minetest/src/game.cpp
Craig Robbins 99cf53c908 ANDROID: Do not limit situations where fast is enabled
Before this commit autofast for Android was ignored if the user was sneaking, digging or building. There is no reason for this and it impedes movement control
2015-05-15 13:22:07 +10:00

4274 lines
118 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "game.h"
#include <iomanip>
#include "camera.h"
#include "client.h"
#include "client/tile.h" // For TextureSource
#include "clientmap.h"
#include "clouds.h"
#include "config.h"
#include "content_cao.h"
#include "drawscene.h"
#include "event_manager.h"
#include "fontengine.h"
#include "itemdef.h"
#include "log.h"
#include "filesys.h"
#include "gettext.h"
#include "guiChatConsole.h"
#include "guiFormSpecMenu.h"
#include "guiKeyChangeMenu.h"
#include "guiPasswordChange.h"
#include "guiVolumeChange.h"
#include "hud.h"
#include "logoutputbuffer.h"
#include "mainmenumanager.h"
#include "mapblock.h"
#include "nodedef.h" // Needed for determining pointing to nodes
#include "nodemetadata.h"
#include "particles.h"
#include "profiler.h"
#include "quicktune_shortcutter.h"
#include "server.h"
#include "settings.h"
#include "shader.h" // For ShaderSource
#include "sky.h"
#include "subgame.h"
#include "tool.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
#include "version.h"
#include "sound.h"
#if USE_SOUND
#include "sound_openal.h"
#endif
#ifdef HAVE_TOUCHSCREENGUI
#include "touchscreengui.h"
#endif
extern Settings *g_settings;
extern Profiler *g_profiler;
/*
Text input system
*/
struct TextDestNodeMetadata : public TextDest {
TextDestNodeMetadata(v3s16 p, Client *client)
{
m_p = p;
m_client = client;
}
// This is deprecated I guess? -celeron55
void gotText(std::wstring text)
{
std::string ntext = wide_to_narrow(text);
infostream << "Submitting 'text' field of node at (" << m_p.X << ","
<< m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
std::map<std::string, std::string> fields;
fields["text"] = ntext;
m_client->sendNodemetaFields(m_p, "", fields);
}
void gotText(std::map<std::string, std::string> fields)
{
m_client->sendNodemetaFields(m_p, "", fields);
}
v3s16 m_p;
Client *m_client;
};
struct TextDestPlayerInventory : public TextDest {
TextDestPlayerInventory(Client *client)
{
m_client = client;
m_formname = "";
}
TextDestPlayerInventory(Client *client, std::string formname)
{
m_client = client;
m_formname = formname;
}
void gotText(std::map<std::string, std::string> fields)
{
m_client->sendInventoryFields(m_formname, fields);
}
Client *m_client;
};
struct LocalFormspecHandler : public TextDest {
LocalFormspecHandler();
LocalFormspecHandler(std::string formname) :
m_client(0)
{
m_formname = formname;
}
LocalFormspecHandler(std::string formname, Client *client) :
m_client(client)
{
m_formname = formname;
}
void gotText(std::wstring message)
{
errorstream << "LocalFormspecHandler::gotText old style message received" << std::endl;
}
void gotText(std::map<std::string, std::string> fields)
{
if (m_formname == "MT_PAUSE_MENU") {
if (fields.find("btn_sound") != fields.end()) {
g_gamecallback->changeVolume();
return;
}
if (fields.find("btn_key_config") != fields.end()) {
g_gamecallback->keyConfig();
return;
}
if (fields.find("btn_exit_menu") != fields.end()) {
g_gamecallback->disconnect();
return;
}
if (fields.find("btn_exit_os") != fields.end()) {
g_gamecallback->exitToOS();
return;
}
if (fields.find("btn_change_password") != fields.end()) {
g_gamecallback->changePassword();
return;
}
if (fields.find("quit") != fields.end()) {
return;
}
if (fields.find("btn_continue") != fields.end()) {
return;
}
}
if (m_formname == "MT_CHAT_MENU") {
assert(m_client != 0);
if ((fields.find("btn_send") != fields.end()) ||
(fields.find("quit") != fields.end())) {
if (fields.find("f_text") != fields.end()) {
