game.cpp 118 KB

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  1. /*
  2. Minetest
  3. Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
  4. This program is free software; you can redistribute it and/or modify
  5. it under the terms of the GNU Lesser General Public License as published by
  6. the Free Software Foundation; either version 2.1 of the License, or
  7. (at your option) any later version.
  8. This program is distributed in the hope that it will be useful,
  9. but WITHOUT ANY WARRANTY; without even the implied warranty of
  10. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  11. GNU Lesser General Public License for more details.
  12. You should have received a copy of the GNU Lesser General Public License along
  13. with this program; if not, write to the Free Software Foundation, Inc.,
  14. 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
  15. */
  16. #include "game.h"
  17. #include <iomanip>
  18. #include <cmath>
  19. #include "client/renderingengine.h"
  20. #include "camera.h"
  21. #include "client.h"
  22. #include "client/clientevent.h"
  23. #include "client/gameui.h"
  24. #include "client/inputhandler.h"
  25. #include "client/tile.h" // For TextureSource
  26. #include "client/keys.h"
  27. #include "client/joystick_controller.h"
  28. #include "clientmap.h"
  29. #include "clouds.h"
  30. #include "config.h"
  31. #include "content_cao.h"
  32. #include "client/event_manager.h"
  33. #include "fontengine.h"
  34. #include "itemdef.h"
  35. #include "log.h"
  36. #include "filesys.h"
  37. #include "gettext.h"
  38. #include "gui/guiChatConsole.h"
  39. #include "gui/guiConfirmRegistration.h"
  40. #include "gui/guiFormSpecMenu.h"
  41. #include "gui/guiKeyChangeMenu.h"
  42. #include "gui/guiPasswordChange.h"
  43. #include "gui/guiVolumeChange.h"
  44. #include "gui/mainmenumanager.h"
  45. #include "gui/profilergraph.h"
  46. #include "mapblock.h"
  47. #include "minimap.h"
  48. #include "nodedef.h" // Needed for determining pointing to nodes
  49. #include "nodemetadata.h"
  50. #include "particles.h"
  51. #include "profiler.h"
  52. #include "quicktune_shortcutter.h"
  53. #include "raycast.h"
  54. #include "server.h"
  55. #include "settings.h"
  56. #include "shader.h"
  57. #include "sky.h"
  58. #include "translation.h"
  59. #include "util/basic_macros.h"
  60. #include "util/directiontables.h"
  61. #include "util/pointedthing.h"
  62. #include "irrlicht_changes/static_text.h"
  63. #include "version.h"
  64. #include "script/scripting_client.h"
  65. #if USE_SOUND
  66. #include "client/sound_openal.h"
  67. #else
  68. #include "client/sound.h"
  69. #endif
  70. /*
  71. Text input system
  72. */
  73. struct TextDestNodeMetadata : public TextDest
  74. {
  75. TextDestNodeMetadata(v3s16 p, Client *client)
  76. {
  77. m_p = p;
  78. m_client = client;
  79. }
  80. // This is deprecated I guess? -celeron55
  81. void gotText(const std::wstring &text)
  82. {
  83. std::string ntext = wide_to_utf8(text);
  84. infostream << "Submitting 'text' field of node at (" << m_p.X << ","
  85. << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
  86. StringMap fields;
  87. fields["text"] = ntext;
  88. m_client->sendNodemetaFields(m_p, "", fields);
  89. }
  90. void gotText(const StringMap &fields)
  91. {
  92. m_client->sendNodemetaFields(m_p, "", fields);
  93. }
  94. v3s16 m_p;
  95. Client *m_client;
  96. };
  97. struct TextDestPlayerInventory : public TextDest
  98. {
  99. TextDestPlayerInventory(Client *client)
  100. {
  101. m_client = client;
  102. m_formname = "";
  103. }
  104. TextDestPlayerInventory(Client *client, const std::string &formname)
  105. {
  106. m_client = client;
  107. m_formname = formname;
  108. }
  109. void gotText(const StringMap &fields)
  110. {
  111. m_client->sendInventoryFields(m_formname, fields);
  112. }
  113. Client *m_client;
  114. };
  115. struct LocalFormspecHandler : public TextDest
  116. {
  117. LocalFormspecHandler(const std::string &formname)
  118. {
  119. m_formname = formname;
  120. }
  121. LocalFormspecHandler(const std::string &formname, Client *client):
  122. m_client(client)
  123. {
  124. m_formname = formname;
  125. }
  126. void gotText(const StringMap &fields)
  127. {
  128. if (m_formname == "MT_PAUSE_MENU") {
  129. if (fields.find("btn_sound") != fields.end()) {
  130. g_gamecallback->changeVolume();
  131. return;
  132. }
  133. if (fields.find("btn_key_config") != fields.end()) {
  134. g_gamecallback->keyConfig();
  135. return;
  136. }
  137. if (fields.find("btn_exit_menu") != fields.end()) {
  138. g_gamecallback->disconnect();
  139. return;
  140. }
  141. if (fields.find("btn_exit_os") != fields.end()) {
  142. g_gamecallback->exitToOS();
  143. #ifndef __ANDROID__
  144. RenderingEngine::get_raw_device()->closeDevice();
  145. #endif
  146. return;
  147. }
  148. if (fields.find("btn_change_password") != fields.end()) {
  149. g_gamecallback->changePassword();
  150. return;
  151. }
  152. if (fields.find("quit") != fields.end()) {
  153. return;
  154. }
  155. if (fields.find("btn_continue") != fields.end()) {
  156. return;
  157. }
  158. }
  159. // Don't disable this part when modding is disabled, it's used in builtin
  160. if (m_client && m_client->getScript())
  161. m_client->getScript()->on_formspec_input(m_formname, fields);
  162. }
  163. Client *m_client = nullptr;
  164. };
  165. /* Form update callback */
  166. class NodeMetadataFormSource: public IFormSource
  167. {
  168. public:
  169. NodeMetadataFormSource(ClientMap *map, v3s16 p):
  170. m_map(map),
  171. m_p(p)
  172. {
  173. }
  174. const std::string &getForm() const
  175. {
  176. static const std::string empty_string = "";
  177. NodeMetadata *meta = m_map->getNodeMetadata(m_p);
  178. if (!meta)
  179. return empty_string;
  180. return meta->getString("formspec");
  181. }
  182. virtual std::string resolveText(const std::string &str)
  183. {
  184. NodeMetadata *meta = m_map->getNodeMetadata(m_p);
  185. if (!meta)
  186. return str;
  187. return meta->resolveString(str);
  188. }
  189. ClientMap *m_map;
  190. v3s16 m_p;
  191. };
  192. class PlayerInventoryFormSource: public IFormSource
  193. {
  194. public:
  195. PlayerInventoryFormSource(Client *client):
  196. m_client(client)
  197. {
  198. }
  199. const std::string &getForm() const
  200. {
  201. LocalPlayer *player = m_client->getEnv().getLocalPlayer();
  202. return player->inventory_formspec;
  203. }
  204. Client *m_client;
  205. };
  206. class NodeDugEvent: public MtEvent
  207. {
  208. public:
  209. v3s16 p;
  210. MapNode n;
  211. NodeDugEvent(v3s16 p, MapNode n):
  212. p(p),
  213. n(n)
  214. {}
  215. MtEvent::Type getType() const
  216. {
  217. return MtEvent::NODE_DUG;
  218. }
  219. };
  220. class SoundMaker
  221. {
  222. ISoundManager *m_sound;
  223. const NodeDefManager *m_ndef;
  224. public:
  225. bool makes_footstep_sound;
  226. float m_player_step_timer;
  227. SimpleSoundSpec m_player_step_sound;
  228. SimpleSoundSpec m_player_leftpunch_sound;
  229. SimpleSoundSpec m_player_rightpunch_sound;
  230. SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
  231. m_sound(sound),
  232. m_ndef(ndef),
  233. makes_footstep_sound(true),
  234. m_player_step_timer(0)
  235. {
  236. }
  237. void playPlayerStep()
  238. {
  239. if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
  240. m_player_step_timer = 0.03;
  241. if (makes_footstep_sound)
  242. m_sound->playSound(m_player_step_sound, false);
  243. }
  244. }
  245. static void viewBobbingStep(MtEvent *e, void *data)
  246. {
  247. SoundMaker *sm = (SoundMaker *)data;
  248. sm->playPlayerStep();
  249. }
  250. static void playerRegainGround(MtEvent *e, void *data)
  251. {
  252. SoundMaker *sm = (SoundMaker *)data;
  253. sm->playPlayerStep();
  254. }
  255. static void playerJump(MtEvent *e, void *data)
  256. {
  257. //SoundMaker *sm = (SoundMaker*)data;
  258. }
  259. static void cameraPunchLeft(MtEvent *e, void *data)
  260. {
  261. SoundMaker *sm = (SoundMaker *)data;
  262. sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
  263. }
  264. static void cameraPunchRight(MtEvent *e, void *data)
  265. {
  266. SoundMaker *sm = (SoundMaker *)data;
  267. sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
  268. }
  269. static void nodeDug(MtEvent *e, void *data)
  270. {
  271. SoundMaker *sm = (SoundMaker *)data;
  272. NodeDugEvent *nde = (NodeDugEvent *)e;
  273. sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
  274. }
  275. static void playerDamage(MtEvent *e, void *data)
  276. {
  277. SoundMaker *sm = (SoundMaker *)data;
  278. sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
  279. }
  280. static void playerFallingDamage(MtEvent *e, void *data)
  281. {
  282. SoundMaker *sm = (SoundMaker *)data;
  283. sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
  284. }
  285. void registerReceiver(MtEventManager *mgr)
  286. {
  287. mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
  288. mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
  289. mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
  290. mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
  291. mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
  292. mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
  293. mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
  294. mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
  295. }
  296. void step(float dtime)
  297. {
  298. m_player_step_timer -= dtime;
  299. }
  300. };
  301. // Locally stored sounds don't need to be preloaded because of this
  302. class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
  303. {
  304. std::set<std::string> m_fetched;
  305. private:
  306. void paths_insert(std::set<std::string> &dst_paths,
  307. const std::string &base,
  308. const std::string &name)
  309. {
  310. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
  311. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
  312. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
  313. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
  314. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
  315. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
  316. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
  317. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
  318. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
  319. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
  320. dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
  321. }
  322. public:
  323. void fetchSounds(const std::string &name,
  324. std::set<std::string> &dst_paths,
  325. std::set<std::string> &dst_datas)
  326. {
  327. if (m_fetched.count(name))
  328. return;
  329. m_fetched.insert(name);
  330. paths_insert(dst_paths, porting::path_share, name);
  331. paths_insert(dst_paths, porting::path_user, name);
  332. }
  333. };
  334. // before 1.8 there isn't a "integer interface", only float
  335. #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
  336. typedef f32 SamplerLayer_t;
  337. #else
  338. typedef s32 SamplerLayer_t;
  339. #endif
  340. class GameGlobalShaderConstantSetter : public IShaderConstantSetter
  341. {
  342. Sky *m_sky;
  343. bool *m_force_fog_off;
  344. f32 *m_fog_range;
  345. bool m_fog_enabled;
  346. CachedPixelShaderSetting<float, 4> m_sky_bg_color;
  347. CachedPixelShaderSetting<float> m_fog_distance;
  348. CachedVertexShaderSetting<float> m_animation_timer_vertex;
  349. CachedPixelShaderSetting<float> m_animation_timer_pixel;
  350. CachedPixelShaderSetting<float, 3> m_day_light;
  351. CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
  352. CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
  353. CachedPixelShaderSetting<float, 3> m_minimap_yaw;
  354. CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
  355. CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
  356. CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
  357. Client *m_client;
  358. public:
  359. void onSettingsChange(const std::string &name)
  360. {
  361. if (name == "enable_fog")
  362. m_fog_enabled = g_settings->getBool("enable_fog");
  363. }
  364. static void settingsCallback(const std::string &name, void *userdata)
  365. {
  366. reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
  367. }
  368. void setSky(Sky *sky) { m_sky = sky; }
  369. GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
  370. f32 *fog_range, Client *client) :
  371. m_sky(sky),
  372. m_force_fog_off(force_fog_off),
  373. m_fog_range(fog_range),
  374. m_sky_bg_color("skyBgColor"),
  375. m_fog_distance("fogDistance"),
  376. m_animation_timer_vertex("animationTimer"),
  377. m_animation_timer_pixel("animationTimer"),
  378. m_day_light("dayLight"),
  379. m_eye_position_pixel("eyePosition"),
  380. m_eye_position_vertex("eyePosition"),
  381. m_minimap_yaw("yawVec"),
  382. m_base_texture("baseTexture"),
  383. m_normal_texture("normalTexture"),
  384. m_texture_flags("textureFlags"),
  385. m_client(client)
  386. {
  387. g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
  388. m_fog_enabled = g_settings->getBool("enable_fog");
  389. }
  390. ~GameGlobalShaderConstantSetter()
  391. {
  392. g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
  393. }
  394. virtual void onSetConstants(video::IMaterialRendererServices *services,
  395. bool is_highlevel)
  396. {
  397. if (!is_highlevel)
  398. return;
  399. // Background color
  400. video::SColor bgcolor = m_sky->getBgColor();
  401. video::SColorf bgcolorf(bgcolor);
  402. float bgcolorfa[4] = {
  403. bgcolorf.r,
  404. bgcolorf.g,
  405. bgcolorf.b,
  406. bgcolorf.a,
  407. };
  408. m_sky_bg_color.set(bgcolorfa, services);
  409. // Fog distance
  410. float fog_distance = 10000 * BS;
  411. if (m_fog_enabled && !*m_force_fog_off)
  412. fog_distance = *m_fog_range;
  413. m_fog_distance.set(&fog_distance, services);
  414. u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
  415. video::SColorf sunlight;
  416. get_sunlight_color(&sunlight, daynight_ratio);
  417. float dnc[3] = {
  418. sunlight.r,
  419. sunlight.g,
  420. sunlight.b };
  421. m_day_light.set(dnc, services);
  422. u32 animation_timer = porting::getTimeMs() % 100000;
  423. float animation_timer_f = (float)animation_timer / 100000.f;
  424. m_animation_timer_vertex.set(&animation_timer_f, services);
  425. m_animation_timer_pixel.set(&animation_timer_f, services);
  426. float eye_position_array[3];
  427. v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
  428. #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
  429. eye_position_array[0] = epos.X;
  430. eye_position_array[1] = epos.Y;
  431. eye_position_array[2] = epos.Z;
  432. #else
  433. epos.getAs3Values(eye_position_array);
  434. #endif
  435. m_eye_position_pixel.set(eye_position_array, services);
  436. m_eye_position_vertex.set(eye_position_array, services);
  437. if (m_client->getMinimap()) {
  438. float minimap_yaw_array[3];
  439. v3f minimap_yaw = m_client->getMinimap()->getYawVec();
  440. #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
  441. minimap_yaw_array[0] = minimap_yaw.X;
  442. minimap_yaw_array[1] = minimap_yaw.Y;
  443. minimap_yaw_array[2] = minimap_yaw.Z;
  444. #else
  445. minimap_yaw.getAs3Values(minimap_yaw_array);
  446. #endif
  447. m_minimap_yaw.set(minimap_yaw_array, services);
  448. }
  449. SamplerLayer_t base_tex = 0,
  450. normal_tex = 1,
  451. flags_tex = 2;
  452. m_base_texture.set(&base_tex, services);
  453. m_normal_texture.set(&normal_tex, services);
  454. m_texture_flags.set(&flags_tex, services);
  455. }
  456. };
  457. class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
  458. {
  459. Sky *m_sky;
  460. bool *m_force_fog_off;
  461. f32 *m_fog_range;
  462. Client *m_client;
  463. std::vector<GameGlobalShaderConstantSetter *> created_nosky;
  464. public:
  465. GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
  466. f32 *fog_range, Client *client) :
  467. m_sky(NULL),
  468. m_force_fog_off(force_fog_off),
  469. m_fog_range(fog_range),
  470. m_client(client)
  471. {}
  472. void setSky(Sky *sky) {
  473. m_sky = sky;
  474. for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
  475. ggscs->setSky(m_sky);
  476. }
  477. created_nosky.clear();
  478. }
  479. virtual IShaderConstantSetter* create()
  480. {
  481. GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
  482. m_sky, m_force_fog_off, m_fog_range, m_client);
  483. if (!m_sky)
  484. created_nosky.push_back(scs);
  485. return scs;
  486. }
  487. };
  488. #ifdef __ANDROID__
  489. #define SIZE_TAG "size[11,5.5]"
  490. #else
  491. #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
  492. #endif
  493. /****************************************************************************
  494. ****************************************************************************/
  495. const float object_hit_delay = 0.2;
  496. struct FpsControl {
  497. u32 last_time, busy_time, sleep_time;
  498. };
  499. /* The reason the following structs are not anonymous structs within the
  500. * class is that they are not used by the majority of member functions and
  501. * many functions that do require objects of thse types do not modify them
  502. * (so they can be passed as a const qualified parameter)
  503. */
  504. struct GameRunData {
  505. u16 dig_index;
  506. u16 new_playeritem;
  507. PointedThing pointed_old;
  508. bool digging;
  509. bool ldown_for_dig;
  510. bool dig_instantly;
  511. bool digging_blocked;
  512. bool left_punch;
  513. bool update_wielded_item_trigger;
  514. bool reset_jump_timer;
  515. float nodig_delay_timer;
  516. float dig_time;
  517. float dig_time_complete;
  518. float repeat_rightclick_timer;
  519. float object_hit_delay_timer;
  520. float time_from_last_punch;
  521. ClientActiveObject *selected_object;
  522. float jump_timer;
  523. float damage_flash;
  524. float update_draw_list_timer;
  525. f32 fog_range;
  526. v3f update_draw_list_last_cam_dir;
  527. float time_of_day_smooth;
  528. };
  529. class Game;
  530. struct ClientEventHandler
  531. {
  532. void (Game::*handler)(ClientEvent *, CameraOrientation *);
  533. };
  534. /****************************************************************************
  535. THE GAME
  536. ****************************************************************************/
  537. /* This is not intended to be a public class. If a public class becomes
  538. * desirable then it may be better to create another 'wrapper' class that
  539. * hides most of the stuff in this class (nothing in this class is required
  540. * by any other file) but exposes the public methods/data only.
