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- /*
- 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/texturepaths.h"
- #include "client/keys.h"
- #include "client/joystick_controller.h"
- #include "client/mapblock_mesh.h"
- #include "client/sound.h"
- #include "clientmap.h"
- #include "clientmedia.h" // For clientMediaUpdateCacheCopy
- #include "clouds.h"
- #include "config.h"
- #include "content_cao.h"
- #include "content/subgames.h"
- #include "client/event_manager.h"
- #include "fontengine.h"
- #include "gui/touchscreengui.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"
- #include <IAnimatedMeshSceneNode.h>
- #if USE_SOUND
- #include "client/sound/sound_openal.h"
- #endif
- /*
- Text input system
- */
- struct TextDestNodeMetadata : public TextDest
- {
- TextDestNodeMetadata(v3s16 p, Client *client)
- {
- m_p = p;
- m_client = client;
- }
- // This is deprecated I guess? -celeron55
- void gotText(const std::wstring &text)
- {
- std::string ntext = wide_to_utf8(text);
- infostream << "Submitting 'text' field of node at (" << m_p.X << ","
- << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
- StringMap fields;
- fields["text"] = ntext;
- m_client->sendNodemetaFields(m_p, "", fields);
- }
- void gotText(const StringMap &fields)
- {
- m_client->sendNodemetaFields(m_p, "", fields);
- }
- v3s16 m_p;
- Client *m_client;
- };
- struct TextDestPlayerInventory : public TextDest
- {
- TextDestPlayerInventory(Client *client)
- {
- m_client = client;
- m_formname.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 != nullptr);
- if (fields.find("quit") != fields.end())
- 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;
- CachedVertexShaderSetting<float> m_animation_timer_vertex{"animationTimer"};
- CachedPixelShaderSetting<float> m_animation_timer_pixel{"animationTimer"};
- CachedVertexShaderSetting<float>
- m_animation_timer_delta_vertex{"animationTimerDelta"};
- CachedPixelShaderSetting<float>
- m_animation_timer_delta_pixel{"animationTimerDelta"};
- CachedPixelShaderSetting<float, 3> m_day_light{"dayLight"};
- CachedPixelShaderSetting<float, 3> m_eye_position_pixel{"eyePosition"};
- CachedVertexShaderSetting<float, 3> m_eye_position_vertex{"eyePosition"};
- CachedPixelShaderSetting<float, 3> m_minimap_yaw{"yawVec"};
- CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{"cameraOffset"};
- CachedPixelShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
- CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
- CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
- CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
- CachedPixelShaderSetting<SamplerLayer_t> m_texture3{"texture3"};
- CachedVertexShaderSetting<float, 2> m_texel_size0_vertex{"texelSize0"};
- CachedPixelShaderSetting<float, 2> m_texel_size0_pixel{"texelSize0"};
- v2f m_texel_size0;
- CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel{
- "exposureParams",
- std::array<const char*, 7> {
- "luminanceMin", "luminanceMax", "exposureCorrection",
- "speedDarkBright", "speedBrightDark", "centerWeightPower",
- "compensationFactor"
- }};
- float m_user_exposure_compensation;
- bool m_bloom_enabled;
- CachedPixelShaderSetting<float> m_bloom_intensity_pixel{"bloomIntensity"};
- float m_bloom_intensity;
- CachedPixelShaderSetting<float> m_bloom_strength_pixel{"bloomStrength"};
- float m_bloom_strength;
- CachedPixelShaderSetting<float> m_bloom_radius_pixel{"bloomRadius"};
- float m_bloom_radius;
- CachedPixelShaderSetting<float> m_saturation_pixel{"saturation"};
- bool m_volumetric_light_enabled;
- CachedPixelShaderSetting<float, 3>
- m_sun_position_pixel{"sunPositionScreen"};
- CachedPixelShaderSetting<float> m_sun_brightness_pixel{"sunBrightness"};
- CachedPixelShaderSetting<float, 3>
- m_moon_position_pixel{"moonPositionScreen"};
- CachedPixelShaderSetting<float> m_moon_brightness_pixel{"moonBrightness"};
- CachedPixelShaderSetting<float>
- m_volumetric_light_strength_pixel{"volumetricLightStrength"};
- static constexpr std::array<const char*, 4> SETTING_CALLBACKS = {
- "exposure_compensation",
- "bloom_intensity",
- "bloom_strength_factor",
- "bloom_radius"
- };
- public:
- void onSettingsChange(const std::string &name)
- {
- 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, Client *client) :
- m_sky(sky),
- m_client(client)
- {
- for (auto &name : SETTING_CALLBACKS)
- g_settings->registerChangedCallback(name, settingsCallback, this);
- 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);
- m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
- }
- ~GameGlobalShaderConstantSetter()
- {
- for (auto &name : SETTING_CALLBACKS)
- g_settings->deregisterChangedCallback(name, settingsCallback, this);
- }
- void onSetConstants(video::IMaterialRendererServices *services) override
- {
- u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
- video::SColorf sunlight;
- get_sunlight_color(&sunlight, daynight_ratio);
- m_day_light.set(sunlight, 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);
- v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
- m_eye_position_pixel.set(epos, services);
- m_eye_position_vertex.set(epos, services);
- if (m_client->getMinimap()) {
- v3f minimap_yaw = m_client->getMinimap()->getYawVec();
- m_minimap_yaw.set(minimap_yaw, services);
- }
- v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
- m_camera_offset_pixel.set(offset, services);
- m_camera_offset_vertex.set(offset, 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, services);
- m_texel_size0_pixel.set(m_texel_size0, 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);
- }
- const auto &lighting = m_client->getEnv().getLocalPlayer()->getLighting();
- float saturation = lighting.saturation;
- m_saturation_pixel.set(&saturation, services);
- if (m_volumetric_light_enabled) {
- // Map directional light to screen space
- auto camera_node = m_client->getCamera()->getCameraNode();
- core::matrix4 transform = camera_node->getProjectionMatrix();
- transform *= camera_node->getViewMatrix();
- if (m_sky->getSunVisible()) {
