_bits ^= ((u32)(1U << 5));
}
#endif
client->setPlayerControl(control);
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->keyPressed = keypress_bits;
//tt.stop();
}
inline void Game::step(f32 *dtime)
{
bool can_be_and_is_paused =
(simple_singleplayer_mode && g_menumgr.pausesGame());
if (can_be_and_is_paused) { // This is for a singleplayer server
*dtime = 0; // No time passes
} else {
if (server != NULL) {
//TimeTaker timer("server->step(dtime)");
server->step(*dtime);
}
//TimeTaker timer("client.step(dtime)");
client->step(*dtime);
}
}
void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
{
ClientEvent event = client->getClientEvent();
LocalPlayer *player = client->getEnv().getLocalPlayer();
for ( ; event.type != CE_NONE; event = client->getClientEvent()) {
if (event.type == CE_PLAYER_DAMAGE &&
client->getHP() != 0) {
//u16 damage = event.player_damage.amount;
//infostream<<"Player damage: "<<damage<<std::endl;
*damage_flash += 100.0;
*damage_flash += 8.0 * event.player_damage.amount;
player->hurt_tilt_timer = 1.5;
player->hurt_tilt_strength = event.player_damage.amount / 4;
player->hurt_tilt_strength = rangelim(player->hurt_tilt_strength, 1.0, 4.0);
MtEvent *e = new SimpleTriggerEvent("PlayerDamage");
gamedef->event()->put(e);
} else if (event.type == CE_PLAYER_FORCE_MOVE) {
cam->camera_yaw = event.player_force_move.yaw;
cam->camera_pitch = event.player_force_move.pitch;
} else if (event.type == CE_DEATHSCREEN) {
show_deathscreen(&current_formspec, client, gamedef, texture_src,
device, &input->joystick, client);
chat_backend->addMessage(L"", L"You died.");
/* Handle visualization */
*damage_flash = 0;
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
} else if (event.type == CE_SHOW_FORMSPEC) {
FormspecFormSource *fs_src =
new FormspecFormSource(*(event.show_formspec.formspec));
TextDestPlayerInventory *txt_dst =
new TextDestPlayerInventory(client, *(event.show_formspec.formname));
create_formspec_menu(&current_formspec, client, gamedef,
texture_src, device, &input->joystick,
fs_src, txt_dst, client);
delete(event.show_formspec.formspec);
delete(event.show_formspec.formname);
} else if ((event.type == CE_SPAWN_PARTICLE) ||
(event.type == CE_ADD_PARTICLESPAWNER) ||
(event.type == CE_DELETE_PARTICLESPAWNER)) {
client->getParticleManager()->handleParticleEvent(&event, gamedef,
smgr, player);
} else if (event.type == CE_HUDADD) {
u32 id = event.hudadd.id;
LocalPlayer *player = client->getEnv().getLocalPlayer();
HudElement *e = player->getHud(id);
if (e != NULL) {
delete event.hudadd.pos;
delete event.hudadd.name;
delete event.hudadd.scale;
delete event.hudadd.text;
delete event.hudadd.align;
delete event.hudadd.offset;
delete event.hudadd.world_pos;
delete event.hudadd.size;
continue;
}
e = new HudElement;
e->type = (HudElementType)event.hudadd.type;
e->pos = *event.hudadd.pos;
e->name = *event.hudadd.name;
e->scale = *event.hudadd.scale;
e->text = *event.hudadd.text;
e->number = event.hudadd.number;
e->item = event.hudadd.item;
e->dir = event.hudadd.dir;
e->align = *event.hudadd.align;
e->offset = *event.hudadd.offset;
e->world_pos = *event.hudadd.world_pos;