  541. */
  542. class Game {
  543. public:
  544. Game();
  545. ~Game();
  546. bool startup(bool *kill,
  547. bool random_input,
  548. InputHandler *input,
  549. const std::string &map_dir,
  550. const std::string &playername,
  551. const std::string &password,
  552. // If address is "", local server is used and address is updated
  553. std::string *address,
  554. u16 port,
  555. std::string &error_message,
  556. bool *reconnect,
  557. ChatBackend *chat_backend,
  558. const SubgameSpec &gamespec, // Used for local game
  559. bool simple_singleplayer_mode);
  560. void run();
  561. void shutdown();
  562. protected:
  563. void extendedResourceCleanup();
  564. // Basic initialisation
  565. bool init(const std::string &map_dir, std::string *address,
  566. u16 port,
  567. const SubgameSpec &gamespec);
  568. bool initSound();
  569. bool createSingleplayerServer(const std::string &map_dir,
  570. const SubgameSpec &gamespec, u16 port, std::string *address);
  571. // Client creation
  572. bool createClient(const std::string &playername,
  573. const std::string &password, std::string *address, u16 port);
  574. bool initGui();
  575. // Client connection
  576. bool connectToServer(const std::string &playername,
  577. const std::string &password, std::string *address, u16 port,
  578. bool *connect_ok, bool *aborted);
  579. bool getServerContent(bool *aborted);
  580. // Main loop
  581. void updateInteractTimers(f32 dtime);
  582. bool checkConnection();
  583. bool handleCallbacks();
  584. void processQueues();
  585. void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
  586. void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
  587. void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
  588. // Input related
  589. void processUserInput(f32 dtime);
  590. void processKeyInput();
  591. void processItemSelection(u16 *new_playeritem);
  592. void dropSelectedItem(bool single_item = false);
  593. void openInventory();
  594. void openConsole(float scale, const wchar_t *line=NULL);
  595. void toggleFreeMove();
  596. void toggleFreeMoveAlt();
  597. void toggleFast();
  598. void toggleNoClip();
  599. void toggleCinematic();
  600. void toggleAutoforward();
  601. void toggleMinimap(bool shift_pressed);
  602. void toggleFog();
  603. void toggleDebug();
  604. void toggleUpdateCamera();
  605. void increaseViewRange();
  606. void decreaseViewRange();
  607. void toggleFullViewRange();
  608. void checkZoomEnabled();
  609. void updateCameraDirection(CameraOrientation *cam, float dtime);
  610. void updateCameraOrientation(CameraOrientation *cam, float dtime);
  611. void updatePlayerControl(const CameraOrientation &cam);
  612. void step(f32 *dtime);
  613. void processClientEvents(CameraOrientation *cam);
  614. void updateCamera(u32 busy_time, f32 dtime);
  615. void updateSound(f32 dtime);
  616. void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
  617. /*!
  618. * Returns the object or node the player is pointing at.
  619. * Also updates the selected thing in the Hud.
  620. *
  621. * @param[in] shootline the shootline, starting from
  622. * the camera position. This also gives the maximal distance
  623. * of the search.
  624. * @param[in] liquids_pointable if false, liquids are ignored
  625. * @param[in] look_for_object if false, objects are ignored
  626. * @param[in] camera_offset offset of the camera
  627. * @param[out] selected_object the selected object or
  628. * NULL if not found
  629. */
  630. PointedThing updatePointedThing(
  631. const core::line3d<f32> &shootline, bool liquids_pointable,
  632. bool look_for_object, const v3s16 &camera_offset);
  633. void handlePointingAtNothing(const ItemStack &playerItem);
  634. void handlePointingAtNode(const PointedThing &pointed,
  635. const ItemDefinition &playeritem_def, const ItemStack &playeritem,
  636. const ToolCapabilities &playeritem_toolcap, f32 dtime);
  637. void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
  638. const v3f &player_position, bool show_debug);
  639. void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
  640. const ToolCapabilities &playeritem_toolcap, f32 dtime);
  641. void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
  642. const CameraOrientation &cam);
  643. void updateProfilerGraphs(ProfilerGraph *graph);
  644. // Misc
  645. void limitFps(FpsControl *fps_timings, f32 *dtime);
  646. void showOverlayMessage(const char *msg, float dtime, int percent,
  647. bool draw_clouds = true);
  648. static void settingChangedCallback(const std::string &setting_name, void *data);
  649. void readSettings();
  650. inline bool isKeyDown(GameKeyType k)
  651. {
  652. return input->isKeyDown(k);
  653. }
  654. inline bool wasKeyDown(GameKeyType k)
  655. {
  656. return input->wasKeyDown(k);
  657. }
  658. #ifdef __ANDROID__
  659. void handleAndroidChatInput();
  660. #endif
  661. private:
  662. struct Flags {
  663. bool force_fog_off = false;
  664. bool disable_camera_update = false;
  665. };
  666. void showPauseMenu();
  667. // ClientEvent handlers
  668. void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
  669. void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
  670. void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
  671. void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
  672. void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
  673. void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
  674. void handleClientEvent_HandleParticleEvent(ClientEvent *event,
  675. CameraOrientation *cam);
  676. void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
  677. void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
  678. void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
  679. void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
  680. void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
  681. CameraOrientation *cam);
  682. void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
  683. void updateChat(f32 dtime, const v2u32 &screensize);
  684. bool nodePlacementPrediction(const ItemDefinition &playeritem_def,
  685. const ItemStack &playeritem, const v3s16 &nodepos, const v3s16 &neighbourpos);
  686. static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
  687. InputHandler *input = nullptr;
  688. Client *client = nullptr;
  689. Server *server = nullptr;
  690. IWritableTextureSource *texture_src = nullptr;
  691. IWritableShaderSource *shader_src = nullptr;
  692. // When created, these will be filled with data received from the server
  693. IWritableItemDefManager *itemdef_manager = nullptr;
  694. NodeDefManager *nodedef_manager = nullptr;
  695. GameOnDemandSoundFetcher soundfetcher; // useful when testing
  696. ISoundManager *sound = nullptr;
  697. bool sound_is_dummy = false;
  698. SoundMaker *soundmaker = nullptr;
  699. ChatBackend *chat_backend = nullptr;
  700. GUIFormSpecMenu *current_formspec = nullptr;
  701. //default: "". If other than "", empty show_formspec packets will only close the formspec when the formname matches
  702. std::string cur_formname;
  703. EventManager *eventmgr = nullptr;
  704. QuicktuneShortcutter *quicktune = nullptr;
  705. bool registration_confirmation_shown = false;
  706. std::unique_ptr<GameUI> m_game_ui;
  707. GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
  708. MapDrawControl *draw_control = nullptr;
  709. Camera *camera = nullptr;
  710. Clouds *clouds = nullptr; // Free using ->Drop()
  711. Sky *sky = nullptr; // Free using ->Drop()
  712. Inventory *local_inventory = nullptr;
  713. Hud *hud = nullptr;
  714. Minimap *mapper = nullptr;
  715. GameRunData runData;
  716. Flags m_flags;
  717. /* 'cache'
  718. This class does take ownership/responsibily for cleaning up etc of any of
  719. these items (e.g. device)
  720. */
  721. IrrlichtDevice *device;
  722. video::IVideoDriver *driver;
  723. scene::ISceneManager *smgr;
  724. bool *kill;
  725. std::string *error_message;
  726. bool *reconnect_requested;
  727. scene::ISceneNode *skybox;
  728. bool random_input;
  729. bool simple_singleplayer_mode;
  730. /* End 'cache' */
  731. /* Pre-calculated values
  732. */
  733. int crack_animation_length;
  734. IntervalLimiter profiler_interval;
  735. /*
  736. * TODO: Local caching of settings is not optimal and should at some stage
  737. * be updated to use a global settings object for getting thse values
  738. * (as opposed to the this local caching). This can be addressed in
  739. * a later release.
  740. */
  741. bool m_cache_doubletap_jump;
  742. bool m_cache_enable_clouds;
  743. bool m_cache_enable_joysticks;
  744. bool m_cache_enable_particles;
  745. bool m_cache_enable_fog;
  746. bool m_cache_enable_noclip;
  747. bool m_cache_enable_free_move;
  748. f32 m_cache_mouse_sensitivity;
  749. f32 m_cache_joystick_frustum_sensitivity;
  750. f32 m_repeat_right_click_time;
  751. f32 m_cache_cam_smoothing;
  752. f32 m_cache_fog_start;
  753. bool m_invert_mouse = false;
  754. bool m_first_loop_after_window_activation = false;
  755. bool m_camera_offset_changed = false;
  756. bool m_does_lost_focus_pause_game = false;
  757. #ifdef __ANDROID__
  758. bool m_cache_hold_aux1;
  759. bool m_android_chat_open;
  760. #endif
  761. };
  762. Game::Game() :
  763. m_game_ui(new GameUI())
  764. {
  765. g_settings->registerChangedCallback("doubletap_jump",
  766. &settingChangedCallback, this);
  767. g_settings->registerChangedCallback("enable_clouds",
  768. &settingChangedCallback, this);
  769. g_settings->registerChangedCallback("doubletap_joysticks",
  770. &settingChangedCallback, this);
  771. g_settings->registerChangedCallback("enable_particles",
  772. &settingChangedCallback, this);
  773. g_settings->registerChangedCallback("enable_fog",
  774. &settingChangedCallback, this);
  775. g_settings->registerChangedCallback("mouse_sensitivity",
  776. &settingChangedCallback, this);
  777. g_settings->registerChangedCallback("joystick_frustum_sensitivity",
  778. &settingChangedCallback, this);
  779. g_settings->registerChangedCallback("repeat_rightclick_time",
  780. &settingChangedCallback, this);
  781. g_settings->registerChangedCallback("noclip",
  782. &settingChangedCallback, this);
  783. g_settings->registerChangedCallback("free_move",
  784. &settingChangedCallback, this);
  785. g_settings->registerChangedCallback("cinematic",
  786. &settingChangedCallback, this);
  787. g_settings->registerChangedCallback("cinematic_camera_smoothing",
  788. &settingChangedCallback, this);
  789. g_settings->registerChangedCallback("camera_smoothing",
  790. &settingChangedCallback, this);
  791. readSettings();
  792. #ifdef __ANDROID__
  793. m_cache_hold_aux1 = false; // This is initialised properly later
  794. #endif
  795. }
  796. /****************************************************************************
  797. MinetestApp Public
  798. ****************************************************************************/
  799. Game::~Game()
  800. {
  801. delete client;
  802. delete soundmaker;
  803. if (!sound_is_dummy)
  804. delete sound;
  805. delete server; // deleted first to stop all server threads
  806. delete hud;
  807. delete local_inventory;
  808. delete camera;
  809. delete quicktune;
  810. delete eventmgr;
  811. delete texture_src;
  812. delete shader_src;
  813. delete nodedef_manager;
  814. delete itemdef_manager;
  815. delete draw_control;
  816. extendedResourceCleanup();
  817. g_settings->deregisterChangedCallback("doubletap_jump",
  818. &settingChangedCallback, this);
  819. g_settings->deregisterChangedCallback("enable_clouds",
  820. &settingChangedCallback, this);
  821. g_settings->deregisterChangedCallback("enable_particles",
  822. &settingChangedCallback, this);
  823. g_settings->deregisterChangedCallback("enable_fog",
  824. &settingChangedCallback, this);
  825. g_settings->deregisterChangedCallback("mouse_sensitivity",
  826. &settingChangedCallback, this);
  827. g_settings->deregisterChangedCallback("repeat_rightclick_time",
  828. &settingChangedCallback, this);
  829. g_settings->deregisterChangedCallback("noclip",
  830. &settingChangedCallback, this);
  831. g_settings->deregisterChangedCallback("free_move",
  832. &settingChangedCallback, this);
  833. g_settings->deregisterChangedCallback("cinematic",
  834. &settingChangedCallback, this);
  835. g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
  836. &settingChangedCallback, this);
  837. g_settings->deregisterChangedCallback("camera_smoothing",
  838. &settingChangedCallback, this);
  839. }
  840. bool Game::startup(bool *kill,
  841. bool random_input,
  842. InputHandler *input,
  843. const std::string &map_dir,
  844. const std::string &playername,
  845. const std::string &password,
  846. std::string *address, // can change if simple_singleplayer_mode
  847. u16 port,
  848. std::string &error_message,
  849. bool *reconnect,
  850. ChatBackend *chat_backend,
  851. const SubgameSpec &gamespec,
  852. bool simple_singleplayer_mode)
  853. {
  854. // "cache"
  855. this->device = RenderingEngine::get_raw_device();
  856. this->kill = kill;
  857. this->error_message = &error_message;
  858. this->reconnect_requested = reconnect;
  859. this->random_input = random_input;
  860. this->input = input;
  861. this->chat_backend = chat_backend;
  862. this->simple_singleplayer_mode = simple_singleplayer_mode;
  863. input->keycache.populate();
  864. driver = device->getVideoDriver();
  865. smgr = RenderingEngine::get_scene_manager();
  866. RenderingEngine::get_scene_manager()->getParameters()->
  867. setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
  868. // Reinit runData
  869. runData = GameRunData();
  870. runData.time_from_last_punch = 10.0;
  871. runData.update_wielded_item_trigger = true;
  872. m_game_ui->initFlags();
  873. m_invert_mouse = g_settings->getBool("invert_mouse");
  874. m_first_loop_after_window_activation = true;
  875. g_translations->clear();
  876. if (!init(map_dir, address, port, gamespec))
  877. return false;
  878. if (!createClient(playername, password, address, port))
  879. return false;
  880. RenderingEngine::initialize(client, hud);
  881. return true;
  882. }
  883. void Game::run()
  884. {
  885. ProfilerGraph graph;
  886. RunStats stats = { 0 };
  887. CameraOrientation cam_view_target = { 0 };
  888. CameraOrientation cam_view = { 0 };
  889. FpsControl draw_times = { 0 };
  890. f32 dtime; // in seconds
  891. /* Clear the profiler */
  892. Profiler::GraphValues dummyvalues;
  893. g_profiler->graphGet(dummyvalues);
  894. draw_times.last_time = RenderingEngine::get_timer_time();
  895. set_light_table(g_settings->getFloat("display_gamma"));
  896. #ifdef __ANDROID__
  897. m_cache_hold_aux1 = g_settings->getBool("fast_move")
  898. && client->checkPrivilege("fast");
  899. #endif