- v3f sun_position = camera_node->getAbsolutePosition() +
- 10000.f * m_sky->getSunDirection();
- transform.transformVect(sun_position);
- sun_position.normalize();
- m_sun_position_pixel.set(sun_position, services);
- float sun_brightness = core::clamp(107.143f * m_sky->getSunDirection().Y, 0.f, 1.f);
- m_sun_brightness_pixel.set(&sun_brightness, services);
- } else {
- m_sun_position_pixel.set(v3f(0.f, 0.f, -1.f), services);
- float sun_brightness = 0.f;
- m_sun_brightness_pixel.set(&sun_brightness, services);
- }
- if (m_sky->getMoonVisible()) {
- v3f moon_position = camera_node->getAbsolutePosition() +
- 10000.f * m_sky->getMoonDirection();
- transform.transformVect(moon_position);
- moon_position.normalize();
- m_moon_position_pixel.set(moon_position, services);
- float moon_brightness = core::clamp(107.143f * m_sky->getMoonDirection().Y, 0.f, 1.f);
- m_moon_brightness_pixel.set(&moon_brightness, services);
- } else {
- m_moon_position_pixel.set(v3f(0.f, 0.f, -1.f), services);
- float moon_brightness = 0.f;
- m_moon_brightness_pixel.set(&moon_brightness, services);
- }
- float volumetric_light_strength = lighting.volumetric_light_strength;
- m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
- }
- }
- void onSetMaterial(const video::SMaterial &material) override
- {
- video::ITexture *texture = material.getTexture(0);
- if (texture) {
- core::dimension2du size = texture->getSize();
- m_texel_size0 = v2f(1.f / size.Width, 1.f / size.Height);
- } else {
- m_texel_size0 = v2f();
- }
- }
- };
- class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
- {
- Sky *m_sky = nullptr;
- Client *m_client;
- std::vector<GameGlobalShaderConstantSetter *> created_nosky;
- public:
- GameGlobalShaderConstantSetterFactory(Client *client) :
- 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_client);
- if (!m_sky)
- created_nosky.push_back(scs);
- return scs;
- }
- };
- #define SIZE_TAG "size[11,5.5,true]" // Fixed size (ignored in touchscreen mode)
- /****************************************************************************
- ****************************************************************************/
- const static float object_hit_delay = 0.2;
- /* 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);
- void copyServerClientCache();
- // 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 updatePauseState();
- 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] pointabilities item specific pointable overriding
- * @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,
- const std::optional<Pointabilities> &pointabilities,
- 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 updateClouds(float dtime);
- void updateShadows();
- void drawScene(ProfilerGraph *graph, RunStats *stats);
- // Misc
- void showOverlayMessage(const char *msg, float dtime, int percent,
- bool draw_clouds = true);
- static void settingChangedCallback(const std::string &setting_name, void *data);
- void readSettings();
- inline bool isKeyDown(GameKeyType k)
- {
- return input->isKeyDown(k);
- }
- inline bool wasKeyDown(GameKeyType k)
- {
- return input->wasKeyDown(k);
- }
- inline bool wasKeyPressed(GameKeyType k)
- {
- return input->wasKeyPressed(k);
- }
- inline bool wasKeyReleased(GameKeyType k)
- {
- return input->wasKeyReleased(k);
- }
- #ifdef __ANDROID__
- void handleAndroidChatInput();
- #endif
- private:
- struct Flags {
- bool force_fog_off = false;
- bool disable_camera_update = false;
- };
- void showDeathFormspec();
- void showPauseMenu();
- void pauseAnimation();
- void resumeAnimation();
- // ClientEvent handlers
- void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_HandleParticleEvent(ClientEvent *event,
- CameraOrientation *cam);
- void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
- CameraOrientation *cam);
- void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
- void updateChat(f32 dtime);
- bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
- const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
- const NodeMetadata *meta);
- static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
- f32 getSensitivityScaleFactor() const;
- InputHandler *input = nullptr;
- Client *client = nullptr;
- Server *server = nullptr;
- ClientDynamicInfo client_display_info{};
- float dynamic_info_send_timer = 0;
- IWritableTextureSource *texture_src = nullptr;
- IWritableShaderSource *shader_src = nullptr;
- // When created, these will be filled with data received from the server
- IWritableItemDefManager *itemdef_manager = nullptr;
- NodeDefManager *nodedef_manager = nullptr;
- std::unique_ptr<ISoundManager> sound_manager;
- SoundMaker *soundmaker = nullptr;
- ChatBackend *chat_backend = nullptr;
- LogOutputBuffer m_chat_log_buf;
- EventManager *eventmgr = nullptr;
- QuicktuneShortcutter *quicktune = nullptr;
- std::unique_ptr<GameUI> m_game_ui;
- GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
- MapDrawControl *draw_control = nullptr;
- Camera *camera = nullptr;
- Clouds *clouds = nullptr; // Free using ->Drop()
- Sky *sky = nullptr; // Free using ->Drop()
- Hud *hud = nullptr;
- Minimap *mapper = nullptr;
- // Map server hud ids to client hud ids
- std::unordered_map<u32, u32> m_hud_server_to_client;
- GameRunData runData;
- Flags m_flags;
- /* 'cache'
- This class does take ownership/responsibily for cleaning up etc of any of
- these items (e.g. device)
- */
- IrrlichtDevice *device;
- RenderingEngine *m_rendering_engine;
- video::IVideoDriver *driver;
- scene::ISceneManager *smgr;
- bool *kill;
- std::string *error_message;
- bool *reconnect_requested;
- PausedNodesList paused_animated_nodes;
- bool simple_singleplayer_mode;
- /* End 'cache' */
- /* Pre-calculated values
- */
- int crack_animation_length;
- IntervalLimiter profiler_interval;
- /*
- * TODO: Local caching of settings is not optimal and should at some stage
- * be updated to use a global settings object for getting thse values
- * (as opposed to the this local caching). This can be addressed in
- * a later release.
