minetest/src/client/game.cpp

4359 lines
126 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "game.h"
#include <iomanip>
#include <cmath>
#include "client/renderingengine.h"
#include "camera.h"
#include "client.h"
#include "client/clientevent.h"
#include "client/gameui.h"
#include "client/inputhandler.h"
#include "client/tile.h" // For TextureSource
#include "client/keys.h"
#include "client/joystick_controller.h"
#include "clientmap.h"
#include "clouds.h"
#include "config.h"
#include "content_cao.h"
#include "content/subgames.h"
#include "client/event_manager.h"
#include "fontengine.h"
#include "itemdef.h"
#include "log.h"
#include "filesys.h"
#include "gameparams.h"
#include "gettext.h"
#include "gui/guiChatConsole.h"
#include "gui/guiConfirmRegistration.h"
#include "gui/guiFormSpecMenu.h"
#include "gui/guiKeyChangeMenu.h"
#include "gui/guiPasswordChange.h"
#include "gui/guiVolumeChange.h"
#include "gui/mainmenumanager.h"
#include "gui/profilergraph.h"
#include "mapblock.h"
#include "minimap.h"
#include "nodedef.h" // Needed for determining pointing to nodes
#include "nodemetadata.h"
#include "particles.h"
#include "porting.h"
#include "profiler.h"
#include "raycast.h"
#include "server.h"
#include "settings.h"
#include "shader.h"
#include "sky.h"
#include "translation.h"
#include "util/basic_macros.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "util/quicktune_shortcutter.h"
#include "irrlicht_changes/static_text.h"
#include "irr_ptr.h"
#include "version.h"
#include "script/scripting_client.h"
#include "hud.h"
#if USE_SOUND
#include "client/sound_openal.h"
#else
#include "client/sound.h"
#endif
/*
Text input system
*/
struct TextDestNodeMetadata : public TextDest
{
TextDestNodeMetadata(v3s16 p, Client *client)
{
m_p = p;
m_client = client;
}
// This is deprecated I guess? -celeron55
void gotText(const std::wstring &text)
{
std::string ntext = wide_to_utf8(text);
infostream << "Submitting 'text' field of node at (" << m_p.X << ","
<< m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
StringMap fields;
fields["text"] = ntext;
m_client->sendNodemetaFields(m_p, "", fields);
}
void gotText(const StringMap &fields)
{
m_client->sendNodemetaFields(m_p, "", fields);
}
v3s16 m_p;
Client *m_client;
};
struct TextDestPlayerInventory : public TextDest
{
TextDestPlayerInventory(Client *client)
{
m_client = client;
m_formname = "";
}
TextDestPlayerInventory(Client *client, const std::string &formname)
{
m_client = client;
m_formname = formname;
}
void gotText(const StringMap &fields)
{
m_client->sendInventoryFields(m_formname, fields);
}
Client *m_client;
};
struct LocalFormspecHandler : public TextDest
{
LocalFormspecHandler(const std::string &formname)
{
m_formname = formname;
}
LocalFormspecHandler(const std::string &formname, Client *client):
m_client(client)
{
m_formname = formname;
}
void gotText(const StringMap &fields)
{
if (m_formname == "MT_PAUSE_MENU") {
if (fields.find("btn_sound") != fields.end()) {
g_gamecallback->changeVolume();
return;
}
if (fields.find("btn_key_config") != fields.end()) {
g_gamecallback->keyConfig();
return;
}
if (fields.find("btn_exit_menu") != fields.end()) {
g_gamecallback->disconnect();
return;
}
if (fields.find("btn_exit_os") != fields.end()) {
g_gamecallback->exitToOS();
#ifndef __ANDROID__
RenderingEngine::get_raw_device()->closeDevice();
#endif
return;
}
if (fields.find("btn_change_password") != fields.end()) {
g_gamecallback->changePassword();
return;
}
return;
}
if (m_formname == "MT_DEATH_SCREEN") {
assert(m_client != 0);
m_client->sendRespawn();
return;
}
if (m_client->modsLoaded())
m_client->getScript()->on_formspec_input(m_formname, fields);
}
Client *m_client = nullptr;
};
/* Form update callback */
class NodeMetadataFormSource: public IFormSource
{
public:
NodeMetadataFormSource(ClientMap *map, v3s16 p):
m_map(map),
m_p(p)
{
}
const std::string &getForm() const
{
static const std::string empty_string = "";
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return empty_string;
return meta->getString("formspec");
}
virtual std::string resolveText(const std::string &str)
{
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return str;
return meta->resolveString(str);
}
ClientMap *m_map;
v3s16 m_p;
};
class PlayerInventoryFormSource: public IFormSource
{
public:
PlayerInventoryFormSource(Client *client):
m_client(client)
{
}
const std::string &getForm() const
{
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
return player->inventory_formspec;
}
Client *m_client;
};
class NodeDugEvent: public MtEvent
{
public:
v3s16 p;
MapNode n;
NodeDugEvent(v3s16 p, MapNode n):
p(p),
n(n)
{}
MtEvent::Type getType() const
{
return MtEvent::NODE_DUG;
}
};
class SoundMaker
{
ISoundManager *m_sound;
const NodeDefManager *m_ndef;
public:
bool makes_footstep_sound;
float m_player_step_timer;
float m_player_jump_timer;
SimpleSoundSpec m_player_step_sound;
SimpleSoundSpec m_player_leftpunch_sound;
SimpleSoundSpec m_player_rightpunch_sound;
SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
m_sound(sound),
m_ndef(ndef),
makes_footstep_sound(true),
m_player_step_timer(0.0f),
m_player_jump_timer(0.0f)
{
}
void playPlayerStep()
{
if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
m_player_step_timer = 0.03;
if (makes_footstep_sound)
m_sound->playSound(m_player_step_sound, false);
}
}
void playPlayerJump()
{
if (m_player_jump_timer <= 0.0f) {
m_player_jump_timer = 0.2f;
m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f), 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;
sm->playPlayerJump();
}
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(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
}
void step(float dtime)
{
m_player_step_timer -= dtime;
m_player_jump_timer -= dtime;
}
};
// Locally stored sounds don't need to be preloaded because of this
class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
{
std::set<std::string> m_fetched;
private:
void paths_insert(std::set<std::string> &dst_paths,
const std::string &base,
const std::string &name)
{
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
}
public:
void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas)
{
if (m_fetched.count(name))
return;
m_fetched.insert(name);
paths_insert(dst_paths, porting::path_share, name);
paths_insert(dst_paths, porting::path_user, name);
}
};
typedef s32 SamplerLayer_t;
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
bool m_fog_enabled;
CachedPixelShaderSetting<float, 4> m_sky_bg_color;
CachedPixelShaderSetting<float> m_fog_distance;
CachedVertexShaderSetting<float> m_animation_timer_vertex;
CachedPixelShaderSetting<float> m_animation_timer_pixel;
CachedPixelShaderSetting<float, 3> m_day_light;
CachedPixelShaderSetting<float, 4> m_star_color;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
Client *m_client;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fog_enabled = g_settings->getBool("enable_fog");
}
static void settingsCallback(const std::string &name, void *userdata)
{
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
}
void setSky(Sky *sky) { m_sky = sky; }
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(sky),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_sky_bg_color("skyBgColor"),
m_fog_distance("fogDistance"),
m_animation_timer_vertex("animationTimer"),
m_animation_timer_pixel("animationTimer"),
m_day_light("dayLight"),
m_star_color("starColor"),
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
m_camera_offset_pixel("cameraOffset"),
m_camera_offset_vertex("cameraOffset"),
m_base_texture("baseTexture"),
m_normal_texture("normalTexture"),
m_client(client)
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
}
~GameGlobalShaderConstantSetter()
{
g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
}
void onSetConstants(video::IMaterialRendererServices *services) override
{
// Background color
video::SColor bgcolor = m_sky->getBgColor();
video::SColorf bgcolorf(bgcolor);
float bgcolorfa[4] = {
bgcolorf.r,
bgcolorf.g,
bgcolorf.b,
bgcolorf.a,
};
m_sky_bg_color.set(bgcolorfa, services);
// Fog distance
float fog_distance = 10000 * BS;
if (m_fog_enabled && !*m_force_fog_off)
fog_distance = *m_fog_range;
m_fog_distance.set(&fog_distance, services);
u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
video::SColorf sunlight;
get_sunlight_color(&sunlight, daynight_ratio);
float dnc[3] = {
sunlight.r,
sunlight.g,
sunlight.b };
m_day_light.set(dnc, services);
video::SColorf star_color = m_sky->getCurrentStarColor();
float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
m_star_color.set(clr, services);
u32 animation_timer = porting::getTimeMs() % 1000000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
float eye_position_array[3];
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
epos.getAs3Values(eye_position_array);
m_eye_position_pixel.set(eye_position_array, services);
m_eye_position_vertex.set(eye_position_array, services);
if (m_client->getMinimap()) {
float minimap_yaw_array[3];
v3f minimap_yaw = m_client->getMinimap()->getYawVec();
minimap_yaw.getAs3Values(minimap_yaw_array);
m_minimap_yaw.set(minimap_yaw_array, services);
}
float camera_offset_array[3];
v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
offset.getAs3Values(camera_offset_array);
m_camera_offset_pixel.set(camera_offset_array, services);
m_camera_offset_vertex.set(camera_offset_array, services);
SamplerLayer_t base_tex = 0, normal_tex = 1;
m_base_texture.set(&base_tex, services);
m_normal_texture.set(&normal_tex, services);
}
};
class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
Client *m_client;
std::vector<GameGlobalShaderConstantSetter *> created_nosky;
public:
GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(NULL),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_client(client)
{}
void setSky(Sky *sky) {
m_sky = sky;
for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
ggscs->setSky(m_sky);
}
created_nosky.clear();
}
virtual IShaderConstantSetter* create()
{
auto *scs = new GameGlobalShaderConstantSetter(
m_sky, m_force_fog_off, m_fog_range, m_client);
if (!m_sky)
created_nosky.push_back(scs);
return scs;
}
};
#ifdef __ANDROID__
#define SIZE_TAG "size[11,5.5]"
#else
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
#endif
/****************************************************************************
****************************************************************************/
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 GameRunData {
u16 dig_index;
u16 new_playeritem;
PointedThing pointed_old;
bool digging;
bool punching;
bool btn_down_for_dig;
bool dig_instantly;
bool digging_blocked;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
float dig_time_complete;
float repeat_place_timer;
float object_hit_delay_timer;
float time_from_last_punch;
ClientActiveObject *selected_object;
float jump_timer;
float damage_flash;
float update_draw_list_timer;
f32 fog_range;
v3f update_draw_list_last_cam_dir;
float time_of_day_smooth;
};
class Game;
struct ClientEventHandler
{
void (Game::*handler)(ClientEvent *, CameraOrientation *);
};
/****************************************************************************
THE GAME
****************************************************************************/
using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
/* This is not intended to be a public class. If a public class becomes
* desirable then it may be better to create another 'wrapper' class that
* hides most of the stuff in this class (nothing in this class is required
* by any other file) but exposes the public methods/data only.