e->size = *event.hudadd.size;
u32 new_id = player->addHud(e);
//if this isn't true our huds aren't consistent
sanity_check(new_id == id);
delete event.hudadd.pos;
delete event.hudadd.name;
delete event.hudadd.scale;
delete event.hudadd.text;
delete event.hudadd.align;
delete event.hudadd.offset;
delete event.hudadd.world_pos;
delete event.hudadd.size;
} else if (event.type == CE_HUDRM) {
HudElement *e = player->removeHud(event.hudrm.id);
if (e != NULL)
delete(e);
} else if (event.type == CE_HUDCHANGE) {
u32 id = event.hudchange.id;
HudElement *e = player->getHud(id);
if (e == NULL) {
delete event.hudchange.v3fdata;
delete event.hudchange.v2fdata;
delete event.hudchange.sdata;
delete event.hudchange.v2s32data;
continue;
}
switch (event.hudchange.stat) {
case HUD_STAT_POS:
e->pos = *event.hudchange.v2fdata;
break;
case HUD_STAT_NAME:
e->name = *event.hudchange.sdata;
break;
case HUD_STAT_SCALE:
e->scale = *event.hudchange.v2fdata;
break;
case HUD_STAT_TEXT:
e->text = *event.hudchange.sdata;
break;
case HUD_STAT_NUMBER:
e->number = event.hudchange.data;
break;
case HUD_STAT_ITEM:
e->item = event.hudchange.data;
break;
case HUD_STAT_DIR:
e->dir = event.hudchange.data;
break;
case HUD_STAT_ALIGN:
e->align = *event.hudchange.v2fdata;
break;
case HUD_STAT_OFFSET:
e->offset = *event.hudchange.v2fdata;
break;
case HUD_STAT_WORLD_POS:
e->world_pos = *event.hudchange.v3fdata;
break;
case HUD_STAT_SIZE:
e->size = *event.hudchange.v2s32data;
break;
}
delete event.hudchange.v3fdata;
delete event.hudchange.v2fdata;
delete event.hudchange.sdata;
delete event.hudchange.v2s32data;
} else if (event.type == CE_SET_SKY) {
sky->setVisible(false);
if (skybox) {
skybox->remove();
skybox = NULL;
}
// Handle according to type
if (*event.set_sky.type == "regular") {
sky->setVisible(true);
} else if (*event.set_sky.type == "skybox" &&
event.set_sky.params->size() == 6) {
sky->setFallbackBgColor(*event.set_sky.bgcolor);
skybox = smgr->addSkyBoxSceneNode(
texture_src->getTextureForMesh((*event.set_sky.params)[0]),
texture_src->getTextureForMesh((*event.set_sky.params)[1]),
texture_src->getTextureForMesh((*event.set_sky.params)[2]),
texture_src->getTextureForMesh((*event.set_sky.params)[3]),
texture_src->getTextureForMesh((*event.set_sky.params)[4]),
texture_src->getTextureForMesh((*event.set_sky.params)[5]));
}
// Handle everything else as plain color
else {
if (*event.set_sky.type != "plain")
infostream << "Unknown sky type: "
<< (*event.set_sky.type) << std::endl;
sky->setFallbackBgColor(*event.set_sky.bgcolor);
}
delete event.set_sky.bgcolor;
delete event.set_sky.type;
delete event.set_sky.params;
} else if (event.type == CE_OVERRIDE_DAY_NIGHT_RATIO) {
bool enable = event.override_day_night_ratio.do_override;
u32 value = event.override_day_night_ratio.ratio_f * 1000;
client->getEnv().setDayNightRatioOverride(enable, value);
}
}
}
void Game::updateCamera(VolatileRunFlags *flags, u32 busy_time,
f32 dtime, float time_from_last_punch)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
For interaction purposes, get info about the held item
- What item is it?
- Is it a usable item?
- Can it point to liquids?