m_client->typeChatMessage(narrow_to_wide(fields["f_text"]));
}
return;
}
}
if (m_formname == "MT_DEATH_SCREEN") {
assert(m_client != 0);
if ((fields.find("btn_respawn") != fields.end())) {
m_client->sendRespawn();
return;
}
if (fields.find("quit") != fields.end()) {
m_client->sendRespawn();
return;
}
}
// don't show error message for unhandled cursor keys
if ((fields.find("key_up") != fields.end()) ||
(fields.find("key_down") != fields.end()) ||
(fields.find("key_left") != fields.end()) ||
(fields.find("key_right") != fields.end())) {
return;
}
errorstream << "LocalFormspecHandler::gotText unhandled >" << m_formname << "< event" << std::endl;
int i = 0;
for (std::map<std::string, std::string>::iterator iter = fields.begin();
iter != fields.end(); iter++) {
errorstream << "\t" << i << ": " << iter->first << "=" << iter->second << std::endl;
i++;
}
}
Client *m_client;
};
/* Form update callback */
class NodeMetadataFormSource: public IFormSource
{
public:
NodeMetadataFormSource(ClientMap *map, v3s16 p):
m_map(map),
m_p(p)
{
}
std::string getForm()
{
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return "";
return meta->getString("formspec");
}
std::string resolveText(std::string str)
{
NodeMetadata *meta = m_map->getNodeMetadata(m_p);
if (!meta)
return str;
return meta->resolveString(str);
}
ClientMap *m_map;
v3s16 m_p;
};
class PlayerInventoryFormSource: public IFormSource
{
public:
PlayerInventoryFormSource(Client *client):
m_client(client)
{
}
std::string getForm()
{
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
return player->inventory_formspec;
}
Client *m_client;
};
/*
Check if a node is pointable
*/
inline bool isPointableNode(const MapNode &n,
Client *client, bool liquids_pointable)
{
const ContentFeatures &features = client->getNodeDefManager()->get(n);
return features.pointable ||
(liquids_pointable && features.isLiquid());
}
/*
Find what the player is pointing at
*/
PointedThing getPointedThing(Client *client, v3f player_position,
v3f camera_direction, v3f camera_position, core::line3d<f32> shootline,
f32 d, bool liquids_pointable, bool look_for_object, v3s16 camera_offset,
std::vector<aabb3f> &hilightboxes, ClientActiveObject *&selected_object)
{
PointedThing result;
hilightboxes.clear();
selected_object = NULL;
INodeDefManager *nodedef = client->getNodeDefManager();
ClientMap &map = client->getEnv().getClientMap();
f32 mindistance = BS * 1001;
// First try to find a pointed at active object
if (look_for_object) {
selected_object = client->getSelectedActiveObject(d * BS,
camera_position, shootline);
if (selected_object != NULL) {
if (selected_object->doShowSelectionBox()) {
aabb3f *selection_box = selected_object->getSelectionBox();
// Box should exist because object was
// returned in the first place
assert(selection_box);
v3f pos = selected_object->getPosition();
hilightboxes.push_back(aabb3f(
selection_box->MinEdge + pos - intToFloat(camera_offset, BS),
selection_box->MaxEdge + pos - intToFloat(camera_offset, BS)));
}
mindistance = (selected_object->getPosition() - camera_position).getLength();
result.type = POINTEDTHING_OBJECT;
result.object_id = selected_object->getId();
}
}
// That didn't work, try to find a pointed at node
v3s16 pos_i = floatToInt(player_position, BS);
/*infostream<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
<<std::endl;*/
s16 a = d;
s16 ystart = pos_i.Y + 0 - (camera_direction.Y < 0 ? a : 1);
s16 zstart = pos_i.Z - (camera_direction.Z < 0 ? a : 1);
s16 xstart = pos_i.X - (camera_direction.X < 0 ? a : 1);
s16 yend = pos_i.Y + 1 + (camera_direction.Y > 0 ? a : 1);
s16 zend = pos_i.Z + (camera_direction.Z > 0 ? a : 1);
s16 xend = pos_i.X + (camera_direction.X > 0 ? a : 1);
// Prevent signed number overflow
if (yend == 32767)
yend = 32766;
if (zend == 32767)
zend = 32766;