*/
class Game {
public:
Game();
~Game();
bool startup(bool *kill,
InputHandler *input,
RenderingEngine *rendering_engine,
const GameStartData &game_params,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend);
void run();
void shutdown();
protected:
// Basic initialisation
bool init(const std::string &map_dir, const std::string &address,
u16 port, const SubgameSpec &gamespec);
bool initSound();
bool createSingleplayerServer(const std::string &map_dir,
const SubgameSpec &gamespec, u16 port);
// Client creation
bool createClient(const GameStartData &start_data);
bool initGui();
// Client connection
bool connectToServer(const GameStartData &start_data,
bool *connect_ok, bool *aborted);
bool getServerContent(bool *aborted);
// Main loop
void updateInteractTimers(f32 dtime);
bool checkConnection();
bool handleCallbacks();
void processQueues();
void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
void updateDebugState();
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
void updateProfilerGraphs(ProfilerGraph *graph);
// Input related
void processUserInput(f32 dtime);
void processKeyInput();
void processItemSelection(u16 *new_playeritem);
void dropSelectedItem(bool single_item = false);
void openInventory();
void openConsole(float scale, const wchar_t *line=NULL);
void toggleFreeMove();
void toggleFreeMoveAlt();
void togglePitchMove();
void toggleFast();
void toggleNoClip();
void toggleCinematic();
void toggleBlockBounds();
void toggleAutoforward();
void toggleMinimap(bool shift_pressed);
void toggleFog();
void toggleDebug();
void toggleUpdateCamera();
void increaseViewRange();
void decreaseViewRange();
void toggleFullViewRange();
void checkZoomEnabled();
void updateCameraDirection(CameraOrientation *cam, float dtime);
void updateCameraOrientation(CameraOrientation *cam, float dtime);
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime);
void processClientEvents(CameraOrientation *cam);
void updateCamera(u32 busy_time, f32 dtime);
void updateSound(f32 dtime);
void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
/*!
* Returns the object or node the player is pointing at.
* Also updates the selected thing in the Hud.
*
* @param[in] shootline the shootline, starting from
* the camera position. This also gives the maximal distance
* of the search.
* @param[in] liquids_pointable if false, liquids are ignored
* @param[in] look_for_object if false, objects are ignored
* @param[in] camera_offset offset of the camera
* @param[out] selected_object the selected object or
* NULL if not found
*/
PointedThing updatePointedThing(
const core::line3d<f32> &shootline, bool liquids_pointable,
bool look_for_object, const v3s16 &camera_offset);
void handlePointingAtNothing(const ItemStack &playerItem);
void handlePointingAtNode(const PointedThing &pointed,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
const CameraOrientation &cam);
void updateShadows();
// Misc
void limitFps(FpsControl *fps_timings, f32 *dtime);
void showOverlayMessage(const char *msg, float dtime, int percent,
bool draw_clouds = true);
static void settingChangedCallback(const std::string &setting_name, void *data);
void readSettings();
inline bool isKeyDown(GameKeyType k)
{
return input->isKeyDown(k);
}
inline bool wasKeyDown(GameKeyType k)
{
return input->wasKeyDown(k);
}
inline bool wasKeyPressed(GameKeyType k)
{
return input->wasKeyPressed(k);
}
inline bool wasKeyReleased(GameKeyType k)
{
return input->wasKeyReleased(k);
}
#ifdef __ANDROID__
void handleAndroidChatInput();
#endif
private:
struct Flags {
bool force_fog_off = false;
bool disable_camera_update = false;
};
void showDeathFormspec();
void showPauseMenu();
void pauseAnimation();
void resumeAnimation();
// ClientEvent handlers
void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HandleParticleEvent(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
void updateChat(f32 dtime, const v2u32 &screensize);
bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
const NodeMetadata *meta);
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
f32 getSensitivityScaleFactor() const;
InputHandler *input = nullptr;
Client *client = nullptr;
Server *server = nullptr;
IWritableTextureSource *texture_src = nullptr;
IWritableShaderSource *shader_src = nullptr;
// When created, these will be filled with data received from the server
IWritableItemDefManager *itemdef_manager = nullptr;
NodeDefManager *nodedef_manager = nullptr;
GameOnDemandSoundFetcher soundfetcher; // useful when testing
ISoundManager *sound = nullptr;
bool sound_is_dummy = false;
SoundMaker *soundmaker = nullptr;
ChatBackend *chat_backend = nullptr;
LogOutputBuffer m_chat_log_buf;
EventManager *eventmgr = nullptr;
QuicktuneShortcutter *quicktune = nullptr;
bool registration_confirmation_shown = false;
std::unique_ptr<GameUI> m_game_ui;
GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
MapDrawControl *draw_control = nullptr;
Camera *camera = nullptr;
Clouds *clouds = nullptr; // Free using ->Drop()
Sky *sky = nullptr; // Free using ->Drop()
Hud *hud = nullptr;
Minimap *mapper = nullptr;
// Map server hud ids to client hud ids
std::unordered_map<u32, u32> m_hud_server_to_client;
GameRunData runData;
Flags m_flags;
/* 'cache'
This class does take ownership/responsibily for cleaning up etc of any of
these items (e.g. device)
*/
IrrlichtDevice *device;
RenderingEngine *m_rendering_engine;
video::IVideoDriver *driver;
scene::ISceneManager *smgr;
bool *kill;
std::string *error_message;
bool *reconnect_requested;
scene::ISceneNode *skybox;
PausedNodesList paused_animated_nodes;
bool simple_singleplayer_mode;
/* End 'cache' */
/* Pre-calculated values
*/
int crack_animation_length;
IntervalLimiter profiler_interval;
/*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_enable_clouds;
bool m_cache_enable_joysticks;
bool m_cache_enable_particles;
bool m_cache_enable_fog;
bool m_cache_enable_noclip;
bool m_cache_enable_free_move;
f32 m_cache_mouse_sensitivity;
f32 m_cache_joystick_frustum_sensitivity;
f32 m_repeat_place_time;
f32 m_cache_cam_smoothing;
f32 m_cache_fog_start;
bool m_invert_mouse = false;
bool m_first_loop_after_window_activation = false;
bool m_camera_offset_changed = false;
bool m_does_lost_focus_pause_game = false;
int m_reset_HW_buffer_counter = 0;
#ifdef __ANDROID__
bool m_cache_hold_aux1;
bool m_android_chat_open;
#endif
};
Game::Game() :
m_chat_log_buf(g_logger),
m_game_ui(new GameUI())
{
g_settings->registerChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->registerChangedCallback("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_place_time",
&settingChangedCallback, this);
g_settings->registerChangedCallback("noclip",
&settingChangedCallback, this);
g_settings->registerChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->registerChangedCallback("camera_smoothing",
&settingChangedCallback, this);
readSettings();
#ifdef __ANDROID__
m_cache_hold_aux1 = false; // This is initialised properly later
#endif
}
/****************************************************************************
MinetestApp Public
****************************************************************************/
Game::~Game()
{
delete client;
delete soundmaker;
if (!sound_is_dummy)
delete sound;
delete server; // deleted first to stop all server threads
delete hud;
delete camera;
delete quicktune;
delete eventmgr;
delete texture_src;
delete shader_src;
delete nodedef_manager;
delete itemdef_manager;
delete draw_control;
clearTextureNameCache();
g_settings->deregisterChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_particles",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_fog",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("mouse_sensitivity",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("repeat_place_time",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("noclip",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("camera_smoothing",
&settingChangedCallback, this);
}
bool Game::startup(bool *kill,
InputHandler *input,
RenderingEngine *rendering_engine,
const GameStartData &start_data,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend)
{
// "cache"
m_rendering_engine = rendering_engine;
device = m_rendering_engine->get_raw_device();
this->kill = kill;
this->error_message = &error_message;
reconnect_requested = reconnect;
this->input = input;
this->chat_backend = chat_backend;
simple_singleplayer_mode = start_data.isSinglePlayer();
input->keycache.populate();
driver = device->getVideoDriver();
smgr = m_rendering_engine->get_scene_manager();
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
// Reinit runData
runData = GameRunData();
runData.time_from_last_punch = 10.0;
m_game_ui->initFlags();
m_invert_mouse = g_settings->getBool("invert_mouse");
m_first_loop_after_window_activation = true;
g_client_translations->clear();
// address can change if simple_singleplayer_mode
if (!init(start_data.world_spec.path, start_data.address,
start_data.socket_port, start_data.game_spec))
return false;
if (!createClient(start_data))
return false;
m_rendering_engine->initialize(client, hud);
return true;
}
void Game::run()
{
ProfilerGraph graph;
RunStats stats = { 0 };
CameraOrientation cam_view_target = { 0 };
CameraOrientation cam_view = { 0 };
FpsControl draw_times = { 0 };
f32 dtime; // in seconds
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
draw_times.last_time = m_rendering_engine->get_timer_time();
set_light_table(g_settings->getFloat("display_gamma"));
#ifdef __ANDROID__
m_cache_hold_aux1 = g_settings->getBool("fast_move")
&& client->checkPrivilege("fast");
#endif
irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
g_settings->getU16("screen_h"));
while (m_rendering_engine->run()
&& !(*kill || g_gamecallback->shutdown_requested
|| (server && server->isShutdownRequested()))) {
const irr::core::dimension2d<u32> &current_screen_size =
m_rendering_engine->get_video_driver()->getScreenSize();
// Verify if window size has changed and save it if it's the case
// Ensure evaluating settings->getBool after verifying screensize
// First condition is cheaper
if (previous_screen_size != current_screen_size &&
current_screen_size != irr::core::dimension2d<u32>(0,0) &&
g_settings->getBool("autosave_screensize")) {
g_settings->setU16("screen_w", current_screen_size.Width);
g_settings->setU16("screen_h", current_screen_size.Height);
previous_screen_size = current_screen_size;
}
// Calculate dtime =
// m_rendering_engine->run() from this iteration
// + Sleep time until the wanted FPS are reached
limitFps(&draw_times, &dtime);
// Prepare render data for next iteration
updateStats(&stats, draw_times, dtime);
updateInteractTimers(dtime);
if (!checkConnection())
break;
if (!handleCallbacks())
break;
processQueues();
m_game_ui->clearInfoText();
hud->resizeHotbar();
updateProfilers(stats, draw_times, dtime);
processUserInput(dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, dtime);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_yaw) * m_cache_cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target);
updateDebugState();
updateCamera(draw_times.busy_time, dtime);
updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_basic_debug);
updateFrame(&graph, &stats, dtime, cam_view);
updateProfilerGraphs(&graph);
// Update if minimap has been disabled by the server
m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
showPauseMenu();
}
}
}
void Game::shutdown()
{
m_rendering_engine->finalize();
#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
if (g_settings->get("3d_mode") == "pageflip") {
driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
}
#endif
auto formspec = m_game_ui->getFormspecGUI();
if (formspec)
formspec->quitMenu();
#ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide();
#endif
showOverlayMessage(N_("Shutting down..."), 0, 0, false);
if (clouds)