- */
- bool m_cache_doubletap_jump;
- bool m_cache_enable_clouds;
- bool m_cache_enable_joysticks;
- bool m_cache_enable_particles;
- bool m_cache_enable_fog;
- bool m_cache_enable_noclip;
- bool m_cache_enable_free_move;
- f32 m_cache_mouse_sensitivity;
- f32 m_cache_joystick_frustum_sensitivity;
- f32 m_repeat_place_time;
- f32 m_cache_cam_smoothing;
- bool m_invert_mouse;
- bool m_enable_hotbar_mouse_wheel;
- bool m_invert_hotbar_mouse_wheel;
- bool m_first_loop_after_window_activation = false;
- bool m_camera_offset_changed = false;
- bool m_game_focused = false;
- 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;
- bool m_touch_simulate_aux1 = false;
- bool m_touch_use_crosshair;
- inline bool isTouchCrosshairDisabled() {
- return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
- }
- #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();
- }
- /****************************************************************************
- 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();
- driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, g_settings->getBool("mip_map"));
- 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;
- m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
- 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"));
- m_touch_simulate_aux1 = g_settings->getBool("fast_move")
- && client->checkPrivilege("fast");
- 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, g_menumgr.pausesGame());
- const auto current_dynamic_info = ClientDynamicInfo::getCurrent();
- if (!current_dynamic_info.equal(client_display_info)) {
- client_display_info = current_dynamic_info;
- dynamic_info_send_timer = 0.2f;
- }
- if (dynamic_info_send_timer > 0.0f) {
- dynamic_info_send_timer -= dtime;
- if (dynamic_info_send_timer <= 0.0f) {
- client->sendUpdateClientInfo(current_dynamic_info);
- }
- }
- // Prepare render data for next iteration
- updateStats(&stats, draw_times, dtime);
- updateInteractTimers(dtime);
- if (!checkConnection())
- break;
- if (!handleCallbacks())
- break;
- processQueues();
- m_game_ui->clearInfoText();
- updateProfilers(stats, draw_times, dtime);
- processUserInput(dtime);
- // Update camera before player movement to avoid camera lag of one frame
- updateCameraDirection(&cam_view_target, dtime);
- cam_view.camera_yaw += (cam_view_target.camera_yaw -
- cam_view.camera_yaw) * m_cache_cam_smoothing;
- cam_view.camera_pitch += (cam_view_target.camera_pitch -
- cam_view.camera_pitch) * m_cache_cam_smoothing;
- updatePlayerControl(cam_view);
- updatePauseState();
- if (m_is_paused)
- dtime = 0.0f;
- 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);
- 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();
- // Clear text when exiting.
- m_game_ui->clearText();
- if (g_touchscreengui)
- g_touchscreengui->hide();
- 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;
- if (simple_singleplayer_mode) {
- // Make the simple singleplayer server only accept connections from localhost,
- // which also makes Windows Defender not show a warning.
- bind_str = "127.0.0.1";
- } else {
- bind_str = g_settings->get("bind_address");
- }
- Address bind_addr(0, 0, 0, 0, port);
- if (g_settings->getBool("ipv6_server"))
- bind_addr.setAddress(static_cast<IPv6AddressBytes*>(nullptr));
- try {
- bind_addr.Resolve(bind_str.c_str());
- } catch (const ResolveError &e) {
- warningstream << "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();
- copyServerClientCache();
- return true;
- }
- void Game::copyServerClientCache()
- {
- // It would be possible to let the client directly read the media files
- // from where the server knows they are. But aside from being more complicated
- // it would also *not* fill the media cache and cause slower joining of
- // remote servers.
- // (Imagine that you launch a game once locally and then connect to a server.)
- assert(server);
- auto map = server->getMediaList();
- u32 n = 0;
- for (auto &it : map) {
- assert(it.first.size() == 20); // SHA1
- if (clientMediaUpdateCacheCopy(it.first, it.second))
- n++;
- }
- infostream << "Copied " << n << " files directly from server to client cache"
- << std::endl;
- }
- 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;
- 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(client);
- shader_src->addShaderConstantSetterFactory(scsf);
- shader_src->addShaderConstantSetterFactory(
- new FogShaderConstantSetterFactory());
- ShadowRenderer::preInit(shader_src);
- // 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);
- if (g_touchscreengui) {
- g_touchscreengui->setUseCrosshair(!isTouchCrosshairDisabled());
- }
- /* Clouds
- */
- if (m_cache_enable_clouds)
- clouds = new Clouds(smgr, shader_src, -1, rand());
- /* Skybox
- */
- sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
- scsf->setSky(sky);
- /* 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
- */
- #if IRRLICHT_VERSION_MT_REVISION >= 15
- auto driver_name = driver->getName();
- #else
- auto driver_name = wide_to_utf8(driver->getName());
- #endif
- std::string str = std::string(PROJECT_NAME_C) +
- " " + g_version_hash + " [";
- str += simple_singleplayer_mode ? gettext("Singleplayer")
- : gettext("Multiplayer");
- str += "] [";
- str += driver_name;
- str += "]";
- device->setWindowCaption(utf8_to_wide(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);
- if (g_touchscreengui)
- g_touchscreengui->init(texture_src);
- 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;
- const auto &address_name = start_data.address;
- showOverlayMessage(N_("Resolving address..."), 0, 15);
- Address connect_address(0, 0, 0, 0, start_data.socket_port);
- Address fallback_address;
- try {
- connect_address.Resolve(address_name.c_str(), &fallback_address);
- if (connect_address.isAny()) {
- // replace with localhost IP
- 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;
- }
- // this shouldn't normally happen since Address::Resolve() checks for enable_ipv6
- if (g_settings->getBool("enable_ipv6")) {
- // empty
- } else if (connect_address.isIPv6()) {
- *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
- errorstream << *error_message << std::endl;
- return false;
- } else if (fallback_address.isIPv6()) {
- fallback_address = Address();
- }
- fallback_address.setPort(connect_address.getPort());
- if (fallback_address.isValid()) {
- infostream << "Resolved two addresses for \"" << address_name
- << "\" isIPv6[0]=" << connect_address.isIPv6()
- << " isIPv6[1]=" << fallback_address.isIPv6() << std::endl;
- } else {
- infostream << "Resolved one address for \"" << address_name
- << "\" isIPv6=" << connect_address.isIPv6() << std::endl;
- }
- try {
- client = new Client(start_data.name.c_str(),
- start_data.password,
- *draw_control, texture_src, shader_src,
- itemdef_manager, nodedef_manager, sound_manager.get(), eventmgr,
- m_rendering_engine, m_game_ui.get(),
- start_data.allow_login_or_register);
- } catch (const BaseException &e) {
- *error_message = fmtgettext("Error creating client: %s", e.what());
- errorstream << *error_message << std::endl;
- return false;
- }
- client->migrateModStorage();
- client->m_simple_singleplayer_mode = simple_singleplayer_mode;
- /*
- Wait for server to accept connection
- */
- client->connect(connect_address, address_name,
- simple_singleplayer_mode || local_server_mode);
- try {
- input->clear();
- FpsControl fps_control;
- f32 dtime;
- f32 wait_time = 0; // in seconds
- bool did_fallback = false;
- fps_control.reset();
- while (m_rendering_engine->run()) {
- fps_control.limit(device, &dtime);
- // Update client and 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;
- if (local_server_mode) {
- // never time out
- } else if (wait_time > GAME_FALLBACK_TIMEOUT && !did_fallback) {
- if (!client->hasServerReplied() && fallback_address.isValid()) {
- client->connect(fallback_address, address_name,
- simple_singleplayer_mode || local_server_mode);
- }
- did_fallback = true;
- } else if (wait_time > GAME_CONNECTION_TIMEOUT) {