if (xend == 32767)
xend = 32766;
for (s16 y = ystart; y <= yend; y++)
for (s16 z = zstart; z <= zend; z++)
for (s16 x = xstart; x <= xend; x++) {
MapNode n;
bool is_valid_position;
n = map.getNodeNoEx(v3s16(x, y, z), &is_valid_position);
if (!is_valid_position)
continue;
if (!isPointableNode(n, client, liquids_pointable))
continue;
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
v3s16 np(x, y, z);
v3f npf = intToFloat(np, BS);
for (std::vector<aabb3f>::const_iterator
i = boxes.begin();
i != boxes.end(); i++) {
aabb3f box = *i;
box.MinEdge += npf;
box.MaxEdge += npf;
for (u16 j = 0; j < 6; j++) {
v3s16 facedir = g_6dirs[j];
aabb3f facebox = box;
f32 d = 0.001 * BS;
if (facedir.X > 0)
facebox.MinEdge.X = facebox.MaxEdge.X - d;
else if (facedir.X < 0)
facebox.MaxEdge.X = facebox.MinEdge.X + d;
else if (facedir.Y > 0)
facebox.MinEdge.Y = facebox.MaxEdge.Y - d;
else if (facedir.Y < 0)
facebox.MaxEdge.Y = facebox.MinEdge.Y + d;
else if (facedir.Z > 0)
facebox.MinEdge.Z = facebox.MaxEdge.Z - d;
else if (facedir.Z < 0)
facebox.MaxEdge.Z = facebox.MinEdge.Z + d;
v3f centerpoint = facebox.getCenter();
f32 distance = (centerpoint - camera_position).getLength();
if (distance >= mindistance)
continue;
if (!facebox.intersectsWithLine(shootline))
continue;
v3s16 np_above = np + facedir;
result.type = POINTEDTHING_NODE;
result.node_undersurface = np;
result.node_abovesurface = np_above;
mindistance = distance;
hilightboxes.clear();
if (!g_settings->getBool("enable_node_highlighting")) {
for (std::vector<aabb3f>::const_iterator
i2 = boxes.begin();
i2 != boxes.end(); i2++) {
aabb3f box = *i2;
box.MinEdge += npf + v3f(-d, -d, -d) - intToFloat(camera_offset, BS);
box.MaxEdge += npf + v3f(d, d, d) - intToFloat(camera_offset, BS);
hilightboxes.push_back(box);
}
}
}
}
} // for coords
return result;
}
/* Profiler display */
void update_profiler_gui(gui::IGUIStaticText *guitext_profiler, FontEngine *fe,
u32 show_profiler, u32 show_profiler_max, s32 screen_height)
{
if (show_profiler == 0) {
guitext_profiler->setVisible(false);
} else {
std::ostringstream os(std::ios_base::binary);
g_profiler->printPage(os, show_profiler, show_profiler_max);
std::wstring text = narrow_to_wide(os.str());
guitext_profiler->setText(text.c_str());
guitext_profiler->setVisible(true);
s32 w = fe->getTextWidth(text.c_str());
if (w < 400)
w = 400;
unsigned text_height = fe->getTextHeight();
core::position2di upper_left, lower_right;
upper_left.X = 6;
upper_left.Y = (text_height + 5) * 2;
lower_right.X = 12 + w;
lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
if (lower_right.Y > screen_height * 2 / 3)
lower_right.Y = screen_height * 2 / 3;
core::rect<s32> rect(upper_left, lower_right);
guitext_profiler->setRelativePosition(rect);
guitext_profiler->setVisible(true);
}
}
class ProfilerGraph
{
private:
struct Piece {
Profiler::GraphValues values;
};
struct Meta {
float min;
float max;
video::SColor color;
Meta(float initial = 0,
video::SColor color = video::SColor(255, 255, 255, 255)):
min(initial),
max(initial),
color(color)
{}
};
std::vector<Piece> m_log;
public:
u32 m_log_max_size;
ProfilerGraph():
m_log_max_size(200)
{}
void put(const Profiler::GraphValues &values)
{
Piece piece;
piece.values = values;
m_log.push_back(piece);
while (m_log.size() > m_log_max_size)
m_log.erase(m_log.begin());
}
void draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
gui::IGUIFont *font) const
{
std::map<std::string, Meta> m_meta;
for (std::vector<Piece>::const_iterator k = m_log.begin();
k != m_log.end(); k++) {
const Piece &piece = *k;
for (Profiler::GraphValues::const_iterator i = piece.values.begin();
i != piece.values.end(); i++) {
const std::string &id = i->first;
const float &value = i->second;
std::map<std::string, Meta>::iterator j =
m_meta.find(id);
if (j == m_meta.end()) {
