minetest/src/client/game.cpp

4518 lines
132 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 "client/mapblock_mesh.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/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"
#include "clientdynamicinfo.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.clear();
}
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)
{}
Type getType() const { return NODE_DUG; }
};
class SoundMaker
{
ISoundManager *m_sound;
const NodeDefManager *m_ndef;
public:
bool makes_footstep_sound = true;
float m_player_step_timer = 0.0f;
float m_player_jump_timer = 0.0f;
SoundSpec m_player_step_sound;
SoundSpec m_player_leftpunch_sound;
// Second sound made on left punch, currently used for item 'use' sound
SoundSpec m_player_leftpunch_sound2;
SoundSpec m_player_rightpunch_sound;
SoundMaker(ISoundManager *sound, const NodeDefManager *ndef) :
m_sound(sound), m_ndef(ndef) {}
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(0, m_player_step_sound);
}
}
void playPlayerJump()
{
if (m_player_jump_timer <= 0.0f) {
m_player_jump_timer = 0.2f;
m_sound->playSound(0, SoundSpec("player_jump", 0.5f));
}
}
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(0, sm->m_player_leftpunch_sound);
sm->m_sound->playSound(0, sm->m_player_leftpunch_sound2);
}
static void cameraPunchRight(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(0, sm->m_player_rightpunch_sound);
}
static void nodeDug(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
NodeDugEvent *nde = (NodeDugEvent *)e;
sm->m_sound->playSound(0, sm->m_ndef->get(nde->n).sound_dug);
}
static void playerDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(0, SoundSpec("player_damage", 0.5));
}
static void playerFallingDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(0, SoundSpec("player_falling_damage", 0.5));
}
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;
}
};
typedef s32 SamplerLayer_t;
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
Client *m_client;
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;
CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
CachedPixelShaderSetting<float> m_animation_timer_delta_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_texture0;
CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
CachedVertexShaderSetting<float, 2> m_texel_size0_vertex;
CachedPixelShaderSetting<float, 2> m_texel_size0_pixel;
std::array<float, 2> m_texel_size0_values;
CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
float m_user_exposure_compensation;
bool m_bloom_enabled;
CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
float m_bloom_intensity;
CachedPixelShaderSetting<float> m_bloom_strength_pixel;
float m_bloom_strength;
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
CachedPixelShaderSetting<float> m_saturation_pixel;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fog_enabled = g_settings->getBool("enable_fog");
if (name == "exposure_compensation")
m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
if (name == "bloom_intensity")
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
if (name == "bloom_strength_factor")
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
if (name == "bloom_radius")
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
}
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_client(client),
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_animation_timer_delta_vertex("animationTimerDelta"),
m_animation_timer_delta_pixel("animationTimerDelta"),
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_texture0("texture0"),
m_texture1("texture1"),
m_texture2("texture2"),
m_texture3("texture3"),
m_texel_size0_vertex("texelSize0"),
m_texel_size0_pixel("texelSize0"),
m_exposure_params_pixel("exposureParams",
std::array<const char*, 7> {
"luminanceMin", "luminanceMax", "exposureCorrection",
"speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
}),
m_bloom_intensity_pixel("bloomIntensity"),
m_bloom_strength_pixel("bloomStrength"),
m_bloom_radius_pixel("bloomRadius"),
m_saturation_pixel("saturation")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
g_settings->registerChangedCallback("saturation", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
}
~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 = m_client->getEnv().getFrameTime() % 1000000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
float eye_position_array[3];
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
epos.getAs3Values(eye_position_array);
m_eye_position_pixel.set(eye_position_array, services);
m_eye_position_vertex.set(eye_position_array, services);
if (m_client->getMinimap()) {
float minimap_yaw_array[3];
v3f minimap_yaw = m_client->getMinimap()->getYawVec();
minimap_yaw.getAs3Values(minimap_yaw_array);
m_minimap_yaw.set(minimap_yaw_array, services);
}
float camera_offset_array[3];
v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
offset.getAs3Values(camera_offset_array);
m_camera_offset_pixel.set(camera_offset_array, services);
m_camera_offset_vertex.set(camera_offset_array, services);
SamplerLayer_t tex_id;
tex_id = 0;
m_texture0.set(&tex_id, services);
tex_id = 1;
m_texture1.set(&tex_id, services);
tex_id = 2;
m_texture2.set(&tex_id, services);
tex_id = 3;
m_texture3.set(&tex_id, services);
m_texel_size0_vertex.set(m_texel_size0_values.data(), services);
m_texel_size0_pixel.set(m_texel_size0_values.data(), services);
const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
std::array<float, 7> exposure_buffer = {
std::pow(2.0f, exposure_params.luminance_min),
std::pow(2.0f, exposure_params.luminance_max),
exposure_params.exposure_correction,
exposure_params.speed_dark_bright,
exposure_params.speed_bright_dark,
exposure_params.center_weight_power,
powf(2.f, m_user_exposure_compensation)
};
m_exposure_params_pixel.set(exposure_buffer.data(), services);
if (m_bloom_enabled) {
m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
m_bloom_radius_pixel.set(&m_bloom_radius, services);
m_bloom_strength_pixel.set(&m_bloom_strength, services);
}
float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
m_saturation_pixel.set(&saturation, services);
}
void onSetMaterial(const video::SMaterial &material)
{
video::ITexture *texture = material.getTexture(0);
if (texture) {
core::dimension2du size = texture->getSize();
m_texel_size0_values[0] = 1.f / size.Width;
m_texel_size0_values[1] = 1.f / size.Height;
}
else {
m_texel_size0_values[0] = 0.f;
m_texel_size0_values[1] = 0.f;
}
}
};
class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
Client *m_client;
std::vector<GameGlobalShaderConstantSetter *> created_nosky;
public:
GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(NULL),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_client(client)
{}
void setSky(Sky *sky) {
m_sky = sky;
for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
ggscs->setSky(m_sky);
}
created_nosky.clear();
}
virtual IShaderConstantSetter* create()
{
auto *scs = new GameGlobalShaderConstantSetter(
m_sky, m_force_fog_off, m_fog_range, m_client);
if (!m_sky)
created_nosky.push_back(scs);
return scs;
}
};
#ifdef HAVE_TOUCHSCREENGUI
#define SIZE_TAG "size[11,5.5]"
#else
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
#endif
/****************************************************************************
****************************************************************************/
const static float object_hit_delay = 0.2;
struct FpsControl {
FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
void reset();
void limit(IrrlichtDevice *device, f32 *dtime);
u32 getBusyMs() const { return busy_time / 1000; }
// all values in microseconds (us)
u64 last_time, busy_time, sleep_time;
};
/* The reason the following structs are not anonymous structs within the
* class is that they are not used by the majority of member functions and
* many functions that do require objects of thse types do not modify them
* (so they can be passed as a const qualified parameter)
*/
struct GameRunData {
u16 dig_index;
u16 new_playeritem;
PointedThing pointed_old;
bool digging;
bool punching;
bool btn_down_for_dig;
bool dig_instantly;
bool digging_blocked;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
float dig_time_complete;
float repeat_place_timer;
float object_hit_delay_timer;
float time_from_last_punch;
ClientActiveObject *selected_object;
float jump_timer_up; // from key up until key down
float jump_timer_down; // since last key down
float jump_timer_down_before; // from key down until key down again
float damage_flash;
float update_draw_list_timer;
float touch_blocks_timer;
f32 fog_range;
v3f update_draw_list_last_cam_dir;
float time_of_day_smooth;
};
class Game;
struct ClientEventHandler
{
void (Game::*handler)(ClientEvent *, CameraOrientation *);
};
/****************************************************************************
THE GAME
****************************************************************************/
using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
/* This is not intended to be a public class. If a public class becomes
* desirable then it may be better to create another 'wrapper' class that
* hides most of the stuff in this class (nothing in this class is required
* by any other file) but exposes the public methods/data only.
*/
class Game {
public:
Game();
~Game();
bool startup(bool *kill,
InputHandler *input,
RenderingEngine *rendering_engine,
const GameStartData &game_params,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend);
void run();
void shutdown();
protected:
// Basic initialisation
bool init(const std::string &map_dir, const std::string &address,
u16 port, const SubgameSpec &gamespec);
bool initSound();
bool createSingleplayerServer(const std::string &map_dir,
const SubgameSpec &gamespec, u16 port);
// Client creation
bool createClient(const GameStartData &start_data);
bool initGui();
// Client connection
bool connectToServer(const GameStartData &start_data,
bool *connect_ok, bool *aborted);
bool getServerContent(bool *aborted);
// Main loop
void updateInteractTimers(f32 dtime);
bool checkConnection();
bool handleCallbacks();
void processQueues();
void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
void updateDebugState();
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
void updateProfilerGraphs(ProfilerGraph *graph);
// Input related
void processUserInput(f32 dtime);
void processKeyInput();
void processItemSelection(u16 *new_playeritem);
void dropSelectedItem(bool single_item = false);
void openInventory();
void openConsole(float scale, const wchar_t *line=NULL);
void toggleFreeMove();
void toggleFreeMoveAlt();
void togglePitchMove();
void toggleFast();
void toggleNoClip();
void toggleCinematic();
void toggleBlockBounds();
void toggleAutoforward();
void toggleMinimap(bool shift_pressed);
void toggleFog();
void toggleDebug();
void toggleUpdateCamera();
void increaseViewRange();
void decreaseViewRange();
void toggleFullViewRange();
void checkZoomEnabled();
void updateCameraDirection(CameraOrientation *cam, float dtime);
void updateCameraOrientation(CameraOrientation *cam, float dtime);
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 dtime);
void processClientEvents(CameraOrientation *cam);
void updateCamera(f32 dtime);
void updateSound(f32 dtime);
void processPlayerInteraction(f32 dtime, bool show_hud);
/*!
* Returns the object or node the player is pointing at.
* Also updates the selected thing in the Hud.
*
* @param[in] shootline the shootline, starting from
* the camera position. This also gives the maximal distance
* of the search.