- *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) {
- warningstream << "This should not happen. Please report a bug." << std::endl;
- 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
- step(dtime);
- // End condition
- if (client->mediaReceived() && client->itemdefReceived() &&
- client->nodedefReceived()) {
- return true;
- }
- // 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);
- }
- }
- *aborted = true;
- infostream << "Connect aborted [device]" << std::endl;
- return false;
- }
- /****************************************************************************/
- /****************************************************************************
- 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();
- }
- if (g_touchscreengui)
- g_touchscreengui->hide();
- } else {
- if (g_touchscreengui) {
- /* on touchscreengui step may generate own input events which ain't
- * what we want in case we just did clear them */
- g_touchscreengui->show();
- g_touchscreengui->step(dtime);
- }
- 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 (wasKeyPressed(KeyType::SCREENSHOT)) {
- client->makeScreenshot();
- } else if (wasKeyPressed(KeyType::TOGGLE_BLOCK_BOUNDS)) {
- toggleBlockBounds();
- } else if (wasKeyPressed(KeyType::TOGGLE_HUD)) {
- m_game_ui->toggleHud();
- } else if (wasKeyPressed(KeyType::MINIMAP)) {
- toggleMinimap(isKeyDown(KeyType::SNEAK));
- } else if (wasKeyPressed(KeyType::TOGGLE_CHAT)) {
- m_game_ui->toggleChat(client);
- } else if (wasKeyPressed(KeyType::TOGGLE_FOG)) {
- toggleFog();
- } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
- toggleUpdateCamera();
- } else if (wasKeyPressed(KeyType::TOGGLE_DEBUG)) {
- toggleDebug();
- } else if (wasKeyPressed(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 (wasKeyPressed(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;
- }
- }
- if (g_touchscreengui) {
- std::optional<u16> selection = g_touchscreengui->getHotbarSelection();
- if (selection)
- *new_playeritem = *selection;
- }
- // 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::showTextInputDialog("", "", 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()
- {
- // It has to be a text input
- if (m_android_chat_open && porting::getLastInputDialogType() == porting::TEXT_INPUT) {
- porting::AndroidDialogState dialogState = porting::getInputDialogState();
- if (dialogState == porting::DIALOG_INPUTTED) {
- std::string text = porting::getInputDialogMessage();
- client->typeChatMessage(utf8_to_wide(text));
- }
- if (dialogState != porting::DIALOG_SHOWN)
- 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");
- }
- m_touch_simulate_aux1 = fast_move && has_fast_privs;
- }
- void Game::toggleNoClip()
- {
- bool noclip = !g_settings->getBool("noclip");
- g_settings->set("noclip", bool_to_cstr(noclip));
- if (noclip) {
- if (client->checkPrivilege("noclip")) {
- m_game_ui->showTranslatedStatusText("Noclip mode enabled");
- } else {
- m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
- }
- } else {
- m_game_ui->showTranslatedStatusText("Noclip mode disabled");
- }
- }
- void Game::toggleCinematic()
- {
- bool cinematic = !g_settings->getBool("cinematic");
- g_settings->set("cinematic", bool_to_cstr(cinematic));
- if (cinematic)
- m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
- else
- m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
- }
- void Game::toggleBlockBounds()
- {
- LocalPlayer *player = client->getEnv().getLocalPlayer();
- if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
- m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by game or mod)");
- return;
- }
- enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
- switch (newmode) {
- case Hud::BLOCK_BOUNDS_OFF:
- m_game_ui->showTranslatedStatusText("Block bounds hidden");
- break;
- case Hud::BLOCK_BOUNDS_CURRENT:
- m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
- break;
- case Hud::BLOCK_BOUNDS_NEAR:
- m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
- break;
- case Hud::BLOCK_BOUNDS_MAX:
- m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
- break;
- default:
- break;
- }
- }
- // Autoforward by toggling continuous forward.
- void Game::toggleAutoforward()
- {
- bool autorun_enabled = !g_settings->getBool("continuous_forward");
- g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
- if (autorun_enabled)
- m_game_ui->showTranslatedStatusText("Automatic forward enabled");
- else
- m_game_ui->showTranslatedStatusText("Automatic forward disabled");
- }
- void Game::toggleMinimap(bool shift_pressed)
- {
- if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
- return;
- if (shift_pressed)
- mapper->toggleMinimapShape();
- else
- mapper->nextMode();
- // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
- // Not so satisying code to keep compatibility with old fixed mode system
- // -->
- u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
- if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
- // 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();
- }
- // <--
- // End of 'not so satifying code'
- if (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP))
- m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
- else
- m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
- }
- void Game::toggleFog()
- {
- bool fog_enabled = g_settings->getBool("enable_fog");
- g_settings->setBool("enable_fog", !fog_enabled);
- if (fog_enabled)
- m_game_ui->showTranslatedStatusText("Fog disabled");
- else
- m_game_ui->showTranslatedStatusText("Fog enabled");
- }
- void Game::toggleDebug()
- {
- LocalPlayer *player = client->getEnv().getLocalPlayer();
- bool has_debug = client->checkPrivilege("debug");
- bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
- // Initial: No debug info
- // 1x toggle: Debug text
- // 2x toggle: Debug text with profiler graph
- // 3x toggle: Debug text and wireframe (needs "debug" priv)
- // Next toggle: Back to initial
- //
- // The debug text can be in 2 modes: minimal and basic.
- // * Minimal: Only technical client info that not gameplay-relevant
- // * Basic: Info that might give gameplay advantage, e.g. pos, angle
- // Basic mode is used when player has the debug HUD flag set,
- // otherwise the Minimal mode is used.
- if (!m_game_ui->m_flags.show_minimal_debug) {
- m_game_ui->m_flags.show_minimal_debug = true;
- if (has_basic_debug)
- m_game_ui->m_flags.show_basic_debug = true;
- m_game_ui->m_flags.show_profiler_graph = false;
- draw_control->show_wireframe = false;
- m_game_ui->showTranslatedStatusText("Debug info shown");
- } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
- if (has_basic_debug)
- m_game_ui->m_flags.show_basic_debug = true;
- m_game_ui->m_flags.show_profiler_graph = true;
- m_game_ui->showTranslatedStatusText("Profiler graph shown");
- } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
- if (has_basic_debug)
- m_game_ui->m_flags.show_basic_debug = true;
- m_game_ui->m_flags.show_profiler_graph = false;
- draw_control->show_wireframe = true;
- m_game_ui->showTranslatedStatusText("Wireframe shown");
- } else {
- m_game_ui->m_flags.show_minimal_debug = false;
- m_game_ui->m_flags.show_basic_debug = false;
- m_game_ui->m_flags.show_profiler_graph = false;
- draw_control->show_wireframe = false;
- if (has_debug) {
- m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
- } else {
- m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
- }
- }
- }
- void Game::toggleUpdateCamera()
- {
- m_flags.disable_camera_update = !m_flags.disable_camera_update;
- if (m_flags.disable_camera_update)
- m_game_ui->showTranslatedStatusText("Camera update disabled");
- else
- m_game_ui->showTranslatedStatusText("Camera update enabled");
- }
- void Game::increaseViewRange()
- {
- s16 range = g_settings->getS16("viewing_range");
- s16 range_new = range + 10;
- s16 server_limit = sky->getFogDistance();
- if (range_new >= 4000) {
- range_new = 4000;
- std::wstring msg = server_limit >= 0 && range_new > server_limit ?