*/
ItemStack playeritem;
{
InventoryList *mlist = local_inventory->getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize())
playeritem = mlist->getItem(client->getPlayerItem());
}
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 == NULL)
return;
camera->toggleCameraMode();
playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
}
float full_punch_interval = playeritem_toolcap.full_punch_interval;
float tool_reload_ratio = time_from_last_punch / full_punch_interval;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio,
client->getEnv());
camera->step(dtime);
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
f32 camera_fov = camera->getFovMax();
v3s16 camera_offset = camera->getOffset();
flags->camera_offset_changed = (camera_offset != old_camera_offset);
if (!flags->disable_camera_update) {
client->getEnv().getClientMap().updateCamera(camera_position,
camera_direction, camera_fov, camera_offset);
if (flags->camera_offset_changed) {
client->updateCameraOffset(camera_offset);
client->getEnv().updateCameraOffset(camera_offset);
if (clouds)
clouds->updateCameraOffset(camera_offset);
}
}
}
void Game::updateSound(f32 dtime)
{
// Update sound listener
v3s16 camera_offset = camera->getOffset();
sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
v3f(0, 0, 0), // velocity
camera->getDirection(),
camera->getCameraNode()->getUpVector());
sound->setListenerGain(g_settings->getFloat("sound_volume"));
// Update sound maker
soundmaker->step(dtime);
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNodeNoEx(player->getStandingNodePos());
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
}
void Game::processPlayerInteraction(GameRunData *runData,
f32 dtime, bool show_hud, bool show_debug)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
ItemStack playeritem;
{
InventoryList *mlist = local_inventory->getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize())
playeritem = mlist->getItem(client->getPlayerItem());
}
const ItemDefinition &playeritem_def =
playeritem.getDefinition(itemdef_manager);
v3f player_position = player->getPosition();
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
v3s16 camera_offset = camera->getOffset();
/*
Calculate what block is the crosshair pointing to
*/
f32 d = playeritem_def.range; // max. distance
f32 d_hand = itemdef_manager->get("").range;
if (d < 0 && d_hand >= 0)
d = d_hand;
else if (d < 0)
d = 4.0;
core::line3d<f32> shootline;
if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
shootline = core::line3d<f32>(camera_position,
camera_position + camera_direction * BS * (d + 1));
} else {
// prevent player pointing anything in front-view
if (camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT)
shootline = core::line3d<f32>(0, 0, 0, 0, 0, 0);
}
#ifdef HAVE_TOUCHSCREENGUI
if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
shootline = g_touchscreengui->getShootline();
shootline.start += intToFloat(camera_offset, BS);
shootline.end += intToFloat(camera_offset, BS);
}
#endif
PointedThing pointed = getPointedThing(
// input
client, hud, player_position, camera_direction,
camera_position, shootline, d,
playeritem_def.liquids_pointable,
!runData->ldown_for_dig,
camera_offset,
// output
runData->selected_object);
if (pointed != runData->pointed_old) {
infostream << "Pointing at " << pointed.dump() << std::endl;
hud->updateSelectionMesh(camera_offset);
}
/*
Stop digging when
- releasing left mouse button
- pointing away from node
*/
if (runData->digging) {
if (getLeftReleased()) {
infostream << "Left button released"
<< " (stopped digging)" << std::endl;
runData->digging = false;
} else if (pointed != runData->pointed_old) {
if (pointed.type == POINTEDTHING_NODE
&& runData->pointed_old.type == POINTEDTHING_NODE
&& pointed.node_undersurface
== runData->pointed_old.node_undersurface) {
// Still pointing to the same node, but a different face.
// Don't reset.
} else {
infostream << "Pointing away from node"
<< " (stopped digging)" << std::endl;
runData->digging = false;
hud->updateSelectionMesh(camera_offset);
}
}
if (!runData->digging) {
client->interact(1, runData->pointed_old);
client->setCrack(-1, v3s16(0, 0, 0));
runData->dig_time = 0.0;
}
}
if (!runData->digging && runData->ldown_for_dig && !isLeftPressed()) {
runData->ldown_for_dig = false;
}
runData->left_punch = false;
soundmaker->m_player_leftpunch_sound.name = "";
if (isRightPressed())
runData->repeat_rightclick_timer += dtime;
else
runData->repeat_rightclick_timer = 0;
if (playeritem_def.usable && isLeftPressed()) {