* @param[in] liquids_pointable if false, liquids are ignored
* @param[in] look_for_object if false, objects are ignored
* @param[in] camera_offset offset of the camera
* @param[out] selected_object the selected object or
* NULL if not found
*/
PointedThing updatePointedThing(
const core::line3d<f32> &shootline, bool liquids_pointable,
bool look_for_object, const v3s16 &camera_offset);
void handlePointingAtNothing(const ItemStack &playerItem);
void handlePointingAtNode(const PointedThing &pointed,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
const CameraOrientation &cam);
void updateShadows();
// Misc
void showOverlayMessage(const char *msg, float dtime, int percent,
bool draw_clouds = true);
static void settingChangedCallback(const std::string &setting_name, void *data);
void readSettings();
inline bool isKeyDown(GameKeyType k)
{
return input->isKeyDown(k);
}
inline bool wasKeyDown(GameKeyType k)
{
return input->wasKeyDown(k);
}
inline bool wasKeyPressed(GameKeyType k)
{
return input->wasKeyPressed(k);
}
inline bool wasKeyReleased(GameKeyType k)
{
return input->wasKeyReleased(k);
}
#ifdef __ANDROID__
void handleAndroidChatInput();
#endif
private:
struct Flags {
bool force_fog_off = false;
bool disable_camera_update = false;
};
void showDeathFormspec();
void showPauseMenu();
void pauseAnimation();
void resumeAnimation();
// ClientEvent handlers
void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HandleParticleEvent(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
void updateChat(f32 dtime);
bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
const NodeMetadata *meta);
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
f32 getSensitivityScaleFactor() const;
ClientDynamicInfo getCurrentDynamicInfo() const;
InputHandler *input = nullptr;
Client *client = nullptr;
Server *server = nullptr;
ClientDynamicInfo client_display_info{};
float dynamic_info_send_timer = 0;
IWritableTextureSource *texture_src = nullptr;
IWritableShaderSource *shader_src = nullptr;
// When created, these will be filled with data received from the server
IWritableItemDefManager *itemdef_manager = nullptr;
NodeDefManager *nodedef_manager = nullptr;
std::unique_ptr<ISoundManager> sound_manager;
SoundMaker *soundmaker = nullptr;
ChatBackend *chat_backend = nullptr;
LogOutputBuffer m_chat_log_buf;
EventManager *eventmgr = nullptr;
QuicktuneShortcutter *quicktune = nullptr;
std::unique_ptr<GameUI> m_game_ui;
GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
MapDrawControl *draw_control = nullptr;
Camera *camera = nullptr;
Clouds *clouds = nullptr; // Free using ->Drop()
Sky *sky = nullptr; // Free using ->Drop()
Hud *hud = nullptr;
Minimap *mapper = nullptr;
// Map server hud ids to client hud ids
std::unordered_map<u32, u32> m_hud_server_to_client;
GameRunData runData;
Flags m_flags;
/* 'cache'
This class does take ownership/responsibily for cleaning up etc of any of
these items (e.g. device)
*/
IrrlichtDevice *device;
RenderingEngine *m_rendering_engine;
video::IVideoDriver *driver;
scene::ISceneManager *smgr;
bool *kill;
std::string *error_message;
bool *reconnect_requested;
scene::ISceneNode *skybox;
PausedNodesList paused_animated_nodes;
bool simple_singleplayer_mode;
/* End 'cache' */
/* Pre-calculated values
*/
int crack_animation_length;
IntervalLimiter profiler_interval;
/*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_enable_clouds;
bool m_cache_enable_joysticks;
bool m_cache_enable_particles;
bool m_cache_enable_fog;
bool m_cache_enable_noclip;
bool m_cache_enable_free_move;
f32 m_cache_mouse_sensitivity;
f32 m_cache_joystick_frustum_sensitivity;
f32 m_repeat_place_time;
f32 m_cache_cam_smoothing;
f32 m_cache_fog_start;
bool m_invert_mouse;
bool m_enable_hotbar_mouse_wheel;
bool m_invert_hotbar_mouse_wheel;
bool m_first_loop_after_window_activation = false;
bool m_camera_offset_changed = false;
bool m_game_focused;
bool m_does_lost_focus_pause_game = false;
// if true, (almost) the whole game is paused
// this happens in pause menu in singleplayer
bool m_is_paused = false;
#ifdef HAVE_TOUCHSCREENGUI
bool m_cache_hold_aux1;
bool m_touch_use_crosshair;
inline bool isNoCrosshairAllowed() {
return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
}
#endif
#ifdef __ANDROID__
bool m_android_chat_open;
#endif
};
Game::Game() :
m_chat_log_buf(g_logger),
m_game_ui(new GameUI())
{
g_settings->registerChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_joysticks",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_particles",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_fog",
&settingChangedCallback, this);
g_settings->registerChangedCallback("mouse_sensitivity",
&settingChangedCallback, this);
g_settings->registerChangedCallback("joystick_frustum_sensitivity",
&settingChangedCallback, this);
g_settings->registerChangedCallback("repeat_place_time",
&settingChangedCallback, this);
g_settings->registerChangedCallback("noclip",
&settingChangedCallback, this);
g_settings->registerChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->registerChangedCallback("fog_start",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->registerChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->registerChangedCallback("camera_smoothing",
&settingChangedCallback, this);
g_settings->registerChangedCallback("invert_mouse",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_hotbar_mouse_wheel",
&settingChangedCallback, this);
g_settings->registerChangedCallback("invert_hotbar_mouse_wheel",
&settingChangedCallback, this);
g_settings->registerChangedCallback("pause_on_lost_focus",
&settingChangedCallback, this);
readSettings();
#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = false; // This is initialised properly later
#endif
}
/****************************************************************************
MinetestApp Public
****************************************************************************/
Game::~Game()
{
delete client;
delete soundmaker;
sound_manager.reset();
delete server; // deleted first to stop all server threads
delete hud;
delete camera;
delete quicktune;
delete eventmgr;
delete texture_src;
delete shader_src;
delete nodedef_manager;
delete itemdef_manager;
delete draw_control;
clearTextureNameCache();
g_settings->deregisterChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_clouds",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_joysticks",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_particles",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_fog",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("mouse_sensitivity",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("joystick_frustum_sensitivity",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("repeat_place_time",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("noclip",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("free_move",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("fog_start",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("camera_smoothing",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("invert_mouse",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("enable_hotbar_mouse_wheel",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("invert_hotbar_mouse_wheel",
&settingChangedCallback, this);
g_settings->deregisterChangedCallback("pause_on_lost_focus",
&settingChangedCallback, this);
if (m_rendering_engine)
m_rendering_engine->finalize();
}
bool Game::startup(bool *kill,
InputHandler *input,
RenderingEngine *rendering_engine,
const GameStartData &start_data,
std::string &error_message,
bool *reconnect,
ChatBackend *chat_backend)
{
// "cache"
m_rendering_engine = rendering_engine;
device = m_rendering_engine->get_raw_device();
this->kill = kill;
this->error_message = &error_message;
reconnect_requested = reconnect;
this->input = input;
this->chat_backend = chat_backend;
simple_singleplayer_mode = start_data.isSinglePlayer();
input->keycache.populate();
driver = device->getVideoDriver();
smgr = m_rendering_engine->get_scene_manager();
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
// Reinit runData
runData = GameRunData();
runData.time_from_last_punch = 10.0;
m_game_ui->initFlags();
m_first_loop_after_window_activation = true;
#ifdef HAVE_TOUCHSCREENGUI
m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
#endif
g_client_translations->clear();
// address can change if simple_singleplayer_mode
if (!init(start_data.world_spec.path, start_data.address,
start_data.socket_port, start_data.game_spec))
return false;
if (!createClient(start_data))
return false;
m_rendering_engine->initialize(client, hud);
return true;
}
void Game::run()
{
ProfilerGraph graph;
RunStats stats = {};
CameraOrientation cam_view_target = {};
CameraOrientation cam_view = {};
FpsControl draw_times;
f32 dtime; // in seconds
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
draw_times.reset();
set_light_table(g_settings->getFloat("display_gamma"));
#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = g_settings->getBool("fast_move")
&& client->checkPrivilege("fast");
#endif
const irr::core::dimension2du initial_screen_size(
g_settings->getU16("screen_w"),
g_settings->getU16("screen_h")
);
const bool initial_window_maximized = g_settings->getBool("window_maximized");
while (m_rendering_engine->run()
&& !(*kill || g_gamecallback->shutdown_requested
|| (server && server->isShutdownRequested()))) {
// Calculate dtime =
// m_rendering_engine->run() from this iteration
// + Sleep time until the wanted FPS are reached
draw_times.limit(device, &dtime);
const auto current_dynamic_info = getCurrentDynamicInfo();
if (!current_dynamic_info.equal(client_display_info)) {
client_display_info = current_dynamic_info;
dynamic_info_send_timer = 0.2f;
}
if (dynamic_info_send_timer > 0.0f) {
dynamic_info_send_timer -= dtime;
if (dynamic_info_send_timer <= 0.0f) {
client->sendUpdateClientInfo(current_dynamic_info);
}
}