- fwgettext("Viewing range changed to %d (the maximum), but limited to %d by game or mod", range_new, server_limit) :
- fwgettext("Viewing range changed to %d (the maximum)", range_new);
- m_game_ui->showStatusText(msg);
- } else {
- std::wstring msg = server_limit >= 0 && range_new > server_limit ?
- fwgettext("Viewing range changed to %d, but limited to %d by game or mod", range_new, server_limit) :
- fwgettext("Viewing range changed to %d", range_new);
- m_game_ui->showStatusText(msg);
- }
- g_settings->set("viewing_range", itos(range_new));
- }
- void Game::decreaseViewRange()
- {
- s16 range = g_settings->getS16("viewing_range");
- s16 range_new = range - 10;
- s16 server_limit = sky->getFogDistance();
- if (range_new <= 20) {
- range_new = 20;
- std::wstring msg = server_limit >= 0 && range_new > server_limit ?
- fwgettext("Viewing changed to %d (the minimum), but limited to %d by game or mod", range_new, server_limit) :
- fwgettext("Viewing changed to %d (the minimum)", range_new);
- m_game_ui->showStatusText(msg);
- } else {
- std::wstring msg = server_limit >= 0 && range_new > server_limit ?
- fwgettext("Viewing range changed to %d, but limited to %d by game or mod", range_new, server_limit) :
- fwgettext("Viewing range changed to %d", range_new);
- m_game_ui->showStatusText(msg);
- }
- g_settings->set("viewing_range", itos(range_new));
- }
- void Game::toggleFullViewRange()
- {
- draw_control->range_all = !draw_control->range_all;
- if (draw_control->range_all) {
- if (sky->getFogDistance() >= 0) {
- m_game_ui->showTranslatedStatusText("Unlimited viewing range enabled, but forbidden by game or mod");
- } else {
- m_game_ui->showTranslatedStatusText("Unlimited viewing range enabled");
- }
- } else {
- m_game_ui->showTranslatedStatusText("Unlimited viewing range disabled");
- }
- }
- void Game::checkZoomEnabled()
- {
- LocalPlayer *player = client->getEnv().getLocalPlayer();
- if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
- m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
- }
- void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
- {
- auto *cur_control = device->getCursorControl();
- /* With CIrrDeviceSDL on Linux and Windows, enabling relative mouse mode
- somehow results in simulated mouse events being generated from touch events,
- although SDL_HINT_MOUSE_TOUCH_EVENTS and SDL_HINT_TOUCH_MOUSE_EVENTS are set to 0.
- Since Minetest has its own code to synthesize mouse events from touch events,
- this results in duplicated input. To avoid that, we don't enable relative
- mouse mode if we're in touchscreen mode. */
- if (cur_control)
- cur_control->setRelativeMode(!g_touchscreengui && !isMenuActive());
- if ((device->isWindowActive() && device->isWindowFocused()
- && !isMenuActive()) || input->isRandom()) {
- if (cur_control && !input->isRandom()) {
- // Mac OSX gets upset if this is set every frame
- if (cur_control->isVisible())
- cur_control->setVisible(false);
- }
- 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 {
- // Mac OSX gets upset if this is set every frame
- if (cur_control && !cur_control->isVisible())
- cur_control->setVisible(true);
- 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 std::tan(fov_y / 2.0f) * 1.3763819f;
- }
- void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
- {
- if (g_touchscreengui) {
- cam->camera_yaw += g_touchscreengui->getYawChange();
- cam->camera_pitch += g_touchscreengui->getPitchChange();
- } else {
- 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);
- }
- 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 = std::sin(control.movement_direction);
- control.movement_direction = std::atan2(dx, 1.0f);
- }
- /* 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 (g_touchscreengui && m_touch_simulate_aux1) {
- control.aux1 = control.aux1 ^ true;
- }
- client->setPlayerControl(control);
- //tt.stop();
- }
- void Game::updatePauseState()
- {
- bool was_paused = this->m_is_paused;
- this->m_is_paused = this->simple_singleplayer_mode && g_menumgr.pausesGame();
- if (!was_paused && this->m_is_paused) {
- this->pauseAnimation();
- this->sound_manager->pauseAll();
- } else if (was_paused && !this->m_is_paused) {
- this->resumeAnimation();
- this->sound_manager->resumeAll();
- }
- }
- inline void Game::step(f32 dtime)
- {
- if (server) {
- float fps_max = (!device->isWindowFocused() || g_menumgr.pausesGame()) ?
- g_settings->getFloat("fps_max_unfocused") :
- g_settings->getFloat("fps_max");
- fps_max = std::max(fps_max, 1.0f);
- /*
- * Unless you have a barebones game, running the server at more than 60Hz
- * is hardly realistic and you're at the point of diminishing returns.
- * fps_max is also not necessarily anywhere near the FPS actually achieved
- * (also due to vsync).
- */
- fps_max = std::min(fps_max, 60.0f);
- server->setStepSettings(Server::StepSettings{
- 1.0f / fps_max,
- m_is_paused
- });
- server->step();
- }
- if (!m_is_paused)
- 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);
- case HudElementStat_END:
- break;
- }
- #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);
- // Clear the old textures out in case we switch rendering type.
- sky->clearSkyboxTextures();
- // Handle according to type
- if (event->set_sky->type == "regular") {
- // Shows the mesh skybox
- sky->setVisible(true);
- // Update mesh based skybox colours if applicable.