if (getLeftClicked())
client->interact(4, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
handlePointingAtNode(runData, pointed, playeritem_def,
playeritem_toolcap, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
handlePointingAtObject(runData, pointed, playeritem,
player_position, show_debug);
} else if (isLeftPressed()) {
// When button is held down in air, show continuous animation
runData->left_punch = true;
} else if (getRightClicked()) {
handlePointingAtNothing(runData, playeritem);
}
runData->pointed_old = pointed;
if (runData->left_punch || getLeftClicked())
camera->setDigging(0); // left click animation
input->resetLeftClicked();
input->resetRightClicked();
input->joystick.clearWasKeyDown(KeyType::MOUSE_L);
input->joystick.clearWasKeyDown(KeyType::MOUSE_R);
input->resetLeftReleased();
input->resetRightReleased();
input->joystick.clearWasKeyReleased(KeyType::MOUSE_L);
input->joystick.clearWasKeyReleased(KeyType::MOUSE_R);
}
void Game::handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem)
{
infostream << "Right Clicked in Air" << std::endl;
PointedThing fauxPointed;
fauxPointed.type = POINTEDTHING_NOTHING;
client->interact(5, fauxPointed);
}
void Game::handlePointingAtNode(GameRunData *runData,
const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
/*
Check information text of node
*/
ClientMap &map = client->getEnv().getClientMap();
NodeMetadata *meta = map.getNodeMetadata(nodepos);
if (meta) {
infotext = unescape_enriched(utf8_to_wide(meta->getString("infotext")));
} else {
MapNode n = map.getNodeNoEx(nodepos);
if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
infotext = L"Unknown node: ";
infotext += utf8_to_wide(nodedef_manager->get(n).name);
}
}
if (runData->nodig_delay_timer <= 0.0 && isLeftPressed()
&& client->checkPrivilege("interact")) {
handleDigging(runData, pointed, nodepos, playeritem_toolcap, dtime);
}
if ((getRightClicked() ||
runData->repeat_rightclick_timer >= m_repeat_right_click_time) &&
client->checkPrivilege("interact")) {
runData->repeat_rightclick_timer = 0;
infostream << "Ground right-clicked" << std::endl;
if (meta && meta->getString("formspec") != "" && !random_input
&& !isKeyDown(KeyType::SNEAK)) {
infostream << "Launching custom inventory view" << std::endl;
InventoryLocation inventoryloc;
inventoryloc.setNodeMeta(nodepos);
NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
&client->getEnv().getClientMap(), nodepos);
TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
create_formspec_menu(&current_formspec, client, gamedef,
texture_src, device, &input->joystick, fs_src, txt_dst, client);
current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
} else {
// Report right click to server
camera->setDigging(1); // right click animation (always shown for feedback)
// If the wielded item has node placement prediction,
// make that happen
bool placed = nodePlacementPrediction(*client,
playeritem_def,
nodepos, neighbourpos);
if (placed) {
// Report to server
client->interact(3, pointed);
// Read the sound
soundmaker->m_player_rightpunch_sound =
playeritem_def.sound_place;
} else {
soundmaker->m_player_rightpunch_sound =
SimpleSoundSpec();
if (playeritem_def.node_placement_prediction == "" ||
nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
client->interact(3, pointed); // Report to server
} else {
soundmaker->m_player_rightpunch_sound =
playeritem_def.sound_place_failed;
}
}
}
}
}
void Game::handlePointingAtObject(GameRunData *runData,
const PointedThing &pointed,
const ItemStack &playeritem,
const v3f &player_position,
bool show_debug)
{
infotext = unescape_enriched(
utf8_to_wide(runData->selected_object->infoText()));
if (show_debug) {
if (infotext != L"") {
infotext += L"\n";
}
infotext += unescape_enriched(utf8_to_wide(
runData->selected_object->debugInfoText()));
}
if (isLeftPressed()) {
bool do_punch = false;
bool do_punch_damage = false;
if (runData->object_hit_delay_timer <= 0.0) {
do_punch = true;
do_punch_damage = true;
runData->object_hit_delay_timer = object_hit_delay;
}
if (getLeftClicked())
do_punch = true;
if (do_punch) {
infostream << "Left-clicked object" << std::endl;
runData->left_punch = true;
}
if (do_punch_damage) {
// Report direct punch
v3f objpos = runData->selected_object->getPosition();
v3f dir = (objpos - player_position).normalize();
bool disable_send = runData->selected_object->directReportPunch(
dir, &playeritem, runData->time_from_last_punch);
runData->time_from_last_punch = 0;
if (!disable_send)