  900. irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
  901. g_settings->getU16("screen_h"));
  902. while (RenderingEngine::run()
  903. && !(*kill || g_gamecallback->shutdown_requested
  904. || (server && server->getShutdownRequested()))) {
  905. const irr::core::dimension2d<u32> &current_screen_size =
  906. RenderingEngine::get_video_driver()->getScreenSize();
  907. // Verify if window size has changed and save it if it's the case
  908. // Ensure evaluating settings->getBool after verifying screensize
  909. // First condition is cheaper
  910. if (previous_screen_size != current_screen_size &&
  911. current_screen_size != irr::core::dimension2d<u32>(0,0) &&
  912. g_settings->getBool("autosave_screensize")) {
  913. g_settings->setU16("screen_w", current_screen_size.Width);
  914. g_settings->setU16("screen_h", current_screen_size.Height);
  915. previous_screen_size = current_screen_size;
  916. }
  917. /* Must be called immediately after a device->run() call because it
  918. * uses device->getTimer()->getTime()
  919. */
  920. limitFps(&draw_times, &dtime);
  921. updateStats(&stats, draw_times, dtime);
  922. updateInteractTimers(dtime);
  923. if (!checkConnection())
  924. break;
  925. if (!handleCallbacks())
  926. break;
  927. processQueues();
  928. m_game_ui->clearInfoText();
  929. hud->resizeHotbar();
  930. updateProfilers(stats, draw_times, dtime);
  931. processUserInput(dtime);
  932. // Update camera before player movement to avoid camera lag of one frame
  933. updateCameraDirection(&cam_view_target, dtime);
  934. cam_view.camera_yaw += (cam_view_target.camera_yaw -
  935. cam_view.camera_yaw) * m_cache_cam_smoothing;
  936. cam_view.camera_pitch += (cam_view_target.camera_pitch -
  937. cam_view.camera_pitch) * m_cache_cam_smoothing;
  938. updatePlayerControl(cam_view);
  939. step(&dtime);
  940. processClientEvents(&cam_view_target);
  941. updateCamera(draw_times.busy_time, dtime);
  942. updateSound(dtime);
  943. processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
  944. m_game_ui->m_flags.show_debug);
  945. updateFrame(&graph, &stats, dtime, cam_view);
  946. updateProfilerGraphs(&graph);
  947. // Update if minimap has been disabled by the server
  948. m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
  949. if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
  950. showPauseMenu();
  951. }
  952. }
  953. }
  954. void Game::shutdown()
  955. {
  956. RenderingEngine::finalize();
  957. #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
  958. if (g_settings->get("3d_mode") == "pageflip") {
  959. driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
  960. }
  961. #endif
  962. if (current_formspec)
  963. current_formspec->quitMenu();
  964. showOverlayMessage("Shutting down...", 0, 0, false);
  965. if (clouds)
  966. clouds->drop();
  967. if (gui_chat_console)
  968. gui_chat_console->drop();
  969. if (sky)
  970. sky->drop();
  971. /* cleanup menus */
  972. while (g_menumgr.menuCount() > 0) {
  973. g_menumgr.m_stack.front()->setVisible(false);
  974. g_menumgr.deletingMenu(g_menumgr.m_stack.front());
  975. }
  976. if (current_formspec) {
  977. current_formspec->drop();
  978. current_formspec = NULL;
  979. }
  980. chat_backend->addMessage(L"", L"# Disconnected.");
  981. chat_backend->addMessage(L"", L"");
  982. if (client) {
  983. client->Stop();
  984. while (!client->isShutdown()) {
  985. assert(texture_src != NULL);
  986. assert(shader_src != NULL);
  987. texture_src->processQueue();
  988. shader_src->processQueue();
  989. sleep_ms(100);
  990. }
  991. }
  992. }
  993. /****************************************************************************/
  994. /****************************************************************************
  995. Startup
  996. ****************************************************************************/
  997. /****************************************************************************/
  998. bool Game::init(
  999. const std::string &map_dir,
  1000. std::string *address,
  1001. u16 port,
  1002. const SubgameSpec &gamespec)
  1003. {
  1004. texture_src = createTextureSource();
  1005. showOverlayMessage("Loading...", 0, 0);
  1006. shader_src = createShaderSource();
  1007. itemdef_manager = createItemDefManager();
  1008. nodedef_manager = createNodeDefManager();
  1009. eventmgr = new EventManager();
  1010. quicktune = new QuicktuneShortcutter();
  1011. if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
  1012. && eventmgr && quicktune))
  1013. return false;
  1014. if (!initSound())
  1015. return false;
  1016. // Create a server if not connecting to an existing one
  1017. if (address->empty()) {
  1018. if (!createSingleplayerServer(map_dir, gamespec, port, address))
  1019. return false;
  1020. }
  1021. return true;
  1022. }
  1023. bool Game::initSound()
  1024. {
  1025. #if USE_SOUND
  1026. if (g_settings->getBool("enable_sound")) {
  1027. infostream << "Attempting to use OpenAL audio" << std::endl;
  1028. sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
  1029. if (!sound)
  1030. infostream << "Failed to initialize OpenAL audio" << std::endl;
  1031. } else
  1032. infostream << "Sound disabled." << std::endl;
  1033. #endif
  1034. if (!sound) {
  1035. infostream << "Using dummy audio." << std::endl;
  1036. sound = &dummySoundManager;
  1037. sound_is_dummy = true;
  1038. }
  1039. soundmaker = new SoundMaker(sound, nodedef_manager);
  1040. if (!soundmaker)
  1041. return false;
  1042. soundmaker->registerReceiver(eventmgr);
  1043. return true;
  1044. }
  1045. bool Game::createSingleplayerServer(const std::string &map_dir,
  1046. const SubgameSpec &gamespec, u16 port, std::string *address)
  1047. {
  1048. showOverlayMessage("Creating server...", 0, 5);
  1049. std::string bind_str = g_settings->get("bind_address");
  1050. Address bind_addr(0, 0, 0, 0, port);
  1051. if (g_settings->getBool("ipv6_server")) {
  1052. bind_addr.setAddress((IPv6AddressBytes *) NULL);
  1053. }
  1054. try {
  1055. bind_addr.Resolve(bind_str.c_str());
  1056. } catch (ResolveError &e) {
  1057. infostream << "Resolving bind address \"" << bind_str
  1058. << "\" failed: " << e.what()
  1059. << " -- Listening on all addresses." << std::endl;
  1060. }
  1061. if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
  1062. *error_message = "Unable to listen on " +
  1063. bind_addr.serializeString() +
  1064. " because IPv6 is disabled";
  1065. errorstream << *error_message << std::endl;
  1066. return false;
  1067. }
  1068. server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
  1069. server->start();
  1070. return true;
  1071. }
  1072. bool Game::createClient(const std::string &playername,
  1073. const std::string &password, std::string *address, u16 port)
  1074. {
  1075. showOverlayMessage("Creating client...", 0, 10);
  1076. draw_control = new MapDrawControl;
  1077. if (!draw_control)
  1078. return false;
  1079. bool could_connect, connect_aborted;
  1080. if (!connectToServer(playername, password, address, port,
  1081. &could_connect, &connect_aborted))
  1082. return false;
  1083. if (!could_connect) {
  1084. if (error_message->empty() && !connect_aborted) {
  1085. // Should not happen if error messages are set properly
  1086. *error_message = "Connection failed for unknown reason";
  1087. errorstream << *error_message << std::endl;
  1088. }
  1089. return false;
  1090. }
  1091. if (!getServerContent(&connect_aborted)) {
  1092. if (error_message->empty() && !connect_aborted) {
  1093. // Should not happen if error messages are set properly
  1094. *error_message = "Connection failed for unknown reason";
  1095. errorstream << *error_message << std::endl;
  1096. }
  1097. return false;
  1098. }
  1099. GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
  1100. &m_flags.force_fog_off, &runData.fog_range, client);
  1101. shader_src->addShaderConstantSetterFactory(scsf);
  1102. // Update cached textures, meshes and materials
  1103. client->afterContentReceived();
  1104. /* Camera
  1105. */
  1106. camera = new Camera(*draw_control, client);
  1107. if (!camera || !camera->successfullyCreated(*error_message))
  1108. return false;
  1109. client->setCamera(camera);
  1110. /* Clouds
  1111. */
  1112. if (m_cache_enable_clouds) {
  1113. clouds = new Clouds(smgr, -1, time(0));
  1114. if (!clouds) {
  1115. *error_message = "Memory allocation error (clouds)";
  1116. errorstream << *error_message << std::endl;
  1117. return false;
  1118. }
  1119. }
  1120. /* Skybox
  1121. */
  1122. sky = new Sky(-1, texture_src);
  1123. scsf->setSky(sky);
  1124. skybox = NULL; // This is used/set later on in the main run loop
  1125. local_inventory = new Inventory(itemdef_manager);
  1126. if (!(sky && local_inventory)) {
  1127. *error_message = "Memory allocation error (sky or local inventory)";
  1128. errorstream << *error_message << std::endl;
  1129. return false;
  1130. }
  1131. /* Pre-calculated values
  1132. */
  1133. video::ITexture *t = texture_src->getTexture("crack_anylength.png");
  1134. if (t) {
  1135. v2u32 size = t->getOriginalSize();
  1136. crack_animation_length = size.Y / size.X;
  1137. } else {
  1138. crack_animation_length = 5;
  1139. }
  1140. if (!initGui())
  1141. return false;
  1142. /* Set window caption
  1143. */
  1144. std::wstring str = utf8_to_wide(PROJECT_NAME_C);
  1145. str += L" ";
  1146. str += utf8_to_wide(g_version_hash);
  1147. str += L" [";
  1148. str += driver->getName();
  1149. str += L"]";
  1150. device->setWindowCaption(str.c_str());
  1151. LocalPlayer *player = client->getEnv().getLocalPlayer();
  1152. player->hurt_tilt_timer = 0;
  1153. player->hurt_tilt_strength = 0;
  1154. hud = new Hud(guienv, client, player, local_inventory);
  1155. if (!hud) {
  1156. *error_message = "Memory error: could not create HUD";
  1157. errorstream << *error_message << std::endl;
  1158. return false;
  1159. }
  1160. mapper = client->getMinimap();
  1161. if (mapper)
  1162. mapper->setMinimapMode(MINIMAP_MODE_OFF);
  1163. return true;
  1164. }
  1165. bool Game::initGui()
  1166. {
  1167. m_game_ui->init();
  1168. // Remove stale "recent" chat messages from previous connections
  1169. chat_backend->clearRecentChat();
  1170. // Make sure the size of the recent messages buffer is right
  1171. chat_backend->applySettings();
  1172. // Chat backend and console
  1173. gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
  1174. -1, chat_backend, client, &g_menumgr);
  1175. if (!gui_chat_console) {
  1176. *error_message = "Could not allocate memory for chat console";
  1177. errorstream << *error_message << std::endl;
  1178. return false;
  1179. }
  1180. #ifdef HAVE_TOUCHSCREENGUI
  1181. if (g_touchscreengui)
  1182. g_touchscreengui->init(texture_src);
  1183. #endif
  1184. return true;
  1185. }
  1186. bool Game::connectToServer(const std::string &playername,
  1187. const std::string &password, std::string *address, u16 port,
  1188. bool *connect_ok, bool *connection_aborted)
  1189. {
  1190. *connect_ok = false; // Let's not be overly optimistic
  1191. *connection_aborted = false;
  1192. bool local_server_mode = false;
  1193. showOverlayMessage("Resolving address...", 0, 15);
  1194. Address connect_address(0, 0, 0, 0, port);
  1195. try {
  1196. connect_address.Resolve(address->c_str());
  1197. if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
  1198. //connect_address.Resolve("localhost");
  1199. if (connect_address.isIPv6()) {
  1200. IPv6AddressBytes addr_bytes;
  1201. addr_bytes.bytes[15] = 1;
  1202. connect_address.setAddress(&addr_bytes);
  1203. } else {
  1204. connect_address.setAddress(127, 0, 0, 1);
  1205. }
  1206. local_server_mode = true;
  1207. }
  1208. } catch (ResolveError &e) {
  1209. *error_message = std::string("Couldn't resolve address: ") + e.what();
  1210. errorstream << *error_message << std::endl;
  1211. return false;
  1212. }
  1213. if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
  1214. *error_message = "Unable to connect to " +
  1215. connect_address.serializeString() +
  1216. " because IPv6 is disabled";
  1217. errorstream << *error_message << std::endl;
  1218. return false;
  1219. }
  1220. client = new Client(playername.c_str(), password, *address,
  1221. *draw_control, texture_src, shader_src,
  1222. itemdef_manager, nodedef_manager, sound, eventmgr,
  1223. connect_address.isIPv6(), m_game_ui.get());
  1224. if (!client)
  1225. return false;
  1226. client->m_simple_singleplayer_mode = simple_singleplayer_mode;
  1227. infostream << "Connecting to server at ";
  1228. connect_address.print(&infostream);
  1229. infostream << std::endl;
  1230. client->connect(connect_address,
  1231. simple_singleplayer_mode || local_server_mode);
  1232. /*
  1233. Wait for server to accept connection
  1234. */
  1235. try {
  1236. input->clear();
  1237. FpsControl fps_control = { 0 };
  1238. f32 dtime;
  1239. f32 wait_time = 0; // in seconds
  1240. fps_control.last_time = RenderingEngine::get_timer_time();
  1241. client->loadBuiltin();
  1242. while (RenderingEngine::run()) {
  1243. limitFps(&fps_control, &dtime);
  1244. // Update client and server
  1245. client->step(dtime);
  1246. if (server != NULL)
  1247. server->step(dtime);
  1248. // End condition
  1249. if (client->getState() == LC_Init) {
  1250. *connect_ok = true;
  1251. break;
  1252. }
  1253. // Break conditions
  1254. if (*connection_aborted)
  1255. break;
  1256. if (client->accessDenied()) {
  1257. *error_message = "Access denied. Reason: "
  1258. + client->accessDeniedReason();
  1259. *reconnect_requested = client->reconnectRequested();
  1260. errorstream << *error_message << std::endl;
  1261. break;
  1262. }
  1263. if (input->cancelPressed()) {
  1264. *connection_aborted = true;
  1265. infostream << "Connect aborted [Escape]" << std::endl;
  1266. break;
  1267. }
  1268. if (client->m_is_registration_confirmation_state) {
  1269. if (registration_confirmation_shown) {
  1270. // Keep drawing the GUI
  1271. RenderingEngine::draw_menu_scene(guienv, dtime, true);
  1272. } else {
  1273. registration_confirmation_shown = true;
  1274. (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
  1275. &g_menumgr, client, playername, password, *address, connection_aborted))->drop();
  1276. }
  1277. } else {
  1278. wait_time += dtime;
  1279. // Only time out if we aren't waiting for the server we started
  1280. if (!address->empty() && wait_time > 10) {
  1281. *error_message = "Connection timed out.";
  1282. errorstream << *error_message << std::endl;
  1283. break;
  1284. }
  1285. // Update status
  1286. showOverlayMessage("Connecting to server...", dtime, 20);
  1287. }
  1288. }
  1289. } catch (con::PeerNotFoundException &e) {
  1290. // TODO: Should something be done here? At least an info/error
  1291. // message?