- sky->setSkyColors(event->set_sky->sky_color);
- sky->setHorizonTint(
- event->set_sky->fog_sun_tint,
- event->set_sky->fog_moon_tint,
- event->set_sky->fog_tint_type
- );
- } else if (event->set_sky->type == "skybox" &&
- event->set_sky->textures.size() == 6) {
- // Disable the dyanmic mesh skybox:
- sky->setVisible(false);
- // Set fog colors:
- sky->setFallbackBgColor(event->set_sky->bgcolor);
- // Set sunrise and sunset fog tinting:
- sky->setHorizonTint(
- event->set_sky->fog_sun_tint,
- event->set_sky->fog_moon_tint,
- event->set_sky->fog_tint_type
- );
- // Add textures to skybox.
- for (int i = 0; i < 6; i++)
- sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
- } else {
- // Handle everything else as plain color.
- if (event->set_sky->type != "plain")
- infostream << "Unknown sky type: "
- << (event->set_sky->type) << std::endl;
- sky->setVisible(false);
- sky->setFallbackBgColor(event->set_sky->bgcolor);
- // Disable directional sun/moon tinting on plain or invalid skyboxes.
- sky->setHorizonTint(
- event->set_sky->bgcolor,
- event->set_sky->bgcolor,
- "custom"
- );
- }
- // Orbit Tilt:
- sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
- // fog
- // do not override a potentially smaller client setting.
- sky->setFogDistance(event->set_sky->fog_distance);
- // if the fog distance is reset, switch back to the client's viewing_range
- if (event->set_sky->fog_distance < 0)
- draw_control->wanted_range = g_settings->getS16("viewing_range");
- if (event->set_sky->fog_start >= 0)
- sky->setFogStart(rangelim(event->set_sky->fog_start, 0.0f, 0.99f));
- else
- sky->setFogStart(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
- sky->setFogColor(event->set_sky->fog_color);
- 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 (wasKeyPressed(KeyType::CAMERA_MODE)) {
- GenericCAO *playercao = player->getCAO();
- // If playercao not loaded, don't change camera
- if (!playercao)
- return;
- camera->toggleCameraMode();
- if (g_touchscreengui)
- g_touchscreengui->setUseCrosshair(!isTouchCrosshairDisabled());
- // 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, player->light_color);
- 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());
- sound_volume_control(sound_manager.get(), device->isWindowActive());
- // 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;
- if (g_touchscreengui && isTouchCrosshairDisabled()) {
- 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);
- }
- PointedThing pointed = updatePointedThing(shootline,
- selected_def.liquids_pointable,
- selected_def.pointabilities,
- !runData.btn_down_for_dig,
- camera_offset);
- if (pointed != runData.pointed_old)
- infostream << "Pointing at " << pointed.dump() << std::endl;
- if (g_touchscreengui)
- g_touchscreengui->applyContextControls(selected_def.touch_interaction.getMode(pointed));
- // 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,
- const std::optional<Pointabilities> &pointabilities,
- 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, pointabilities);
- 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 auto 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))) {
- // If you change this code, also change builtin/game/item.lua
- u8 predicted_param2 = dir.Y < 0 ? 1 : 0;
- if (selected_def.wallmounted_rotate_vertical) {
- bool rotate90 = false;
- v3f fnodepos = v3f(neighborpos.X, neighborpos.Y, neighborpos.Z);
- v3f ppos = client->getEnv().getLocalPlayer()->getPosition() / BS;
- v3f pdir = fnodepos - ppos;
- switch (predicted_f.drawtype) {
- case NDT_TORCHLIKE: {
- rotate90 = !((pdir.X < 0 && pdir.Z > 0) ||
- (pdir.X > 0 && pdir.Z < 0));
- if (dir.Y > 0) {
- rotate90 = !rotate90;
- }
- break;
- };
- case NDT_SIGNLIKE: {
- rotate90 = std::abs(pdir.X) < std::abs(pdir.Z);
- break;
- }
- default: {
- rotate90 = std::abs(pdir.X) > std::abs(pdir.Z);
- break;
- }
- }
- if (rotate90) {
- predicted_param2 += 6;
- }
- }
- predicted_node.setParam2(predicted_param2);
- } else if (abs(dir.X) > abs(dir.Z)) {
- predicted_node.setParam2(dir.X < 0 ? 3 : 2);
- } else {
- predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
- }
- } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
- predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
- predicted_f.param_type_2 == CPT2_4DIR ||
- predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
- v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
- if (abs(dir.X) > abs(dir.Z)) {
- predicted_node.setParam2(dir.X < 0 ? 3 : 1);
- } else {
- predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
- }
- }
- // Check attachment if node is in group attached_node
- int an = itemgroup_get(predicted_f.groups, "attached_node");
- if (an != 0) {
- v3s16 pp;
- if (an == 3) {
- pp = p + v3s16(0, -1, 0);
- } else if (an == 4) {
- pp = p + v3s16(0, 1, 0);
- } else if (an == 2) {
- if (predicted_f.param_type_2 == CPT2_FACEDIR ||
- predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
- predicted_f.param_type_2 == CPT2_4DIR ||
- predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
- pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
- } else {
- pp = p;
- }
- } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
- predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
- pp = p + predicted_node.getWallMountedDir(nodedef);
- } else {
- pp = p + v3s16(0, -1, 0);
- }
- if (!nodedef->get(map.getNode(pp)).walkable) {
- soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
- // Report to server
- client->interact(INTERACT_PLACE, pointed);
- return false;
- }
- }
- // Apply color
- if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
- || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
- || predicted_f.param_type_2 == CPT2_COLORED_4DIR
- || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
- const auto &indexstr = selected_item.metadata.