client->interact(0, pointed);
}
} else if (getRightClicked()) {
infostream << "Right-clicked object" << std::endl;
client->interact(3, pointed); // place
}
}
void Game::handleDigging(GameRunData *runData,
const PointedThing &pointed, const v3s16 &nodepos,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
if (!runData->digging) {
infostream << "Started digging" << std::endl;
client->interact(0, pointed);
runData->digging = true;
runData->ldown_for_dig = true;
}
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
DigParams params = getDigParams(nodedef_manager->get(n).groups,
&playeritem_toolcap);
// If can't dig, try hand
if (!params.diggable) {
const ItemDefinition &hand = itemdef_manager->get("");
const ToolCapabilities *tp = hand.tool_capabilities;
if (tp)
params = getDigParams(nodedef_manager->get(n).groups, tp);
}
if (params.diggable == false) {
// I guess nobody will wait for this long
runData->dig_time_complete = 10000000.0;
} else {
runData->dig_time_complete = params.time;
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(n);
client->getParticleManager()->addPunchingParticles(gamedef, smgr,
player, nodepos, features.tiles);
}
}
if (runData->dig_time_complete >= 0.001) {
runData->dig_index = (float)crack_animation_length
* runData->dig_time
/ runData->dig_time_complete;
} else {
// This is for torches
runData->dig_index = crack_animation_length;
}
SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
if (sound_dig.exists() && params.diggable) {
if (sound_dig.name == "__group") {
if (params.main_group != "") {
soundmaker->m_player_leftpunch_sound.gain = 0.5;
soundmaker->m_player_leftpunch_sound.name =
std::string("default_dig_") +
params.main_group;
}
} else {
soundmaker->m_player_leftpunch_sound = sound_dig;
}
}
// Don't show cracks if not diggable
if (runData->dig_time_complete >= 100000.0) {
} else if (runData->dig_index < crack_animation_length) {
//TimeTaker timer("client.setTempMod");
//infostream<<"dig_index="<<dig_index<<std::endl;
client->setCrack(runData->dig_index, nodepos);
} else {
infostream << "Digging completed" << std::endl;
client->interact(2, pointed);
client->setCrack(-1, v3s16(0, 0, 0));
bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position)
client->removeNode(nodepos);
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(wasnode);
client->getParticleManager()->addDiggingParticles(gamedef, smgr,
player, nodepos, features.tiles);
}
runData->dig_time = 0;
runData->digging = false;
runData->nodig_delay_timer =
runData->dig_time_complete / (float)crack_animation_length;
// We don't want a corresponding delay to
// very time consuming nodes
if (runData->nodig_delay_timer > 0.3)
runData->nodig_delay_timer = 0.3;
// We want a slight delay to very little
// time consuming nodes
const float mindelay = 0.15;
if (runData->nodig_delay_timer < mindelay)
runData->nodig_delay_timer = mindelay;
// Send event to trigger sound
MtEvent *e = new NodeDugEvent(nodepos, wasnode);
gamedef->event()->put(e);
}
if (runData->dig_time_complete < 100000.0) {
runData->dig_time += dtime;
} else {
runData->dig_time = 0;
client->setCrack(-1, nodepos);
}
camera->setDigging(0); // left click animation
}
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
GameRunData *runData, f32 dtime, const VolatileRunFlags &flags,
const CameraOrientation &cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
Fog range
*/
if (draw_control->range_all) {
runData->fog_range = 100000 * BS;
} else {
runData->fog_range = 0.9 * draw_control->wanted_range * BS;
}
/*
Calculate general brightness
*/
u32 daynight_ratio = client->getEnv().getDayNightRatio();
float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
float direct_brightness;
bool sunlight_seen;
if (g_settings->getBool("free_move")) {
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
float old_brightness = sky->getBrightness();
direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData->fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
/ 255.0;
}
float time_of_day = runData->time_of_day;
float time_of_day_smooth = runData->time_of_day_smooth;
time_of_day = client->getEnv().getTimeOfDayF();
const float maxsm = 0.05;
const float todsm = 0.05;
if (fabs(time_of_day - time_of_day_smooth) > maxsm &&
fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
time_of_day_smooth = time_of_day;
if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ (time_of_day + 1.0) * todsm;
else
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ time_of_day * todsm;