clouds->drop();
if (gui_chat_console)
gui_chat_console->drop();
if (sky)
sky->drop();
/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
g_menumgr.m_stack.front()->setVisible(false);
g_menumgr.deletingMenu(g_menumgr.m_stack.front());
}
m_game_ui->deleteFormspec();
chat_backend->addMessage(L"", L"# Disconnected.");
chat_backend->addMessage(L"", L"");
m_chat_log_buf.clear();
if (client) {
client->Stop();
while (!client->isShutdown()) {
assert(texture_src != NULL);
assert(shader_src != NULL);
texture_src->processQueue();
shader_src->processQueue();
sleep_ms(100);
}
}
}
/****************************************************************************/
/****************************************************************************
Startup
****************************************************************************/
/****************************************************************************/
bool Game::init(
const std::string &map_dir,
const std::string &address,
u16 port,
const SubgameSpec &gamespec)
{
texture_src = createTextureSource();
showOverlayMessage(N_("Loading..."), 0, 0);
shader_src = createShaderSource();
itemdef_manager = createItemDefManager();
nodedef_manager = createNodeDefManager();
eventmgr = new EventManager();
quicktune = new QuicktuneShortcutter();
if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
&& eventmgr && quicktune))
return false;
if (!initSound())
return false;
// Create a server if not connecting to an existing one
if (address.empty()) {
if (!createSingleplayerServer(map_dir, gamespec, port))
return false;
}
return true;
}
bool Game::initSound()
{
#if USE_SOUND
if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
infostream << "Attempting to use OpenAL audio" << std::endl;
sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &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)
{
showOverlayMessage(N_("Creating server..."), 0, 5);
std::string bind_str = g_settings->get("bind_address");
Address bind_addr(0, 0, 0, 0, port);
if (g_settings->getBool("ipv6_server")) {
bind_addr.setAddress((IPv6AddressBytes *) NULL);
}
try {
bind_addr.Resolve(bind_str.c_str());
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
<< " -- Listening on all addresses." << std::endl;
}
if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = "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,
false, nullptr, error_message);
server->start();
return true;
}
bool Game::createClient(const GameStartData &start_data)
{
showOverlayMessage(N_("Creating client..."), 0, 10);
draw_control = new MapDrawControl();
if (!draw_control)
return false;
bool could_connect, connect_aborted;
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
g_touchscreengui->init(texture_src);
g_touchscreengui->hide();
}
#endif
if (!connectToServer(start_data, &could_connect, &connect_aborted))
return false;
if (!could_connect) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = "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;
}
auto *scsf = new GameGlobalShaderConstantSetterFactory(
&m_flags.force_fog_off, &runData.fog_range, client);
shader_src->addShaderConstantSetterFactory(scsf);
// Update cached textures, meshes and materials
client->afterContentReceived();
/* Camera
*/
camera = new Camera(*draw_control, client, m_rendering_engine);
if (!camera->successfullyCreated(*error_message))
return false;
client->setCamera(camera);
/* Clouds
*/
if (m_cache_enable_clouds)
clouds = new Clouds(smgr, -1, time(0));
/* Skybox
*/
sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
scsf->setSky(sky);
skybox = NULL; // This is used/set later on in the main run loop
/* Pre-calculated values
*/
video::ITexture *t = texture_src->getTexture("crack_anylength.png");
if (t) {
v2u32 size = t->getOriginalSize();
crack_animation_length = size.Y / size.X;
} else {
crack_animation_length = 5;
}
if (!initGui())
return false;
/* Set window caption
*/
std::wstring str = utf8_to_wide(PROJECT_NAME_C);
str += L" ";
str += utf8_to_wide(g_version_hash);
{
const wchar_t *text = nullptr;
if (simple_singleplayer_mode)
text = wgettext("Singleplayer");
else
text = wgettext("Multiplayer");
str += L" [";
str += text;
str += L"]";
delete text;
}
str += L" [";
str += driver->getName();
str += L"]";
device->setWindowCaption(str.c_str());
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
hud = new Hud(client, player, &player->inventory);
mapper = client->getMinimap();
if (mapper && client->modsLoaded())
client->getScript()->on_minimap_ready(mapper);
return true;
}
bool Game::initGui()
{
m_game_ui->init();
// Remove stale "recent" chat messages from previous connections
chat_backend->clearRecentChat();
// Make sure the size of the recent messages buffer is right
chat_backend->applySettings();
// Chat backend and console
gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
-1, chat_backend, client, &g_menumgr);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->show();
#endif
return true;
}
bool Game::connectToServer(const GameStartData &start_data,
bool *connect_ok, bool *connection_aborted)
{
*connect_ok = false; // Let's not be overly optimistic
*connection_aborted = false;
bool local_server_mode = false;
showOverlayMessage(N_("Resolving address..."), 0, 15);
Address connect_address(0, 0, 0, 0, start_data.socket_port);
try {
connect_address.Resolve(start_data.address.c_str());
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
//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(start_data.name.c_str(),
start_data.password, start_data.address,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
m_rendering_engine, connect_address.isIPv6(), m_game_ui.get());
client->m_simple_singleplayer_mode = simple_singleplayer_mode;
infostream << "Connecting to server at ";
connect_address.print(&infostream);
infostream << std::endl;
client->connect(connect_address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection
*/
try {
input->clear();
FpsControl fps_control = { 0 };
f32 dtime;
f32 wait_time = 0; // in seconds
fps_control.last_time = m_rendering_engine->get_timer_time();
while (m_rendering_engine->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 (*connection_aborted)
break;
if (client->accessDenied()) {
*error_message = "Access denied. Reason: "
+ client->accessDeniedReason();
*reconnect_requested = client->reconnectRequested();
errorstream << *error_message << std::endl;
break;
}
if (input->cancelPressed()) {
*connection_aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
break;
}
if (client->m_is_registration_confirmation_state) {
if (registration_confirmation_shown) {
// Keep drawing the GUI
m_rendering_engine->draw_menu_scene(guienv, dtime, true);
} else {
registration_confirmation_shown = true;
(new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
&g_menumgr, client, start_data.name, start_data.password,
connection_aborted, texture_src))->drop();
}
} else {
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if (!start_data.address.empty() && wait_time > 10) {
*error_message = "Connection timed out.";
errorstream << *error_message << std::endl;
break;
}
// Update status
showOverlayMessage(N_("Connecting to server..."), dtime, 20);
}
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error
// message?
return false;
}
return true;
}
bool Game::getServerContent(bool *aborted)
{
input->clear();
FpsControl fps_control = { 0 };
f32 dtime; // in seconds
fps_control.last_time = m_rendering_engine->get_timer_time();
while (m_rendering_engine->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 (input->cancelPressed()) {
*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;
m_rendering_engine->draw_load_screen(text, guienv, texture_src,
dtime, progress);
delete[] text;
} else if (!client->nodedefReceived()) {
const wchar_t *text = wgettext("Node definitions...");
progress = 30;
m_rendering_engine->draw_load_screen(text, guienv, texture_src,
dtime, progress);
delete[] text;
} else {
std::stringstream message;
std::fixed(message);
message.precision(0);
float receive = client->mediaReceiveProgress() * 100;
message << gettext("Media...");
if (receive > 0)
message << " " << receive << "%";
message.precision(2);
if ((USE_CURL == 0) ||
(!g_settings->getBool("enable_remote_media_server"))) {
float cur = client->getCurRate();
std::string cur_unit = gettext("KiB/s");
if (cur > 900) {
cur /= 1024.0;
cur_unit = gettext("MiB/s");
}
message << " (" << cur << ' ' << cur_unit << ")";
}
progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
texture_src, dtime, progress);
}
}
return true;
}
/****************************************************************************/
/****************************************************************************
Run
****************************************************************************/
/****************************************************************************/
inline void Game::updateInteractTimers(f32 dtime)
{
if (runData.nodig_delay_timer >= 0)
runData.nodig_delay_timer -= dtime;
if (runData.object_hit_delay_timer >= 0)
runData.object_hit_delay_timer -= dtime;
runData.time_from_last_punch += dtime;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::checkConnection()
{
if (client->accessDenied()) {
*error_message = "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, texture_src))->drop();
g_gamecallback->changepassword_requested = false;
}
if (g_gamecallback->changevolume_requested) {
(new GUIVolumeChange(guienv, guiroot, -1,
&g_menumgr, texture_src))->drop();
g_gamecallback->changevolume_requested = false;
}
if (g_gamecallback->keyconfig_requested) {
(new GUIKeyChangeMenu(guienv, guiroot, -1,
&g_menumgr, texture_src))->drop();
g_gamecallback->keyconfig_requested = false;
}
if (g_gamecallback->keyconfig_changed) {
input->keycache.populate(); // update the cache with new settings
g_gamecallback->keyconfig_changed = false;
}
return true;
}
void Game::processQueues()
{
texture_src->processQueue();
itemdef_manager->processQueue(client);
shader_src->processQueue();
}
void Game::updateDebugState()
{
bool has_basic_debug = client->checkPrivilege("basic_debug");
bool has_debug = client->checkPrivilege("debug");
if (m_game_ui->m_flags.show_basic_debug) {
if (!has_basic_debug) {
m_game_ui->m_flags.show_basic_debug = false;
}
} else if (m_game_ui->m_flags.show_minimal_debug) {
if (has_basic_debug) {
m_game_ui->m_flags.show_basic_debug = true;
}
}
if (!has_basic_debug)
hud->disableBlockBounds();
if (!has_debug)
draw_control->show_wireframe = false;
}
void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
f32 dtime)
{
float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
bool print_to_log = true;
if (profiler_print_interval == 0) {
print_to_log = false;
profiler_print_interval = 3;
}
if (profiler_interval.step(dtime, profiler_print_interval)) {
if (print_to_log) {
infostream << "Profiler:" << std::endl;
g_profiler->print(infostream);
}
m_game_ui->updateProfiler();
g_profiler->clear();
}
// Update update graphs
g_profiler->graphAdd("Time non-rendering [ms]",
draw_times.busy_time - stats.drawtime);
g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
g_profiler->graphAdd("FPS", 1.0f / dtime);
}
void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
f32 dtime)
{
f32 jitter;
Jitter *jp;
/* Time average and jitter calculation
*/
jp = &stats->dtime_jitter;
jp->avg = jp->avg * 0.96 + dtime * 0.04;
jitter = dtime - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
jp->max = 0.0;
}
/* Busytime average and jitter calculation
*/
jp = &stats->busy_time_jitter;
jp->avg = jp->avg + draw_times.busy_time * 0.02;
jitter = draw_times.busy_time - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
if (jitter < jp->min)
jp->min = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->min_sample = jp->min;
jp->max = 0.0;
jp->min = 0.0;
}
}
/****************************************************************************