  1292. return false;
  1293. }
  1294. return true;
  1295. }
  1296. bool Game::getServerContent(bool *aborted)
  1297. {
  1298. input->clear();
  1299. FpsControl fps_control = { 0 };
  1300. f32 dtime; // in seconds
  1301. fps_control.last_time = RenderingEngine::get_timer_time();
  1302. while (RenderingEngine::run()) {
  1303. limitFps(&fps_control, &dtime);
  1304. // Update client and server
  1305. client->step(dtime);
  1306. if (server != NULL)
  1307. server->step(dtime);
  1308. // End condition
  1309. if (client->mediaReceived() && client->itemdefReceived() &&
  1310. client->nodedefReceived()) {
  1311. break;
  1312. }
  1313. // Error conditions
  1314. if (!checkConnection())
  1315. return false;
  1316. if (client->getState() < LC_Init) {
  1317. *error_message = "Client disconnected";
  1318. errorstream << *error_message << std::endl;
  1319. return false;
  1320. }
  1321. if (input->cancelPressed()) {
  1322. *aborted = true;
  1323. infostream << "Connect aborted [Escape]" << std::endl;
  1324. return false;
  1325. }
  1326. // Display status
  1327. int progress = 25;
  1328. if (!client->itemdefReceived()) {
  1329. const wchar_t *text = wgettext("Item definitions...");
  1330. progress = 25;
  1331. RenderingEngine::draw_load_screen(text, guienv, texture_src,
  1332. dtime, progress);
  1333. delete[] text;
  1334. } else if (!client->nodedefReceived()) {
  1335. const wchar_t *text = wgettext("Node definitions...");
  1336. progress = 30;
  1337. RenderingEngine::draw_load_screen(text, guienv, texture_src,
  1338. dtime, progress);
  1339. delete[] text;
  1340. } else {
  1341. std::stringstream message;
  1342. std::fixed(message);
  1343. message.precision(0);
  1344. message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
  1345. message.precision(2);
  1346. if ((USE_CURL == 0) ||
  1347. (!g_settings->getBool("enable_remote_media_server"))) {
  1348. float cur = client->getCurRate();
  1349. std::string cur_unit = gettext("KiB/s");
  1350. if (cur > 900) {
  1351. cur /= 1024.0;
  1352. cur_unit = gettext("MiB/s");
  1353. }
  1354. message << " (" << cur << ' ' << cur_unit << ")";
  1355. }
  1356. progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
  1357. RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
  1358. texture_src, dtime, progress);
  1359. }
  1360. }
  1361. return true;
  1362. }
  1363. /****************************************************************************/
  1364. /****************************************************************************
  1365. Run
  1366. ****************************************************************************/
  1367. /****************************************************************************/
  1368. inline void Game::updateInteractTimers(f32 dtime)
  1369. {
  1370. if (runData.nodig_delay_timer >= 0)
  1371. runData.nodig_delay_timer -= dtime;
  1372. if (runData.object_hit_delay_timer >= 0)
  1373. runData.object_hit_delay_timer -= dtime;
  1374. runData.time_from_last_punch += dtime;
  1375. }
  1376. /* returns false if game should exit, otherwise true
  1377. */
  1378. inline bool Game::checkConnection()
  1379. {
  1380. if (client->accessDenied()) {
  1381. *error_message = "Access denied. Reason: "
  1382. + client->accessDeniedReason();
  1383. *reconnect_requested = client->reconnectRequested();
  1384. errorstream << *error_message << std::endl;
  1385. return false;
  1386. }
  1387. return true;
  1388. }
  1389. /* returns false if game should exit, otherwise true
  1390. */
  1391. inline bool Game::handleCallbacks()
  1392. {
  1393. if (g_gamecallback->disconnect_requested) {
  1394. g_gamecallback->disconnect_requested = false;
  1395. return false;
  1396. }
  1397. if (g_gamecallback->changepassword_requested) {
  1398. (new GUIPasswordChange(guienv, guiroot, -1,
  1399. &g_menumgr, client))->drop();
  1400. g_gamecallback->changepassword_requested = false;
  1401. }
  1402. if (g_gamecallback->changevolume_requested) {
  1403. (new GUIVolumeChange(guienv, guiroot, -1,
  1404. &g_menumgr))->drop();
  1405. g_gamecallback->changevolume_requested = false;
  1406. }
  1407. if (g_gamecallback->keyconfig_requested) {
  1408. (new GUIKeyChangeMenu(guienv, guiroot, -1,
  1409. &g_menumgr))->drop();
  1410. g_gamecallback->keyconfig_requested = false;
  1411. }
  1412. if (g_gamecallback->keyconfig_changed) {
  1413. input->keycache.populate(); // update the cache with new settings
  1414. g_gamecallback->keyconfig_changed = false;
  1415. }
  1416. return true;
  1417. }
  1418. void Game::processQueues()
  1419. {
  1420. texture_src->processQueue();
  1421. itemdef_manager->processQueue(client);
  1422. shader_src->processQueue();
  1423. }
  1424. void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
  1425. {
  1426. float profiler_print_interval =
  1427. g_settings->getFloat("profiler_print_interval");
  1428. bool print_to_log = true;
  1429. if (profiler_print_interval == 0) {
  1430. print_to_log = false;
  1431. profiler_print_interval = 5;
  1432. }
  1433. if (profiler_interval.step(dtime, profiler_print_interval)) {
  1434. if (print_to_log) {
  1435. infostream << "Profiler:" << std::endl;
  1436. g_profiler->print(infostream);
  1437. }
  1438. m_game_ui->updateProfiler();
  1439. g_profiler->clear();
  1440. }
  1441. addProfilerGraphs(stats, draw_times, dtime);
  1442. }
  1443. void Game::addProfilerGraphs(const RunStats &stats,
  1444. const FpsControl &draw_times, f32 dtime)
  1445. {
  1446. g_profiler->graphAdd("mainloop_other",
  1447. draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
  1448. if (draw_times.sleep_time != 0)
  1449. g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
  1450. g_profiler->graphAdd("mainloop_dtime", dtime);
  1451. g_profiler->add("Elapsed time", dtime);
  1452. g_profiler->avg("FPS", 1. / dtime);
  1453. }
  1454. void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
  1455. f32 dtime)
  1456. {
  1457. f32 jitter;
  1458. Jitter *jp;
  1459. /* Time average and jitter calculation
  1460. */
  1461. jp = &stats->dtime_jitter;
  1462. jp->avg = jp->avg * 0.96 + dtime * 0.04;
  1463. jitter = dtime - jp->avg;
  1464. if (jitter > jp->max)
  1465. jp->max = jitter;
  1466. jp->counter += dtime;
  1467. if (jp->counter > 0.0) {
  1468. jp->counter -= 3.0;
  1469. jp->max_sample = jp->max;
  1470. jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
  1471. jp->max = 0.0;
  1472. }
  1473. /* Busytime average and jitter calculation
  1474. */
  1475. jp = &stats->busy_time_jitter;
  1476. jp->avg = jp->avg + draw_times.busy_time * 0.02;
  1477. jitter = draw_times.busy_time - jp->avg;
  1478. if (jitter > jp->max)
  1479. jp->max = jitter;
  1480. if (jitter < jp->min)
  1481. jp->min = jitter;
  1482. jp->counter += dtime;
  1483. if (jp->counter > 0.0) {
  1484. jp->counter -= 3.0;
  1485. jp->max_sample = jp->max;
  1486. jp->min_sample = jp->min;
  1487. jp->max = 0.0;
  1488. jp->min = 0.0;
  1489. }
  1490. }
  1491. /****************************************************************************
  1492. Input handling
  1493. ****************************************************************************/
  1494. void Game::processUserInput(f32 dtime)
  1495. {
  1496. // Reset input if window not active or some menu is active
  1497. if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
  1498. input->clear();
  1499. #ifdef HAVE_TOUCHSCREENGUI
  1500. g_touchscreengui->hide();
  1501. #endif
  1502. }
  1503. #ifdef HAVE_TOUCHSCREENGUI
  1504. else if (g_touchscreengui) {
  1505. /* on touchscreengui step may generate own input events which ain't
  1506. * what we want in case we just did clear them */
  1507. g_touchscreengui->step(dtime);
  1508. }
  1509. #endif
  1510. if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
  1511. gui_chat_console->closeConsoleAtOnce();
  1512. }
  1513. // Input handler step() (used by the random input generator)
  1514. input->step(dtime);
  1515. #ifdef __ANDROID__
  1516. if (current_formspec != NULL)
  1517. current_formspec->getAndroidUIInput();
  1518. else
  1519. handleAndroidChatInput();
  1520. #endif
  1521. // Increase timer for double tap of "keymap_jump"
  1522. if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
  1523. runData.jump_timer += dtime;
  1524. processKeyInput();
  1525. processItemSelection(&runData.new_playeritem);
  1526. }
  1527. void Game::processKeyInput()
  1528. {
  1529. if (wasKeyDown(KeyType::DROP)) {
  1530. dropSelectedItem(isKeyDown(KeyType::SNEAK));
  1531. } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
  1532. toggleAutoforward();
  1533. } else if (wasKeyDown(KeyType::INVENTORY)) {
  1534. openInventory();
  1535. } else if (input->cancelPressed()) {
  1536. if (!gui_chat_console->isOpenInhibited()) {
  1537. showPauseMenu();
  1538. }
  1539. } else if (wasKeyDown(KeyType::CHAT)) {
  1540. openConsole(0.2, L"");
  1541. } else if (wasKeyDown(KeyType::CMD)) {
  1542. openConsole(0.2, L"/");
  1543. } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
  1544. openConsole(0.2, L".");
  1545. } else if (wasKeyDown(KeyType::CONSOLE)) {
  1546. openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
  1547. } else if (wasKeyDown(KeyType::FREEMOVE)) {
  1548. toggleFreeMove();
  1549. } else if (wasKeyDown(KeyType::JUMP)) {
  1550. toggleFreeMoveAlt();
  1551. } else if (wasKeyDown(KeyType::FASTMOVE)) {
  1552. toggleFast();
  1553. } else if (wasKeyDown(KeyType::NOCLIP)) {
  1554. toggleNoClip();
  1555. } else if (wasKeyDown(KeyType::MUTE)) {
  1556. bool new_mute_sound = !g_settings->getBool("mute_sound");
  1557. g_settings->setBool("mute_sound", new_mute_sound);
  1558. if (new_mute_sound)
  1559. m_game_ui->showTranslatedStatusText("Sound muted");
  1560. else
  1561. m_game_ui->showTranslatedStatusText("Sound unmuted");
  1562. } else if (wasKeyDown(KeyType::INC_VOLUME)) {
  1563. float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
  1564. wchar_t buf[100];
  1565. g_settings->setFloat("sound_volume", new_volume);
  1566. const wchar_t *str = wgettext("Volume changed to %d%%");
  1567. swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
  1568. delete[] str;
  1569. m_game_ui->showStatusText(buf);
  1570. } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
  1571. float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
  1572. wchar_t buf[100];
  1573. g_settings->setFloat("sound_volume", new_volume);
  1574. const wchar_t *str = wgettext("Volume changed to %d%%");
  1575. swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
  1576. delete[] str;
  1577. m_game_ui->showStatusText(buf);
  1578. } else if (wasKeyDown(KeyType::CINEMATIC)) {
  1579. toggleCinematic();
  1580. } else if (wasKeyDown(KeyType::SCREENSHOT)) {
  1581. client->makeScreenshot();
  1582. } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
  1583. m_game_ui->toggleHud();
  1584. } else if (wasKeyDown(KeyType::MINIMAP)) {
  1585. toggleMinimap(isKeyDown(KeyType::SNEAK));
  1586. } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
  1587. m_game_ui->toggleChat();
  1588. } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
  1589. toggleFog();
  1590. } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
  1591. toggleUpdateCamera();
  1592. } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
  1593. toggleDebug();
  1594. } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
  1595. m_game_ui->toggleProfiler();
  1596. } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
  1597. increaseViewRange();
  1598. } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
  1599. decreaseViewRange();
  1600. } else if (wasKeyDown(KeyType::RANGESELECT)) {
  1601. toggleFullViewRange();
  1602. } else if (wasKeyDown(KeyType::ZOOM)) {
  1603. checkZoomEnabled();
  1604. } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
  1605. quicktune->next();
  1606. } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
  1607. quicktune->prev();
  1608. } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
  1609. quicktune->inc();
  1610. } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
  1611. quicktune->dec();
  1612. }
  1613. if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
  1614. runData.reset_jump_timer = false;
  1615. runData.jump_timer = 0.0f;
  1616. }
  1617. if (quicktune->hasMessage()) {
  1618. m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
  1619. }
  1620. }
  1621. void Game::processItemSelection(u16 *new_playeritem)
  1622. {
  1623. LocalPlayer *player = client->getEnv().getLocalPlayer();
  1624. /* Item selection using mouse wheel
  1625. */
  1626. *new_playeritem = client->getPlayerItem();
  1627. s32 wheel = input->getMouseWheel();
  1628. u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
  1629. player->hud_hotbar_itemcount - 1);
  1630. s32 dir = wheel;
  1631. if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
  1632. wasKeyDown(KeyType::HOTBAR_NEXT)) {
  1633. dir = -1;
  1634. }
  1635. if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
  1636. wasKeyDown(KeyType::HOTBAR_PREV)) {
  1637. dir = 1;
  1638. }
  1639. if (dir < 0)
  1640. *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
  1641. else if (dir > 0)
  1642. *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
  1643. // else dir == 0
  1644. /* Item selection using hotbar slot keys
  1645. */
  1646. for (u16 i = 0; i < 23; i++) {
  1647. if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
  1648. if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
  1649. *new_playeritem = i;
  1650. infostream << "Selected item: " << new_playeritem << std::endl;
  1651. }
  1652. break;
  1653. }
  1654. }
  1655. }
  1656. void Game::dropSelectedItem(bool single_item)
  1657. {
  1658. IDropAction *a = new IDropAction();
  1659. a->count = single_item ? 1 : 0;
  1660. a->from_inv.setCurrentPlayer();
  1661. a->from_list = "main";
  1662. a->from_i = client->getPlayerItem();
  1663. client->inventoryAction(a);
  1664. }
  1665. void Game::openInventory()
  1666. {
  1667. /*
  1668. * Don't permit to open inventory is CAO or player doesn't exists.
  1669. * This prevent showing an empty inventory at player load
  1670. */
  1671. LocalPlayer *player = client->getEnv().getLocalPlayer();
  1672. if (!player || !player->getCAO())
  1673. return;
  1674. infostream << "the_game: " << "Launching inventory" << std::endl;
  1675. PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
  1676. InventoryLocation inventoryloc;
  1677. inventoryloc.setCurrentPlayer();
  1678. if (!client->moddingEnabled()
  1679. || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
  1680. TextDest *txt_dst = new TextDestPlayerInventory(client);
  1681. GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src,
  1682. txt_dst, client->getFormspecPrepend());
  1683. cur_formname = "";
  1684. current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
  1685. }
  1686. }
  1687. void Game::openConsole(float scale, const wchar_t *line)
  1688. {
  1689. assert(scale > 0.0f && scale <= 1.0f);
  1690. #ifdef __ANDROID__
  1691. porting::showInputDialog(gettext("ok"), "", "", 2);
  1692. m_android_chat_open = true;
  1693. #else
  1694. if (gui_chat_console->isOpenInhibited())
  1695. return;
  1696. gui_chat_console->openConsole(scale);
  1697. if (line) {
  1698. gui_chat_console->setCloseOnEnter(true);
  1699. gui_chat_console->replaceAndAddToHistory(line);
  1700. }
  1701. #endif
  1702. }
  1703. #ifdef __ANDROID__
  1704. void Game::handleAndroidChatInput()
  1705. {
  1706. if (m_android_chat_open && porting::getInputDialogState() == 0) {
  1707. std::string text = porting::getInputDialogValue();
  1708. client->typeChatMessage(utf8_to_wide(text));
  1709. }
  1710. }
  1711. #endif
  1712. void Game::toggleFreeMove()
  1713. {
  1714. bool free_move = !g_settings->getBool("free_move");
  1715. g_settings->set("free_move", bool_to_cstr(free_move));
  1716. if (free_move) {
  1717. if (client->checkPrivilege("fly")) {
  1718. m_game_ui->showTranslatedStatusText("Fly mode enabled");
  1719. } else {
  1720. m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
  1721. }
  1722. } else {
  1723. m_game_ui->showTranslatedStatusText("Fly mode disabled");
  1724. }
  1725. }
  1726. void Game::toggleFreeMoveAlt()
  1727. {
  1728. if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
  1729. toggleFreeMove();
  1730. runData.reset_jump_timer = true;
  1731. }
  1732. void Game::toggleFast()
  1733. {
  1734. bool fast_move = !g_settings->getBool("fast_move");
  1735. bool has_fast_privs = client->checkPrivilege("fast");
  1736. g_settings->set("fast_move", bool_to_cstr(fast_move));
  1737. if (fast_move) {
  1738. if (has_fast_privs) {
  1739. m_game_ui->showTranslatedStatusText("Fast mode enabled");
  1740. } else {
  1741. m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
  1742. }
  1743. } else {
  1744. m_game_ui->showTranslatedStatusText("Fast mode disabled");
  1745. }
  1746. #ifdef __ANDROID__
  1747. m_cache_hold_aux1 = fast_move && has_fast_privs;
  1748. #endif
  1749. }
  1750. void Game::toggleNoClip()
  1751. {
  1752. bool noclip = !g_settings->getBool("noclip");
  1753. g_settings->set("noclip", bool_to_cstr(noclip));
  1754. if (noclip) {
  1755. if (client->checkPrivilege("noclip")) {
  1756. m_game_ui->showTranslatedStatusText("Noclip mode enabled");
  1757. } else {
  1758. m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
  1759. }
  1760. } else {
  1761. m_game_ui->showTranslatedStatusText("Noclip mode disabled");
  1762. }
  1763. }
  1764. void Game::toggleCinematic()
  1765. {
  1766. bool cinematic = !g_settings->getBool("cinematic");
  1767. g_settings->set("cinematic", bool_to_cstr(cinematic));
  1768. if (cinematic)
  1769. m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
  1770. else
  1771. m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
  1772. }
  1773. // Autoforward by toggling continuous forward.