runData->time_of_day = time_of_day;
runData->time_of_day_smooth = time_of_day_smooth;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen, camera->getCameraMode(), player->getYaw(),
player->getPitch());
/*
Update clouds
*/
if (clouds) {
v3f player_position = player->getPosition();
if (sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
clouds->update(v2f(player_position.X, player_position.Z),
sky->getCloudColor());
} else {
clouds->setVisible(false);
}
}
/*
Update particles
*/
client->getParticleManager()->step(dtime);
/*
Fog
*/
if (m_cache_enable_fog && !flags.force_fog_off) {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData->fog_range * 0.4,
runData->fog_range * 1.0,
0.01,
false, // pixel fog
false // range fog
);
} else {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
100000 * BS,
110000 * BS,
0.01,
false, // pixel fog
false // range fog
);
}
/*
Get chat messages from client
*/
v2u32 screensize = driver->getScreenSize();
updateChat(*client, dtime, flags.show_debug, screensize,
flags.show_chat, runData->profiler_current_page,
*chat_backend, guitext_chat);
/*
Inventory
*/
if (client->getPlayerItem() != runData->new_playeritem)
client->selectPlayerItem(runData->new_playeritem);
// Update local inventory if it has changed
if (client->getLocalInventoryUpdated()) {
//infostream<<"Updating local inventory"<<std::endl;
client->getLocalInventory(*local_inventory);
runData->update_wielded_item_trigger = true;
}
if (runData->update_wielded_item_trigger) {
// Update wielded tool
InventoryList *mlist = local_inventory->getList("main");
if (mlist && (client->getPlayerItem() < mlist->getSize())) {
ItemStack item = mlist->getItem(client->getPlayerItem());
camera->wield(item);
}
runData->update_wielded_item_trigger = false;
}
/*
Update block draw list every 200ms or when camera direction has
changed much
*/
runData->update_draw_list_timer += dtime;
v3f camera_direction = camera->getDirection();
if (runData->update_draw_list_timer >= 0.2
|| runData->update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
|| flags.camera_offset_changed) {
runData->update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList(driver);
runData->update_draw_list_last_cam_dir = camera_direction;
}
updateGui(&runData->statustext_time, *stats, *runData, dtime, flags, cam);
/*
make sure menu is on top
1. Delete formspec menu reference if menu was removed
2. Else, make sure formspec menu is on top
*/
if (current_formspec) {
if (current_formspec->getReferenceCount() == 1) {
current_formspec->drop();
current_formspec = NULL;
} else if (!noMenuActive()) {
guiroot->bringToFront(current_formspec);
}
}
/*
Drawing begins
*/
video::SColor skycolor = sky->getSkyColor();
TimeTaker tt_draw("mainloop: draw");
{
TimeTaker timer("beginScene");
driver->beginScene(true, true, skycolor);
stats->beginscenetime = timer.stop(true);
}
draw_scene(driver, smgr, *camera, *client, player, *hud, *mapper,
guienv, screensize, skycolor, flags.show_hud,
flags.show_minimap);
/*
Profiler graph
*/
if (flags.show_profiler_graph)
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
/*
Damage flash
*/
if (runData->damage_flash > 0.0) {
video::SColor color(std::min(runData->damage_flash, 180.0f),
180,
0,
0);
driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
runData->damage_flash -= 100.0 * dtime;
}
/*
Damage camera tilt
*/
if (player->hurt_tilt_timer > 0.0) {
player->hurt_tilt_timer -= dtime * 5;
if (player->hurt_tilt_timer < 0)
player->hurt_tilt_strength = 0;
}
/*
Update minimap pos and rotation
*/
if (flags.show_minimap && flags.show_hud) {
mapper->setPos(floatToInt(player->getPosition(), BS));
mapper->setAngle(player->getYaw());
}
/*
End scene
*/
{
TimeTaker timer("endScene");
driver->endScene();
stats->endscenetime = timer.stop(true);
}
stats->drawtime = tt_draw.stop(true);
g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
}
inline static const char *yawToDirectionString(int yaw)
{
static const char *direction[4] = {"North [+Z]", "West [-X]", "South [-Z]", "East [+X]"};
yaw = wrapDegrees_0_360(yaw);
yaw = (yaw + 45) % 360 / 90;
return direction[yaw];
}
void Game::updateGui(float *statustext_time, const RunStats &stats,
const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
const CameraOrientation &cam)
{
v2u32 screensize = driver->getScreenSize();
LocalPlayer *player = client->getEnv().getLocalPlayer();
v3f player_position = player->getPosition();
if (flags.show_debug) {
static float drawtime_avg = 0;
drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