Input handling
****************************************************************************/
void Game::processUserInput(f32 dtime)
{
// Reset input if window not active or some menu is active
if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
input->clear();
#ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide();
#endif
}
#ifdef HAVE_TOUCHSCREENGUI
else if (g_touchscreengui) {
/* on touchscreengui step may generate own input events which ain't
* what we want in case we just did clear them */
g_touchscreengui->step(dtime);
}
#endif
if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
gui_chat_console->closeConsoleAtOnce();
}
// Input handler step() (used by the random input generator)
input->step(dtime);
#ifdef __ANDROID__
auto formspec = m_game_ui->getFormspecGUI();
if (formspec)
formspec->getAndroidUIInput();
else
handleAndroidChatInput();
#endif
// Increase timer for double tap of "keymap_jump"
if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
runData.jump_timer += dtime;
processKeyInput();
processItemSelection(&runData.new_playeritem);
}
void Game::processKeyInput()
{
if (wasKeyDown(KeyType::DROP)) {
dropSelectedItem(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::AUTOFORWARD)) {
toggleAutoforward();
} else if (wasKeyDown(KeyType::BACKWARD)) {
if (g_settings->getBool("continuous_forward"))
toggleAutoforward();
} else if (wasKeyDown(KeyType::INVENTORY)) {
openInventory();
} else if (input->cancelPressed()) {
#ifdef __ANDROID__
m_android_chat_open = false;
#endif
if (!gui_chat_console->isOpenInhibited()) {
showPauseMenu();
}
} else if (wasKeyDown(KeyType::CHAT)) {
openConsole(0.2, L"");
} else if (wasKeyDown(KeyType::CMD)) {
openConsole(0.2, L"/");
} else if (wasKeyDown(KeyType::CMD_LOCAL)) {
if (client->modsLoaded())
openConsole(0.2, L".");
else
m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
} else if (wasKeyDown(KeyType::CONSOLE)) {
openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
} else if (wasKeyDown(KeyType::FREEMOVE)) {
toggleFreeMove();
} else if (wasKeyDown(KeyType::JUMP)) {
toggleFreeMoveAlt();
} else if (wasKeyDown(KeyType::PITCHMOVE)) {
togglePitchMove();
} else if (wasKeyDown(KeyType::FASTMOVE)) {
toggleFast();
} else if (wasKeyDown(KeyType::NOCLIP)) {
toggleNoClip();
#if USE_SOUND
} else if (wasKeyDown(KeyType::MUTE)) {
if (g_settings->getBool("enable_sound")) {
bool new_mute_sound = !g_settings->getBool("mute_sound");
g_settings->setBool("mute_sound", new_mute_sound);
if (new_mute_sound)
m_game_ui->showTranslatedStatusText("Sound muted");
else
m_game_ui->showTranslatedStatusText("Sound unmuted");
} else {
m_game_ui->showTranslatedStatusText("Sound system is disabled");
}
} else if (wasKeyDown(KeyType::INC_VOLUME)) {
if (g_settings->getBool("enable_sound")) {
float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
g_settings->setFloat("sound_volume", new_volume);
std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
m_game_ui->showStatusText(msg);
} else {
m_game_ui->showTranslatedStatusText("Sound system is disabled");
}
} else if (wasKeyDown(KeyType::DEC_VOLUME)) {
if (g_settings->getBool("enable_sound")) {
float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
g_settings->setFloat("sound_volume", new_volume);
std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
m_game_ui->showStatusText(msg);
} else {
m_game_ui->showTranslatedStatusText("Sound system is disabled");
}
#else
} else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
|| wasKeyDown(KeyType::DEC_VOLUME)) {
m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
#endif
} else if (wasKeyDown(KeyType::CINEMATIC)) {
toggleCinematic();
} else if (wasKeyDown(KeyType::SCREENSHOT)) {
client->makeScreenshot();
} else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
toggleBlockBounds();
} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
m_game_ui->toggleHud();
} else if (wasKeyDown(KeyType::MINIMAP)) {
toggleMinimap(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
m_game_ui->toggleChat();
} else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
toggleFog();
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
toggleUpdateCamera();
} else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
toggleDebug();
} else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
m_game_ui->toggleProfiler();
} else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
increaseViewRange();
} else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
decreaseViewRange();
} else if (wasKeyDown(KeyType::RANGESELECT)) {
toggleFullViewRange();
} else if (wasKeyDown(KeyType::ZOOM)) {
checkZoomEnabled();
} else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
quicktune->next();
} else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
quicktune->prev();
} else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
quicktune->inc();
} else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
quicktune->dec();
}
if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
runData.reset_jump_timer = false;
runData.jump_timer = 0.0f;
}
if (quicktune->hasMessage()) {
m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
}
}
void Game::processItemSelection(u16 *new_playeritem)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/* Item selection using mouse wheel
*/
*new_playeritem = player->getWieldIndex();
s32 wheel = input->getMouseWheel();
u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
player->hud_hotbar_itemcount - 1);
s32 dir = wheel;
if (wasKeyDown(KeyType::HOTBAR_NEXT))
dir = -1;
if (wasKeyDown(KeyType::HOTBAR_PREV))
dir = 1;
if (dir < 0)
*new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
else if (dir > 0)
*new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
// else dir == 0
/* Item selection using hotbar slot keys
*/
for (u16 i = 0; i <= max_item; i++) {
if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
*new_playeritem = i;
break;
}
}
}
void Game::dropSelectedItem(bool single_item)
{
IDropAction *a = new IDropAction();
a->count = single_item ? 1 : 0;
a->from_inv.setCurrentPlayer();
a->from_list = "main";
a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
client->inventoryAction(a);
}
void Game::openInventory()
{
/*
* Don't permit to open inventory is CAO or player doesn't exists.
* This prevent showing an empty inventory at player load
*/
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (!player || !player->getCAO())
return;
infostream << "Game: Launching inventory" << std::endl;
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
InventoryLocation inventoryloc;
inventoryloc.setCurrentPlayer();
if (!client->modsLoaded()
|| !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
TextDest *txt_dst = new TextDestPlayerInventory(client);
auto *&formspec = m_game_ui->updateFormspec("");
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
formspec->setFormSpec(fs_src->getForm(), inventoryloc);
}
}
void Game::openConsole(float scale, const wchar_t *line)
{
assert(scale > 0.0f && scale <= 1.0f);
#ifdef __ANDROID__
porting::showInputDialog(gettext("ok"), "", "", 2);
m_android_chat_open = true;
#else
if (gui_chat_console->isOpenInhibited())
return;
gui_chat_console->openConsole(scale);
if (line) {
gui_chat_console->setCloseOnEnter(true);
gui_chat_console->replaceAndAddToHistory(line);
}
#endif
}
#ifdef __ANDROID__
void Game::handleAndroidChatInput()
{
if (m_android_chat_open && porting::getInputDialogState() == 0) {
std::string text = porting::getInputDialogValue();
client->typeChatMessage(utf8_to_wide(text));
m_android_chat_open = false;
}
}
#endif
void Game::toggleFreeMove()
{
bool free_move = !g_settings->getBool("free_move");
g_settings->set("free_move", bool_to_cstr(free_move));
if (free_move) {
if (client->checkPrivilege("fly")) {
m_game_ui->showTranslatedStatusText("Fly mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
}
} else {
m_game_ui->showTranslatedStatusText("Fly mode disabled");
}
}
void Game::toggleFreeMoveAlt()
{
if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
toggleFreeMove();
runData.reset_jump_timer = true;
}
void Game::togglePitchMove()
{
bool pitch_move = !g_settings->getBool("pitch_move");
g_settings->set("pitch_move", bool_to_cstr(pitch_move));
if (pitch_move) {
m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
}
}
void Game::toggleFast()
{
bool fast_move = !g_settings->getBool("fast_move");
bool has_fast_privs = client->checkPrivilege("fast");
g_settings->set("fast_move", bool_to_cstr(fast_move));
if (fast_move) {
if (has_fast_privs) {
m_game_ui->showTranslatedStatusText("Fast mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
}
} else {
m_game_ui->showTranslatedStatusText("Fast mode disabled");
}
#ifdef __ANDROID__
m_cache_hold_aux1 = fast_move && has_fast_privs;
#endif
}
void Game::toggleNoClip()
{
bool noclip = !g_settings->getBool("noclip");
g_settings->set("noclip", bool_to_cstr(noclip));
if (noclip) {
if (client->checkPrivilege("noclip")) {
m_game_ui->showTranslatedStatusText("Noclip mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
}
} else {
m_game_ui->showTranslatedStatusText("Noclip mode disabled");
}
}
void Game::toggleCinematic()
{
bool cinematic = !g_settings->getBool("cinematic");
g_settings->set("cinematic", bool_to_cstr(cinematic));
if (cinematic)
m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
else
m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
}
void Game::toggleBlockBounds()
{
if (client->checkPrivilege("basic_debug")) {
enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
switch (newmode) {
case Hud::BLOCK_BOUNDS_OFF:
m_game_ui->showTranslatedStatusText("Block bounds hidden");
break;
case Hud::BLOCK_BOUNDS_CURRENT:
m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
break;
case Hud::BLOCK_BOUNDS_NEAR:
m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
break;
case Hud::BLOCK_BOUNDS_MAX:
m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
break;
default:
break;
}
} else {
m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)");
}
}
// Autoforward by toggling continuous forward.
void Game::toggleAutoforward()
{
bool autorun_enabled = !g_settings->getBool("continuous_forward");
g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
if (autorun_enabled)
m_game_ui->showTranslatedStatusText("Automatic forward enabled");
else
m_game_ui->showTranslatedStatusText("Automatic forward disabled");
}
void Game::toggleMinimap(bool shift_pressed)
{
if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
return;
if (shift_pressed)
mapper->toggleMinimapShape();
else
mapper->nextMode();
// TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
// Not so satisying code to keep compatibility with old fixed mode system
// -->
u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
m_game_ui->m_flags.show_minimap = false;
} else {
// If radar is disabled, try to find a non radar mode or fall back to 0
if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
while (mapper->getModeIndex() &&
mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
mapper->nextMode();
m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
MINIMAP_TYPE_OFF;
}
// <--
// End of 'not so satifying code'
if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
(hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
else
m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
}
void Game::toggleFog()
{
bool fog_enabled = g_settings->getBool("enable_fog");
g_settings->setBool("enable_fog", !fog_enabled);
if (fog_enabled)
m_game_ui->showTranslatedStatusText("Fog disabled");
else
m_game_ui->showTranslatedStatusText("Fog enabled");
}
void Game::toggleDebug()
{
// Initial: No debug info
// 1x toggle: Debug text
// 2x toggle: Debug text with profiler graph
// 3x toggle: Debug text and wireframe (needs "debug" priv)
// Next toggle: Back to initial
//
// The debug text can be in 2 modes: minimal and basic.