// Prepare render data for next iteration
updateStats(&stats, draw_times, dtime);
updateInteractTimers(dtime);
if (!checkConnection())
break;
if (!handleCallbacks())
break;
processQueues();
m_game_ui->clearInfoText();
updateProfilers(stats, draw_times, dtime);
processUserInput(dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, dtime);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_yaw) * m_cache_cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view);
{
bool was_paused = m_is_paused;
m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
if (m_is_paused)
dtime = 0.0f;
if (!was_paused && m_is_paused) {
pauseAnimation();
sound_manager->pauseAll();
} else if (was_paused && !m_is_paused) {
resumeAnimation();
sound_manager->resumeAll();
}
}
if (!m_is_paused)
step(dtime);
processClientEvents(&cam_view_target);
updateDebugState();
updateCamera(dtime);
updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
updateFrame(&graph, &stats, dtime, cam_view);
updateProfilerGraphs(&graph);
// Update if minimap has been disabled by the server
m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
showPauseMenu();
}
}
RenderingEngine::autosaveScreensizeAndCo(initial_screen_size, initial_window_maximized);
}
void Game::shutdown()
{
auto formspec = m_game_ui->getFormspecGUI();
if (formspec)
formspec->quitMenu();
#ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide();
#endif
showOverlayMessage(N_("Shutting down..."), 0, 0, false);
if (clouds)
clouds->drop();
if (gui_chat_console)
gui_chat_console->drop();
if (sky)
sky->drop();
/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
g_menumgr.m_stack.front()->setVisible(false);
g_menumgr.deletingMenu(g_menumgr.m_stack.front());
}
m_game_ui->deleteFormspec();
chat_backend->addMessage(L"", L"# Disconnected.");
chat_backend->addMessage(L"", L"");
m_chat_log_buf.clear();
if (client) {
client->Stop();
while (!client->isShutdown()) {
assert(texture_src != NULL);
assert(shader_src != NULL);
texture_src->processQueue();
shader_src->processQueue();
sleep_ms(100);
}
}
}
/****************************************************************************/
/****************************************************************************
Startup
****************************************************************************/
/****************************************************************************/
bool Game::init(
const std::string &map_dir,
const std::string &address,
u16 port,
const SubgameSpec &gamespec)
{
texture_src = createTextureSource();
showOverlayMessage(N_("Loading..."), 0, 0);
shader_src = createShaderSource();
itemdef_manager = createItemDefManager();
nodedef_manager = createNodeDefManager();
eventmgr = new EventManager();
quicktune = new QuicktuneShortcutter();
if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
&& eventmgr && quicktune))
return false;
if (!initSound())
return false;
// Create a server if not connecting to an existing one
if (address.empty()) {
if (!createSingleplayerServer(map_dir, gamespec, port))
return false;
}
return true;
}
bool Game::initSound()
{
#if USE_SOUND
if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
infostream << "Attempting to use OpenAL audio" << std::endl;
sound_manager = createOpenALSoundManager(g_sound_manager_singleton.get(),
std::make_unique<SoundFallbackPathProvider>());
if (!sound_manager)
infostream << "Failed to initialize OpenAL audio" << std::endl;
} else {
infostream << "Sound disabled." << std::endl;
}
#endif
if (!sound_manager) {
infostream << "Using dummy audio." << std::endl;
sound_manager = std::make_unique<DummySoundManager>();
}
soundmaker = new SoundMaker(sound_manager.get(), nodedef_manager);
if (!soundmaker)
return false;
soundmaker->registerReceiver(eventmgr);
return true;
}
bool Game::createSingleplayerServer(const std::string &map_dir,
const SubgameSpec &gamespec, u16 port)
{
showOverlayMessage(N_("Creating server..."), 0, 5);
std::string bind_str = g_settings->get("bind_address");
Address bind_addr(0, 0, 0, 0, port);
if (g_settings->getBool("ipv6_server")) {
bind_addr.setAddress((IPv6AddressBytes *) NULL);
}
try {
bind_addr.Resolve(bind_str.c_str());
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
<< " -- Listening on all addresses." << std::endl;
}
if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled",
bind_addr.serializeString().c_str());
errorstream << *error_message << std::endl;
return false;
}
server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
false, nullptr, error_message);
server->start();
return true;
}
bool Game::createClient(const GameStartData &start_data)
{
showOverlayMessage(N_("Creating client..."), 0, 10);
draw_control = new MapDrawControl();
if (!draw_control)
return false;
bool could_connect, connect_aborted;
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
g_touchscreengui->init(texture_src);
g_touchscreengui->hide();
}
#endif
if (!connectToServer(start_data, &could_connect, &connect_aborted))
return false;
if (!could_connect) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = gettext("Connection failed for unknown reason");
errorstream << *error_message << std::endl;
}
return false;
}
if (!getServerContent(&connect_aborted)) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = gettext("Connection failed for unknown reason");
errorstream << *error_message << std::endl;
}
return false;
}
auto *scsf = new GameGlobalShaderConstantSetterFactory(
&m_flags.force_fog_off, &runData.fog_range, client);
shader_src->addShaderConstantSetterFactory(scsf);
// Update cached textures, meshes and materials
client->afterContentReceived();
/* Camera
*/
camera = new Camera(*draw_control, client, m_rendering_engine);
if (client->modsLoaded())
client->getScript()->on_camera_ready(camera);
client->setCamera(camera);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
}
#endif
/* Clouds
*/
if (m_cache_enable_clouds)
clouds = new Clouds(smgr, -1, time(0));
/* Skybox
*/
sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
scsf->setSky(sky);
skybox = NULL; // This is used/set later on in the main run loop
/* Pre-calculated values
*/
video::ITexture *t = texture_src->getTexture("crack_anylength.png");
if (t) {
v2u32 size = t->getOriginalSize();
crack_animation_length = size.Y / size.X;
} else {
crack_animation_length = 5;
}
if (!initGui())
return false;
/* Set window caption
*/
std::wstring str = utf8_to_wide(PROJECT_NAME_C);
str += L" ";
str += utf8_to_wide(g_version_hash);
str += L" [";
str += simple_singleplayer_mode ? wstrgettext("Singleplayer")
: wstrgettext("Multiplayer");
str += L"]";
str += L" [";
str += driver->getName();
str += L"]";
device->setWindowCaption(str.c_str());
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
hud = new Hud(client, player, &player->inventory);
mapper = client->getMinimap();
if (mapper && client->modsLoaded())
client->getScript()->on_minimap_ready(mapper);
return true;
}
bool Game::initGui()
{
m_game_ui->init();
// Remove stale "recent" chat messages from previous connections
chat_backend->clearRecentChat();
// Make sure the size of the recent messages buffer is right
chat_backend->applySettings();
// Chat backend and console
gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
-1, chat_backend, client, &g_menumgr);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->show();
#endif
return true;
}
bool Game::connectToServer(const GameStartData &start_data,
bool *connect_ok, bool *connection_aborted)
{
*connect_ok = false; // Let's not be overly optimistic
*connection_aborted = false;
bool local_server_mode = false;
showOverlayMessage(N_("Resolving address..."), 0, 15);
Address connect_address(0, 0, 0, 0, start_data.socket_port);
try {
connect_address.Resolve(start_data.address.c_str());
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
if (connect_address.isIPv6()) {
IPv6AddressBytes addr_bytes;
addr_bytes.bytes[15] = 1;
connect_address.setAddress(&addr_bytes);
} else {
connect_address.setAddress(127, 0, 0, 1);
}
local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = fmtgettext("Couldn't resolve address: %s", e.what());
errorstream << *error_message << std::endl;
return false;
}
if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
errorstream << *error_message << std::endl;
return false;
}
try {
client = new Client(start_data.name.c_str(),
start_data.password, start_data.address,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound_manager.get(), eventmgr,
m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
start_data.allow_login_or_register);
client->migrateModStorage();
} catch (const BaseException &e) {
*error_message = fmtgettext("Error creating client: %s", e.what());
errorstream << *error_message << std::endl;
return false;
}
client->m_simple_singleplayer_mode = simple_singleplayer_mode;
infostream << "Connecting to server at ";
connect_address.print(infostream);
infostream << std::endl;
client->connect(connect_address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection
*/
try {
input->clear();
FpsControl fps_control;
f32 dtime;
f32 wait_time = 0; // in seconds
fps_control.reset();
while (m_rendering_engine->run()) {
fps_control.limit(device, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->getState() == LC_Init) {
*connect_ok = true;
break;
}
// Break conditions
if (*connection_aborted)
break;
if (client->accessDenied()) {
*error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
*reconnect_requested = client->reconnectRequested();
errorstream << *error_message << std::endl;
break;
}
if (input->cancelPressed()) {
*connection_aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
break;
}
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if (!start_data.address.empty() && wait_time > 10) {
*error_message = gettext("Connection timed out.");
errorstream << *error_message << std::endl;
break;
}
// Update status
showOverlayMessage(N_("Connecting to server..."), dtime, 20);
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error
// message?