u16 fps = 1.0 / stats.dtime_jitter.avg;
//s32 fps = driver->getFPS();
std::ostringstream os(std::ios_base::binary);
os << std::fixed
<< PROJECT_NAME_C " " << g_version_hash
<< " FPS = " << fps
<< " (R: range_all=" << draw_control->range_all << ")"
<< std::setprecision(0)
<< " drawtime = " << drawtime_avg
<< std::setprecision(1)
<< ", dtime_jitter = "
<< (stats.dtime_jitter.max_fraction * 100.0) << " %"
<< std::setprecision(1)
<< ", v_range = " << draw_control->wanted_range
<< std::setprecision(3)
<< ", RTT = " << client->getRTT();
setStaticText(guitext, utf8_to_wide(os.str()).c_str());
guitext->setVisible(true);
} else {
guitext->setVisible(false);
}
if (guitext->isVisible()) {
core::rect<s32> rect(
5, 5,
screensize.X, 5 + g_fontengine->getTextHeight()
);
guitext->setRelativePosition(rect);
}
if (flags.show_debug) {
std::ostringstream os(std::ios_base::binary);
os << std::setprecision(1) << std::fixed
<< "(" << (player_position.X / BS)
<< ", " << (player_position.Y / BS)
<< ", " << (player_position.Z / BS)
<< ") (yaw=" << (wrapDegrees_0_360(cam.camera_yaw))
<< " " << yawToDirectionString(cam.camera_yaw)
<< ") (seed = " << ((u64)client->getMapSeed())
<< ")";
if (runData.pointed_old.type == POINTEDTHING_NODE) {
ClientMap &map = client->getEnv().getClientMap();
const INodeDefManager *nodedef = client->getNodeDefManager();
MapNode n = map.getNodeNoEx(runData.pointed_old.node_undersurface);
if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
const ContentFeatures &features = nodedef->get(n);
os << " (pointing_at = " << nodedef->get(n).name
<< " - " << features.tiledef[0].name.c_str()
<< ")";
}
}
setStaticText(guitext2, utf8_to_wide(os.str()).c_str());
guitext2->setVisible(true);
core::rect<s32> rect(
5, 5 + g_fontengine->getTextHeight(),
screensize.X, 5 + g_fontengine->getTextHeight() * 2
);
guitext2->setRelativePosition(rect);
} else {
guitext2->setVisible(false);
}
setStaticText(guitext_info, infotext.c_str());
guitext_info->setVisible(flags.show_hud && g_menumgr.menuCount() == 0);
float statustext_time_max = 1.5;
if (!statustext.empty()) {
*statustext_time += dtime;
if (*statustext_time >= statustext_time_max) {
statustext = L"";
*statustext_time = 0;
}
}
setStaticText(guitext_status, statustext.c_str());
guitext_status->setVisible(!statustext.empty());
if (!statustext.empty()) {
s32 status_width = guitext_status->getTextWidth();
s32 status_height = guitext_status->getTextHeight();
s32 status_y = screensize.Y - 150;
s32 status_x = (screensize.X - status_width) / 2;
core::rect<s32> rect(
status_x , status_y - status_height,
status_x + status_width, status_y
);
guitext_status->setRelativePosition(rect);
// Fade out
video::SColor initial_color(255, 0, 0, 0);
if (guienv->getSkin())
initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
video::SColor final_color = initial_color;
final_color.setAlpha(0);
video::SColor fade_color = initial_color.getInterpolated_quadratic(
initial_color, final_color,
pow(*statustext_time / statustext_time_max, 2.0f));
guitext_status->setOverrideColor(fade_color);
guitext_status->enableOverrideColor(true);
}
}
/* Log times and stuff for visualization */
inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
{
Profiler::GraphValues values;
g_profiler->graphGet(values);
graph->put(values);
}
/****************************************************************************
Misc
****************************************************************************/
/* On some computers framerate doesn't seem to be automatically limited
*/
inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
{
// not using getRealTime is necessary for wine
device->getTimer()->tick(); // Maker sure device time is up-to-date
u32 time = device->getTimer()->getTime();
u32 last_time = fps_timings->last_time;
if (time > last_time) // Make sure time hasn't overflowed
fps_timings->busy_time = time - last_time;
else
fps_timings->busy_time = 0;
u32 frametime_min = 1000 / (g_menumgr.pausesGame()
? g_settings->getFloat("pause_fps_max")
: g_settings->getFloat("fps_max"));
if (fps_timings->busy_time < frametime_min) {
fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
device->sleep(fps_timings->sleep_time);
} else {
fps_timings->sleep_time = 0;
}
/* Get the new value of the device timer. Note that device->sleep() may
* not sleep for the entire requested time as sleep may be interrupted and
* therefore it is arguably more accurate to get the new time from the
* device rather than calculating it by adding sleep_time to time.