m_meta[id] = Meta(value);
continue;
}
if (value < j->second.min)
j->second.min = value;
if (value > j->second.max)
j->second.max = value;
}
}
// Assign colors
static const video::SColor usable_colors[] = {
video::SColor(255, 255, 100, 100),
video::SColor(255, 90, 225, 90),
video::SColor(255, 100, 100, 255),
video::SColor(255, 255, 150, 50),
video::SColor(255, 220, 220, 100)
};
static const u32 usable_colors_count =
sizeof(usable_colors) / sizeof(*usable_colors);
u32 next_color_i = 0;
for (std::map<std::string, Meta>::iterator i = m_meta.begin();
i != m_meta.end(); i++) {
Meta &meta = i->second;
video::SColor color(255, 200, 200, 200);
if (next_color_i < usable_colors_count)
color = usable_colors[next_color_i++];
meta.color = color;
}
s32 graphh = 50;
s32 textx = x_left + m_log_max_size + 15;
s32 textx2 = textx + 200 - 15;
s32 meta_i = 0;
for (std::map<std::string, Meta>::const_iterator i = m_meta.begin();
i != m_meta.end(); i++) {
const std::string &id = i->first;
const Meta &meta = i->second;
s32 x = x_left;
s32 y = y_bottom - meta_i * 50;
float show_min = meta.min;
float show_max = meta.max;
if (show_min >= -0.0001 && show_max >= -0.0001) {
if (show_min <= show_max * 0.5)
show_min = 0;
}
s32 texth = 15;
char buf[10];
snprintf(buf, 10, "%.3g", show_max);
font->draw(narrow_to_wide(buf).c_str(),
core::rect<s32>(textx, y - graphh,
textx2, y - graphh + texth),
meta.color);
snprintf(buf, 10, "%.3g", show_min);
font->draw(narrow_to_wide(buf).c_str(),
core::rect<s32>(textx, y - texth,
textx2, y),
meta.color);
font->draw(narrow_to_wide(id).c_str(),
core::rect<s32>(textx, y - graphh / 2 - texth / 2,
textx2, y - graphh / 2 + texth / 2),
meta.color);
s32 graph1y = y;
s32 graph1h = graphh;
bool relativegraph = (show_min != 0 && show_min != show_max);
float lastscaledvalue = 0.0;
bool lastscaledvalue_exists = false;
for (std::vector<Piece>::const_iterator j = m_log.begin();
j != m_log.end(); j++) {
const Piece &piece = *j;
float value = 0;
bool value_exists = false;
Profiler::GraphValues::const_iterator k =
piece.values.find(id);
if (k != piece.values.end()) {
value = k->second;
value_exists = true;
}
if (!value_exists) {
x++;
lastscaledvalue_exists = false;
continue;
}
float scaledvalue = 1.0;
if (show_max != show_min)
scaledvalue = (value - show_min) / (show_max - show_min);
if (scaledvalue == 1.0 && value == 0) {
x++;
lastscaledvalue_exists = false;
continue;
}
if (relativegraph) {
if (lastscaledvalue_exists) {
s32 ivalue1 = lastscaledvalue * graph1h;
s32 ivalue2 = scaledvalue * graph1h;
driver->draw2DLine(v2s32(x - 1, graph1y - ivalue1),
v2s32(x, graph1y - ivalue2), meta.color);
}
lastscaledvalue = scaledvalue;
lastscaledvalue_exists = true;
} else {
s32 ivalue = scaledvalue * graph1h;
driver->draw2DLine(v2s32(x, graph1y),
v2s32(x, graph1y - ivalue), meta.color);
}
x++;
}
meta_i++;
}
}
};
class NodeDugEvent: public MtEvent
{
public:
v3s16 p;
MapNode n;
NodeDugEvent(v3s16 p, MapNode n):
p(p),
n(n)
{}
const char *getType() const
{
return "NodeDug";
}
};
class SoundMaker
{
ISoundManager *m_sound;
INodeDefManager *m_ndef;
public:
float m_player_step_timer;
SimpleSoundSpec m_player_step_sound;
SimpleSoundSpec m_player_leftpunch_sound;
SimpleSoundSpec m_player_rightpunch_sound;
SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
m_sound(sound),
m_ndef(ndef),
m_player_step_timer(0)
{
}
void playPlayerStep()
{
if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
m_player_step_timer = 0.03;
m_sound->playSound(m_player_step_sound, false);
}
}
static void viewBobbingStep(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->playPlayerStep();
}
static void playerRegainGround(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->playPlayerStep();
}
static void playerJump(MtEvent *e, void *data)
{
//SoundMaker *sm = (SoundMaker*)data;
}