  1774. void Game::toggleAutoforward()
  1775. {
  1776. bool autorun_enabled = !g_settings->getBool("continuous_forward");
  1777. g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
  1778. if (autorun_enabled)
  1779. m_game_ui->showTranslatedStatusText("Automatic forwards enabled");
  1780. else
  1781. m_game_ui->showTranslatedStatusText("Automatic forwards disabled");
  1782. }
  1783. void Game::toggleMinimap(bool shift_pressed)
  1784. {
  1785. if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
  1786. return;
  1787. if (shift_pressed) {
  1788. mapper->toggleMinimapShape();
  1789. return;
  1790. }
  1791. u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
  1792. MinimapMode mode = MINIMAP_MODE_OFF;
  1793. if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
  1794. mode = mapper->getMinimapMode();
  1795. mode = (MinimapMode)((int)mode + 1);
  1796. // If radar is disabled and in, or switching to, radar mode
  1797. if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
  1798. mode = MINIMAP_MODE_OFF;
  1799. }
  1800. m_game_ui->m_flags.show_minimap = true;
  1801. switch (mode) {
  1802. case MINIMAP_MODE_SURFACEx1:
  1803. m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x1");
  1804. break;
  1805. case MINIMAP_MODE_SURFACEx2:
  1806. m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x2");
  1807. break;
  1808. case MINIMAP_MODE_SURFACEx4:
  1809. m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x4");
  1810. break;
  1811. case MINIMAP_MODE_RADARx1:
  1812. m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x1");
  1813. break;
  1814. case MINIMAP_MODE_RADARx2:
  1815. m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x2");
  1816. break;
  1817. case MINIMAP_MODE_RADARx4:
  1818. m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x4");
  1819. break;
  1820. default:
  1821. mode = MINIMAP_MODE_OFF;
  1822. m_game_ui->m_flags.show_minimap = false;
  1823. if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE)
  1824. m_game_ui->showTranslatedStatusText("Minimap hidden");
  1825. else
  1826. m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
  1827. }
  1828. mapper->setMinimapMode(mode);
  1829. }
  1830. void Game::toggleFog()
  1831. {
  1832. bool fog_enabled = g_settings->getBool("enable_fog");
  1833. g_settings->setBool("enable_fog", !fog_enabled);
  1834. if (fog_enabled)
  1835. m_game_ui->showTranslatedStatusText("Fog disabled");
  1836. else
  1837. m_game_ui->showTranslatedStatusText("Fog enabled");
  1838. }
  1839. void Game::toggleDebug()
  1840. {
  1841. // Initial / 4x toggle: Chat only
  1842. // 1x toggle: Debug text with chat
  1843. // 2x toggle: Debug text with profiler graph
  1844. // 3x toggle: Debug text and wireframe
  1845. if (!m_game_ui->m_flags.show_debug) {
  1846. m_game_ui->m_flags.show_debug = true;
  1847. m_game_ui->m_flags.show_profiler_graph = false;
  1848. draw_control->show_wireframe = false;
  1849. m_game_ui->showTranslatedStatusText("Debug info shown");
  1850. } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
  1851. m_game_ui->m_flags.show_profiler_graph = true;
  1852. m_game_ui->showTranslatedStatusText("Profiler graph shown");
  1853. } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
  1854. m_game_ui->m_flags.show_profiler_graph = false;
  1855. draw_control->show_wireframe = true;
  1856. m_game_ui->showTranslatedStatusText("Wireframe shown");
  1857. } else {
  1858. m_game_ui->m_flags.show_debug = false;
  1859. m_game_ui->m_flags.show_profiler_graph = false;
  1860. draw_control->show_wireframe = false;
  1861. if (client->checkPrivilege("debug")) {
  1862. m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
  1863. } else {
  1864. m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
  1865. }
  1866. }
  1867. }
  1868. void Game::toggleUpdateCamera()
  1869. {
  1870. m_flags.disable_camera_update = !m_flags.disable_camera_update;
  1871. if (m_flags.disable_camera_update)
  1872. m_game_ui->showTranslatedStatusText("Camera update disabled");
  1873. else
  1874. m_game_ui->showTranslatedStatusText("Camera update enabled");
  1875. }
  1876. void Game::increaseViewRange()
  1877. {
  1878. s16 range = g_settings->getS16("viewing_range");
  1879. s16 range_new = range + 10;
  1880. wchar_t buf[255];
  1881. const wchar_t *str;
  1882. if (range_new > 4000) {
  1883. range_new = 4000;
  1884. str = wgettext("Viewing range is at maximum: %d");
  1885. swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
  1886. delete[] str;
  1887. m_game_ui->showStatusText(buf);
  1888. } else {
  1889. str = wgettext("Viewing range changed to %d");
  1890. swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
  1891. delete[] str;
  1892. m_game_ui->showStatusText(buf);
  1893. }
  1894. g_settings->set("viewing_range", itos(range_new));
  1895. }
  1896. void Game::decreaseViewRange()
  1897. {
  1898. s16 range = g_settings->getS16("viewing_range");
  1899. s16 range_new = range - 10;
  1900. wchar_t buf[255];
  1901. const wchar_t *str;
  1902. if (range_new < 20) {
  1903. range_new = 20;
  1904. str = wgettext("Viewing range is at minimum: %d");
  1905. swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
  1906. delete[] str;
  1907. m_game_ui->showStatusText(buf);
  1908. } else {
  1909. str = wgettext("Viewing range changed to %d");
  1910. swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
  1911. delete[] str;
  1912. m_game_ui->showStatusText(buf);
  1913. }
  1914. g_settings->set("viewing_range", itos(range_new));
  1915. }
  1916. void Game::toggleFullViewRange()
  1917. {
  1918. draw_control->range_all = !draw_control->range_all;
  1919. if (draw_control->range_all)
  1920. m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
  1921. else
  1922. m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
  1923. }
  1924. void Game::checkZoomEnabled()
  1925. {
  1926. LocalPlayer *player = client->getEnv().getLocalPlayer();
  1927. if (player->getZoomFOV() < 0.001f)
  1928. m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
  1929. }
  1930. void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
  1931. {
  1932. if ((device->isWindowActive() && device->isWindowFocused()
  1933. && !isMenuActive()) || random_input) {
  1934. #ifndef __ANDROID__
  1935. if (!random_input) {
  1936. // Mac OSX gets upset if this is set every frame
  1937. if (device->getCursorControl()->isVisible())
  1938. device->getCursorControl()->setVisible(false);
  1939. }
  1940. #endif
  1941. if (m_first_loop_after_window_activation) {
  1942. m_first_loop_after_window_activation = false;
  1943. input->setMousePos(driver->getScreenSize().Width / 2,
  1944. driver->getScreenSize().Height / 2);
  1945. } else {
  1946. updateCameraOrientation(cam, dtime);
  1947. }
  1948. } else {
  1949. #ifndef ANDROID
  1950. // Mac OSX gets upset if this is set every frame
  1951. if (!device->getCursorControl()->isVisible())
  1952. device->getCursorControl()->setVisible(true);
  1953. #endif
  1954. m_first_loop_after_window_activation = true;
  1955. }
  1956. }
  1957. void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
  1958. {
  1959. #ifdef HAVE_TOUCHSCREENGUI
  1960. if (g_touchscreengui) {
  1961. cam->camera_yaw += g_touchscreengui->getYawChange();
  1962. cam->camera_pitch = g_touchscreengui->getPitch();
  1963. } else {
  1964. #endif
  1965. v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
  1966. v2s32 dist = input->getMousePos() - center;
  1967. if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
  1968. dist.Y = -dist.Y;
  1969. }
  1970. cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity;
  1971. cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
  1972. if (dist.X != 0 || dist.Y != 0)
  1973. input->setMousePos(center.X, center.Y);
  1974. #ifdef HAVE_TOUCHSCREENGUI
  1975. }
  1976. #endif
  1977. if (m_cache_enable_joysticks) {
  1978. f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
  1979. cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
  1980. cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
  1981. }
  1982. cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
  1983. }
  1984. void Game::updatePlayerControl(const CameraOrientation &cam)
  1985. {
  1986. //TimeTaker tt("update player control", NULL, PRECISION_NANO);
  1987. // DO NOT use the isKeyDown method for the forward, backward, left, right
  1988. // buttons, as the code that uses the controls needs to be able to
  1989. // distinguish between the two in order to know when to use joysticks.
  1990. PlayerControl control(
  1991. input->isKeyDown(KeyType::FORWARD),
  1992. input->isKeyDown(KeyType::BACKWARD),
  1993. input->isKeyDown(KeyType::LEFT),
  1994. input->isKeyDown(KeyType::RIGHT),
  1995. isKeyDown(KeyType::JUMP),
  1996. isKeyDown(KeyType::SPECIAL1),
  1997. isKeyDown(KeyType::SNEAK),
  1998. isKeyDown(KeyType::ZOOM),
  1999. input->getLeftState(),
  2000. input->getRightState(),
  2001. cam.camera_pitch,
  2002. cam.camera_yaw,
  2003. input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
  2004. input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
  2005. );
  2006. u32 keypress_bits =
  2007. ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
  2008. ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
  2009. ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
  2010. ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
  2011. ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
  2012. ( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) |
  2013. ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
  2014. ( (u32)(input->getLeftState() & 0x1) << 7) |
  2015. ( (u32)(input->getRightState() & 0x1) << 8
  2016. );
  2017. #ifdef ANDROID
  2018. /* For Android, simulate holding down AUX1 (fast move) if the user has
  2019. * the fast_move setting toggled on. If there is an aux1 key defined for
  2020. * Android then its meaning is inverted (i.e. holding aux1 means walk and
  2021. * not fast)
  2022. */
  2023. if (m_cache_hold_aux1) {
  2024. control.aux1 = control.aux1 ^ true;
  2025. keypress_bits ^= ((u32)(1U << 5));
  2026. }
  2027. #endif
  2028. client->setPlayerControl(control);
  2029. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2030. player->keyPressed = keypress_bits;
  2031. //tt.stop();
  2032. }
  2033. inline void Game::step(f32 *dtime)
  2034. {
  2035. bool can_be_and_is_paused =
  2036. (simple_singleplayer_mode && g_menumgr.pausesGame());
  2037. if (can_be_and_is_paused) { // This is for a singleplayer server
  2038. *dtime = 0; // No time passes
  2039. } else {
  2040. if (server)
  2041. server->step(*dtime);
  2042. client->step(*dtime);
  2043. }
  2044. }
  2045. const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
  2046. {&Game::handleClientEvent_None},
  2047. {&Game::handleClientEvent_PlayerDamage},
  2048. {&Game::handleClientEvent_PlayerForceMove},
  2049. {&Game::handleClientEvent_Deathscreen},
  2050. {&Game::handleClientEvent_ShowFormSpec},
  2051. {&Game::handleClientEvent_ShowLocalFormSpec},
  2052. {&Game::handleClientEvent_HandleParticleEvent},
  2053. {&Game::handleClientEvent_HandleParticleEvent},
  2054. {&Game::handleClientEvent_HandleParticleEvent},
  2055. {&Game::handleClientEvent_HudAdd},
  2056. {&Game::handleClientEvent_HudRemove},
  2057. {&Game::handleClientEvent_HudChange},
  2058. {&Game::handleClientEvent_SetSky},
  2059. {&Game::handleClientEvent_OverrideDayNigthRatio},
  2060. {&Game::handleClientEvent_CloudParams},
  2061. };
  2062. void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
  2063. {
  2064. FATAL_ERROR("ClientEvent type None received");
  2065. }
  2066. void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
  2067. {
  2068. if (client->getHP() == 0)
  2069. return;
  2070. if (client->moddingEnabled()) {
  2071. client->getScript()->on_damage_taken(event->player_damage.amount);
  2072. }
  2073. runData.damage_flash += 95.0 + 3.2 * event->player_damage.amount;
  2074. runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
  2075. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2076. player->hurt_tilt_timer = 1.5;
  2077. player->hurt_tilt_strength =
  2078. rangelim(event->player_damage.amount / 4, 1.0f, 4.0f);
  2079. client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
  2080. }
  2081. void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
  2082. {
  2083. cam->camera_yaw = event->player_force_move.yaw;
  2084. cam->camera_pitch = event->player_force_move.pitch;
  2085. }
  2086. void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
  2087. {
  2088. // This should be enabled for death formspec in builtin
  2089. client->getScript()->on_death();
  2090. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2091. /* Handle visualization */
  2092. runData.damage_flash = 0;
  2093. player->hurt_tilt_timer = 0;
  2094. player->hurt_tilt_strength = 0;
  2095. }
  2096. void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
  2097. {
  2098. if (event->show_formspec.formspec->empty()) {
  2099. if (current_formspec && (event->show_formspec.formname->empty()
  2100. || *(event->show_formspec.formname) == cur_formname)) {
  2101. current_formspec->quitMenu();
  2102. }
  2103. } else {
  2104. FormspecFormSource *fs_src =
  2105. new FormspecFormSource(*(event->show_formspec.formspec));
  2106. TextDestPlayerInventory *txt_dst =
  2107. new TextDestPlayerInventory(client, *(event->show_formspec.formname));
  2108. GUIFormSpecMenu::create(current_formspec, client, &input->joystick,
  2109. fs_src, txt_dst, client->getFormspecPrepend());
  2110. cur_formname = *(event->show_formspec.formname);
  2111. }
  2112. delete event->show_formspec.formspec;
  2113. delete event->show_formspec.formname;
  2114. }
  2115. void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
  2116. {
  2117. FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
  2118. LocalFormspecHandler *txt_dst =
  2119. new LocalFormspecHandler(*event->show_formspec.formname, client);
  2120. GUIFormSpecMenu::create(current_formspec, client, &input->joystick,
  2121. fs_src, txt_dst, client->getFormspecPrepend());
  2122. delete event->show_formspec.formspec;
  2123. delete event->show_formspec.formname;
  2124. }
  2125. void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
  2126. CameraOrientation *cam)
  2127. {
  2128. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2129. client->getParticleManager()->handleParticleEvent(event, client, player);
  2130. }
  2131. void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
  2132. {
  2133. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2134. auto &hud_server_to_client = client->getHUDTranslationMap();
  2135. u32 server_id = event->hudadd.server_id;
  2136. // ignore if we already have a HUD with that ID
  2137. auto i = hud_server_to_client.find(server_id);
  2138. if (i != hud_server_to_client.end()) {
  2139. delete event->hudadd.pos;
  2140. delete event->hudadd.name;
  2141. delete event->hudadd.scale;
  2142. delete event->hudadd.text;
  2143. delete event->hudadd.align;
  2144. delete event->hudadd.offset;
  2145. delete event->hudadd.world_pos;
  2146. delete event->hudadd.size;
  2147. return;
  2148. }
  2149. HudElement *e = new HudElement;
  2150. e->type = (HudElementType)event->hudadd.type;
  2151. e->pos = *event->hudadd.pos;
  2152. e->name = *event->hudadd.name;
  2153. e->scale = *event->hudadd.scale;
  2154. e->text = *event->hudadd.text;
  2155. e->number = event->hudadd.number;
  2156. e->item = event->hudadd.item;
  2157. e->dir = event->hudadd.dir;
  2158. e->align = *event->hudadd.align;
  2159. e->offset = *event->hudadd.offset;
  2160. e->world_pos = *event->hudadd.world_pos;
  2161. e->size = *event->hudadd.size;
  2162. hud_server_to_client[server_id] = player->addHud(e);
  2163. delete event->hudadd.pos;
  2164. delete event->hudadd.name;
  2165. delete event->hudadd.scale;
  2166. delete event->hudadd.text;
  2167. delete event->hudadd.align;
  2168. delete event->hudadd.offset;
  2169. delete event->hudadd.world_pos;
  2170. delete event->hudadd.size;
  2171. }
  2172. void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
  2173. {
  2174. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2175. HudElement *e = player->removeHud(event->hudrm.id);
  2176. delete e;
  2177. }
  2178. void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
  2179. {
  2180. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2181. u32 id = event->hudchange.id;
  2182. HudElement *e = player->getHud(id);
  2183. if (e == NULL) {
  2184. delete event->hudchange.v3fdata;
  2185. delete event->hudchange.v2fdata;
  2186. delete event->hudchange.sdata;
  2187. delete event->hudchange.v2s32data;
  2188. return;
  2189. }
  2190. switch (event->hudchange.stat) {
  2191. case HUD_STAT_POS:
  2192. e->pos = *event->hudchange.v2fdata;
  2193. break;
  2194. case HUD_STAT_NAME:
  2195. e->name = *event->hudchange.sdata;
  2196. break;
  2197. case HUD_STAT_SCALE:
  2198. e->scale = *event->hudchange.v2fdata;
  2199. break;
  2200. case HUD_STAT_TEXT:
  2201. e->text = *event->hudchange.sdata;
  2202. break;
  2203. case HUD_STAT_NUMBER:
  2204. e->number = event->hudchange.data;
  2205. break;
  2206. case HUD_STAT_ITEM:
  2207. e->item = event->hudchange.data;
  2208. break;
  2209. case HUD_STAT_DIR:
  2210. e->dir = event->hudchange.data;
  2211. break;
  2212. case HUD_STAT_ALIGN:
  2213. e->align = *event->hudchange.v2fdata;
  2214. break;
  2215. case HUD_STAT_OFFSET:
  2216. e->offset = *event->hudchange.v2fdata;
  2217. break;
  2218. case HUD_STAT_WORLD_POS:
  2219. e->world_pos = *event->hudchange.v3fdata;
  2220. break;
  2221. case HUD_STAT_SIZE:
  2222. e->size = *event->hudchange.v2s32data;
  2223. break;
  2224. }
  2225. delete event->hudchange.v3fdata;
  2226. delete event->hudchange.v2fdata;
  2227. delete event->hudchange.sdata;
  2228. delete event->hudchange.v2s32data;
  2229. }
  2230. void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
  2231. {
  2232. sky->setVisible(false);
  2233. // Whether clouds are visible in front of a custom skybox
  2234. sky->setCloudsEnabled(event->set_sky.clouds);
  2235. if (skybox) {
  2236. skybox->remove();
  2237. skybox = NULL;
  2238. }
  2239. // Handle according to type
  2240. if (*event->set_sky.type == "regular") {
  2241. sky->setVisible(true);
  2242. sky->setCloudsEnabled(true);
  2243. } else if (*event->set_sky.type == "skybox" &&
  2244. event->set_sky.params->size() == 6) {
  2245. sky->setFallbackBgColor(*event->set_sky.bgcolor);
  2246. skybox = RenderingEngine::get_scene_manager()->addSkyBoxSceneNode(
  2247. texture_src->getTextureForMesh((*event->set_sky.params)[0]),
  2248. texture_src->getTextureForMesh((*event->set_sky.params)[1]),
  2249. texture_src->getTextureForMesh((*event->set_sky.params)[2]),
  2250. texture_src->getTextureForMesh((*event->set_sky.params)[3]),
  2251. texture_src->getTextureForMesh((*event->set_sky.params)[4]),
  2252. texture_src->getTextureForMesh((*event->set_sky.params)[5]));
  2253. }
  2254. // Handle everything else as plain color
  2255. else {
  2256. if (*event->set_sky.type != "plain")
  2257. infostream << "Unknown sky type: "
  2258. << (*event->set_sky.type) << std::endl;
  2259. sky->setFallbackBgColor(*event->set_sky.bgcolor);
  2260. }
  2261. delete event->set_sky.bgcolor;
  2262. delete event->set_sky.type;
  2263. delete event->set_sky.params;
  2264. }
  2265. void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
  2266. CameraOrientation *cam)
  2267. {
  2268. client->getEnv().setDayNightRatioOverride(
  2269. event->override_day_night_ratio.do_override,
  2270. event->override_day_night_ratio.ratio_f * 1000.0f);
  2271. }
  2272. void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
  2273. {
  2274. if (!clouds)
  2275. return;
  2276. clouds->setDensity(event->cloud_params.density);
  2277. clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
  2278. clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
  2279. clouds->setHeight(event->cloud_params.height);
  2280. clouds->setThickness(event->cloud_params.thickness);
  2281. clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
  2282. }
  2283. void Game::processClientEvents(CameraOrientation *cam)
  2284. {
  2285. while (client->hasClientEvents()) {
  2286. std::unique_ptr<ClientEvent> event(client->getClientEvent());
  2287. FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
  2288. const ClientEventHandler& evHandler = clientEventHandler[event->type];
  2289. (this->*evHandler.handler)(event.get(), cam);
  2290. }
  2291. }
  2292. void Game::updateChat(f32 dtime, const v2u32 &screensize)
  2293. {
  2294. // Add chat log output for errors to be shown in chat
  2295. static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
  2296. // Get new messages from error log buffer
  2297. while (!chat_log_error_buf.empty()) {
  2298. std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
  2299. if (!g_settings->getBool("disable_escape_sequences")) {
  2300. error_message.insert(0, L"\x1b(c@red)");
  2301. error_message.append(L"\x1b(c@white)");
  2302. }
  2303. chat_backend->addMessage(L"", error_message);
  2304. }
  2305. // Get new messages from client
  2306. std::wstring message;
  2307. while (client->getChatMessage(message)) {
  2308. chat_backend->addUnparsedMessage(message);
  2309. }
  2310. // Remove old messages
  2311. chat_backend->step(dtime);
  2312. // Display all messages in a static text element
  2313. m_game_ui->setChatText(chat_backend->getRecentChat(),
  2314. chat_backend->getRecentBuffer().getLineCount());
  2315. }
  2316. void Game::updateCamera(u32 busy_time, f32 dtime)
  2317. {
  2318. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2319. /*
  2320. For interaction purposes, get info about the held item
  2321. - What item is it?