// * Minimal: Only technical client info that not gameplay-relevant
// * Basic: Info that might give gameplay advantage, e.g. pos, angle
// Basic mode is used when player has "basic_debug" priv,
// otherwise the Minimal mode is used.
if (!m_game_ui->m_flags.show_minimal_debug) {
m_game_ui->m_flags.show_minimal_debug = true;
if (client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = true;
}
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
m_game_ui->showTranslatedStatusText("Debug info shown");
} else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
if (client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = true;
}
m_game_ui->m_flags.show_profiler_graph = true;
m_game_ui->showTranslatedStatusText("Profiler graph shown");
} else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
if (client->checkPrivilege("basic_debug")) {
m_game_ui->m_flags.show_basic_debug = true;
}
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = true;
m_game_ui->showTranslatedStatusText("Wireframe shown");
} else {
m_game_ui->m_flags.show_minimal_debug = false;
m_game_ui->m_flags.show_basic_debug = false;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
if (client->checkPrivilege("debug")) {
m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
} else {
m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
}
}
}
void Game::toggleUpdateCamera()
{
m_flags.disable_camera_update = !m_flags.disable_camera_update;
if (m_flags.disable_camera_update)
m_game_ui->showTranslatedStatusText("Camera update disabled");
else
m_game_ui->showTranslatedStatusText("Camera update enabled");
}
void Game::increaseViewRange()
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range + 10;
if (range_new > 4000) {
range_new = 4000;
std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
m_game_ui->showStatusText(msg);
} else {
std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
m_game_ui->showStatusText(msg);
}
g_settings->set("viewing_range", itos(range_new));
}
void Game::decreaseViewRange()
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range - 10;
if (range_new < 20) {
range_new = 20;
std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
m_game_ui->showStatusText(msg);
} else {
std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
m_game_ui->showStatusText(msg);
}
g_settings->set("viewing_range", itos(range_new));
}
void Game::toggleFullViewRange()
{
draw_control->range_all = !draw_control->range_all;
if (draw_control->range_all)
m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
else
m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
}
void Game::checkZoomEnabled()
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
}
void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
{
if ((device->isWindowActive() && device->isWindowFocused()
&& !isMenuActive()) || input->isRandom()) {
#ifndef __ANDROID__
if (!input->isRandom()) {
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(false);
}
#endif
if (m_first_loop_after_window_activation) {
m_first_loop_after_window_activation = false;
input->setMousePos(driver->getScreenSize().Width / 2,
driver->getScreenSize().Height / 2);
} else {
updateCameraOrientation(cam, dtime);
}
} else {
#ifndef ANDROID
// Mac OSX gets upset if this is set every frame
if (!device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(true);
#endif
m_first_loop_after_window_activation = true;
}
}
// Get the factor to multiply with sensitivity to get the same mouse/joystick
// responsiveness independently of FOV.
f32 Game::getSensitivityScaleFactor() const
{
f32 fov_y = client->getCamera()->getFovY();
// Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
// 16:9 aspect ratio to minimize disruption of existing sensitivity
// settings.
return tan(fov_y / 2.0f) * 1.3763818698f;
}
void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
cam->camera_yaw += g_touchscreengui->getYawChange();
cam->camera_pitch = g_touchscreengui->getPitch();
} else {
#endif
v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
v2s32 dist = input->getMousePos() - center;
if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
dist.Y = -dist.Y;
}
f32 sens_scale = getSensitivityScaleFactor();
cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
if (dist.X != 0 || dist.Y != 0)
input->setMousePos(center.X, center.Y);
#ifdef HAVE_TOUCHSCREENGUI
}
#endif
if (m_cache_enable_joysticks) {
f32 sens_scale = getSensitivityScaleFactor();
f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
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)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
//TimeTaker tt("update player control", NULL, PRECISION_NANO);
PlayerControl control(
isKeyDown(KeyType::JUMP) || player->getAutojump(),
isKeyDown(KeyType::AUX1),
isKeyDown(KeyType::SNEAK),
isKeyDown(KeyType::ZOOM),
isKeyDown(KeyType::DIG),
isKeyDown(KeyType::PLACE),
cam.camera_pitch,
cam.camera_yaw,
input->getMovementSpeed(),
input->getMovementDirection()
);
// autoforward if set: move towards pointed position at maximum speed
if (player->getPlayerSettings().continuous_forward &&
client->activeObjectsReceived() && !player->isDead()) {
control.movement_speed = 1.0f;
control.movement_direction = 0.0f;
}
#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;
}
#endif
u32 keypress_bits = (
( (u32)(control.jump & 0x1) << 4) |
( (u32)(control.aux1 & 0x1) << 5) |
( (u32)(control.sneak & 0x1) << 6) |
( (u32)(control.dig & 0x1) << 7) |
( (u32)(control.place & 0x1) << 8) |
( (u32)(control.zoom & 0x1) << 9)
);
// Set direction keys to ensure mod compatibility
if (control.movement_speed > 0.001f) {
float absolute_direction;
// Check in original orientation (absolute value indicates forward / backward)
absolute_direction = abs(control.movement_direction);
if (absolute_direction < (3.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 0); // Forward
if (absolute_direction > (5.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 1); // Backward
// Rotate entire coordinate system by 90 degrees (absolute value indicates left / right)
absolute_direction = control.movement_direction + M_PI_2;
if (absolute_direction >= M_PI)
absolute_direction -= 2 * M_PI;
absolute_direction = abs(absolute_direction);
if (absolute_direction < (3.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 2); // Left
if (absolute_direction > (5.0f / 8.0f * M_PI))
keypress_bits |= (u32)(0x1 << 3); // Right
}
client->setPlayerControl(control);
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 (simple_singleplayer_mode && !paused_animated_nodes.empty())
resumeAnimation();
if (server)
server->step(*dtime);
client->step(*dtime);
}
}
static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
if (!node)
return;
for (auto &&child: node->getChildren())
pauseNodeAnimation(paused, child);
if (node->getType() != scene::ESNT_ANIMATED_MESH)
return;
auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
float speed = animated_node->getAnimationSpeed();
if (!speed)
return;
paused.push_back({grab(animated_node), speed});
animated_node->setAnimationSpeed(0.0f);
}
void Game::pauseAnimation()
{
pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
}
void Game::resumeAnimation()
{
for (auto &&pair: paused_animated_nodes)
pair.first->setAnimationSpeed(pair.second);
paused_animated_nodes.clear();
}
const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
{&Game::handleClientEvent_None},
{&Game::handleClientEvent_PlayerDamage},
{&Game::handleClientEvent_PlayerForceMove},
{&Game::handleClientEvent_Deathscreen},
{&Game::handleClientEvent_ShowFormSpec},
{&Game::handleClientEvent_ShowLocalFormSpec},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HudAdd},
{&Game::handleClientEvent_HudRemove},
{&Game::handleClientEvent_HudChange},
{&Game::handleClientEvent_SetSky},
{&Game::handleClientEvent_SetSun},
{&Game::handleClientEvent_SetMoon},
{&Game::handleClientEvent_SetStars},
{&Game::handleClientEvent_OverrideDayNigthRatio},
{&Game::handleClientEvent_CloudParams},
};
void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
{
FATAL_ERROR("ClientEvent type None received");
}
void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
{
if (client->modsLoaded())
client->getScript()->on_damage_taken(event->player_damage.amount);
// Damage flash and hurt tilt are not used at death
if (client->getHP() > 0) {
LocalPlayer *player = client->getEnv().getLocalPlayer();
f32 hp_max = player->getCAO() ?
player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
f32 damage_ratio = event->player_damage.amount / hp_max;
runData.damage_flash += 95.0f + 64.f * damage_ratio;
runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
player->hurt_tilt_timer = 1.5f;
player->hurt_tilt_strength =
rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
}
// Play damage sound
client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
}
void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
{
cam->camera_yaw = event->player_force_move.yaw;
cam->camera_pitch = event->player_force_move.pitch;
}
void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
{
// If client scripting is enabled, deathscreen is handled by CSM code in
// builtin/client/init.lua
if (client->modsLoaded())
client->getScript()->on_death();
else
showDeathFormspec();
/* Handle visualization */
LocalPlayer *player = client->getEnv().getLocalPlayer();
runData.damage_flash = 0;
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
}
void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
{
if (event->show_formspec.formspec->empty()) {
auto formspec = m_game_ui->getFormspecGUI();
if (formspec && (event->show_formspec.formname->empty()
|| *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
formspec->quitMenu();
}
} else {
FormspecFormSource *fs_src =
new FormspecFormSource(*(event->show_formspec.formspec));
TextDestPlayerInventory *txt_dst =
new TextDestPlayerInventory(client, *(event->show_formspec.formname));
auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
}
delete event->show_formspec.formspec;
delete event->show_formspec.formname;
}
void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
{
FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
LocalFormspecHandler *txt_dst =
new LocalFormspecHandler(*event->show_formspec.formname, client);
GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
delete event->show_formspec.formspec;
delete event->show_formspec.formname;
}
void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
client->getParticleManager()->handleParticleEvent(event, client, player);
}
void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
u32 server_id = event->hudadd->server_id;
// ignore if we already have a HUD with that ID
auto i = m_hud_server_to_client.find(server_id);
if (i != m_hud_server_to_client.end()) {
delete event->hudadd;
return;
}
HudElement *e = new HudElement;
e->type = static_cast<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;
e->z_index = event->hudadd->z_index;
e->text2 = event->hudadd->text2;
e->style = event->hudadd->style;
m_hud_server_to_client[server_id] = player->addHud(e);
delete event->hudadd;
}
void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
auto i = m_hud_server_to_client.find(event->hudrm.id);
if (i != m_hud_server_to_client.end()) {
HudElement *e = player->removeHud(i->second);
delete e;
m_hud_server_to_client.erase(i);
}
}
void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
HudElement *e = nullptr;
auto i = m_hud_server_to_client.find(event->hudchange->id);
if (i != m_hud_server_to_client.end()) {
e = player->getHud(i->second);
}
if (e == nullptr) {
delete event->hudchange;
return;
}
#define CASE_SET(statval, prop, dataprop) \
case statval: \
e->prop = event->hudchange->dataprop; \
break
switch (event->hudchange->stat) {
CASE_SET(HUD_STAT_POS, pos, v2fdata);
CASE_SET(HUD_STAT_NAME, name, sdata);
CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
CASE_SET(HUD_STAT_TEXT, text, sdata);
CASE_SET(HUD_STAT_NUMBER, number, data);
CASE_SET(HUD_STAT_ITEM, item, data);
CASE_SET(HUD_STAT_DIR, dir, data);
CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
CASE_SET(HUD_STAT_SIZE, size, v2s32data);
CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
CASE_SET(HUD_STAT_TEXT2, text2, sdata);
CASE_SET(HUD_STAT_STYLE, style, data);
}
#undef CASE_SET
delete event->hudchange;
}
void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
{
sky->setVisible(false);
// Whether clouds are visible in front of a custom skybox.
sky->setCloudsEnabled(event->set_sky->clouds);
if (skybox) {
skybox->remove();
skybox = NULL;
}
// Clear the old textures out in case we switch rendering type.
sky->clearSkyboxTextures();
// Handle according to type
if (event->set_sky->type == "regular") {
// Shows the mesh skybox
sky->setVisible(true);
// Update mesh based skybox colours if applicable.
sky->setSkyColors(event->set_sky->sky_color);
sky->setHorizonTint(
event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type
);
} else if (event->set_sky->type == "skybox" &&
event->set_sky->textures.size() == 6) {
// Disable the dyanmic mesh skybox:
sky->setVisible(false);
// Set fog colors:
sky->setFallbackBgColor(event->set_sky->bgcolor);
// Set sunrise and sunset fog tinting:
sky->setHorizonTint(
event->set_sky->fog_sun_tint,
event->set_sky->fog_moon_tint,
event->set_sky->fog_tint_type
);
// Add textures to skybox.
for (int i = 0; i < 6; i++)
sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
} else {
// Handle everything else as plain color.