static void cameraPunchLeft(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
}
static void cameraPunchRight(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
}
static void nodeDug(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
NodeDugEvent *nde = (NodeDugEvent *)e;
sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
}
static void playerDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
}
static void playerFallingDamage(MtEvent *e, void *data)
{
SoundMaker *sm = (SoundMaker *)data;
sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
}
void registerReceiver(MtEventManager *mgr)
{
mgr->reg("ViewBobbingStep", SoundMaker::viewBobbingStep, this);
mgr->reg("PlayerRegainGround", SoundMaker::playerRegainGround, this);
mgr->reg("PlayerJump", SoundMaker::playerJump, this);
mgr->reg("CameraPunchLeft", SoundMaker::cameraPunchLeft, this);
mgr->reg("CameraPunchRight", SoundMaker::cameraPunchRight, this);
mgr->reg("NodeDug", SoundMaker::nodeDug, this);
mgr->reg("PlayerDamage", SoundMaker::playerDamage, this);
mgr->reg("PlayerFallingDamage", SoundMaker::playerFallingDamage, this);
}
void step(float dtime)
{
m_player_step_timer -= dtime;
}
};
// Locally stored sounds don't need to be preloaded because of this
class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
{
std::set<std::string> m_fetched;
public:
void fetchSounds(const std::string &name,
std::set<std::string> &dst_paths,
std::set<std::string> &dst_datas)
{
if (m_fetched.count(name))
return;
m_fetched.insert(name);
std::string base = porting::path_share + DIR_DELIM + "testsounds";
dst_paths.insert(base + DIR_DELIM + name + ".ogg");
dst_paths.insert(base + DIR_DELIM + name + ".0.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".1.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".2.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".3.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".4.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".5.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".6.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".7.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".8.ogg");
dst_paths.insert(base + DIR_DELIM + name + ".9.ogg");
}
};
class GameGlobalShaderConstantSetter : public IShaderConstantSetter
{
Sky *m_sky;
bool *m_force_fog_off;
f32 *m_fog_range;
Client *m_client;
bool m_fogEnabled;
public:
void onSettingsChange(const std::string &name)
{
if (name == "enable_fog")
m_fogEnabled = g_settings->getBool("enable_fog");
}
static void SettingsCallback(const std::string name, void *userdata)
{
reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
}
GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
f32 *fog_range, Client *client) :
m_sky(sky),
m_force_fog_off(force_fog_off),
m_fog_range(fog_range),
m_client(client)
{
g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
m_fogEnabled = g_settings->getBool("enable_fog");
}
~GameGlobalShaderConstantSetter()
{
g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
}
virtual void onSetConstants(video::IMaterialRendererServices *services,
bool is_highlevel)
{
if (!is_highlevel)
return;
// Background color
video::SColor bgcolor = m_sky->getBgColor();
video::SColorf bgcolorf(bgcolor);
float bgcolorfa[4] = {
bgcolorf.r,
bgcolorf.g,
bgcolorf.b,
bgcolorf.a,
};
services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
// Fog distance
float fog_distance = 10000 * BS;
if (m_fogEnabled && !*m_force_fog_off)
fog_distance = *m_fog_range;
services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
// Day-night ratio
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
u32 animation_timer = porting::getTimeMs() % 100000;
float animation_timer_f = (float)animation_timer / 100000.0;
services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
LocalPlayer *player = m_client->getEnv().getLocalPlayer();