*/
device->getTimer()->tick(); // Update device timer
time = device->getTimer()->getTime();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0;
fps_timings->last_time = time;
}
// Note: This will free (using delete[])! \p msg. If you want to use it later,
// pass a copy of it to this function
// Note: \p msg must be allocated using new (not malloc())
void Game::showOverlayMessage(const wchar_t *msg, float dtime,
int percent, bool draw_clouds)
{
draw_load_screen(msg, device, guienv, dtime, percent, draw_clouds);
delete[] msg;
}
void Game::settingChangedCallback(const std::string &setting_name, void *data)
{
((Game *)data)->readSettings();
}
void Game::readSettings()
{
m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_enable_clouds = g_settings->getBool("enable_clouds");
m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
m_cache_enable_particles = g_settings->getBool("enable_particles");
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
}
/****************************************************************************/
/****************************************************************************
Shutdown / cleanup
****************************************************************************/
/****************************************************************************/
void Game::extendedResourceCleanup()
{
// Extended resource accounting
infostream << "Irrlicht resources after cleanup:" << std::endl;
infostream << "\tRemaining meshes : "
<< device->getSceneManager()->getMeshCache()->getMeshCount() << std::endl;
infostream << "\tRemaining textures : "
<< driver->getTextureCount() << std::endl;
for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
irr::video::ITexture *texture = driver->getTextureByIndex(i);
infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
<< std::endl;
}
clearTextureNameCache();
infostream << "\tRemaining materials: "
<< driver-> getMaterialRendererCount()
<< " (note: irrlicht doesn't support removing renderers)" << std::endl;
}
/****************************************************************************/
/****************************************************************************
extern function for launching the game
****************************************************************************/
/****************************************************************************/
void the_game(bool *kill,
bool random_input,
InputHandler *input,
IrrlichtDevice *device,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
const std::string &address, // If empty local server is created
u16 port,
std::string &error_message,
ChatBackend &chat_backend,
bool *reconnect_requested,
const SubgameSpec &gamespec, // Used for local game
bool simple_singleplayer_mode)
{
Game game;
/* Make a copy of the server address because if a local singleplayer server
* is created then this is updated and we don't want to change the value
* passed to us by the calling function
*/
std::string server_address = address;
try {
if (game.startup(kill, random_input, input, device, map_dir,
playername, password, &server_address, port, error_message,
reconnect_requested, &chat_backend, gamespec,
simple_singleplayer_mode)) {
game.run();
game.shutdown();
}
} catch (SerializationError &e) {
error_message = std::string("A serialization error occurred:\n")
+ e.what() + "\n\nThe server is probably "
" running a different version of " PROJECT_NAME_C ".";
errorstream << error_message << std::endl;
} catch (ServerError &e) {
error_message = e.what();
errorstream << "ServerError: " << error_message << std::endl;
} catch (ModError &e) {
error_message = e.what() + strgettext("\nCheck debug.txt for details.");
errorstream << "ModError: " << error_message << std::endl;
}
}