return false;
}
return true;
}
bool Game::getServerContent(bool *aborted)
{
input->clear();
FpsControl fps_control;
f32 dtime; // in seconds
fps_control.reset();
while (m_rendering_engine->run()) {
fps_control.limit(device, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->mediaReceived() && client->itemdefReceived() &&
client->nodedefReceived()) {
break;
}
// Error conditions
if (!checkConnection())
return false;
if (client->getState() < LC_Init) {
*error_message = gettext("Client disconnected");
errorstream << *error_message << std::endl;
return false;
}
if (input->cancelPressed()) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
return false;
}
// Display status
int progress = 25;
if (!client->itemdefReceived()) {
progress = 25;
m_rendering_engine->draw_load_screen(wstrgettext("Item definitions..."),
guienv, texture_src, dtime, progress);
} else if (!client->nodedefReceived()) {
progress = 30;
m_rendering_engine->draw_load_screen(wstrgettext("Node definitions..."),
guienv, texture_src, dtime, progress);
} else {
std::ostringstream message;
std::fixed(message);
message.precision(0);
float receive = client->mediaReceiveProgress() * 100;
message << gettext("Media...");
if (receive > 0)
message << " " << receive << "%";
message.precision(2);
if ((USE_CURL == 0) ||
(!g_settings->getBool("enable_remote_media_server"))) {
float cur = client->getCurRate();
std::string cur_unit = gettext("KiB/s");
if (cur > 900) {
cur /= 1024.0;
cur_unit = gettext("MiB/s");
}
message << " (" << cur << ' ' << cur_unit << ")";
}
progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
texture_src, dtime, progress);
}
}
return true;
}
/****************************************************************************/
/****************************************************************************
Run
****************************************************************************/
/****************************************************************************/
inline void Game::updateInteractTimers(f32 dtime)
{
if (runData.nodig_delay_timer >= 0)
runData.nodig_delay_timer -= dtime;
if (runData.object_hit_delay_timer >= 0)
runData.object_hit_delay_timer -= dtime;
runData.time_from_last_punch += dtime;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::checkConnection()
{
if (client->accessDenied()) {
*error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
*reconnect_requested = client->reconnectRequested();
errorstream << *error_message << std::endl;
return false;
}
return true;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::handleCallbacks()
{
if (g_gamecallback->disconnect_requested) {
g_gamecallback->disconnect_requested = false;
return false;
}
if (g_gamecallback->changepassword_requested) {
(new GUIPasswordChange(guienv, guiroot, -1,
&g_menumgr, client, texture_src))->drop();
g_gamecallback->changepassword_requested = false;
}
if (g_gamecallback->changevolume_requested) {
(new GUIVolumeChange(guienv, guiroot, -1,
&g_menumgr, texture_src))->drop();
g_gamecallback->changevolume_requested = false;
}
if (g_gamecallback->keyconfig_requested) {
(new GUIKeyChangeMenu(guienv, guiroot, -1,
&g_menumgr, texture_src))->drop();
g_gamecallback->keyconfig_requested = false;
}
if (g_gamecallback->keyconfig_changed) {
input->keycache.populate(); // update the cache with new settings
g_gamecallback->keyconfig_changed = false;
}
return true;
}
void Game::processQueues()
{
texture_src->processQueue();
shader_src->processQueue();
}
void Game::updateDebugState()
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
// debug UI and wireframe
bool has_debug = client->checkPrivilege("debug");
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
if (m_game_ui->m_flags.show_basic_debug) {
if (!has_basic_debug)
m_game_ui->m_flags.show_basic_debug = false;
} else if (m_game_ui->m_flags.show_minimal_debug) {
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
}
if (!has_basic_debug)
hud->disableBlockBounds();
if (!has_debug)
draw_control->show_wireframe = false;
// noclip
draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
}
void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
f32 dtime)
{
float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
bool print_to_log = true;
if (profiler_print_interval == 0) {
print_to_log = false;
profiler_print_interval = 3;
}
if (profiler_interval.step(dtime, profiler_print_interval)) {
if (print_to_log) {
infostream << "Profiler:" << std::endl;
g_profiler->print(infostream);
}
m_game_ui->updateProfiler();
g_profiler->clear();
}
// Update update graphs
g_profiler->graphAdd("Time non-rendering [us]",
draw_times.busy_time - stats.drawtime);
g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
g_profiler->graphAdd("FPS", 1.0f / dtime);
}
void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
f32 dtime)
{
f32 jitter;
Jitter *jp;
/* Time average and jitter calculation
*/
jp = &stats->dtime_jitter;
jp->avg = jp->avg * 0.96 + dtime * 0.04;
jitter = dtime - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
jp->max = 0.0;
}
/* Busytime average and jitter calculation
*/
jp = &stats->busy_time_jitter;
jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
jitter = draw_times.getBusyMs() - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
if (jitter < jp->min)
jp->min = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->min_sample = jp->min;
jp->max = 0.0;
jp->min = 0.0;
}
}
/****************************************************************************
Input handling
****************************************************************************/
void Game::processUserInput(f32 dtime)
{
// Reset input if window not active or some menu is active
if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
if(m_game_focused) {
m_game_focused = false;
infostream << "Game lost focus" << std::endl;
input->releaseAllKeys();
} else {
input->clear();
}
#ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide();
#endif
} else {
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
/* on touchscreengui step may generate own input events which ain't
* what we want in case we just did clear them */
g_touchscreengui->show();
g_touchscreengui->step(dtime);
}
#endif
m_game_focused = true;
}
if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
gui_chat_console->closeConsoleAtOnce();
}
// Input handler step() (used by the random input generator)
input->step(dtime);
#ifdef __ANDROID__
auto formspec = m_game_ui->getFormspecGUI();
if (formspec)
formspec->getAndroidUIInput();
else
handleAndroidChatInput();
#endif
// Increase timer for double tap of "keymap_jump"
if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
runData.jump_timer_up += dtime;
if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
runData.jump_timer_down += dtime;
processKeyInput();
processItemSelection(&runData.new_playeritem);
}
void Game::processKeyInput()
{
if (wasKeyDown(KeyType::DROP)) {
dropSelectedItem(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::AUTOFORWARD)) {
toggleAutoforward();
} else if (wasKeyDown(KeyType::BACKWARD)) {
if (g_settings->getBool("continuous_forward"))
toggleAutoforward();
} else if (wasKeyDown(KeyType::INVENTORY)) {
openInventory();
} else if (input->cancelPressed()) {
#ifdef __ANDROID__
m_android_chat_open = false;
#endif
if (!gui_chat_console->isOpenInhibited()) {
showPauseMenu();
}
} else if (wasKeyDown(KeyType::CHAT)) {
openConsole(0.2, L"");
} else if (wasKeyDown(KeyType::CMD)) {
openConsole(0.2, L"/");
} else if (wasKeyDown(KeyType::CMD_LOCAL)) {
if (client->modsLoaded())
openConsole(0.2, L".");
else
m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
} else if (wasKeyDown(KeyType::CONSOLE)) {
openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
} else if (wasKeyDown(KeyType::FREEMOVE)) {
toggleFreeMove();
} else if (wasKeyDown(KeyType::JUMP)) {
toggleFreeMoveAlt();
} else if (wasKeyDown(KeyType::PITCHMOVE)) {
togglePitchMove();
} else if (wasKeyDown(KeyType::FASTMOVE)) {
toggleFast();
} else if (wasKeyDown(KeyType::NOCLIP)) {
toggleNoClip();
#if USE_SOUND
} else if (wasKeyDown(KeyType::MUTE)) {
if (g_settings->getBool("enable_sound")) {
bool new_mute_sound = !g_settings->getBool("mute_sound");
g_settings->setBool("mute_sound", new_mute_sound);
if (new_mute_sound)
m_game_ui->showTranslatedStatusText("Sound muted");
else
m_game_ui->showTranslatedStatusText("Sound unmuted");
} else {
m_game_ui->showTranslatedStatusText("Sound system is disabled");
}
} else if (wasKeyDown(KeyType::INC_VOLUME)) {
if (g_settings->getBool("enable_sound")) {
float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
g_settings->setFloat("sound_volume", new_volume);
std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
m_game_ui->showStatusText(msg);
} else {
m_game_ui->showTranslatedStatusText("Sound system is disabled");
}
} else if (wasKeyDown(KeyType::DEC_VOLUME)) {
if (g_settings->getBool("enable_sound")) {
float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
g_settings->setFloat("sound_volume", new_volume);
std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
m_game_ui->showStatusText(msg);
} else {
m_game_ui->showTranslatedStatusText("Sound system is disabled");
}
#else
} else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
|| wasKeyDown(KeyType::DEC_VOLUME)) {
m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
#endif
} else if (wasKeyDown(KeyType::CINEMATIC)) {
toggleCinematic();
} else if (wasKeyDown(KeyType::SCREENSHOT)) {
client->makeScreenshot();
} else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
toggleBlockBounds();
} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
m_game_ui->toggleHud();
} else if (wasKeyDown(KeyType::MINIMAP)) {
toggleMinimap(isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
m_game_ui->toggleChat(client);
} else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
toggleFog();
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
toggleUpdateCamera();
} else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
toggleDebug();
} else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
m_game_ui->toggleProfiler();
} else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
increaseViewRange();
} else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
decreaseViewRange();
} else if (wasKeyDown(KeyType::RANGESELECT)) {
toggleFullViewRange();
} else if (wasKeyDown(KeyType::ZOOM)) {
checkZoomEnabled();
} else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
quicktune->next();
} else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
quicktune->prev();
} else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
quicktune->inc();
} else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
quicktune->dec();
}
if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
runData.reset_jump_timer = false;
runData.jump_timer_up = 0.0f;
}
if (quicktune->hasMessage()) {
m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
}
}
void Game::processItemSelection(u16 *new_playeritem)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/* Item selection using mouse wheel
*/
*new_playeritem = player->getWieldIndex();
u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
player->hud_hotbar_itemcount - 1);
s32 wheel = input->getMouseWheel();
if (!m_enable_hotbar_mouse_wheel)
wheel = 0;
if (m_invert_hotbar_mouse_wheel)
wheel *= -1;
s32 dir = wheel;
if (wasKeyDown(KeyType::HOTBAR_NEXT))
dir = -1;
if (wasKeyDown(KeyType::HOTBAR_PREV))
dir = 1;
if (dir < 0)
*new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
else if (dir > 0)
*new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
// else dir == 0
/* Item selection using hotbar slot keys
*/
for (u16 i = 0; i <= max_item; i++) {
if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
*new_playeritem = i;
break;
}
}
// Clamp selection again in case it wasn't changed but max_item was
*new_playeritem = MYMIN(*new_playeritem, max_item);
}
void Game::dropSelectedItem(bool single_item)
{
IDropAction *a = new IDropAction();
a->count = single_item ? 1 : 0;
a->from_inv.setCurrentPlayer();
a->from_list = "main";
a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
client->inventoryAction(a);
}
void Game::openInventory()
{
/*
* Don't permit to open inventory is CAO or player doesn't exists.
* This prevent showing an empty inventory at player load
*/
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (!player || !player->getCAO())
return;
infostream << "Game: Launching inventory" << std::endl;
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
InventoryLocation inventoryloc;
inventoryloc.setCurrentPlayer();
if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
delete fs_src;
return;
}
if (fs_src->getForm().empty()) {
delete fs_src;
return;
}
TextDest *txt_dst = new TextDestPlayerInventory(client);
auto *&formspec = m_game_ui->updateFormspec("");
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
sound_manager.get());
formspec->setFormSpec(fs_src->getForm(), inventoryloc);
}
void Game::openConsole(float scale, const wchar_t *line)
{
assert(scale > 0.0f && scale <= 1.0f);
#ifdef __ANDROID__
porting::showInputDialog(gettext("ok"), "", "", 2);
m_android_chat_open = true;
#else
if (gui_chat_console->isOpenInhibited())
return;
gui_chat_console->openConsole(scale);
if (line) {
gui_chat_console->setCloseOnEnter(true);
gui_chat_console->replaceAndAddToHistory(line);
}
#endif
}
#ifdef __ANDROID__
void Game::handleAndroidChatInput()
{
if (m_android_chat_open && porting::getInputDialogState() == 0) {
std::string text = porting::getInputDialogValue();
client->typeChatMessage(utf8_to_wide(text));
m_android_chat_open = false;
}
}
#endif
void Game::toggleFreeMove()
{
bool free_move = !g_settings->getBool("free_move");
g_settings->set("free_move", bool_to_cstr(free_move));
if (free_move) {
if (client->checkPrivilege("fly")) {
m_game_ui->showTranslatedStatusText("Fly mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
}
} else {
m_game_ui->showTranslatedStatusText("Fly mode disabled");
}
}
void Game::toggleFreeMoveAlt()
{
if (!runData.reset_jump_timer) {
runData.jump_timer_down_before = runData.jump_timer_down;
runData.jump_timer_down = 0.0f;
}
// key down (0.2 s max.), then key up (0.2 s max.), then key down
if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
toggleFreeMove();
runData.reset_jump_timer = true;
}
void Game::togglePitchMove()
{
bool pitch_move = !g_settings->getBool("pitch_move");
g_settings->set("pitch_move", bool_to_cstr(pitch_move));
if (pitch_move) {
m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
}
}
void Game::toggleFast()
{
bool fast_move = !g_settings->getBool("fast_move");
bool has_fast_privs = client->checkPrivilege("fast");
g_settings->set("fast_move", bool_to_cstr(fast_move));
if (fast_move) {
if (has_fast_privs) {
m_game_ui->showTranslatedStatusText("Fast mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
}
} else {
m_game_ui->showTranslatedStatusText("Fast mode disabled");
}
#ifdef HAVE_TOUCHSCREENGUI
m_cache_hold_aux1 = fast_move && has_fast_privs;
#endif
}
void Game::toggleNoClip()
{
bool noclip = !g_settings->getBool("noclip");
g_settings->set("noclip", bool_to_cstr(noclip));
if (noclip) {
if (client->checkPrivilege("noclip")) {
m_game_ui->showTranslatedStatusText("Noclip mode enabled");
} else {
m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
}
} else {
m_game_ui->showTranslatedStatusText("Noclip mode disabled");
}
}
void Game::toggleCinematic()
{
bool cinematic = !g_settings->getBool("cinematic");
g_settings->set("cinematic", bool_to_cstr(cinematic));
if (cinematic)
m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
else
m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
}
void Game::toggleBlockBounds()
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
return;
}
enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
switch (newmode) {
case Hud::BLOCK_BOUNDS_OFF:
m_game_ui->showTranslatedStatusText("Block bounds hidden");
break;
case Hud::BLOCK_BOUNDS_CURRENT:
m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
break;
case Hud::BLOCK_BOUNDS_NEAR:
m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
break;
case Hud::BLOCK_BOUNDS_MAX:
m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
break;
default:
break;
}
}
// Autoforward by toggling continuous forward.