- getString("palette_index", 0);
- if (!indexstr.empty()) {
- s32 index = mystoi(indexstr);
- if (predicted_f.param_type_2 == CPT2_COLOR) {
- predicted_node.setParam2(index);
- } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
- // param2 = pure palette index + other
- predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
- } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
- // param2 = pure palette index + other
- predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
- } else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
- // param2 = pure palette index + other
- predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
- }
- }
- }
- // Add node to client map
- try {
- LocalPlayer *player = client->getEnv().getLocalPlayer();
- // Don't place node when player would be inside new node
- // NOTE: This is to be eventually implemented by a mod as client-side Lua
- if (!predicted_f.walkable ||
- g_settings->getBool("enable_build_where_you_stand") ||
- (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
- (predicted_f.walkable &&
- neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
- neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
- // This triggers the required mesh update too
- client->addNode(p, predicted_node);
- // Report to server
- client->interact(INTERACT_PLACE, pointed);
- // A node is predicted, also play a sound
- soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
- return true;
- } else {
- soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
- return false;
- }
- } catch (const InvalidPositionException &e) {
- errorstream << "Node placement prediction failed for "
- << selected_def.name << " (places "
- << prediction << ") - Position not loaded" << std::endl;
- soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
- return false;
- }
- }
- void Game::handlePointingAtObject(const PointedThing &pointed,
- const ItemStack &tool_item, const v3f &player_position, bool show_debug)
- {
- std::wstring infotext = unescape_translate(
- utf8_to_wide(runData.selected_object->infoText()));
- if (show_debug) {
- if (!infotext.empty()) {
- infotext += L"\n";
- }
- infotext += utf8_to_wide(runData.selected_object->debugInfoText());
- }
- m_game_ui->setInfoText(infotext);
- if (isKeyDown(KeyType::DIG)) {
- bool do_punch = false;
- bool do_punch_damage = false;
- if (runData.object_hit_delay_timer <= 0.0) {
- do_punch = true;
- do_punch_damage = true;
- runData.object_hit_delay_timer = object_hit_delay;
- }
- if (wasKeyPressed(KeyType::DIG))
- do_punch = true;
- if (do_punch) {
- infostream << "Punched object" << std::endl;
- runData.punching = true;
- }
- if (do_punch_damage) {
- // Report direct punch
- v3f objpos = runData.selected_object->getPosition();
- v3f dir = (objpos - player_position).normalize();
- bool disable_send = runData.selected_object->directReportPunch(
- dir, &tool_item, runData.time_from_last_punch);
- runData.time_from_last_punch = 0;
- if (!disable_send)
- client->interact(INTERACT_START_DIGGING, pointed);
- }
- } else if (wasKeyDown(KeyType::PLACE)) {
- infostream << "Pressed place button while pointing at object" << std::endl;
- client->interact(INTERACT_PLACE, pointed); // place
- }
- }
- void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
- const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
- {
- // See also: serverpackethandle.cpp, action == 2
- LocalPlayer *player = client->getEnv().getLocalPlayer();
- ClientMap &map = client->getEnv().getClientMap();
- MapNode n = map.getNode(nodepos);
- const auto &features = nodedef_manager->get(n);
- // NOTE: Similar piece of code exists on the server side for
- // cheat detection.
- // Get digging parameters
- DigParams params = getDigParams(features.groups,
- &selected_item.getToolCapabilities(itemdef_manager),
- selected_item.wear);
- // If can't dig, try hand
- if (!params.diggable) {
- params = getDigParams(features.groups,
- &hand_item.getToolCapabilities(itemdef_manager));
- }
- if (!params.diggable) {
- // I guess nobody will wait for this long
- runData.dig_time_complete = 10000000.0;
- } else {
- runData.dig_time_complete = params.time;
- if (m_cache_enable_particles) {
- client->getParticleManager()->addNodeParticle(client,
- player, nodepos, n, features);
- }
- }
- if (!runData.digging) {
- infostream << "Started digging" << std::endl;
- runData.dig_instantly = runData.dig_time_complete == 0;
- if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
- return;
- client->interact(INTERACT_START_DIGGING, pointed);
- runData.digging = true;
- runData.btn_down_for_dig = true;
- }
- if (!runData.dig_instantly) {
- runData.dig_index = (float)crack_animation_length
- * runData.dig_time
- / runData.dig_time_complete;
- } else {
- // This is for e.g. torches
- runData.dig_index = crack_animation_length;
- }
- const auto &sound_dig = features.sound_dig;
- if (sound_dig.exists() && params.diggable) {
- if (sound_dig.name == "__group") {
- if (!params.main_group.empty()) {
- soundmaker->m_player_leftpunch_sound.gain = 0.5;
- soundmaker->m_player_leftpunch_sound.name =
- std::string("default_dig_") +
- params.main_group;
- }
- } else {
- soundmaker->m_player_leftpunch_sound = sound_dig;
- }
- }
- // Don't show cracks if not diggable
- if (runData.dig_time_complete >= 100000.0) {
- } else if (runData.dig_index < crack_animation_length) {
- client->setCrack(runData.dig_index, nodepos);
- } else {
- infostream << "Digging completed" << std::endl;
- client->setCrack(-1, v3s16(0, 0, 0));
- runData.dig_time = 0;
- runData.digging = false;
- // we successfully dug, now block it from repeating if we want to be safe
- if (g_settings->getBool("safe_dig_and_place"))
- runData.digging_blocked = true;
- runData.nodig_delay_timer =
- runData.dig_time_complete / (float)crack_animation_length;
- // We don't want a corresponding delay to very time consuming nodes
- // and nodes without digging time (e.g. torches) get a fixed delay.
- if (runData.nodig_delay_timer > 0.3)
- runData.nodig_delay_timer = 0.3;
- else if (runData.dig_instantly)
- runData.nodig_delay_timer = 0.15;
- if (client->modsLoaded() &&
- client->getScript()->on_dignode(nodepos, n)) {
- return;
- }
- if (features.node_dig_prediction == "air") {
- client->removeNode(nodepos);
- } else if (!features.node_dig_prediction.empty()) {
- content_t id;
- bool found = nodedef_manager->getId(features.node_dig_prediction, id);
- if (found)
- client->addNode(nodepos, id, true);
- }
- // implicit else: no prediction
- client->interact(INTERACT_DIGGING_COMPLETED, pointed);
- if (m_cache_enable_particles) {
- client->getParticleManager()->addDiggingParticles(client,
- player, nodepos, n, features);
- }
- // Send event to trigger sound
- client->getEventManager()->put(new NodeDugEvent(nodepos, n));
- }
- if (runData.dig_time_complete < 100000.0) {
- runData.dig_time += dtime;
- } else {
- runData.dig_time = 0;
- client->setCrack(-1, nodepos);
- }
- camera->setDigging(0); // Dig animation
- }
- void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
- const CameraOrientation &cam)
- {
- TimeTaker tt_update("Game::updateFrame()");
- LocalPlayer *player = client->getEnv().getLocalPlayer();
- /*
- Frame time
- */
- client->getEnv().updateFrameTime(m_is_paused);
- /*
- Fog range
- */
- if (sky->getFogDistance() >= 0) {
- draw_control->wanted_range = MYMIN(draw_control->wanted_range, sky->getFogDistance());
- }
- if (draw_control->range_all && sky->getFogDistance() < 0) {
- runData.fog_range = FOG_RANGE_ALL;
- } 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)
- updateClouds(dtime);
- /*
- Update particles
- */
- client->getParticleManager()->step(dtime);
- /*
- Damage camera tilt
- */
- if (player->hurt_tilt_timer > 0.0f) {
- player->hurt_tilt_timer -= dtime * 6.0f;
- if (player->hurt_tilt_timer < 0.0f)
- player->hurt_tilt_strength = 0.0f;
- }
- /*
- Update minimap pos and rotation
- */
- if (mapper && m_game_ui->m_flags.show_hud) {
- mapper->setPos(floatToInt(player->getPosition(), BS));
- mapper->setAngle(player->getYaw());
- }
- /*
- 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) {
- // See GUIFormSpecMenu::create what refcnt = 1 means
- 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 ====================
- */
- if (device->isWindowVisible())
- drawScene(graph, stats);
- /*
- ==================== End scene ====================
- */
- // Damage flash is drawn in drawScene, but the timing update is done here to
- // keep dtime out of the drawing code.