v3f eye_position = player->getEyePosition();
services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
// Uniform sampler layers
int layer0 = 0;
int layer1 = 1;
int layer2 = 2;
// before 1.8 there isn't a "integer interface", only float
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
services->setPixelShaderConstant("useNormalmap" , (irr::f32 *)&layer2, 1);
#else
services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
services->setPixelShaderConstant("useNormalmap" , (irr::s32 *)&layer2, 1);
#endif
}
};
bool nodePlacementPrediction(Client &client,
const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
{
std::string prediction = playeritem_def.node_placement_prediction;
INodeDefManager *nodedef = client.ndef();
ClientMap &map = client.getEnv().getClientMap();
MapNode node;
bool is_valid_position;
node = map.getNodeNoEx(nodepos, &is_valid_position);
if (!is_valid_position)
return false;
if (prediction != "" && !nodedef->get(node).rightclickable) {
verbosestream << "Node placement prediction for "
<< playeritem_def.name << " is "
<< prediction << std::endl;
v3s16 p = neighbourpos;
// Place inside node itself if buildable_to
MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position)
{
if (nodedef->get(n_under).buildable_to)
p = nodepos;
else {
node = map.getNodeNoEx(p, &is_valid_position);
if (is_valid_position &&!nodedef->get(node).buildable_to)
return false;
}
}
// Find id of predicted node
content_t id;
bool found = nodedef->getId(prediction, id);
if (!found) {
errorstream << "Node placement prediction failed for "
<< playeritem_def.name << " (places "
<< prediction
<< ") - Name not known" << std::endl;
return false;
}
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
param2 = dir.Y < 0 ? 1 : 0;
} else if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 2;
} else {
param2 = dir.Z < 0 ? 5 : 4;
}
}
if (nodedef->get(id).param_type_2 == CPT2_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
param2 = dir.X < 0 ? 3 : 1;
} else {
param2 = dir.Z < 0 ? 2 : 0;
}
}
assert(param2 <= 5);
//Check attachment if node is in group attached_node
if (((ItemGroupList) nodedef->get(id).groups)["attached_node"] != 0) {
static v3s16 wallmounted_dirs[8] = {
v3s16(0, 1, 0),
v3s16(0, -1, 0),
v3s16(1, 0, 0),
v3s16(-1, 0, 0),
v3s16(0, 0, 1),
v3s16(0, 0, -1),
};
v3s16 pp;
if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
return false;
}
// Add node to client map
MapNode n(id, 0, param2);
try {
LocalPlayer *player = client.getEnv().getLocalPlayer();
// Dont place node when player would be inside new node
// NOTE: This is to be eventually implemented by a mod as client-side Lua
if (!nodedef->get(n).walkable ||
g_settings->getBool("enable_build_where_you_stand") ||
(client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
(nodedef->get(n).walkable &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
// This triggers the required mesh update too
client.addNode(p, n);
return true;
}
} catch (InvalidPositionException &e) {
errorstream << "Node placement prediction failed for "
<< playeritem_def.name << " (places "
<< prediction
<< ") - Position not loaded" << std::endl;
}
}
return false;
}
static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec,
InventoryManager *invmgr, IGameDef *gamedef,
IWritableTextureSource *tsrc, IrrlichtDevice *device,
IFormSource *fs_src, TextDest *txt_dest, Client *client)
{
if (*cur_formspec == 0) {
*cur_formspec = new GUIFormSpecMenu(device, guiroot, -1, &g_menumgr,
invmgr, gamedef, tsrc, fs_src, txt_dest, client);
(*cur_formspec)->doPause = false;
/*
Caution: do not call (*cur_formspec)->drop() here --
the reference might outlive the menu, so we will
periodically check if *cur_formspec is the only
remaining reference (i.e. the menu was removed)
and delete it in that case.