void Game::toggleAutoforward()
{
bool autorun_enabled = !g_settings->getBool("continuous_forward");
g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
if (autorun_enabled)
m_game_ui->showTranslatedStatusText("Automatic forward enabled");
else
m_game_ui->showTranslatedStatusText("Automatic forward disabled");
}
void Game::toggleMinimap(bool shift_pressed)
{
if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
return;
if (shift_pressed)
mapper->toggleMinimapShape();
else
mapper->nextMode();
// TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
// Not so satisying code to keep compatibility with old fixed mode system
// -->
u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
m_game_ui->m_flags.show_minimap = false;
} else {
// If radar is disabled, try to find a non radar mode or fall back to 0
if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
while (mapper->getModeIndex() &&
mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
mapper->nextMode();
m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
MINIMAP_TYPE_OFF;
}
// <--
// End of 'not so satifying code'
if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
(hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
else
m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
}
void Game::toggleFog()
{
bool fog_enabled = g_settings->getBool("enable_fog");
g_settings->setBool("enable_fog", !fog_enabled);
if (fog_enabled)
m_game_ui->showTranslatedStatusText("Fog disabled");
else
m_game_ui->showTranslatedStatusText("Fog enabled");
}
void Game::toggleDebug()
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
bool has_debug = client->checkPrivilege("debug");
bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
// Initial: No debug info
// 1x toggle: Debug text
// 2x toggle: Debug text with profiler graph
// 3x toggle: Debug text and wireframe (needs "debug" priv)
// Next toggle: Back to initial
//
// The debug text can be in 2 modes: minimal and basic.
// * Minimal: Only technical client info that not gameplay-relevant
// * Basic: Info that might give gameplay advantage, e.g. pos, angle
// Basic mode is used when player has the debug HUD flag set,
// otherwise the Minimal mode is used.
if (!m_game_ui->m_flags.show_minimal_debug) {
m_game_ui->m_flags.show_minimal_debug = true;
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
m_game_ui->showTranslatedStatusText("Debug info shown");
} else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
m_game_ui->m_flags.show_profiler_graph = true;
m_game_ui->showTranslatedStatusText("Profiler graph shown");
} else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
if (has_basic_debug)
m_game_ui->m_flags.show_basic_debug = true;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = true;
m_game_ui->showTranslatedStatusText("Wireframe shown");
} else {
m_game_ui->m_flags.show_minimal_debug = false;
m_game_ui->m_flags.show_basic_debug = false;
m_game_ui->m_flags.show_profiler_graph = false;
draw_control->show_wireframe = false;
if (has_debug) {
m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
} else {
m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
}
}
}
void Game::toggleUpdateCamera()
{
m_flags.disable_camera_update = !m_flags.disable_camera_update;
if (m_flags.disable_camera_update)
m_game_ui->showTranslatedStatusText("Camera update disabled");
else
m_game_ui->showTranslatedStatusText("Camera update enabled");
}
void Game::increaseViewRange()
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range + 10;
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)
{
#ifndef __ANDROID__
if (isMenuActive())
device->getCursorControl()->setRelativeMode(false);
else
device->getCursorControl()->setRelativeMode(true);
#endif
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;
}
ClientDynamicInfo Game::getCurrentDynamicInfo() const
{
v2u32 screen_size = RenderingEngine::getWindowSize();
f32 density = RenderingEngine::getDisplayDensity();
f32 gui_scaling = g_settings->getFloat("gui_scaling") * density;
f32 hud_scaling = g_settings->getFloat("hud_scaling") * density;
return {
screen_size, gui_scaling, hud_scaling,
ClientDynamicInfo::calculateMaxFSSize(screen_size)
};
}
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::FORWARD),
isKeyDown(KeyType::BACKWARD),
isKeyDown(KeyType::LEFT),
isKeyDown(KeyType::RIGHT),
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 at maximum speed
if (player->getPlayerSettings().continuous_forward &&
client->activeObjectsReceived() && !player->isDead()) {
control.movement_speed = 1.0f;
// sideways movement only
float dx = sin(control.movement_direction);
control.movement_direction = atan2(dx, 1.0f);
}
#ifdef HAVE_TOUCHSCREENGUI
/* For touch, simulate holding down AUX1 (fast move) if the user has
* the fast_move setting toggled on. If there is an aux1 key defined for
* touch 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
client->setPlayerControl(control);
//tt.stop();
}
inline void Game::step(f32 dtime)
{
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);
if (!event->player_damage.effect)
return;
// 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_manager.get());
}
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_manager.get());
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"
);
}
// Orbit Tilt:
sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
delete event->set_sky;
}
void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
{
sky->setSunVisible(event->sun_params->visible);
sky->setSunTexture(event->sun_params->texture,
event->sun_params->tonemap, texture_src);
sky->setSunScale(event->sun_params->scale);
sky->setSunriseVisible(event->sun_params->sunrise_visible);
sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
delete event->sun_params;
}
void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
{
sky->setMoonVisible(event->moon_params->visible);
sky->setMoonTexture(event->moon_params->texture,
event->moon_params->tonemap, texture_src);
sky->setMoonScale(event->moon_params->scale);
delete event->moon_params;
}
void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
{
sky->setStarsVisible(event->star_params->visible);
sky->setStarCount(event->star_params->count);
sky->setStarColor(event->star_params->starcolor);
sky->setStarScale(event->star_params->scale);
sky->setStarDayOpacity(event->star_params->day_opacity);
delete event->star_params;
}
void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam)
{
client->getEnv().setDayNightRatioOverride(
event->override_day_night_ratio.do_override,
event->override_day_night_ratio.ratio_f * 1000.0f);
}
void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
{
if (!clouds)
return;
clouds->setDensity(event->cloud_params.density);
clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
clouds->setHeight(event->cloud_params.height);
clouds->setThickness(event->cloud_params.thickness);
clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
}
void Game::processClientEvents(CameraOrientation *cam)
{
while (client->hasClientEvents()) {
std::unique_ptr<ClientEvent> event(client->getClientEvent());
FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
const ClientEventHandler& evHandler = clientEventHandler[event->type];
(this->*evHandler.handler)(event.get(), cam);
}
}
void Game::updateChat(f32 dtime)
{
// Get new messages from error log buffer
while (!m_chat_log_buf.empty())
chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
// Get new messages from client
std::wstring message;
while (client->getChatMessage(message)) {
chat_backend->addUnparsedMessage(message);
}
// Remove old messages
chat_backend->step(dtime);
// Display all messages in a static text element
auto &buf = chat_backend->getRecentBuffer();
if (buf.getLinesModified()) {
buf.resetLinesModified();
m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
}
// Make sure that the size is still correct
m_game_ui->updateChatSize();
}
void Game::updateCamera(f32 dtime)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
For interaction purposes, get info about the held item
- What item is it?
- Is it a usable item?
- Can it point to liquids?
*/
ItemStack playeritem;
{
ItemStack selected, hand;
playeritem = player->getWieldedItem(&selected, &hand);
}
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
v3s16 old_camera_offset = camera->getOffset();
if (wasKeyDown(KeyType::CAMERA_MODE)) {
GenericCAO *playercao = player->getCAO();
// If playercao not loaded, don't change camera
if (!playercao)
return;
camera->toggleCameraMode();
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
#endif
// Make the player visible depending on camera mode.
playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
}
float full_punch_interval = playeritem_toolcap.full_punch_interval;
float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera->update(player, dtime, tool_reload_ratio);
camera->step(dtime);
f32 camera_fov = camera->getFovMax();
v3s16 camera_offset = camera->getOffset();
m_camera_offset_changed = (camera_offset != old_camera_offset);
if (!m_flags.disable_camera_update) {
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
client->getEnv().getClientMap().updateCamera(camera_position,
camera_direction, camera_fov, camera_offset);
if (m_camera_offset_changed) {
client->updateCameraOffset(camera_offset);
client->getEnv().updateCameraOffset(camera_offset);
if (clouds)
clouds->updateCameraOffset(camera_offset);
}
}
}
void Game::updateSound(f32 dtime)
{
// Update sound listener
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientActiveObject *parent = player->getParent();
v3s16 camera_offset = camera->getOffset();
sound_manager->updateListener(
(1.0f/BS) * camera->getCameraNode()->getPosition()
+ intToFloat(camera_offset, 1.0f),
(1.0f/BS) * (parent ? parent->getVelocity() : player->getSpeed()),
camera->getDirection(),
camera->getCameraNode()->getUpVector());
bool mute_sound = g_settings->getBool("mute_sound");
if (mute_sound) {
sound_manager->setListenerGain(0.0f);
} else {
// Check if volume is in the proper range, else fix it.