if (event->set_sky->type != "plain")
infostream << "Unknown sky type: "
<< (event->set_sky->type) << std::endl;
sky->setVisible(false);
sky->setFallbackBgColor(event->set_sky->bgcolor);
// Disable directional sun/moon tinting on plain or invalid skyboxes.
sky->setHorizonTint(
event->set_sky->bgcolor,
event->set_sky->bgcolor,
"custom"
);
}
delete event->set_sky;
}
void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
{
sky->setSunVisible(event->sun_params->visible);
sky->setSunTexture(event->sun_params->texture,
event->sun_params->tonemap, texture_src);
sky->setSunScale(event->sun_params->scale);
sky->setSunriseVisible(event->sun_params->sunrise_visible);
sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
delete event->sun_params;
}
void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
{
sky->setMoonVisible(event->moon_params->visible);
sky->setMoonTexture(event->moon_params->texture,
event->moon_params->tonemap, texture_src);
sky->setMoonScale(event->moon_params->scale);
delete event->moon_params;
}
void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
{
sky->setStarsVisible(event->star_params->visible);
sky->setStarCount(event->star_params->count, false);
sky->setStarColor(event->star_params->starcolor);
sky->setStarScale(event->star_params->scale);
delete event->star_params;
}
void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam)
{
client->getEnv().setDayNightRatioOverride(
event->override_day_night_ratio.do_override,
event->override_day_night_ratio.ratio_f * 1000.0f);
}
void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
{
if (!clouds)
return;
clouds->setDensity(event->cloud_params.density);
clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
clouds->setHeight(event->cloud_params.height);
clouds->setThickness(event->cloud_params.thickness);
clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
}
void Game::processClientEvents(CameraOrientation *cam)
{
while (client->hasClientEvents()) {
std::unique_ptr<ClientEvent> event(client->getClientEvent());
FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
const ClientEventHandler& evHandler = clientEventHandler[event->type];
(this->*evHandler.handler)(event.get(), cam);
}
}
void Game::updateChat(f32 dtime, const v2u32 &screensize)
{
// Get new messages from error log buffer
while (!m_chat_log_buf.empty())
chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
// Get new messages from client
std::wstring message;
while (client->getChatMessage(message)) {
chat_backend->addUnparsedMessage(message);
}
// Remove old messages
chat_backend->step(dtime);
// Display all messages in a static text element
m_game_ui->setChatText(chat_backend->getRecentChat(),
chat_backend->getRecentBuffer().getLineCount());
}
void Game::updateCamera(u32 busy_time, f32 dtime)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
For interaction purposes, get info about the held item
- What item is it?
- Is it a usable item?
- Can it point to liquids?
*/
ItemStack playeritem;
{
ItemStack selected, hand;
playeritem = player->getWieldedItem(&selected, &hand);
}
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
v3s16 old_camera_offset = camera->getOffset();
if (wasKeyDown(KeyType::CAMERA_MODE)) {
GenericCAO *playercao = player->getCAO();
// If playercao not loaded, don't change camera
if (!playercao)
return;
camera->toggleCameraMode();
// Make the player visible depending on camera mode.
playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
}
float full_punch_interval = playeritem_toolcap.full_punch_interval;
float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
camera->step(dtime);
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
f32 camera_fov = camera->getFovMax();
v3s16 camera_offset = camera->getOffset();
m_camera_offset_changed = (camera_offset != old_camera_offset);
if (!m_flags.disable_camera_update) {
client->getEnv().getClientMap().updateCamera(camera_position,
camera_direction, camera_fov, camera_offset);
if (m_camera_offset_changed) {
client->updateCameraOffset(camera_offset);
client->getEnv().updateCameraOffset(camera_offset);
if (clouds)
clouds->updateCameraOffset(camera_offset);
}
}
}
void Game::updateSound(f32 dtime)
{
// Update sound listener
v3s16 camera_offset = camera->getOffset();
sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
v3f(0, 0, 0), // velocity
camera->getDirection(),
camera->getCameraNode()->getUpVector());
bool mute_sound = g_settings->getBool("mute_sound");
if (mute_sound) {
sound->setListenerGain(0.0f);
} else {
// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
sound->setListenerGain(new_volume);
if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}
}
LocalPlayer *player = client->getEnv().getLocalPlayer();
// Tell the sound maker whether to make footstep sounds
soundmaker->makes_footstep_sound = player->makes_footstep_sound;
// Update sound maker
if (player->makes_footstep_sound)
soundmaker->step(dtime);
ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNode(player->getFootstepNodePos());
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
}
void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
const v3f camera_direction = camera->getDirection();
const v3s16 camera_offset = camera->getOffset();
/*
Calculate what block is the crosshair pointing to
*/
ItemStack selected_item, hand_item;
const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
core::line3d<f32> shootline;
switch (camera->getCameraMode()) {
case CAMERA_MODE_FIRST:
// Shoot from camera position, with bobbing
shootline.start = camera->getPosition();
break;
case CAMERA_MODE_THIRD:
// Shoot from player head, no bobbing
shootline.start = camera->getHeadPosition();
break;
case CAMERA_MODE_THIRD_FRONT:
shootline.start = camera->getHeadPosition();
// prevent player pointing anything in front-view
d = 0;
break;
}
shootline.end = shootline.start + camera_direction * BS * d;
#ifdef HAVE_TOUCHSCREENGUI
if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
shootline = g_touchscreengui->getShootline();
// Scale shootline to the acual distance the player can reach
shootline.end = shootline.start
+ shootline.getVector().normalize() * BS * d;
shootline.start += intToFloat(camera_offset, BS);
shootline.end += intToFloat(camera_offset, BS);
}
#endif
PointedThing pointed = updatePointedThing(shootline,
selected_def.liquids_pointable,
!runData.btn_down_for_dig,
camera_offset);
if (pointed != runData.pointed_old) {
infostream << "Pointing at " << pointed.dump() << std::endl;
hud->updateSelectionMesh(camera_offset);
}
// Allow digging again if button is not pressed
if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
runData.digging_blocked = false;
/*
Stop digging when
- releasing dig button
- pointing away from node
*/
if (runData.digging) {
if (wasKeyReleased(KeyType::DIG)) {
infostream << "Dig button released (stopped digging)" << std::endl;
runData.digging = false;
} else if (pointed != runData.pointed_old) {
if (pointed.type == POINTEDTHING_NODE
&& runData.pointed_old.type == POINTEDTHING_NODE
&& pointed.node_undersurface
== runData.pointed_old.node_undersurface) {
// Still pointing to the same node, but a different face.
// Don't reset.
} else {
infostream << "Pointing away from node (stopped digging)" << std::endl;
runData.digging = false;
hud->updateSelectionMesh(camera_offset);
}
}
if (!runData.digging) {
client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0.0;
}
} else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
// Remove e.g. torches faster when clicking instead of holding dig button
runData.nodig_delay_timer = 0;
runData.dig_instantly = false;
}
if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
runData.btn_down_for_dig = false;
runData.punching = false;
soundmaker->m_player_leftpunch_sound.name = "";
// Prepare for repeating, unless we're not supposed to
if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
runData.repeat_place_timer += dtime;
else
runData.repeat_place_timer = 0;
if (selected_def.usable && isKeyDown(KeyType::DIG)) {
if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
!client->getScript()->on_item_use(selected_item, pointed)))
client->interact(INTERACT_USE, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
handlePointingAtNode(pointed, selected_item, hand_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
handlePointingAtObject(pointed, tool_item, player_position, show_debug);
} else if (isKeyDown(KeyType::DIG)) {
// When button is held down in air, show continuous animation
runData.punching = true;
// Run callback even though item is not usable
if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
client->getScript()->on_item_use(selected_item, pointed);
} else if (wasKeyPressed(KeyType::PLACE)) {
handlePointingAtNothing(selected_item);
}
runData.pointed_old = pointed;
if (runData.punching || wasKeyPressed(KeyType::DIG))
camera->setDigging(0); // dig animation
input->clearWasKeyPressed();
input->clearWasKeyReleased();
// Ensure DIG & PLACE are marked as handled
wasKeyDown(KeyType::DIG);
wasKeyDown(KeyType::PLACE);
input->joystick.clearWasKeyPressed(KeyType::DIG);
input->joystick.clearWasKeyPressed(KeyType::PLACE);
input->joystick.clearWasKeyReleased(KeyType::DIG);
input->joystick.clearWasKeyReleased(KeyType::PLACE);
}
PointedThing Game::updatePointedThing(
const core::line3d<f32> &shootline,
bool liquids_pointable,
bool look_for_object,
const v3s16 &camera_offset)
{
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
static thread_local const bool show_entity_selectionbox = g_settings->getBool(
"show_entity_selectionbox");
ClientEnvironment &env = client->getEnv();
ClientMap &map = env.getClientMap();
const NodeDefManager *nodedef = map.getNodeDefManager();
runData.selected_object = NULL;
hud->pointing_at_object = false;
RaycastState s(shootline, look_for_object, liquids_pointable);
PointedThing result;
env.continueRaycast(&s, &result);
if (result.type == POINTEDTHING_OBJECT) {
hud->pointing_at_object = true;
runData.selected_object = client->getEnv().getActiveObject(result.object_id);
aabb3f selection_box;
if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
runData.selected_object->getSelectionBox(&selection_box)) {
v3f pos = runData.selected_object->getPosition();
selectionboxes->push_back(aabb3f(selection_box));
hud->setSelectionPos(pos, camera_offset);
}
} else if (result.type == POINTEDTHING_NODE) {
// Update selection boxes
MapNode n = map.getNode(result.node_undersurface);
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(result.node_undersurface, &map));
f32 d = 0.002 * BS;
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge -= v3f(d, d, d);
box.MaxEdge += v3f(d, d, d);
selectionboxes->push_back(box);
}
hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
camera_offset);
hud->setSelectedFaceNormal(v3f(
result.intersection_normal.X,
result.intersection_normal.Y,