  2322. - Is it a usable item?
  2323. - Can it point to liquids?
  2324. */
  2325. ItemStack playeritem;
  2326. {
  2327. InventoryList *mlist = local_inventory->getList("main");
  2328. if (mlist && client->getPlayerItem() < mlist->getSize())
  2329. playeritem = mlist->getItem(client->getPlayerItem());
  2330. }
  2331. if (playeritem.getDefinition(itemdef_manager).name.empty()) { // override the hand
  2332. InventoryList *hlist = local_inventory->getList("hand");
  2333. if (hlist)
  2334. playeritem = hlist->getItem(0);
  2335. }
  2336. ToolCapabilities playeritem_toolcap =
  2337. playeritem.getToolCapabilities(itemdef_manager);
  2338. v3s16 old_camera_offset = camera->getOffset();
  2339. if (wasKeyDown(KeyType::CAMERA_MODE)) {
  2340. GenericCAO *playercao = player->getCAO();
  2341. // If playercao not loaded, don't change camera
  2342. if (!playercao)
  2343. return;
  2344. camera->toggleCameraMode();
  2345. playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
  2346. playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
  2347. }
  2348. float full_punch_interval = playeritem_toolcap.full_punch_interval;
  2349. float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
  2350. tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
  2351. camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
  2352. camera->step(dtime);
  2353. v3f camera_position = camera->getPosition();
  2354. v3f camera_direction = camera->getDirection();
  2355. f32 camera_fov = camera->getFovMax();
  2356. v3s16 camera_offset = camera->getOffset();
  2357. m_camera_offset_changed = (camera_offset != old_camera_offset);
  2358. if (!m_flags.disable_camera_update) {
  2359. client->getEnv().getClientMap().updateCamera(camera_position,
  2360. camera_direction, camera_fov, camera_offset);
  2361. if (m_camera_offset_changed) {
  2362. client->updateCameraOffset(camera_offset);
  2363. client->getEnv().updateCameraOffset(camera_offset);
  2364. if (clouds)
  2365. clouds->updateCameraOffset(camera_offset);
  2366. }
  2367. }
  2368. }
  2369. void Game::updateSound(f32 dtime)
  2370. {
  2371. // Update sound listener
  2372. v3s16 camera_offset = camera->getOffset();
  2373. sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
  2374. v3f(0, 0, 0), // velocity
  2375. camera->getDirection(),
  2376. camera->getCameraNode()->getUpVector());
  2377. bool mute_sound = g_settings->getBool("mute_sound");
  2378. if (mute_sound) {
  2379. sound->setListenerGain(0.0f);
  2380. } else {
  2381. // Check if volume is in the proper range, else fix it.
  2382. float old_volume = g_settings->getFloat("sound_volume");
  2383. float new_volume = rangelim(old_volume, 0.0f, 1.0f);
  2384. sound->setListenerGain(new_volume);
  2385. if (old_volume != new_volume) {
  2386. g_settings->setFloat("sound_volume", new_volume);
  2387. }
  2388. }
  2389. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2390. // Tell the sound maker whether to make footstep sounds
  2391. soundmaker->makes_footstep_sound = player->makes_footstep_sound;
  2392. // Update sound maker
  2393. if (player->makes_footstep_sound)
  2394. soundmaker->step(dtime);
  2395. ClientMap &map = client->getEnv().getClientMap();
  2396. MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
  2397. soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
  2398. }
  2399. void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
  2400. {
  2401. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2402. ItemStack playeritem;
  2403. {
  2404. InventoryList *mlist = local_inventory->getList("main");
  2405. if (mlist && client->getPlayerItem() < mlist->getSize())
  2406. playeritem = mlist->getItem(client->getPlayerItem());
  2407. }
  2408. const ItemDefinition &playeritem_def =
  2409. playeritem.getDefinition(itemdef_manager);
  2410. InventoryList *hlist = local_inventory->getList("hand");
  2411. const ItemDefinition &hand_def =
  2412. hlist ? hlist->getItem(0).getDefinition(itemdef_manager) : itemdef_manager->get("");
  2413. v3f player_position = player->getPosition();
  2414. v3f camera_position = camera->getPosition();
  2415. v3f camera_direction = camera->getDirection();
  2416. v3s16 camera_offset = camera->getOffset();
  2417. /*
  2418. Calculate what block is the crosshair pointing to
  2419. */
  2420. f32 d = playeritem_def.range; // max. distance
  2421. f32 d_hand = hand_def.range;
  2422. if (d < 0 && d_hand >= 0)
  2423. d = d_hand;
  2424. else if (d < 0)
  2425. d = 4.0;
  2426. core::line3d<f32> shootline;
  2427. if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
  2428. shootline = core::line3d<f32>(camera_position,
  2429. camera_position + camera_direction * BS * d);
  2430. } else {
  2431. // prevent player pointing anything in front-view
  2432. shootline = core::line3d<f32>(camera_position,camera_position);
  2433. }
  2434. #ifdef HAVE_TOUCHSCREENGUI
  2435. if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
  2436. shootline = g_touchscreengui->getShootline();
  2437. // Scale shootline to the acual distance the player can reach
  2438. shootline.end = shootline.start
  2439. + shootline.getVector().normalize() * BS * d;
  2440. shootline.start += intToFloat(camera_offset, BS);
  2441. shootline.end += intToFloat(camera_offset, BS);
  2442. }
  2443. #endif
  2444. PointedThing pointed = updatePointedThing(shootline,
  2445. playeritem_def.liquids_pointable,
  2446. !runData.ldown_for_dig,
  2447. camera_offset);
  2448. if (pointed != runData.pointed_old) {
  2449. infostream << "Pointing at " << pointed.dump() << std::endl;
  2450. hud->updateSelectionMesh(camera_offset);
  2451. }
  2452. if (runData.digging_blocked && !input->getLeftState()) {
  2453. // allow digging again if button is not pressed
  2454. runData.digging_blocked = false;
  2455. }
  2456. /*
  2457. Stop digging when
  2458. - releasing left mouse button
  2459. - pointing away from node
  2460. */
  2461. if (runData.digging) {
  2462. if (input->getLeftReleased()) {
  2463. infostream << "Left button released"
  2464. << " (stopped digging)" << std::endl;
  2465. runData.digging = false;
  2466. } else if (pointed != runData.pointed_old) {
  2467. if (pointed.type == POINTEDTHING_NODE
  2468. && runData.pointed_old.type == POINTEDTHING_NODE
  2469. && pointed.node_undersurface
  2470. == runData.pointed_old.node_undersurface) {
  2471. // Still pointing to the same node, but a different face.
  2472. // Don't reset.
  2473. } else {
  2474. infostream << "Pointing away from node"
  2475. << " (stopped digging)" << std::endl;
  2476. runData.digging = false;
  2477. hud->updateSelectionMesh(camera_offset);
  2478. }
  2479. }
  2480. if (!runData.digging) {
  2481. client->interact(1, runData.pointed_old);
  2482. client->setCrack(-1, v3s16(0, 0, 0));
  2483. runData.dig_time = 0.0;
  2484. }
  2485. } else if (runData.dig_instantly && input->getLeftReleased()) {
  2486. // Remove e.g. torches faster when clicking instead of holding LMB
  2487. runData.nodig_delay_timer = 0;
  2488. runData.dig_instantly = false;
  2489. }
  2490. if (!runData.digging && runData.ldown_for_dig && !input->getLeftState()) {
  2491. runData.ldown_for_dig = false;
  2492. }
  2493. runData.left_punch = false;
  2494. soundmaker->m_player_leftpunch_sound.name = "";
  2495. // Prepare for repeating, unless we're not supposed to
  2496. if (input->getRightState() && !g_settings->getBool("safe_dig_and_place"))
  2497. runData.repeat_rightclick_timer += dtime;
  2498. else
  2499. runData.repeat_rightclick_timer = 0;
  2500. if (playeritem_def.usable && input->getLeftState()) {
  2501. if (input->getLeftClicked() && (!client->moddingEnabled()
  2502. || !client->getScript()->on_item_use(playeritem, pointed)))
  2503. client->interact(4, pointed);
  2504. } else if (pointed.type == POINTEDTHING_NODE) {
  2505. ToolCapabilities playeritem_toolcap =
  2506. playeritem.getToolCapabilities(itemdef_manager);
  2507. if (playeritem.name.empty()) {
  2508. const ToolCapabilities *handToolcap = hlist
  2509. ? &hlist->getItem(0).getToolCapabilities(itemdef_manager)
  2510. : itemdef_manager->get("").tool_capabilities;
  2511. if (handToolcap != nullptr)
  2512. playeritem_toolcap = *handToolcap;
  2513. }
  2514. handlePointingAtNode(pointed, playeritem_def, playeritem,
  2515. playeritem_toolcap, dtime);
  2516. } else if (pointed.type == POINTEDTHING_OBJECT) {
  2517. handlePointingAtObject(pointed, playeritem, player_position, show_debug);
  2518. } else if (input->getLeftState()) {
  2519. // When button is held down in air, show continuous animation
  2520. runData.left_punch = true;
  2521. } else if (input->getRightClicked()) {
  2522. handlePointingAtNothing(playeritem);
  2523. }
  2524. runData.pointed_old = pointed;
  2525. if (runData.left_punch || input->getLeftClicked())
  2526. camera->setDigging(0); // left click animation
  2527. input->resetLeftClicked();
  2528. input->resetRightClicked();
  2529. input->resetLeftReleased();
  2530. input->resetRightReleased();
  2531. }
  2532. PointedThing Game::updatePointedThing(
  2533. const core::line3d<f32> &shootline,
  2534. bool liquids_pointable,
  2535. bool look_for_object,
  2536. const v3s16 &camera_offset)
  2537. {
  2538. std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
  2539. selectionboxes->clear();
  2540. hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
  2541. static thread_local const bool show_entity_selectionbox = g_settings->getBool(
  2542. "show_entity_selectionbox");
  2543. ClientEnvironment &env = client->getEnv();
  2544. ClientMap &map = env.getClientMap();
  2545. const NodeDefManager *nodedef = map.getNodeDefManager();
  2546. runData.selected_object = NULL;
  2547. RaycastState s(shootline, look_for_object, liquids_pointable);
  2548. PointedThing result;
  2549. env.continueRaycast(&s, &result);
  2550. if (result.type == POINTEDTHING_OBJECT) {
  2551. runData.selected_object = client->getEnv().getActiveObject(result.object_id);
  2552. aabb3f selection_box;
  2553. if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
  2554. runData.selected_object->getSelectionBox(&selection_box)) {
  2555. v3f pos = runData.selected_object->getPosition();
  2556. selectionboxes->push_back(aabb3f(selection_box));
  2557. hud->setSelectionPos(pos, camera_offset);
  2558. }
  2559. } else if (result.type == POINTEDTHING_NODE) {
  2560. // Update selection boxes
  2561. MapNode n = map.getNodeNoEx(result.node_undersurface);
  2562. std::vector<aabb3f> boxes;
  2563. n.getSelectionBoxes(nodedef, &boxes,
  2564. n.getNeighbors(result.node_undersurface, &map));
  2565. f32 d = 0.002 * BS;
  2566. for (std::vector<aabb3f>::const_iterator i = boxes.begin();
  2567. i != boxes.end(); ++i) {
  2568. aabb3f box = *i;
  2569. box.MinEdge -= v3f(d, d, d);
  2570. box.MaxEdge += v3f(d, d, d);
  2571. selectionboxes->push_back(box);
  2572. }
  2573. hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
  2574. camera_offset);
  2575. hud->setSelectedFaceNormal(v3f(
  2576. result.intersection_normal.X,
  2577. result.intersection_normal.Y,
  2578. result.intersection_normal.Z));
  2579. }
  2580. // Update selection mesh light level and vertex colors
  2581. if (!selectionboxes->empty()) {
  2582. v3f pf = hud->getSelectionPos();
  2583. v3s16 p = floatToInt(pf, BS);
  2584. // Get selection mesh light level
  2585. MapNode n = map.getNodeNoEx(p);
  2586. u16 node_light = getInteriorLight(n, -1, nodedef);
  2587. u16 light_level = node_light;
  2588. for (const v3s16 &dir : g_6dirs) {
  2589. n = map.getNodeNoEx(p + dir);
  2590. node_light = getInteriorLight(n, -1, nodedef);
  2591. if (node_light > light_level)
  2592. light_level = node_light;
  2593. }
  2594. u32 daynight_ratio = client->getEnv().getDayNightRatio();
  2595. video::SColor c;
  2596. final_color_blend(&c, light_level, daynight_ratio);
  2597. // Modify final color a bit with time
  2598. u32 timer = porting::getTimeMs() % 5000;
  2599. float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
  2600. float sin_r = 0.08f * std::sin(timerf);
  2601. float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
  2602. float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
  2603. c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
  2604. c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
  2605. c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
  2606. // Set mesh final color
  2607. hud->setSelectionMeshColor(c);
  2608. }
  2609. return result;
  2610. }
  2611. void Game::handlePointingAtNothing(const ItemStack &playerItem)
  2612. {
  2613. infostream << "Right Clicked in Air" << std::endl;
  2614. PointedThing fauxPointed;
  2615. fauxPointed.type = POINTEDTHING_NOTHING;
  2616. client->interact(5, fauxPointed);
  2617. }
  2618. void Game::handlePointingAtNode(const PointedThing &pointed,
  2619. const ItemDefinition &playeritem_def, const ItemStack &playeritem,
  2620. const ToolCapabilities &playeritem_toolcap, f32 dtime)
  2621. {
  2622. v3s16 nodepos = pointed.node_undersurface;