float old_volume = g_settings->getFloat("sound_volume");
float new_volume = rangelim(old_volume, 0.0f, 1.0f);
sound_manager->setListenerGain(new_volume);
if (old_volume != new_volume) {
g_settings->setFloat("sound_volume", new_volume);
}
}
// Tell the sound maker whether to make footstep sounds
soundmaker->makes_footstep_sound = player->makes_footstep_sound;
// Update sound maker
if (player->makes_footstep_sound)
soundmaker->step(dtime);
ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNode(player->getFootstepNodePos());
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
}
void Game::processPlayerInteraction(f32 dtime, bool show_hud)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
const v3f camera_direction = camera->getDirection();
const v3s16 camera_offset = camera->getOffset();
/*
Calculate what block is the crosshair pointing to
*/
ItemStack selected_item, hand_item;
const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
core::line3d<f32> shootline;
switch (camera->getCameraMode()) {
case CAMERA_MODE_FIRST:
// Shoot from camera position, with bobbing
shootline.start = camera->getPosition();
break;
case CAMERA_MODE_THIRD:
// Shoot from player head, no bobbing
shootline.start = camera->getHeadPosition();
break;
case CAMERA_MODE_THIRD_FRONT:
shootline.start = camera->getHeadPosition();
// prevent player pointing anything in front-view
d = 0;
break;
}
shootline.end = shootline.start + camera_direction * BS * d;
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui && isNoCrosshairAllowed()) {
shootline = g_touchscreengui->getShootline();
// Scale shootline to the acual distance the player can reach
shootline.end = shootline.start +
shootline.getVector().normalize() * BS * d;
shootline.start += intToFloat(camera_offset, BS);
shootline.end += intToFloat(camera_offset, BS);
}
#endif
PointedThing pointed = updatePointedThing(shootline,
selected_def.liquids_pointable,
!runData.btn_down_for_dig,
camera_offset);
if (pointed != runData.pointed_old)
infostream << "Pointing at " << pointed.dump() << std::endl;
// Note that updating the selection mesh every frame is not particularly efficient,
// but the halo rendering code is already inefficient so there's no point in optimizing it here
hud->updateSelectionMesh(camera_offset);
// Allow digging again if button is not pressed
if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
runData.digging_blocked = false;
/*
Stop digging when
- releasing dig button
- pointing away from node
*/
if (runData.digging) {
if (wasKeyReleased(KeyType::DIG)) {
infostream << "Dig button released (stopped digging)" << std::endl;
runData.digging = false;
} else if (pointed != runData.pointed_old) {
if (pointed.type == POINTEDTHING_NODE
&& runData.pointed_old.type == POINTEDTHING_NODE
&& pointed.node_undersurface
== runData.pointed_old.node_undersurface) {
// Still pointing to the same node, but a different face.
// Don't reset.
} else {
infostream << "Pointing away from node (stopped digging)" << std::endl;
runData.digging = false;
hud->updateSelectionMesh(camera_offset);
}
}
if (!runData.digging) {
client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0.0;
}
} else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
// Remove e.g. torches faster when clicking instead of holding dig button
runData.nodig_delay_timer = 0;
runData.dig_instantly = false;
}
if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
runData.btn_down_for_dig = false;
runData.punching = false;
soundmaker->m_player_leftpunch_sound = SoundSpec();
soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
selected_def.sound_use : selected_def.sound_use_air;
// Prepare for repeating, unless we're not supposed to
if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
runData.repeat_place_timer += dtime;
else
runData.repeat_place_timer = 0;
if (selected_def.usable && isKeyDown(KeyType::DIG)) {
if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
!client->getScript()->on_item_use(selected_item, pointed)))
client->interact(INTERACT_USE, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
handlePointingAtNode(pointed, selected_item, hand_item, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
handlePointingAtObject(pointed, tool_item, player_position,
m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
} else if (isKeyDown(KeyType::DIG)) {
// When button is held down in air, show continuous animation
runData.punching = true;
// Run callback even though item is not usable
if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
client->getScript()->on_item_use(selected_item, pointed);
} else if (wasKeyPressed(KeyType::PLACE)) {
handlePointingAtNothing(selected_item);
}
runData.pointed_old = pointed;
if (runData.punching || wasKeyPressed(KeyType::DIG))
camera->setDigging(0); // dig animation
input->clearWasKeyPressed();
input->clearWasKeyReleased();
// Ensure DIG & PLACE are marked as handled
wasKeyDown(KeyType::DIG);
wasKeyDown(KeyType::PLACE);
input->joystick.clearWasKeyPressed(KeyType::DIG);
input->joystick.clearWasKeyPressed(KeyType::PLACE);
input->joystick.clearWasKeyReleased(KeyType::DIG);
input->joystick.clearWasKeyReleased(KeyType::PLACE);
}
PointedThing Game::updatePointedThing(
const core::line3d<f32> &shootline,
bool liquids_pointable,
bool look_for_object,
const v3s16 &camera_offset)
{
std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
selectionboxes->clear();
hud->setSelectedFaceNormal(v3f());
static thread_local const bool show_entity_selectionbox = g_settings->getBool(
"show_entity_selectionbox");
ClientEnvironment &env = client->getEnv();
ClientMap &map = env.getClientMap();
const NodeDefManager *nodedef = map.getNodeDefManager();
runData.selected_object = NULL;
hud->pointing_at_object = false;
RaycastState s(shootline, look_for_object, liquids_pointable);
PointedThing result;
env.continueRaycast(&s, &result);
if (result.type == POINTEDTHING_OBJECT) {
hud->pointing_at_object = true;
runData.selected_object = client->getEnv().getActiveObject(result.object_id);
aabb3f selection_box;
if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
runData.selected_object->getSelectionBox(&selection_box)) {
v3f pos = runData.selected_object->getPosition();
selectionboxes->push_back(aabb3f(selection_box));
hud->setSelectionPos(pos, camera_offset);
GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
else
hud->setSelectionRotation(v3f());
}
hud->setSelectedFaceNormal(result.raw_intersection_normal);
} else if (result.type == POINTEDTHING_NODE) {
// Update selection boxes
MapNode n = map.getNode(result.node_undersurface);
std::vector<aabb3f> boxes;
n.getSelectionBoxes(nodedef, &boxes,
n.getNeighbors(result.node_undersurface, &map));
f32 d = 0.002 * BS;
for (std::vector<aabb3f>::const_iterator i = boxes.begin();
i != boxes.end(); ++i) {
aabb3f box = *i;
box.MinEdge -= v3f(d, d, d);
box.MaxEdge += v3f(d, d, d);
selectionboxes->push_back(box);
}
hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
camera_offset);
hud->setSelectionRotation(v3f());
hud->setSelectedFaceNormal(result.intersection_normal);
}
// Update selection mesh light level and vertex colors
if (!selectionboxes->empty()) {
v3f pf = hud->getSelectionPos();
v3s16 p = floatToInt(pf, BS);
// Get selection mesh light level
MapNode n = map.getNode(p);
u16 node_light = getInteriorLight(n, -1, nodedef);
u16 light_level = node_light;
for (const v3s16 &dir : g_6dirs) {
n = map.getNode(p + dir);
node_light = getInteriorLight(n, -1, nodedef);
if (node_light > light_level)
light_level = node_light;
}
u32 daynight_ratio = client->getEnv().getDayNightRatio();
video::SColor c;
final_color_blend(&c, light_level, daynight_ratio);
// Modify final color a bit with time
u32 timer = client->getEnv().getFrameTime() % 5000;
float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
float sin_r = 0.08f * std::sin(timerf);
float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
// Set mesh final color
hud->setSelectionMeshColor(c);
}
return result;
}
void Game::handlePointingAtNothing(const ItemStack &playerItem)
{
infostream << "Attempted to place item while pointing at nothing" << std::endl;
PointedThing fauxPointed;
fauxPointed.type = POINTEDTHING_NOTHING;
client->interact(INTERACT_ACTIVATE, fauxPointed);
}
void Game::handlePointingAtNode(const PointedThing &pointed,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighborpos = pointed.node_abovesurface;
/*
Check information text of node
*/
ClientMap &map = client->getEnv().getClientMap();
if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
&& !runData.digging_blocked
&& client->checkPrivilege("interact")) {
handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
}
// This should be done after digging handling
NodeMetadata *meta = map.getNodeMetadata(nodepos);
if (meta) {
m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
meta->getString("infotext"))));
} else {
MapNode n = map.getNode(nodepos);
if (nodedef_manager->get(n).name == "unknown") {
m_game_ui->setInfoText(L"Unknown node");
}
}
if ((wasKeyPressed(KeyType::PLACE) ||
runData.repeat_place_timer >= m_repeat_place_time) &&
client->checkPrivilege("interact")) {
runData.repeat_place_timer = 0;
infostream << "Place button pressed while looking at ground" << std::endl;
// Placing animation (always shown for feedback)
camera->setDigging(1);
soundmaker->m_player_rightpunch_sound = SoundSpec();
// If the wielded item has node placement prediction,
// make that happen
// And also set the sound and send the interact
// But first check for meta formspec and rightclickable
auto &def = selected_item.getDefinition(itemdef_manager);
bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
pointed, meta);
if (placed && client->modsLoaded())
client->getScript()->on_placenode(pointed, def);
}
}
bool Game::nodePlacement(const ItemDefinition &selected_def,
const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
const PointedThing &pointed, const NodeMetadata *meta)
{
const auto &prediction = selected_def.node_placement_prediction;
const NodeDefManager *nodedef = client->ndef();
ClientMap &map = client->getEnv().getClientMap();
MapNode node;
bool is_valid_position;
node = map.getNode(nodepos, &is_valid_position);
if (!is_valid_position) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
// formspec in meta
if (meta && !meta->getString("formspec").empty() && !input->isRandom()
&& !isKeyDown(KeyType::SNEAK)) {
// on_rightclick callbacks are called anyway
if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
client->interact(INTERACT_PLACE, pointed);
infostream << "Launching custom inventory view" << std::endl;
InventoryLocation inventoryloc;
inventoryloc.setNodeMeta(nodepos);
NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
&client->getEnv().getClientMap(), nodepos);
TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
auto *&formspec = m_game_ui->updateFormspec("");
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
sound_manager.get());
formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
return false;
}
// on_rightclick callback
if (prediction.empty() || (nodedef->get(node).rightclickable &&
!isKeyDown(KeyType::SNEAK))) {
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
verbosestream << "Node placement prediction for "
<< selected_def.name << " is " << prediction << std::endl;
v3s16 p = neighborpos;
// Place inside node itself if buildable_to
MapNode n_under = map.getNode(nodepos, &is_valid_position);
if (is_valid_position) {
if (nodedef->get(n_under).buildable_to) {
p = nodepos;
} else {
node = map.getNode(p, &is_valid_position);
if (is_valid_position && !nodedef->get(node).buildable_to) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
}
}
// Find id of predicted node
content_t id;
bool found = nodedef->getId(prediction, id);
if (!found) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places " << prediction
<< ") - Name not known" << std::endl;
// Handle this as if prediction was empty
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
const ContentFeatures &predicted_f = nodedef->get(id);
// Compare core.item_place_node() for what the server does with param2
MapNode predicted_node(id, 0, 0);
const u8 place_param2 = selected_def.place_param2;
if (place_param2) {
predicted_node.setParam2(place_param2);
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighborpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
} else if (abs(dir.X) > abs(dir.Z)) {
predicted_node.setParam2(dir.X < 0 ? 3 : 2);
} else {
predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
}
} else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
predicted_f.param_type_2 == CPT2_4DIR ||
predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
predicted_node.setParam2(dir.X < 0 ? 3 : 1);
} else {
predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
}
}
// Check attachment if node is in group attached_node
int an = itemgroup_get(predicted_f.groups, "attached_node");
if (an != 0) {
v3s16 pp;
if (an == 3) {
pp = p + v3s16(0, -1, 0);
} else if (an == 4) {
pp = p + v3s16(0, 1, 0);
} else if (an == 2) {
if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
predicted_f.param_type_2 == CPT2_4DIR ||
predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
} else {
pp = p;
}
} else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
pp = p + predicted_node.getWallMountedDir(nodedef);
} else {
pp = p + v3s16(0, -1, 0);
}
if (!nodedef->get(map.getNode(pp)).walkable) {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
// Report to server
client->interact(INTERACT_PLACE, pointed);
return false;
}
}
// Apply color
if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
|| predicted_f.param_type_2 == CPT2_COLORED_4DIR
|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
const auto &indexstr = selected_item.metadata.