- if (runData.damage_flash > 0.0f) {
- runData.damage_flash -= 384.0f * dtime;
- }
- g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
- }
- void Game::updateClouds(float dtime)
- {
- if (this->sky->getCloudsVisible()) {
- this->clouds->setVisible(true);
- this->clouds->step(dtime);
- // this->camera->getPosition is not enough for third-person camera.
- v3f camera_node_position = this->camera->getCameraNode()->getPosition();
- v3s16 camera_offset = this->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;
- this->clouds->update(camera_node_position, this->sky->getCloudColor());
- if (this->clouds->isCameraInsideCloud() && this->m_cache_enable_fog) {
- // If camera is inside cloud and fog is enabled, use cloud's colors as sky colors.
- video::SColor clouds_dark = this->clouds->getColor().getInterpolated(
- video::SColor(255, 0, 0, 0), 0.9);
- this->sky->overrideColors(clouds_dark, this->clouds->getColor());
- this->sky->setInClouds(true);
- this->runData.fog_range = std::fmin(this->runData.fog_range * 0.5f, 32.0f * BS);
- // Clouds are not drawn in this case.
- this->clouds->setVisible(false);
- }
- } else {
- this->clouds->setVisible(false);
- }
- }
- /* 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 = std::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 = std::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);
- }
- void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
- {
- const video::SColor fog_color = this->sky->getFogColor();
- const video::SColor sky_color = this->sky->getSkyColor();
- /*
- Fog
- */
- if (this->m_cache_enable_fog) {
- this->driver->setFog(
- fog_color,
- video::EFT_FOG_LINEAR,
- this->runData.fog_range * this->sky->getFogStart(),
- this->runData.fog_range * 1.0f,
- 0.f, // unused
- false, // pixel fog
- true // range fog
- );
- } else {
- this->driver->setFog(
- fog_color,
- video::EFT_FOG_LINEAR,
- FOG_RANGE_ALL,
- FOG_RANGE_ALL + 100 * BS,
- 0.f, // unused
- false, // pixel fog
- false // range fog
- );
- }
- /*
- Drawing
- */
- TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
- this->driver->beginScene(true, true, sky_color);
- const LocalPlayer *player = this->client->getEnv().getLocalPlayer();
- bool draw_wield_tool = (this->m_game_ui->m_flags.show_hud &&
- (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
- (this->camera->getCameraMode() == CAMERA_MODE_FIRST));
- bool draw_crosshair = (
- (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
- (this->camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
- if (g_touchscreengui && isTouchCrosshairDisabled())
- draw_crosshair = false;
- this->m_rendering_engine->draw_scene(sky_color, this->m_game_ui->m_flags.show_hud,
- draw_wield_tool, draw_crosshair);
- /*
- Profiler graph
- */
- v2u32 screensize = this->driver->getScreenSize();
- if (this->m_game_ui->m_flags.show_profiler_graph)
- graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
- /*
- Damage flash
- */
- if (this->runData.damage_flash > 0.0f) {
- video::SColor color(this->runData.damage_flash, 180, 0, 0);
- this->driver->draw2DRectangle(color,
- core::rect<s32>(0, 0, screensize.X, screensize.Y),
- NULL);
- }
- this->driver->endScene();
- stats->drawtime = tt_draw.stop(true);
- g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
- }
- /****************************************************************************
- Misc
- ****************************************************************************/
- void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_sky)
- {
- m_rendering_engine->draw_load_screen(wstrgettext(msg), guienv, texture_src,
- dtime, percent, draw_sky);
- }
- void Game::settingChangedCallback(const std::string &setting_name, void *data)
- {
- ((Game *)data)->readSettings();
- }
- void Game::readSettings()
- {
- m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
- m_cache_enable_clouds = g_settings->getBool("enable_clouds");
- m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
- m_cache_enable_particles = g_settings->getBool("enable_particles");
- m_cache_enable_fog = g_settings->getBool("enable_fog");
- m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
- m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
- m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
- m_cache_enable_noclip = g_settings->getBool("noclip");
- m_cache_enable_free_move = g_settings->getBool("free_move");
- m_cache_cam_smoothing = 0;
- if (g_settings->getBool("cinematic"))
- m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
- else
- m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
- m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
- m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
- m_invert_mouse = g_settings->getBool("invert_mouse");
- m_enable_hotbar_mouse_wheel = g_settings->getBool("enable_hotbar_mouse_wheel");
- m_invert_hotbar_mouse_wheel = g_settings->getBool("invert_hotbar_mouse_wheel");
- m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
- }
- /****************************************************************************/
- /****************************************************************************
- Shutdown / cleanup
- ****************************************************************************/
- /****************************************************************************/
- void Game::showDeathFormspec()
- {
- static std::string formspec_str =
- std::string("formspec_version[1]") +
- SIZE_TAG
- "bgcolor[#320000b4;true]"
- "label[4.85,1.35;" + gettext("You died") + "]"
- "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
- ;
- /* Create menu */
- /* Note: FormspecFormSource and LocalFormspecHandler *
- * are deleted by guiFormSpecMenu */
- FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
- LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
- auto *&formspec = m_game_ui->getFormspecGUI();
- GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
- &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(),
- sound_manager.get());
- formspec->setFocus("btn_respawn");
- }
- #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
- void Game::showPauseMenu()
- {
- std::string control_text;
- if (g_touchscreengui) {
- control_text = strgettext("Controls:\n"
- "No menu open:\n"
- "- slide finger: look around\n"
- "- tap: place/punch/use (default)\n"
- "- long tap: dig/use (default)\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"
- );
- }
- 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("Controls") << "]";
- #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") << "]";
- if (!control_text.empty()) {
- os << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]";
- }
- os << "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();
- os << strgettext("- Mode: ");
- if (!simple_singleplayer_mode) {
- if (address.empty())
- os << strgettext("Hosting server");
- else
- os << strgettext("Remote server");
- } else {
- os << strgettext("Singleplayer");
- }
- os << "\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();
- }
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