  2623. v3s16 neighbourpos = pointed.node_abovesurface;
  2624. /*
  2625. Check information text of node
  2626. */
  2627. ClientMap &map = client->getEnv().getClientMap();
  2628. if (runData.nodig_delay_timer <= 0.0 && input->getLeftState()
  2629. && !runData.digging_blocked
  2630. && client->checkPrivilege("interact")) {
  2631. handleDigging(pointed, nodepos, playeritem_toolcap, dtime);
  2632. }
  2633. // This should be done after digging handling
  2634. NodeMetadata *meta = map.getNodeMetadata(nodepos);
  2635. if (meta) {
  2636. m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
  2637. meta->getString("infotext"))));
  2638. } else {
  2639. MapNode n = map.getNodeNoEx(nodepos);
  2640. if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
  2641. m_game_ui->setInfoText(L"Unknown node: " +
  2642. utf8_to_wide(nodedef_manager->get(n).name));
  2643. }
  2644. }
  2645. if ((input->getRightClicked() ||
  2646. runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
  2647. client->checkPrivilege("interact")) {
  2648. runData.repeat_rightclick_timer = 0;
  2649. infostream << "Ground right-clicked" << std::endl;
  2650. if (meta && !meta->getString("formspec").empty() && !random_input
  2651. && !isKeyDown(KeyType::SNEAK)) {
  2652. // Report right click to server
  2653. if (nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
  2654. client->interact(3, pointed);
  2655. }
  2656. infostream << "Launching custom inventory view" << std::endl;
  2657. InventoryLocation inventoryloc;
  2658. inventoryloc.setNodeMeta(nodepos);
  2659. NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
  2660. &client->getEnv().getClientMap(), nodepos);
  2661. TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
  2662. GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src,
  2663. txt_dst, client->getFormspecPrepend());
  2664. cur_formname.clear();
  2665. current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
  2666. } else {
  2667. // Report right click to server
  2668. camera->setDigging(1); // right click animation (always shown for feedback)
  2669. // If the wielded item has node placement prediction,
  2670. // make that happen
  2671. bool placed = nodePlacementPrediction(playeritem_def, playeritem, nodepos,
  2672. neighbourpos);
  2673. if (placed) {
  2674. // Report to server
  2675. client->interact(3, pointed);
  2676. // Read the sound
  2677. soundmaker->m_player_rightpunch_sound =
  2678. playeritem_def.sound_place;
  2679. if (client->moddingEnabled())
  2680. client->getScript()->on_placenode(pointed, playeritem_def);
  2681. } else {
  2682. soundmaker->m_player_rightpunch_sound =
  2683. SimpleSoundSpec();
  2684. if (playeritem_def.node_placement_prediction.empty() ||
  2685. nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
  2686. client->interact(3, pointed); // Report to server
  2687. } else {
  2688. soundmaker->m_player_rightpunch_sound =
  2689. playeritem_def.sound_place_failed;
  2690. }
  2691. }
  2692. }
  2693. }
  2694. }
  2695. bool Game::nodePlacementPrediction(const ItemDefinition &playeritem_def,
  2696. const ItemStack &playeritem, const v3s16 &nodepos, const v3s16 &neighbourpos)
  2697. {
  2698. std::string prediction = playeritem_def.node_placement_prediction;
  2699. const NodeDefManager *nodedef = client->ndef();
  2700. ClientMap &map = client->getEnv().getClientMap();
  2701. MapNode node;
  2702. bool is_valid_position;
  2703. node = map.getNodeNoEx(nodepos, &is_valid_position);
  2704. if (!is_valid_position)
  2705. return false;
  2706. if (!prediction.empty() && !nodedef->get(node).rightclickable) {
  2707. verbosestream << "Node placement prediction for "
  2708. << playeritem_def.name << " is "
  2709. << prediction << std::endl;
  2710. v3s16 p = neighbourpos;
  2711. // Place inside node itself if buildable_to
  2712. MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
  2713. if (is_valid_position)
  2714. {
  2715. if (nodedef->get(n_under).buildable_to)
  2716. p = nodepos;
  2717. else {
  2718. node = map.getNodeNoEx(p, &is_valid_position);
  2719. if (is_valid_position &&!nodedef->get(node).buildable_to)
  2720. return false;
  2721. }
  2722. }
  2723. // Find id of predicted node
  2724. content_t id;
  2725. bool found = nodedef->getId(prediction, id);
  2726. if (!found) {
  2727. errorstream << "Node placement prediction failed for "
  2728. << playeritem_def.name << " (places "
  2729. << prediction
  2730. << ") - Name not known" << std::endl;
  2731. return false;
  2732. }
  2733. const ContentFeatures &predicted_f = nodedef->get(id);
  2734. // Predict param2 for facedir and wallmounted nodes
  2735. u8 param2 = 0;
  2736. if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
  2737. predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
  2738. v3s16 dir = nodepos - neighbourpos;
  2739. if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
  2740. param2 = dir.Y < 0 ? 1 : 0;
  2741. } else if (abs(dir.X) > abs(dir.Z)) {
  2742. param2 = dir.X < 0 ? 3 : 2;
  2743. } else {
  2744. param2 = dir.Z < 0 ? 5 : 4;
  2745. }
  2746. }
  2747. if (predicted_f.param_type_2 == CPT2_FACEDIR ||
  2748. predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
  2749. v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
  2750. if (abs(dir.X) > abs(dir.Z)) {
  2751. param2 = dir.X < 0 ? 3 : 1;
  2752. } else {
  2753. param2 = dir.Z < 0 ? 2 : 0;
  2754. }
  2755. }
  2756. assert(param2 <= 5);
  2757. //Check attachment if node is in group attached_node
  2758. if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
  2759. static v3s16 wallmounted_dirs[8] = {
  2760. v3s16(0, 1, 0),
  2761. v3s16(0, -1, 0),
  2762. v3s16(1, 0, 0),
  2763. v3s16(-1, 0, 0),
  2764. v3s16(0, 0, 1),
  2765. v3s16(0, 0, -1),
  2766. };
  2767. v3s16 pp;
  2768. if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
  2769. predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
  2770. pp = p + wallmounted_dirs[param2];
  2771. else
  2772. pp = p + v3s16(0, -1, 0);
  2773. if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
  2774. return false;
  2775. }
  2776. // Apply color
  2777. if ((predicted_f.param_type_2 == CPT2_COLOR
  2778. || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
  2779. || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
  2780. const std::string &indexstr = playeritem.metadata.getString(
  2781. "palette_index", 0);
  2782. if (!indexstr.empty()) {
  2783. s32 index = mystoi(indexstr);
  2784. if (predicted_f.param_type_2 == CPT2_COLOR) {
  2785. param2 = index;
  2786. } else if (predicted_f.param_type_2
  2787. == CPT2_COLORED_WALLMOUNTED) {
  2788. // param2 = pure palette index + other
  2789. param2 = (index & 0xf8) | (param2 & 0x07);
  2790. } else if (predicted_f.param_type_2
  2791. == CPT2_COLORED_FACEDIR) {
  2792. // param2 = pure palette index + other
  2793. param2 = (index & 0xe0) | (param2 & 0x1f);
  2794. }
  2795. }
  2796. }
  2797. // Add node to client map
  2798. MapNode n(id, 0, param2);
  2799. try {
  2800. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2801. // Dont place node when player would be inside new node
  2802. // NOTE: This is to be eventually implemented by a mod as client-side Lua
  2803. if (!nodedef->get(n).walkable ||
  2804. g_settings->getBool("enable_build_where_you_stand") ||
  2805. (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
  2806. (nodedef->get(n).walkable &&
  2807. neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
  2808. neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
  2809. // This triggers the required mesh update too
  2810. client->addNode(p, n);
  2811. return true;
  2812. }
  2813. } catch (InvalidPositionException &e) {
  2814. errorstream << "Node placement prediction failed for "
  2815. << playeritem_def.name << " (places "
  2816. << prediction
  2817. << ") - Position not loaded" << std::endl;
  2818. }
  2819. }
  2820. return false;
  2821. }
  2822. void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
  2823. const v3f &player_position, bool show_debug)
  2824. {
  2825. std::wstring infotext = unescape_translate(
  2826. utf8_to_wide(runData.selected_object->infoText()));
  2827. if (show_debug) {
  2828. if (!infotext.empty()) {
  2829. infotext += L"\n";
  2830. }
  2831. infotext += utf8_to_wide(runData.selected_object->debugInfoText());
  2832. }
  2833. m_game_ui->setInfoText(infotext);
  2834. if (input->getLeftState()) {
  2835. bool do_punch = false;
  2836. bool do_punch_damage = false;
  2837. if (runData.object_hit_delay_timer <= 0.0) {
  2838. do_punch = true;
  2839. do_punch_damage = true;
  2840. runData.object_hit_delay_timer = object_hit_delay;
  2841. }
  2842. if (input->getLeftClicked())
  2843. do_punch = true;
  2844. if (do_punch) {
  2845. infostream << "Left-clicked object" << std::endl;
  2846. runData.left_punch = true;
  2847. }
  2848. if (do_punch_damage) {
  2849. // Report direct punch
  2850. v3f objpos = runData.selected_object->getPosition();
  2851. v3f dir = (objpos - player_position).normalize();
  2852. ItemStack item = playeritem;
  2853. if (playeritem.name.empty()) {
  2854. InventoryList *hlist = local_inventory->getList("hand");
  2855. if (hlist) {
  2856. item = hlist->getItem(0);
  2857. }
  2858. }
  2859. bool disable_send = runData.selected_object->directReportPunch(
  2860. dir, &item, runData.time_from_last_punch);
  2861. runData.time_from_last_punch = 0;
  2862. if (!disable_send)
  2863. client->interact(0, pointed);
  2864. }
  2865. } else if (input->getRightClicked()) {
  2866. infostream << "Right-clicked object" << std::endl;
  2867. client->interact(3, pointed); // place
  2868. }
  2869. }
  2870. void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
  2871. const ToolCapabilities &playeritem_toolcap, f32 dtime)
  2872. {
  2873. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2874. ClientMap &map = client->getEnv().getClientMap();
  2875. MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
  2876. // NOTE: Similar piece of code exists on the server side for
  2877. // cheat detection.
  2878. // Get digging parameters
  2879. DigParams params = getDigParams(nodedef_manager->get(n).groups,
  2880. &playeritem_toolcap);
  2881. // If can't dig, try hand
  2882. if (!params.diggable) {
  2883. InventoryList *hlist = local_inventory->getList("hand");
  2884. const ToolCapabilities *tp = hlist
  2885. ? &hlist->getItem(0).getToolCapabilities(itemdef_manager)
  2886. : itemdef_manager->get("").tool_capabilities;
  2887. if (tp)
  2888. params = getDigParams(nodedef_manager->get(n).groups, tp);
  2889. }
  2890. if (!params.diggable) {
  2891. // I guess nobody will wait for this long
  2892. runData.dig_time_complete = 10000000.0;
  2893. } else {
  2894. runData.dig_time_complete = params.time;
  2895. if (m_cache_enable_particles) {
  2896. const ContentFeatures &features = client->getNodeDefManager()->get(n);
  2897. client->getParticleManager()->addNodeParticle(client,
  2898. player, nodepos, n, features);
  2899. }
  2900. }
  2901. if (!runData.digging) {
  2902. infostream << "Started digging" << std::endl;
  2903. runData.dig_instantly = runData.dig_time_complete == 0;
  2904. if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
  2905. return;
  2906. client->interact(0, pointed);
  2907. runData.digging = true;
  2908. runData.ldown_for_dig = true;
  2909. }
  2910. if (!runData.dig_instantly) {
  2911. runData.dig_index = (float)crack_animation_length
  2912. * runData.dig_time
  2913. / runData.dig_time_complete;
  2914. } else {
  2915. // This is for e.g. torches
  2916. runData.dig_index = crack_animation_length;
  2917. }
  2918. SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
  2919. if (sound_dig.exists() && params.diggable) {
  2920. if (sound_dig.name == "__group") {
  2921. if (!params.main_group.empty()) {
  2922. soundmaker->m_player_leftpunch_sound.gain = 0.5;
  2923. soundmaker->m_player_leftpunch_sound.name =
  2924. std::string("default_dig_") +
  2925. params.main_group;
  2926. }
  2927. } else {
  2928. soundmaker->m_player_leftpunch_sound = sound_dig;
  2929. }
  2930. }
  2931. // Don't show cracks if not diggable
  2932. if (runData.dig_time_complete >= 100000.0) {
  2933. } else if (runData.dig_index < crack_animation_length) {
  2934. //TimeTaker timer("client.setTempMod");
  2935. //infostream<<"dig_index="<<dig_index<<std::endl;
  2936. client->setCrack(runData.dig_index, nodepos);
  2937. } else {
  2938. infostream << "Digging completed" << std::endl;
  2939. client->setCrack(-1, v3s16(0, 0, 0));
  2940. runData.dig_time = 0;
  2941. runData.digging = false;
  2942. // we successfully dug, now block it from repeating if we want to be safe
  2943. if (g_settings->getBool("safe_dig_and_place"))
  2944. runData.digging_blocked = true;
  2945. runData.nodig_delay_timer =
  2946. runData.dig_time_complete / (float)crack_animation_length;
  2947. // We don't want a corresponding delay to very time consuming nodes
  2948. // and nodes without digging time (e.g. torches) get a fixed delay.