getString("palette_index", 0);
if (!indexstr.empty()) {
s32 index = mystoi(indexstr);
if (predicted_f.param_type_2 == CPT2_COLOR) {
predicted_node.setParam2(index);
} else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
// param2 = pure palette index + other
predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
} else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
// param2 = pure palette index + other
predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
} else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
// param2 = pure palette index + other
predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
}
}
}
// Add node to client map
try {
LocalPlayer *player = client->getEnv().getLocalPlayer();
// Don't place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!predicted_f.walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(predicted_f.walkable &&
neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
// This triggers the required mesh update too
client->addNode(p, predicted_node);
// Report to server
client->interact(INTERACT_PLACE, pointed);
// A node is predicted, also play a sound
soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
return true;
} else {
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
} catch (const InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< selected_def.name << " (places "
<< prediction << ") - Position not loaded" << std::endl;
soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
return false;
}
}
void Game::handlePointingAtObject(const PointedThing &pointed,
const ItemStack &tool_item, const v3f &player_position, bool show_debug)
{
std::wstring infotext = unescape_translate(
utf8_to_wide(runData.selected_object->infoText()));
if (show_debug) {
if (!infotext.empty()) {
infotext += L"\n";
}
infotext += utf8_to_wide(runData.selected_object->debugInfoText());
}
m_game_ui->setInfoText(infotext);
if (isKeyDown(KeyType::DIG)) {
bool do_punch = false;
bool do_punch_damage = false;
if (runData.object_hit_delay_timer <= 0.0) {
do_punch = true;
do_punch_damage = true;
runData.object_hit_delay_timer = object_hit_delay;
}
if (wasKeyPressed(KeyType::DIG))
do_punch = true;
if (do_punch) {
infostream << "Punched object" << std::endl;
runData.punching = true;
}
if (do_punch_damage) {
// Report direct punch
v3f objpos = runData.selected_object->getPosition();
v3f dir = (objpos - player_position).normalize();
bool disable_send = runData.selected_object->directReportPunch(
dir, &tool_item, runData.time_from_last_punch);
runData.time_from_last_punch = 0;
if (!disable_send)
client->interact(INTERACT_START_DIGGING, pointed);
}
} else if (wasKeyDown(KeyType::PLACE)) {
infostream << "Pressed place button while pointing at object" << std::endl;
client->interact(INTERACT_PLACE, pointed); // place
}
}
void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
{
// See also: serverpackethandle.cpp, action == 2
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNode(nodepos);
const auto &features = nodedef_manager->get(n);
// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
DigParams params = getDigParams(features.groups,
&selected_item.getToolCapabilities(itemdef_manager),
selected_item.wear);
// If can't dig, try hand
if (!params.diggable) {
params = getDigParams(features.groups,
&hand_item.getToolCapabilities(itemdef_manager));
}
if (!params.diggable) {
// I guess nobody will wait for this long
runData.dig_time_complete = 10000000.0;
} else {
runData.dig_time_complete = params.time;
if (m_cache_enable_particles) {
client->getParticleManager()->addNodeParticle(client,
player, nodepos, n, features);
}
}
if (!runData.digging) {
infostream << "Started digging" << std::endl;
runData.dig_instantly = runData.dig_time_complete == 0;
if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(INTERACT_START_DIGGING, pointed);
runData.digging = true;
runData.btn_down_for_dig = true;
}
if (!runData.dig_instantly) {
runData.dig_index = (float)crack_animation_length
* runData.dig_time
/ runData.dig_time_complete;
} else {
// This is for e.g. torches
runData.dig_index = crack_animation_length;
}
const auto &sound_dig = features.sound_dig;
if (sound_dig.exists() && params.diggable) {
if (sound_dig.name == "__group") {
if (!params.main_group.empty()) {
soundmaker->m_player_leftpunch_sound.gain = 0.5;
soundmaker->m_player_leftpunch_sound.name =
std::string("default_dig_") +
params.main_group;
}
} else {
soundmaker->m_player_leftpunch_sound = sound_dig;
}
}
// Don't show cracks if not diggable
if (runData.dig_time_complete >= 100000.0) {
} else if (runData.dig_index < crack_animation_length) {
client->setCrack(runData.dig_index, nodepos);
} else {
infostream << "Digging completed" << std::endl;
client->setCrack(-1, v3s16(0, 0, 0));
runData.dig_time = 0;
runData.digging = false;
// we successfully dug, now block it from repeating if we want to be safe
if (g_settings->getBool("safe_dig_and_place"))
runData.digging_blocked = true;
runData.nodig_delay_timer =
runData.dig_time_complete / (float)crack_animation_length;
// We don't want a corresponding delay to very time consuming nodes
// and nodes without digging time (e.g. torches) get a fixed delay.
if (runData.nodig_delay_timer > 0.3)
runData.nodig_delay_timer = 0.3;
else if (runData.dig_instantly)
runData.nodig_delay_timer = 0.15;
if (client->modsLoaded() &&
client->getScript()->on_dignode(nodepos, n)) {
return;
}
if (features.node_dig_prediction == "air") {
client->removeNode(nodepos);
} else if (!features.node_dig_prediction.empty()) {
content_t id;
bool found = nodedef_manager->getId(features.node_dig_prediction, id);
if (found)
client->addNode(nodepos, id, true);
}
// implicit else: no prediction
client->interact(INTERACT_DIGGING_COMPLETED, pointed);
if (m_cache_enable_particles) {
client->getParticleManager()->addDiggingParticles(client,
player, nodepos, n, features);
}
// Send event to trigger sound
client->getEventManager()->put(new NodeDugEvent(nodepos, n));
}
if (runData.dig_time_complete < 100000.0) {
runData.dig_time += dtime;
} else {
runData.dig_time = 0;
client->setCrack(-1, nodepos);
}
camera->setDigging(0); // Dig animation
}
void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
const CameraOrientation &cam)
{
TimeTaker tt_update("Game::updateFrame()");
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
Frame time
*/
client->getEnv().updateFrameTime(m_is_paused);
/*
Fog range
*/
if (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;
// When in noclip mode force same sky brightness as above ground so you
// can see properly
if (draw_control->allow_noclip && m_cache_enable_free_move &&
client->checkPrivilege("fly")) {
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
float old_brightness = sky->getBrightness();
direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
/ 255.0;
}
float time_of_day_smooth = runData.time_of_day_smooth;
float time_of_day = client->getEnv().getTimeOfDayF();
static const float maxsm = 0.05f;
static const float todsm = 0.05f;
if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
time_of_day_smooth = time_of_day;
if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ (time_of_day + 1.0) * todsm;
else
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ time_of_day * todsm;
runData.time_of_day_smooth = time_of_day_smooth;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen, camera->getCameraMode(), player->getYaw(),
player->getPitch());
/*
Update clouds
*/
if (clouds) {
if (sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
// camera->getPosition is not enough for 3rd person views
v3f camera_node_position = camera->getCameraNode()->getPosition();
v3s16 camera_offset = camera->getOffset();
camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
clouds->update(camera_node_position,
sky->getCloudColor());
if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
// if inside clouds, and fog enabled, use that as sky
// color(s)
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
sky->setInClouds(true);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);
}
} else {
clouds->setVisible(false);
}
}
/*
Update particles
*/
client->getParticleManager()->step(dtime);
/*
Fog
*/
if (m_cache_enable_fog) {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData.fog_range * 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
);
}
/*
Damage camera tilt
*/
if (player->hurt_tilt_timer > 0.0f) {
player->hurt_tilt_timer -= dtime * 6.0f;
if (player->hurt_tilt_timer < 0.0f)
player->hurt_tilt_strength = 0.0f;
}
/*
Update minimap pos and rotation
*/
if (mapper && m_game_ui->m_flags.show_hud) {
mapper->setPos(floatToInt(player->getPosition(), BS));
mapper->setAngle(player->getYaw());
}
/*
Get chat messages from client
*/
updateChat(dtime);
/*
Inventory
*/
if (player->getWieldIndex() != runData.new_playeritem)
client->setPlayerItem(runData.new_playeritem);
if (client->updateWieldedItem()) {
// Update wielded tool
ItemStack selected_item, hand_item;
ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
camera->wield(tool_item);
}
/*
Update block draw list every 200ms or when camera direction has
changed much
*/
runData.update_draw_list_timer += dtime;
runData.touch_blocks_timer += dtime;
float update_draw_list_delta = 0.2f;
v3f camera_direction = camera->getDirection();
// call only one of updateDrawList, touchMapBlocks, or updateShadow per frame
// (the else-ifs below are intentional)
if (runData.update_draw_list_timer >= update_draw_list_delta
|| runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
|| m_camera_offset_changed
|| client->getEnv().getClientMap().needsUpdateDrawList()) {
runData.update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList();
runData.update_draw_list_last_cam_dir = camera_direction;
} else if (runData.touch_blocks_timer > update_draw_list_delta) {
client->getEnv().getClientMap().touchMapBlocks();
runData.touch_blocks_timer = 0;
} else if (RenderingEngine::get_shadow_renderer()) {
updateShadows();
}
m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
/*
make sure menu is on top
1. Delete formspec menu reference if menu was removed
2. Else, make sure formspec menu is on top
*/
auto formspec = m_game_ui->getFormspecGUI();
do { // breakable. only runs for one iteration
if (!formspec)
break;
if (formspec->getReferenceCount() == 1) {
m_game_ui->deleteFormspec();
break;
}
auto &loc = formspec->getFormspecLocation();
if (loc.type == InventoryLocation::NODEMETA) {
NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
if (!meta || meta->getString("formspec").empty()) {
formspec->quitMenu();
break;
}
}
if (isMenuActive())
guiroot->bringToFront(formspec);
} while (false);
/*