result.intersection_normal.Z));
}
// Update selection mesh light level and vertex colors
if (!selectionboxes->empty()) {
v3f pf = hud->getSelectionPos();
v3s16 p = floatToInt(pf, BS);
// Get selection mesh light level
MapNode n = map.getNode(p);
u16 node_light = getInteriorLight(n, -1, nodedef);
u16 light_level = node_light;
for (const v3s16 &dir : g_6dirs) {
n = map.getNode(p + dir);
node_light = getInteriorLight(n, -1, nodedef);
if (node_light > light_level)
light_level = node_light;
}
u32 daynight_ratio = client->getEnv().getDayNightRatio();
video::SColor c;
final_color_blend(&c, light_level, daynight_ratio);
// Modify final color a bit with time
u32 timer = porting::getTimeMs() % 5000;
float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
float sin_r = 0.08f * std::sin(timerf);
float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
// Set mesh final color
hud->setSelectionMeshColor(c);
}
return result;
}
void Game::handlePointingAtNothing(const ItemStack &playerItem)
{
infostream << "Attempted to place item while pointing at nothing" << std::endl;
PointedThing fauxPointed;
fauxPointed.type = POINTEDTHING_NOTHING;
client->interact(INTERACT_ACTIVATE, fauxPointed);
}
void Game::handlePointingAtNode(const PointedThing &pointed,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
/*
Check information text of node
*/
ClientMap &map = client->getEnv().getClientMap();
if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
&& !runData.digging_blocked
&& client->checkPrivilege("interact")) {
handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
}
// This should be done after digging handling
NodeMetadata *meta = map.getNodeMetadata(nodepos);
if (meta) {
m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
meta->getString("infotext"))));
} else {
MapNode n = map.getNode(nodepos);
if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
m_game_ui->setInfoText(L"Unknown node: " +
utf8_to_wide(nodedef_manager->get(n).name));
}
}
if ((wasKeyPressed(KeyType::PLACE) ||
runData.repeat_place_timer >= m_repeat_place_time) &&
client->checkPrivilege("interact")) {
runData.repeat_place_timer = 0;
infostream << "Place button pressed while looking at ground" << std::endl;
// Placing animation (always shown for feedback)
camera->setDigging(1);
soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
// If the wielded item has node placement prediction,
// make that happen
// And also set the sound and send the interact
// But first check for meta formspec and rightclickable
auto &def = selected_item.getDefinition(itemdef_manager);
bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
pointed, meta);
if (placed && client->modsLoaded())
client->getScript()->on_placenode(pointed, def);
}
}
bool Game::nodePlacement(const ItemDefinition &selected_def,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
const PointedThing &pointed, const NodeMetadata *meta)
{
const auto &prediction = selected_def.node_placement_prediction;
const NodeDefManager *nodedef = client->ndef();
ClientMap &map = client->getEnv().getClientMap();
MapNode node;
bool is_valid_position;
node = map.getNode(nodepos, &is_valid_position);
if (!is_valid_position) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
// formspec in meta
if (meta && !meta->getString("formspec").empty() && !input->isRandom()
&& !isKeyDown(KeyType::SNEAK)) {
// on_rightclick callbacks are called anyway
if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
client->interact(INTERACT_PLACE, pointed);
infostream << "Launching custom inventory view" << std::endl;
InventoryLocation inventoryloc;
inventoryloc.setNodeMeta(nodepos);
NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
&client->getEnv().getClientMap(), nodepos);
TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
auto *&formspec = m_game_ui->updateFormspec("");
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
return false;
}
// on_rightclick callback
if (prediction.empty() || (nodedef->get(node).rightclickable &&
!isKeyDown(KeyType::SNEAK))) {
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
verbosestream << "Node placement prediction for "
<< selected_def.name << " is " << prediction << std::endl;
v3s16 p = neighbourpos;
// Place inside node itself if buildable_to
MapNode n_under = map.getNode(nodepos, &is_valid_position);
if (is_valid_position) {
if (nodedef->get(n_under).buildable_to) {
p = nodepos;
} else {
node = map.getNode(p, &is_valid_position);
if (is_valid_position && !nodedef->get(node).buildable_to) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
}
}
// Find id of predicted node
content_t id;
bool found = nodedef->getId(prediction, id);
if (!found) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places " << prediction
<< ") - Name not known" << std::endl;
// Handle this as if prediction was empty
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
const ContentFeatures &predicted_f = nodedef->get(id);
// Predict param2 for facedir and wallmounted nodes
// Compare core.item_place_node() for what the server does
u8 param2 = 0;
const u8 place_param2 = selected_def.place_param2;
if (place_param2) {
param2 = place_param2;
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
param2 = dir.Y < 0 ? 1 : 0;
} else if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 2;
} else {
param2 = dir.Z < 0 ? 5 : 4;
}
} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 1;
} else {
param2 = dir.Z < 0 ? 2 : 0;
}
}
// Check attachment if node is in group attached_node
if (itemgroup_get(predicted_f.groups, "attached_node") != 0) {
const static v3s16 wallmounted_dirs[8] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1),
};
v3s16 pp;
if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
if (!nodedef->get(map.getNode(pp)).walkable) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
}
// Apply color
if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
const auto &indexstr = selected_item.metadata.
getString("palette_index", 0);
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
param2 = index;
} else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
// param2 = pure palette index + other
param2 = (index & 0xf8) | (param2 & 0x07);
} else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
// param2 = pure palette index + other
param2 = (index & 0xe0) | (param2 & 0x1f);
}
}
}
// Add node to client map
MapNode n(id, 0, param2);
try {
LocalPlayer *player = client->getEnv().getLocalPlayer();
// Dont place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(nodedef->get(n).walkable &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
// This triggers the required mesh update too
client->addNode(p, n);
// Report to server
client->interact(INTERACT_PLACE, pointed);
// A node is predicted, also play a sound
soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
return true;
} else {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
} catch (const InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places "
<< prediction << ") - Position not loaded" << std::endl;
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
}
void Game::handlePointingAtObject(const PointedThing &pointed,
const ItemStack &tool_item, const v3f &player_position, bool show_debug)
{
std::wstring infotext = unescape_translate(
utf8_to_wide(runData.selected_object->infoText()));
if (show_debug) {
if (!infotext.empty()) {
infotext += L"\n";
}
infotext += utf8_to_wide(runData.selected_object->debugInfoText());
}
m_game_ui->setInfoText(infotext);
if (isKeyDown(KeyType::DIG)) {
bool do_punch = false;
bool do_punch_damage = false;
if (runData.object_hit_delay_timer <= 0.0) {
do_punch = true;
do_punch_damage = true;
runData.object_hit_delay_timer = object_hit_delay;
}
if (wasKeyPressed(KeyType::DIG))
do_punch = true;
if (do_punch) {
infostream << "Punched object" << std::endl;
runData.punching = true;
}
if (do_punch_damage) {
// Report direct punch
v3f objpos = runData.selected_object->getPosition();
v3f dir = (objpos - player_position).normalize();
bool disable_send = runData.selected_object->directReportPunch(
dir, &tool_item, runData.time_from_last_punch);
runData.time_from_last_punch = 0;
if (!disable_send)
client->interact(INTERACT_START_DIGGING, pointed);
}
} else if (wasKeyDown(KeyType::PLACE)) {
infostream << "Pressed place button while pointing at object" << std::endl;
client->interact(INTERACT_PLACE, pointed); // place
}
}
void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
{
// See also: serverpackethandle.cpp, action == 2
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
MapNode n = client->getEnv().getClientMap().getNode(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,
&selected_item.getToolCapabilities(itemdef_manager));
// If can't dig, try hand
if (!params.diggable) {
params = getDigParams(nodedef_manager->get(n).groups,
&hand_item.getToolCapabilities(itemdef_manager));
}
if (!params.diggable) {
// I guess nobody will wait for this long
runData.dig_time_complete = 10000000.0;
} else {
runData.dig_time_complete = params.time;
if (m_cache_enable_particles) {
const ContentFeatures &features = client->getNodeDefManager()->get(n);
client->getParticleManager()->addNodeParticle(client,
player, nodepos, n, features);
}
}
if (!runData.digging) {
infostream << "Started digging" << std::endl;
runData.dig_instantly = runData.dig_time_complete == 0;
if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(INTERACT_START_DIGGING, pointed);
runData.digging = true;
runData.btn_down_for_dig = true;
}
if (!runData.dig_instantly) {
runData.dig_index = (float)crack_animation_length
* runData.dig_time
/ runData.dig_time_complete;
} else {
// This is for e.g. torches
runData.dig_index = crack_animation_length;
}
SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
if (sound_dig.exists() && params.diggable) {
if (sound_dig.name == "__group") {
if (!params.main_group.empty()) {
soundmaker->m_player_leftpunch_sound.gain = 0.5;
soundmaker->m_player_leftpunch_sound.name =
std::string("default_dig_") +
params.main_group;
}
} else {
soundmaker->m_player_leftpunch_sound = sound_dig;
}
}
// Don't show cracks if not diggable
if (runData.dig_time_complete >= 100000.0) {
} else if (runData.dig_index < crack_animation_length) {
//TimeTaker timer("client.setTempMod");
//infostream<<"dig_index="<<dig_index<<std::endl;
client->setCrack(runData.dig_index, nodepos);
} else {
infostream << "Digging completed" << std::endl;
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0;
runData.digging = false;
// we successfully dug, now block it from repeating if we want to be safe
if (g_settings->getBool("safe_dig_and_place"))
runData.digging_blocked = true;
runData.nodig_delay_timer =
runData.dig_time_complete / (float)crack_animation_length;
// We don't want a corresponding delay to very time consuming nodes
// and nodes without digging time (e.g. torches) get a fixed delay.