  2949. if (runData.nodig_delay_timer > 0.3)
  2950. runData.nodig_delay_timer = 0.3;
  2951. else if (runData.dig_instantly)
  2952. runData.nodig_delay_timer = 0.15;
  2953. bool is_valid_position;
  2954. MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
  2955. if (is_valid_position) {
  2956. if (client->moddingEnabled() &&
  2957. client->getScript()->on_dignode(nodepos, wasnode)) {
  2958. return;
  2959. }
  2960. const ContentFeatures &f = client->ndef()->get(wasnode);
  2961. if (f.node_dig_prediction == "air") {
  2962. client->removeNode(nodepos);
  2963. } else if (!f.node_dig_prediction.empty()) {
  2964. content_t id;
  2965. bool found = client->ndef()->getId(f.node_dig_prediction, id);
  2966. if (found)
  2967. client->addNode(nodepos, id, true);
  2968. }
  2969. // implicit else: no prediction
  2970. }
  2971. client->interact(2, pointed);
  2972. if (m_cache_enable_particles) {
  2973. const ContentFeatures &features =
  2974. client->getNodeDefManager()->get(wasnode);
  2975. client->getParticleManager()->addDiggingParticles(client,
  2976. player, nodepos, wasnode, features);
  2977. }
  2978. // Send event to trigger sound
  2979. client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
  2980. }
  2981. if (runData.dig_time_complete < 100000.0) {
  2982. runData.dig_time += dtime;
  2983. } else {
  2984. runData.dig_time = 0;
  2985. client->setCrack(-1, nodepos);
  2986. }
  2987. camera->setDigging(0); // left click animation
  2988. }
  2989. void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
  2990. const CameraOrientation &cam)
  2991. {
  2992. LocalPlayer *player = client->getEnv().getLocalPlayer();
  2993. /*
  2994. Fog range
  2995. */
  2996. if (draw_control->range_all) {
  2997. runData.fog_range = 100000 * BS;
  2998. } else {
  2999. runData.fog_range = draw_control->wanted_range * BS;
  3000. }
  3001. /*
  3002. Calculate general brightness
  3003. */
  3004. u32 daynight_ratio = client->getEnv().getDayNightRatio();
  3005. float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
  3006. float direct_brightness;
  3007. bool sunlight_seen;
  3008. if (m_cache_enable_noclip && m_cache_enable_free_move) {
  3009. direct_brightness = time_brightness;
  3010. sunlight_seen = true;
  3011. } else {
  3012. ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
  3013. float old_brightness = sky->getBrightness();
  3014. direct_brightness = client->getEnv().getClientMap()
  3015. .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
  3016. daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
  3017. / 255.0;
  3018. }
  3019. float time_of_day_smooth = runData.time_of_day_smooth;
  3020. float time_of_day = client->getEnv().getTimeOfDayF();
  3021. static const float maxsm = 0.05f;
  3022. static const float todsm = 0.05f;
  3023. if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
  3024. std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
  3025. std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
  3026. time_of_day_smooth = time_of_day;
  3027. if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
  3028. time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
  3029. + (time_of_day + 1.0) * todsm;
  3030. else
  3031. time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
  3032. + time_of_day * todsm;
  3033. runData.time_of_day_smooth = time_of_day_smooth;
  3034. sky->update(time_of_day_smooth, time_brightness, direct_brightness,
  3035. sunlight_seen, camera->getCameraMode(), player->getYaw(),
  3036. player->getPitch());
  3037. /*
  3038. Update clouds
  3039. */
  3040. if (clouds) {
  3041. if (sky->getCloudsVisible()) {
  3042. clouds->setVisible(true);
  3043. clouds->step(dtime);
  3044. // camera->getPosition is not enough for 3rd person views
  3045. v3f camera_node_position = camera->getCameraNode()->getPosition();
  3046. v3s16 camera_offset = camera->getOffset();
  3047. camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
  3048. camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
  3049. camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
  3050. clouds->update(camera_node_position,
  3051. sky->getCloudColor());
  3052. if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
  3053. // if inside clouds, and fog enabled, use that as sky
  3054. // color(s)
  3055. video::SColor clouds_dark = clouds->getColor()
  3056. .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
  3057. sky->overrideColors(clouds_dark, clouds->getColor());
  3058. sky->setBodiesVisible(false);
  3059. runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
  3060. // do not draw clouds after all
  3061. clouds->setVisible(false);
  3062. }
  3063. } else {
  3064. clouds->setVisible(false);
  3065. }
  3066. }
  3067. /*
  3068. Update particles
  3069. */
  3070. client->getParticleManager()->step(dtime);
  3071. /*
  3072. Fog
  3073. */
  3074. if (m_cache_enable_fog) {
  3075. driver->setFog(
  3076. sky->getBgColor(),
  3077. video::EFT_FOG_LINEAR,
  3078. runData.fog_range * m_cache_fog_start,
  3079. runData.fog_range * 1.0,
  3080. 0.01,
  3081. false, // pixel fog
  3082. true // range fog
  3083. );
  3084. } else {
  3085. driver->setFog(
  3086. sky->getBgColor(),
  3087. video::EFT_FOG_LINEAR,
  3088. 100000 * BS,
  3089. 110000 * BS,
  3090. 0.01f,
  3091. false, // pixel fog
  3092. false // range fog
  3093. );
  3094. }
  3095. /*
  3096. Get chat messages from client
  3097. */
  3098. v2u32 screensize = driver->getScreenSize();
  3099. updateChat(dtime, screensize);
  3100. /*
  3101. Inventory
  3102. */
  3103. if (client->getPlayerItem() != runData.new_playeritem)
  3104. client->selectPlayerItem(runData.new_playeritem);
  3105. // Update local inventory if it has changed
  3106. if (client->getLocalInventoryUpdated()) {
  3107. //infostream<<"Updating local inventory"<<std::endl;
  3108. client->getLocalInventory(*local_inventory);
  3109. runData.update_wielded_item_trigger = true;
  3110. }
  3111. if (runData.update_wielded_item_trigger) {
  3112. // Update wielded tool
  3113. InventoryList *mlist = local_inventory->getList("main");
  3114. if (mlist && (client->getPlayerItem() < mlist->getSize())) {
  3115. ItemStack item = mlist->getItem(client->getPlayerItem());
  3116. if (item.getDefinition(itemdef_manager).name.empty()) { // override the hand
  3117. InventoryList *hlist = local_inventory->getList("hand");
  3118. if (hlist)
  3119. item = hlist->getItem(0);
  3120. }
  3121. camera->wield(item);
  3122. }
  3123. runData.update_wielded_item_trigger = false;
  3124. }
  3125. /*
  3126. Update block draw list every 200ms or when camera direction has
  3127. changed much
  3128. */
  3129. runData.update_draw_list_timer += dtime;
  3130. v3f camera_direction = camera->getDirection();
  3131. if (runData.update_draw_list_timer >= 0.2
  3132. || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
  3133. || m_camera_offset_changed) {
  3134. runData.update_draw_list_timer = 0;
  3135. client->getEnv().getClientMap().updateDrawList();
  3136. runData.update_draw_list_last_cam_dir = camera_direction;
  3137. }
  3138. m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, dtime);
  3139. /*
  3140. make sure menu is on top
  3141. 1. Delete formspec menu reference if menu was removed
  3142. 2. Else, make sure formspec menu is on top
  3143. */
  3144. if (current_formspec) {
  3145. if (current_formspec->getReferenceCount() == 1) {
  3146. current_formspec->drop();
  3147. current_formspec = NULL;
  3148. } else if (isMenuActive()) {
  3149. guiroot->bringToFront(current_formspec);
  3150. }
  3151. }
  3152. /*
  3153. Drawing begins
  3154. */
  3155. const video::SColor &skycolor = sky->getSkyColor();
  3156. TimeTaker tt_draw("mainloop: draw");
  3157. driver->beginScene(true, true, skycolor);
  3158. bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
  3159. (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
  3160. (camera->getCameraMode() == CAMERA_MODE_FIRST));
  3161. bool draw_crosshair = (
  3162. (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
  3163. (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
  3164. #ifdef HAVE_TOUCHSCREENGUI
  3165. try {
  3166. draw_crosshair = !g_settings->getBool("touchtarget");
  3167. } catch (SettingNotFoundException) {
  3168. }
  3169. #endif
  3170. RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
  3171. m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
  3172. /*
  3173. Profiler graph
  3174. */
  3175. if (m_game_ui->m_flags.show_profiler_graph)
  3176. graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
  3177. /*
  3178. Damage flash
  3179. */
  3180. if (runData.damage_flash > 0.0) {
  3181. video::SColor color(runData.damage_flash, 180, 0, 0);
  3182. driver->draw2DRectangle(color,
  3183. core::rect<s32>(0, 0, screensize.X, screensize.Y),
  3184. NULL);
  3185. runData.damage_flash -= 100.0 * dtime;
  3186. }
  3187. /*
  3188. Damage camera tilt
  3189. */
  3190. if (player->hurt_tilt_timer > 0.0) {
  3191. player->hurt_tilt_timer -= dtime * 5;
  3192. if (player->hurt_tilt_timer < 0)
  3193. player->hurt_tilt_strength = 0;
  3194. }
  3195. /*
  3196. Update minimap pos and rotation
  3197. */
  3198. if (mapper && m_game_ui->m_flags.show_minimap && m_game_ui->m_flags.show_hud) {
  3199. mapper->setPos(floatToInt(player->getPosition(), BS));
  3200. mapper->setAngle(player->getYaw());
  3201. }
  3202. /*
  3203. End scene
  3204. */
  3205. driver->endScene();
  3206. stats->drawtime = tt_draw.stop(true);
  3207. g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
  3208. }
  3209. /* Log times and stuff for visualization */
  3210. inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
  3211. {
  3212. Profiler::GraphValues values;
  3213. g_profiler->graphGet(values);
  3214. graph->put(values);
  3215. }
  3216. /****************************************************************************
  3217. Misc
  3218. ****************************************************************************/
  3219. /* On some computers framerate doesn't seem to be automatically limited
  3220. */
  3221. inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
  3222. {
  3223. // not using getRealTime is necessary for wine
  3224. device->getTimer()->tick(); // Maker sure device time is up-to-date
  3225. u32 time = device->getTimer()->getTime();
  3226. u32 last_time = fps_timings->last_time;
  3227. if (time > last_time) // Make sure time hasn't overflowed
  3228. fps_timings->busy_time = time - last_time;
  3229. else
  3230. fps_timings->busy_time = 0;
  3231. u32 frametime_min = 1000 / (g_menumgr.pausesGame()
  3232. ? g_settings->getFloat("pause_fps_max")
  3233. : g_settings->getFloat("fps_max"));
  3234. if (fps_timings->busy_time < frametime_min) {
  3235. fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
  3236. device->sleep(fps_timings->sleep_time);
  3237. } else {
  3238. fps_timings->sleep_time = 0;
  3239. }
  3240. /* Get the new value of the device timer. Note that device->sleep() may
  3241. * not sleep for the entire requested time as sleep may be interrupted and
  3242. * therefore it is arguably more accurate to get the new time from the
  3243. * device rather than calculating it by adding sleep_time to time.
  3244. */
  3245. device->getTimer()->tick(); // Update device timer
  3246. time = device->getTimer()->getTime();
  3247. if (time > last_time) // Make sure last_time hasn't overflowed
  3248. *dtime = (time - last_time) / 1000.0;
  3249. else
  3250. *dtime = 0;
  3251. fps_timings->last_time = time;
  3252. }
  3253. void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
  3254. {
  3255. const wchar_t *wmsg = wgettext(msg);
  3256. RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
  3257. draw_clouds);
  3258. delete[] wmsg;
  3259. }
  3260. void Game::settingChangedCallback(const std::string &setting_name, void *data)
  3261. {
  3262. ((Game *)data)->readSettings();
  3263. }
  3264. void Game::readSettings()
  3265. {
  3266. m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
  3267. m_cache_enable_clouds = g_settings->getBool("enable_clouds");
  3268. m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
  3269. m_cache_enable_particles = g_settings->getBool("enable_particles");
  3270. m_cache_enable_fog = g_settings->getBool("enable_fog");
  3271. m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
  3272. m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
  3273. m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
  3274. m_cache_enable_noclip = g_settings->getBool("noclip");
  3275. m_cache_enable_free_move = g_settings->getBool("free_move");
  3276. m_cache_fog_start = g_settings->getFloat("fog_start");
  3277. m_cache_cam_smoothing = 0;
  3278. if (g_settings->getBool("cinematic"))
  3279. m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
  3280. else
  3281. m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
  3282. m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
  3283. m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
  3284. m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
  3285. m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
  3286. }
  3287. /****************************************************************************/
  3288. /****************************************************************************
  3289. Shutdown / cleanup
  3290. ****************************************************************************/
  3291. /****************************************************************************/
  3292. void Game::extendedResourceCleanup()
  3293. {
  3294. // Extended resource accounting
  3295. infostream << "Irrlicht resources after cleanup:" << std::endl;
  3296. infostream << "\tRemaining meshes : "
  3297. << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
  3298. infostream << "\tRemaining textures : "
  3299. << driver->getTextureCount() << std::endl;
  3300. for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
  3301. irr::video::ITexture *texture = driver->getTextureByIndex(i);
  3302. infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
  3303. << std::endl;
  3304. }
  3305. clearTextureNameCache();
  3306. infostream << "\tRemaining materials: "
  3307. << driver-> getMaterialRendererCount()
  3308. << " (note: irrlicht doesn't support removing renderers)" << std::endl;
  3309. }
  3310. #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
  3311. void Game::showPauseMenu()
  3312. {
  3313. #ifdef __ANDROID__
  3314. static const std::string control_text = strgettext("Default Controls:\n"
  3315. "No menu visible:\n"
  3316. "- single tap: button activate\n"
  3317. "- double tap: place/use\n"
  3318. "- slide finger: look around\n"
  3319. "Menu/Inventory visible:\n"
  3320. "- double tap (outside):\n"
  3321. " -->close\n"
  3322. "- touch stack, touch slot:\n"
  3323. " --> move stack\n"
  3324. "- touch&drag, tap 2nd finger\n"
  3325. " --> place single item to slot\n"
  3326. );
  3327. #else
  3328. static const std::string control_text_template = strgettext("Controls:\n"
  3329. "- %s: move forwards\n"
  3330. "- %s: move backwards\n"
  3331. "- %s: move left\n"
  3332. "- %s: move right\n"
  3333. "- %s: jump/climb\n"
  3334. "- %s: sneak/go down\n"
  3335. "- %s: drop item\n"
  3336. "- %s: inventory\n"
  3337. "- Mouse: turn/look\n"
  3338. "- Mouse left: dig/punch\n"
  3339. "- Mouse right: place/use\n"
  3340. "- Mouse wheel: select item\n"
  3341. "- %s: chat\n"
  3342. );
  3343. char control_text_buf[600];
  3344. snprintf(control_text_buf, ARRLEN(control_text_buf), control_text_template.c_str(),
  3345. GET_KEY_NAME(keymap_forward),
  3346. GET_KEY_NAME(keymap_backward),
  3347. GET_KEY_NAME(keymap_left),
  3348. GET_KEY_NAME(keymap_right),
  3349. GET_KEY_NAME(keymap_jump),
  3350. GET_KEY_NAME(keymap_sneak),
  3351. GET_KEY_NAME(keymap_drop),
  3352. GET_KEY_NAME(keymap_inventory),
  3353. GET_KEY_NAME(keymap_chat)
  3354. );
  3355. std::string control_text = std::string(control_text_buf);
  3356. str_formspec_escape(control_text);
  3357. #endif
  3358. float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
  3359. std::ostringstream os;
  3360. os << FORMSPEC_VERSION_STRING << SIZE_TAG
  3361. << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
  3362. << strgettext("Continue") << "]";
  3363. if (!simple_singleplayer_mode) {
  3364. os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
  3365. << strgettext("Change Password") << "]";
  3366. } else {
  3367. os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
  3368. }
  3369. #ifndef __ANDROID__
  3370. os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
  3371. << strgettext("Sound Volume") << "]";
  3372. os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
  3373. << strgettext("Change Keys") << "]";
  3374. #endif
  3375. os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
  3376. << strgettext("Exit to Menu") << "]";
  3377. os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
  3378. << strgettext("Exit to OS") << "]"
  3379. << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
  3380. << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
  3381. << "\n"
  3382. << strgettext("Game info:") << "\n";
  3383. const std::string &address = client->getAddressName();
  3384. static const std::string mode = strgettext("- Mode: ");
  3385. if (!simple_singleplayer_mode) {
  3386. Address serverAddress = client->getServerAddress();
  3387. if (!address.empty()) {
  3388. os << mode << strgettext("Remote server") << "\n"
  3389. << strgettext("- Address: ") << address;
  3390. } else {
  3391. os << mode << strgettext("Hosting server");
  3392. }
  3393. os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
  3394. } else {
  3395. os << mode << strgettext("Singleplayer") << "\n";
  3396. }
  3397. if (simple_singleplayer_mode || address.empty()) {
  3398. static const std::string on = strgettext("On");
  3399. static const std::string off = strgettext("Off");
  3400. const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
  3401. const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
  3402. const std::string &announced = g_settings->getBool("server_announce") ? on : off;
  3403. os << strgettext("- Damage: ") << damage << "\n"
  3404. << strgettext("- Creative Mode: ") << creative << "\n";
  3405. if (!simple_singleplayer_mode) {
  3406. const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
  3407. os << strgettext("- PvP: ") << pvp << "\n"
  3408. << strgettext("- Public: ") << announced << "\n";
  3409. std::string server_name = g_settings->get("server_name");
  3410. str_formspec_escape(server_name);
  3411. if (announced == on && !server_name.empty())
  3412. os << strgettext("- Server Name: ") << server_name;
  3413. }
  3414. }
  3415. os << ";]";
  3416. /* Create menu */
  3417. /* Note: FormspecFormSource and LocalFormspecHandler *
  3418. * are deleted by guiFormSpecMenu */
  3419. FormspecFormSource *fs_src = new FormspecFormSource(os.str());
  3420. LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
  3421. GUIFormSpecMenu::create(current_formspec, client, &input->joystick,
  3422. fs_src, txt_dst, client->getFormspecPrepend());
  3423. current_formspec->setFocus("btn_continue");
  3424. current_formspec->doPause = true;
  3425. }
  3426. /****************************************************************************/
  3427. /****************************************************************************
  3428. extern function for launching the game
  3429. ****************************************************************************/
  3430. /****************************************************************************/
  3431. void the_game(bool *kill,
  3432. bool random_input,
  3433. InputHandler *input,
  3434. const std::string &map_dir,
  3435. const std::string &playername,
  3436. const std::string &password,
  3437. const std::string &address, // If empty local server is created
  3438. u16 port,
  3439. std::string &error_message,
  3440. ChatBackend &chat_backend,
  3441. bool *reconnect_requested,
  3442. const SubgameSpec &gamespec, // Used for local game
  3443. bool simple_singleplayer_mode)
  3444. {
  3445. Game game;
  3446. /* Make a copy of the server address because if a local singleplayer server
  3447. * is created then this is updated and we don't want to change the value
  3448. * passed to us by the calling function
  3449. */
  3450. std::string server_address = address;
  3451. try {
  3452. if (game.startup(kill, random_input, input, map_dir,
  3453. playername, password, &server_address, port, error_message,
  3454. reconnect_requested, &chat_backend, gamespec,
  3455. simple_singleplayer_mode)) {
  3456. game.run();
  3457. game.shutdown();
  3458. }
  3459. } catch (SerializationError &e) {
  3460. error_message = std::string("A serialization error occurred:\n")
  3461. + e.what() + "\n\nThe server is probably "
  3462. " running a different version of " PROJECT_NAME_C ".";
  3463. errorstream << error_message << std::endl;
  3464. } catch (ServerError &e) {
  3465. error_message = e.what();
  3466. errorstream << "ServerError: " << error_message << std::endl;
  3467. } catch (ModError &e) {
  3468. error_message = e.what() + strgettext("\nCheck debug.txt for details.");
  3469. errorstream << "ModError: " << error_message << std::endl;
  3470. }
  3471. }