==================== Drawing begins ====================
*/
const video::SColor skycolor = sky->getSkyColor();
TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
driver->beginScene(true, true, skycolor);
bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
(player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
(camera->getCameraMode() == CAMERA_MODE_FIRST));
bool draw_crosshair = (
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
#ifdef HAVE_TOUCHSCREENGUI
if (isNoCrosshairAllowed())
draw_crosshair = false;
#endif
m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
/*
Profiler graph
*/
v2u32 screensize = driver->getScreenSize();
if (m_game_ui->m_flags.show_profiler_graph)
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
/*
Damage flash
*/
if (runData.damage_flash > 0.0f) {
video::SColor color(runData.damage_flash, 180, 0, 0);
driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
runData.damage_flash -= 384.0f * dtime;
}
/*
==================== End scene ====================
*/
driver->endScene();
stats->drawtime = tt_draw.stop(true);
g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
}
/* Log times and stuff for visualization */
inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
{
Profiler::GraphValues values;
g_profiler->graphGet(values);
graph->put(values);
}
/****************************************************************************
* Shadows
*****************************************************************************/
void Game::updateShadows()
{
ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
if (!shadow)
return;
float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
float timeoftheday = getWickedTimeOfDay(in_timeofday);
bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
const float offset_constant = 10000.0f;
v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
v3f sun_pos = light * offset_constant;
shadow->getDirectionalLight().setDirection(sun_pos);
shadow->setTimeOfDay(in_timeofday);
shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
}
/****************************************************************************
Misc
****************************************************************************/
void FpsControl::reset()
{
last_time = porting::getTimeUs();
}
/*
* On some computers framerate doesn't seem to be automatically limited
*/
void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
{
const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
? g_settings->getFloat("fps_max")
: g_settings->getFloat("fps_max_unfocused");
const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
u64 time = porting::getTimeUs();
if (time > last_time) // Make sure time hasn't overflowed
busy_time = time - last_time;
else
busy_time = 0;
if (busy_time < frametime_min) {
sleep_time = frametime_min - busy_time;
if (sleep_time > 1000)
sleep_ms(sleep_time / 1000);
} else {
sleep_time = 0;
}
// Read the timer again to accurately determine how long we actually slept,
// rather than calculating it by adding sleep_time to time.
time = porting::getTimeUs();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000000.0f;
else
*dtime = 0;
last_time = time;
}
void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
{
m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,
dtime, percent, draw_sky);
}
void Game::settingChangedCallback(const std::string &setting_name, void *data)
{
((Game *)data)->readSettings();
}
void Game::readSettings()
{
m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_enable_clouds = g_settings->getBool("enable_clouds");
m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
m_cache_enable_particles = g_settings->getBool("enable_particles");
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
m_cache_enable_noclip = g_settings->getBool("noclip");
m_cache_enable_free_move = g_settings->getBool("free_move");
m_cache_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_invert_mouse = g_settings->getBool("invert_mouse");
m_enable_hotbar_mouse_wheel = g_settings->getBool("enable_hotbar_mouse_wheel");
m_invert_hotbar_mouse_wheel = g_settings->getBool("invert_hotbar_mouse_wheel");
m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
}
/****************************************************************************/
/****************************************************************************
Shutdown / cleanup
****************************************************************************/
/****************************************************************************/
void Game::showDeathFormspec()
{
static std::string formspec_str =
std::string("formspec_version[1]") +
SIZE_TAG
"bgcolor[#320000b4;true]"
"label[4.85,1.35;" + gettext("You died") + "]"
"button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
;
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
auto *&formspec = m_game_ui->getFormspecGUI();
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
sound_manager.get());
formspec->setFocus("btn_respawn");
}
#define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
void Game::showPauseMenu()
{
#ifdef HAVE_TOUCHSCREENGUI
static const std::string control_text = strgettext("Controls:\n"
"No menu open:\n"
"- slide finger: look around\n"
"- tap: place/use\n"
"- long tap: dig/punch/use\n"
"Menu/inventory open:\n"
"- double tap (outside):\n"
" --> close\n"
"- touch stack, touch slot:\n"
" --> move stack\n"
"- touch&drag, tap 2nd finger\n"
" --> place single item to slot\n"
);
#else
static const std::string control_text_template = strgettext("Controls:\n"
"- %s: move forwards\n"
"- %s: move backwards\n"
"- %s: move left\n"
"- %s: move right\n"
"- %s: jump/climb up\n"
"- %s: dig/punch/use\n"
"- %s: place/use\n"
"- %s: sneak/climb down\n"
"- %s: drop item\n"
"- %s: inventory\n"
"- Mouse: turn/look\n"
"- Mouse wheel: select item\n"
"- %s: chat\n"
);
char control_text_buf[600];
porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
GET_KEY_NAME(keymap_forward),
GET_KEY_NAME(keymap_backward),
GET_KEY_NAME(keymap_left),
GET_KEY_NAME(keymap_right),
GET_KEY_NAME(keymap_jump),
GET_KEY_NAME(keymap_dig),
GET_KEY_NAME(keymap_place),
GET_KEY_NAME(keymap_sneak),
GET_KEY_NAME(keymap_drop),
GET_KEY_NAME(keymap_inventory),
GET_KEY_NAME(keymap_chat)
);
std::string control_text = std::string(control_text_buf);
str_formspec_escape(control_text);
#endif
float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
std::ostringstream os;
os << "formspec_version[1]" << SIZE_TAG
<< "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
<< strgettext("Continue") << "]";
if (!simple_singleplayer_mode) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
<< strgettext("Change Password") << "]";
} else {
os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
}
#ifndef __ANDROID__
#if USE_SOUND
if (g_settings->getBool("enable_sound")) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
<< strgettext("Sound Volume") << "]";
}
#endif
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
<< strgettext("Change Keys") << "]";
#endif
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
<< strgettext("Exit to Menu") << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
<< strgettext("Exit to OS") << "]"
<< "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
<< "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
<< "\n"
<< strgettext("Game info:") << "\n";
const std::string &address = client->getAddressName();
static const std::string mode = strgettext("- Mode: ");
if (!simple_singleplayer_mode) {
Address serverAddress = client->getServerAddress();
if (!address.empty()) {
os << mode << strgettext("Remote server") << "\n"
<< strgettext("- Address: ") << address;
} else {
os << mode << strgettext("Hosting server");
}
os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
} else {
os << mode << strgettext("Singleplayer") << "\n";
}
if (simple_singleplayer_mode || address.empty()) {
static const std::string on = strgettext("On");
static const std::string off = strgettext("Off");
// Note: Status of enable_damage and creative_mode settings is intentionally
// NOT shown here because the game might roll its own damage system and/or do
// a per-player Creative Mode, in which case writing it here would mislead.
bool damage = g_settings->getBool("enable_damage");
const std::string &announced = g_settings->getBool("server_announce") ? on : off;
if (!simple_singleplayer_mode) {
if (damage) {
const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
//~ PvP = Player versus Player
os << strgettext("- PvP: ") << pvp << "\n";
}
os << strgettext("- Public: ") << announced << "\n";
std::string server_name = g_settings->get("server_name");
str_formspec_escape(server_name);
if (announced == on && !server_name.empty())
os << strgettext("- Server Name: ") << server_name;
}
}
os << ";]";
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(os.str());
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
auto *&formspec = m_game_ui->getFormspecGUI();
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
sound_manager.get());
formspec->setFocus("btn_continue");
// game will be paused in next step, if in singleplayer (see m_is_paused)
formspec->doPause = true;
}
/****************************************************************************/
/****************************************************************************
extern function for launching the game
****************************************************************************/
/****************************************************************************/
void the_game(bool *kill,
InputHandler *input,
RenderingEngine *rendering_engine,
const GameStartData &start_data,
std::string &error_message,
ChatBackend &chat_backend,
bool *reconnect_requested) // Used for local game
{
Game game;
/* Make a copy of the server address because if a local singleplayer server
* is created then this is updated and we don't want to change the value
* passed to us by the calling function
*/
try {
if (game.startup(kill, input, rendering_engine, start_data,
error_message, reconnect_requested, &chat_backend)) {
game.run();
}
} catch (SerializationError &e) {
const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
error_message = strgettext("A serialization error occurred:") +"\n"
+ e.what() + "\n\n" + ver_err;
errorstream << error_message << std::endl;
} catch (ServerError &e) {
error_message = e.what();
errorstream << "ServerError: " << error_message << std::endl;
} catch (ModError &e) {
// DO NOT TRANSLATE the `ModError`, it's used by ui.lua
error_message = std::string("ModError: ") + e.what() +
strgettext("\nCheck debug.txt for details.");
errorstream << error_message << std::endl;
}
game.shutdown();
}