*/
} else {
(*cur_formspec)->setFormSource(fs_src);
(*cur_formspec)->setTextDest(txt_dest);
}
}
#ifdef __ANDROID__
#define SIZE_TAG "size[11,5.5]"
#else
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
#endif
static void show_chat_menu(GUIFormSpecMenu **cur_formspec,
InventoryManager *invmgr, IGameDef *gamedef,
IWritableTextureSource *tsrc, IrrlichtDevice *device,
Client *client, std::string text)
{
std::string formspec =
FORMSPEC_VERSION_STRING
SIZE_TAG
"field[3,2.35;6,0.5;f_text;;" + text + "]"
"button_exit[4,3;3,0.5;btn_send;" + wide_to_narrow(wstrgettext("Proceed")) + "]"
;
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(formspec);
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_CHAT_MENU", client);
create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device, fs_src, txt_dst, NULL);
}
static void show_deathscreen(GUIFormSpecMenu **cur_formspec,
InventoryManager *invmgr, IGameDef *gamedef,
IWritableTextureSource *tsrc, IrrlichtDevice *device, Client *client)
{
std::string formspec =
std::string(FORMSPEC_VERSION_STRING) +
SIZE_TAG
"bgcolor[#320000b4;true]"
"label[4.85,1.35;" + gettext("You died.") + "]"
"button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
;
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(formspec);
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device, fs_src, txt_dst, NULL);
}
/******************************************************************************/
static void show_pause_menu(GUIFormSpecMenu **cur_formspec,
InventoryManager *invmgr, IGameDef *gamedef,
IWritableTextureSource *tsrc, IrrlichtDevice *device,
bool singleplayermode)
{
#ifdef __ANDROID__
std::string control_text = wide_to_narrow(wstrgettext("Default Controls:\n"
"No menu visible:\n"
"- single tap: button activate\n"
"- double tap: place/use\n"
"- slide finger: look around\n"
"Menu/Inventory visible:\n"
"- double tap (outside):\n"
" -->close\n"
"- touch stack, touch slot:\n"
" --> move stack\n"
"- touch&drag, tap 2nd finger\n"
" --> place single item to slot\n"
));
#else
std::string control_text = wide_to_narrow(wstrgettext("Default Controls:\n"
"- WASD: move\n"
"- Space: jump/climb\n"
"- Shift: sneak/go down\n"
"- Q: drop item\n"
"- I: inventory\n"
"- Mouse: turn/look\n"
"- Mouse left: dig/punch\n"
"- Mouse right: place/use\n"
"- Mouse wheel: select item\n"
"- T: chat\n"
));
#endif
float ypos = singleplayermode ? 0.5 : 0.1;
std::ostringstream os;
os << FORMSPEC_VERSION_STRING << SIZE_TAG
<< "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
<< wide_to_narrow(wstrgettext("Continue")) << "]";
if (!singleplayermode) {
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
<< wide_to_narrow(wstrgettext("Change Password")) << "]";
}
#ifndef __ANDROID__
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
<< wide_to_narrow(wstrgettext("Sound Volume")) << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
<< wide_to_narrow(wstrgettext("Change Keys")) << "]";
#endif
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
<< wide_to_narrow(wstrgettext("Exit to Menu")) << "]";
os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
<< wide_to_narrow(wstrgettext("Exit to OS")) << "]"
<< "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
<< "textarea[0.4,0.25;3.5,6;;" << PROJECT_NAME_C "\n"
<< g_build_info << "\n"
<< "path_user = " << wrap_rows(porting::path_user, 20)
<< "\n;]";
/* Create menu */
/* Note: FormspecFormSource and LocalFormspecHandler *
* are deleted by guiFormSpecMenu */
FormspecFormSource *fs_src = new FormspecFormSource(os.str());
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device, fs_src, txt_dst, NULL);
(*cur_formspec)->setFocus(L"btn_continue");
(*cur_formspec)->doPause = true;
}
/******************************************************************************/