if (runData.nodig_delay_timer > 0.3)
runData.nodig_delay_timer = 0.3;
else if (runData.dig_instantly)
runData.nodig_delay_timer = 0.15;
bool is_valid_position;
MapNode wasnode = map.getNode(nodepos, &is_valid_position);
if (is_valid_position) {
if (client->modsLoaded() &&
client->getScript()->on_dignode(nodepos, wasnode)) {
return;
}
const ContentFeatures &f = client->ndef()->get(wasnode);
if (f.node_dig_prediction == "air") {
client->removeNode(nodepos);
} else if (!f.node_dig_prediction.empty()) {
content_t id;
bool found = client->ndef()->getId(f.node_dig_prediction, id);
if (found)
client->addNode(nodepos, id, true);
}
// implicit else: no prediction
}
client->interact(INTERACT_DIGGING_COMPLETED, pointed);
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(wasnode);
client->getParticleManager()->addDiggingParticles(client,
player, nodepos, wasnode, features);
}
// Send event to trigger sound
client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
}
if (runData.dig_time_complete < 100000.0) {
runData.dig_time += dtime;
} else {
runData.dig_time = 0;
client->setCrack(-1, nodepos);
}
camera->setDigging(0); // Dig animation
}
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
const CameraOrientation &cam)
{
TimeTaker tt_update("Game::updateFrame()");
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
Fog range
*/
if (draw_control->range_all) {
runData.fog_range = 100000 * BS;
} else {
runData.fog_range = draw_control->wanted_range * BS;
}
/*
Calculate general brightness
*/
u32 daynight_ratio = client->getEnv().getDayNightRatio();
float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
float direct_brightness;
bool sunlight_seen;
if (m_cache_enable_noclip && m_cache_enable_free_move) {
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
float old_brightness = sky->getBrightness();
direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
/ 255.0;
}
float time_of_day_smooth = runData.time_of_day_smooth;
float time_of_day = client->getEnv().getTimeOfDayF();
static const float maxsm = 0.05f;
static const float todsm = 0.05f;
if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
time_of_day_smooth = time_of_day;
if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ (time_of_day + 1.0) * todsm;
else
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ time_of_day * todsm;
runData.time_of_day_smooth = time_of_day_smooth;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen, camera->getCameraMode(), player->getYaw(),
player->getPitch());
/*
Update clouds
*/
if (clouds) {
if (sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
// camera->getPosition is not enough for 3rd person views
v3f camera_node_position = camera->getCameraNode()->getPosition();
v3s16 camera_offset = camera->getOffset();
camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
clouds->update(camera_node_position,
sky->getCloudColor());
if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
// if inside clouds, and fog enabled, use that as sky
// color(s)
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
sky->setInClouds(true);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);
}
} else {
clouds->setVisible(false);
}
}
/*
Update particles
*/
client->getParticleManager()->step(dtime);
/*
Fog
*/
if (m_cache_enable_fog) {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData.fog_range * m_cache_fog_start,
runData.fog_range * 1.0,
0.01,
false, // pixel fog
true // range fog
);
} else {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
100000 * BS,
110000 * BS,
0.01f,
false, // pixel fog
false // range fog
);
}
/*
Get chat messages from client
*/
v2u32 screensize = driver->getScreenSize();
updateChat(dtime, screensize);
/*
Inventory
*/
if (player->getWieldIndex() != runData.new_playeritem)
client->setPlayerItem(runData.new_playeritem);
if (client->updateWieldedItem()) {
// Update wielded tool
ItemStack selected_item, hand_item;
ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
camera->wield(tool_item);
}
/*
Update block draw list every 200ms or when camera direction has
changed much
*/
runData.update_draw_list_timer += dtime;
float update_draw_list_delta = 0.2f;
v3f camera_direction = camera->getDirection();
if (runData.update_draw_list_timer >= update_draw_list_delta
|| runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
|| m_camera_offset_changed) {
runData.update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList();
runData.update_draw_list_last_cam_dir = camera_direction;
}
if (RenderingEngine::get_shadow_renderer()) {
updateShadows();
}
m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
/*
make sure menu is on top
1. Delete formspec menu reference if menu was removed
2. Else, make sure formspec menu is on top
*/
auto formspec = m_game_ui->getFormspecGUI();
do { // breakable. only runs for one iteration
if (!formspec)
break;
if (formspec->getReferenceCount() == 1) {
m_game_ui->deleteFormspec();
break;
}
auto &loc = formspec->getFormspecLocation();
if (loc.type == InventoryLocation::NODEMETA) {
NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
if (!meta || meta->getString("formspec").empty()) {
formspec->quitMenu();
break;
}
}
if (isMenuActive())
guiroot->bringToFront(formspec);
} while (false);
/*
Drawing begins
*/
const video::SColor &skycolor = sky->getSkyColor();
TimeTaker tt_draw("Draw scene");
driver->beginScene(true, true, skycolor);
bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
(camera->getCameraMode() == CAMERA_MODE_FIRST));
bool draw_crosshair = (
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
try {
draw_crosshair = !g_settings->getBool("touchtarget");
} catch (SettingNotFoundException) {
}
#endif
m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
/*
Profiler graph
*/
if (m_game_ui->m_flags.show_profiler_graph)
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
/*
Damage flash
*/
if (runData.damage_flash > 0.0f) {
video::SColor color(runData.damage_flash, 180, 0, 0);
driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
runData.damage_flash -= 384.0f * dtime;
}
/*
Damage camera tilt
*/
if (player->hurt_tilt_timer > 0.0f) {
player->hurt_tilt_timer -= dtime * 6.0f;
if (player->hurt_tilt_timer < 0.0f)
player->hurt_tilt_strength = 0.0f;
}
/*
Update minimap pos and rotation
*/
if (mapper && m_game_ui->m_flags.show_hud) {
mapper->setPos(floatToInt(player->getPosition(), BS));
mapper->setAngle(player->getYaw());
}
/*
End scene
*/
if (++m_reset_HW_buffer_counter > 500) {
/*
Periodically remove all mesh HW buffers.
Work around for a quirk in Irrlicht where a HW buffer is only
released after 20000 iterations (triggered from endScene()).
Without this, all loaded but unused meshes will retain their HW
buffers for at least 5 minutes, at which point looking up the HW buffers
becomes a bottleneck and the framerate drops (as much as 30%).
Tests showed that numbers between 50 and 1000 are good, so picked 500.
There are no other public Irrlicht APIs that allow interacting with the
HW buffers without tracking the status of every individual mesh.
The HW buffers for _visible_ meshes will be reinitialized in the next frame.
*/
infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
driver->removeAllHardwareBuffers();
m_reset_HW_buffer_counter = 0;
}
driver->endScene();
stats->drawtime = tt_draw.stop(true);
g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
}
/* Log times and stuff for visualization */
inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
{
Profiler::GraphValues values;
g_profiler->graphGet(values);
graph->put(values);
}
/****************************************************************************
* Shadows
*****************************************************************************/
void Game::updateShadows()
{
ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
if (!shadow)
return;
float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
float timeoftheday = fmod(getWickedTimeOfDay(in_timeofday) + 0.75f, 0.5f) + 0.25f;
const float offset_constant = 10000.0f;
v3f light(0.0f, 0.0f, -1.0f);
light.rotateXZBy(90);
light.rotateXYBy(timeoftheday * 360 - 90);
light.rotateYZBy(sky->getSkyBodyOrbitTilt());
v3f sun_pos = light * offset_constant;
if (shadow->getDirectionalLightCount() == 0)
shadow->addDirectionalLight();
shadow->getDirectionalLight().setDirection(sun_pos);
shadow->setTimeOfDay(in_timeofday);
shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
}
/****************************************************************************
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 / (
device->isWindowFocused() && !g_menumgr.pausesGame()
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused"));
if (fps_timings->busy_time < frametime_min) {
fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
device->sleep(fps_timings->sleep_time);
} else {
fps_timings->sleep_time = 0;
}
/* Get the new value of the device timer. Note that device->sleep() may
* not sleep for the entire requested time as sleep may be interrupted and
* therefore it is arguably more accurate to get the new time from the
* device rather than calculating it by adding sleep_time to time.
*/
device->getTimer()->tick(); // Update device timer
time = device->getTimer()->getTime();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0;
fps_timings->last_time = time;
}
void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
{
const wchar_t *wmsg = wgettext(msg);
m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
draw_clouds);
delete[] wmsg;
}
void Game::settingChangedCallback(const std::string &setting_name, void *data)
{
((Game *)data)->readSettings();
}
void Game::readSettings()
{
m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_enable_clouds = g_settings->getBool("enable_clouds");
m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
m_cache_enable_particles = g_settings->getBool("enable_particles");
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
m_repeat_place_time = g_settings->getFloat("repeat_place_time");
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");
m_cache_fog_start = g_settings->getFloat("fog_start");
m_cache_cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
}
/****************************************************************************/
/****************************************************************************
Shutdown / cleanup
****************************************************************************/
/****************************************************************************/
void Game::showDeathFormspec()
{
static std::string formspec_str =
std::string("formspec_version[1]") +
SIZE_TAG
"bgcolor[#320000b4;true]"
"label[4.85,1.35;" + gettext("You died") + "]"
"button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
;
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
auto *&formspec = m_game_ui->getFormspecGUI();
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
formspec->setFocus("btn_respawn");
}
#define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
void Game::showPauseMenu()
{
#ifdef __ANDROID__
static const std::string control_text = strgettext("Default Controls:\n"
"No menu visible:\n"
"- single tap: button activate\n"
"- double tap: place/use\n"
"- slide finger: look around\n"
"Menu/Inventory visible:\n"
"- double tap (outside):\n"
" -->close\n"
"- touch stack, touch slot:\n"
" --> move stack\n"
"- touch&drag, tap 2nd finger\n"
" --> place single item to slot\n"
);
#else
static const std::string control_text_template = strgettext("Controls:\n"
"- %s: move forwards\n"
"- %s: move backwards\n"
"- %s: move left\n"
"- %s: move right\n"
"- %s: jump/climb up\n"
"- %s: dig/punch\n"
"- %s: place/use\n"
"- %s: sneak/climb down\n"
"- %s: drop item\n"
"- %s: inventory\n"
"- Mouse: turn/look\n"
"- Mouse wheel: select item\n"
"- %s: chat\n"
);
char control_text_buf[600];
porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
GET_KEY_NAME(keymap_forward),
GET_KEY_NAME(keymap_backward),
GET_KEY_NAME(keymap_left),
GET_KEY_NAME(keymap_right),
GET_KEY_NAME(keymap_jump),
GET_KEY_NAME(keymap_dig),
GET_KEY_NAME(keymap_place),
GET_KEY_NAME(keymap_sneak),
GET_KEY_NAME(keymap_drop),
GET_KEY_NAME(keymap_inventory),
GET_KEY_NAME(keymap_chat)
);
std::string control_text = std::string(control_text_buf);
str_formspec_escape(control_text);
#endif
float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
std::ostringstream os;
os << "formspec_version[1]" << SIZE_TAG
<< "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
<< strgettext("Continue") << "]";
if (!simple_singleplayer_mode) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
<< strgettext("Change Password") << "]";
} else {
os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
}
#ifndef __ANDROID__
#if USE_SOUND
if (g_settings->getBool("enable_sound")) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
<< strgettext("Sound Volume") << "]";
}
#endif
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
<< strgettext("Change Keys") << "]";
#endif
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
<< strgettext("Exit to Menu") << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
<< strgettext("Exit to OS") << "]"
<< "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
<< "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
<< "\n"
<< strgettext("Game info:") << "\n";
const std::string &address = client->getAddressName();
static const std::string mode = strgettext("- Mode: ");
if (!simple_singleplayer_mode) {
Address serverAddress = client->getServerAddress();
if (!address.empty()) {
os << mode << strgettext("Remote server") << "\n"
<< strgettext("- Address: ") << address;
} else {
os << mode << strgettext("Hosting server");
}
os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
} else {
os << mode << strgettext("Singleplayer") << "\n";
}
if (simple_singleplayer_mode || address.empty()) {
static const std::string on = strgettext("On");
static const std::string off = strgettext("Off");
const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
const std::string &announced = g_settings->getBool("server_announce") ? on : off;
os << strgettext("- Damage: ") << damage << "\n"
<< strgettext("- Creative Mode: ") << creative << "\n";
if (!simple_singleplayer_mode) {
const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
//~ PvP = Player versus Player
os << strgettext("- PvP: ") << pvp << "\n"
<< strgettext("- Public: ") << announced << "\n";
std::string server_name = g_settings->get("server_name");
str_formspec_escape(server_name);
if (announced == on && !server_name.empty())
os << strgettext("- Server Name: ") << server_name;
}
}
os << ";]";
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(os.str());
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
auto *&formspec = m_game_ui->getFormspecGUI();
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
formspec->setFocus("btn_continue");
formspec->doPause = true;
if (simple_singleplayer_mode)
pauseAnimation();
}
/****************************************************************************/
/****************************************************************************
extern function for launching the game
****************************************************************************/
/****************************************************************************/
void the_game(bool *kill,
InputHandler *input,
RenderingEngine *rendering_engine,
const GameStartData &start_data,
std::string &error_message,
ChatBackend &chat_backend,
bool *reconnect_requested) // Used for local game
{
Game game;
/* Make a copy of the server address because if a local singleplayer server
* is created then this is updated and we don't want to change the value
* passed to us by the calling function
*/
try {
if (game.startup(kill, input, rendering_engine, start_data,
error_message, reconnect_requested, &chat_backend)) {
game.run();
}
} catch (SerializationError &e) {
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 = std::string("ModError: ") + e.what() +
strgettext("\nCheck debug.txt for details.");
errorstream << error_message << std::endl;
}
game.shutdown();
}