static void updateChat(Client &client, f32 dtime, bool show_debug,
const v2u32 &screensize, bool show_chat, u32 show_profiler,
ChatBackend &chat_backend, gui::IGUIStaticText *guitext_chat)
{
// Add chat log output for errors to be shown in chat
static LogOutputBuffer chat_log_error_buf(LMT_ERROR);
// Get new messages from error log buffer
while (!chat_log_error_buf.empty()) {
chat_backend.addMessage(L"", narrow_to_wide(chat_log_error_buf.get()));
}
// Get new messages from client
std::wstring message;
while (client.getChatMessage(message)) {
chat_backend.addUnparsedMessage(message);
}
// Remove old messages
chat_backend.step(dtime);
// Display all messages in a static text element
unsigned int recent_chat_count = chat_backend.getRecentBuffer().getLineCount();
std::wstring recent_chat = chat_backend.getRecentChat();
unsigned int line_height = g_fontengine->getLineHeight();
guitext_chat->setText(recent_chat.c_str());
// Update gui element size and position
s32 chat_y = 5 + line_height;
if (show_debug)
chat_y += line_height;
// first pass to calculate height of text to be set
s32 width = std::min(g_fontengine->getTextWidth(recent_chat) + 10,
porting::getWindowSize().X - 20);
core::rect<s32> rect(10, chat_y, width, chat_y + porting::getWindowSize().Y);
guitext_chat->setRelativePosition(rect);
//now use real height of text and adjust rect according to this size
rect = core::rect<s32>(10, chat_y, width,
chat_y + guitext_chat->getTextHeight());
guitext_chat->setRelativePosition(rect);
// Don't show chat if disabled or empty or profiler is enabled
guitext_chat->setVisible(
show_chat && recent_chat_count != 0 && !show_profiler);
}
/****************************************************************************
Fast key cache for main game loop
****************************************************************************/
/* This is faster than using getKeySetting with the tradeoff that functions
* using it must make sure that it's initialised before using it and there is
* no error handling (for example bounds checking). This is really intended for
* use only in the main running loop of the client (the_game()) where the faster
* (up to 10x faster) key lookup is an asset. Other parts of the codebase
* (e.g. formspecs) should continue using getKeySetting().
*/
struct KeyCache {
KeyCache() { populate(); }
enum {
// Player movement
KEYMAP_ID_FORWARD,
KEYMAP_ID_BACKWARD,
KEYMAP_ID_LEFT,
KEYMAP_ID_RIGHT,
KEYMAP_ID_JUMP,
KEYMAP_ID_SPECIAL1,
KEYMAP_ID_SNEAK,
// Other
KEYMAP_ID_DROP,
KEYMAP_ID_INVENTORY,
KEYMAP_ID_CHAT,
KEYMAP_ID_CMD,
KEYMAP_ID_CONSOLE,
KEYMAP_ID_FREEMOVE,
KEYMAP_ID_FASTMOVE,
KEYMAP_ID_NOCLIP,
KEYMAP_ID_CINEMATIC,
KEYMAP_ID_SCREENSHOT,
KEYMAP_ID_TOGGLE_HUD,
KEYMAP_ID_TOGGLE_CHAT,
KEYMAP_ID_TOGGLE_FORCE_FOG_OFF,
KEYMAP_ID_TOGGLE_UPDATE_CAMERA,
KEYMAP_ID_TOGGLE_DEBUG,
KEYMAP_ID_TOGGLE_PROFILER,
KEYMAP_ID_CAMERA_MODE,
KEYMAP_ID_INCREASE_VIEWING_RANGE,
KEYMAP_ID_DECREASE_VIEWING_RANGE,
KEYMAP_ID_RANGESELECT,
KEYMAP_ID_QUICKTUNE_NEXT,
KEYMAP_ID_QUICKTUNE_PREV,
KEYMAP_ID_QUICKTUNE_INC,
KEYMAP_ID_QUICKTUNE_DEC,
KEYMAP_ID_DEBUG_STACKS,
// Fake keycode for array size and internal checks
KEYMAP_INTERNAL_ENUM_COUNT
};
void populate();
KeyPress key[KEYMAP_INTERNAL_ENUM_COUNT];
};
void KeyCache::populate()
{
key[KEYMAP_ID_FORWARD] = getKeySetting("keymap_forward");
key[KEYMAP_ID_BACKWARD] = getKeySetting("keymap_backward");
key[KEYMAP_ID_LEFT] = getKeySetting("keymap_left");
key[KEYMAP_ID_RIGHT] = getKeySetting("keymap_right");
key[KEYMAP_ID_JUMP] = getKeySetting("keymap_jump");
key[KEYMAP_ID_SPECIAL1] = getKeySetting("keymap_special1");
key[KEYMAP_ID_SNEAK] = getKeySetting("keymap_sneak");
key[KEYMAP_ID_DROP] = getKeySetting("keymap_drop");
key[KEYMAP_ID_INVENTORY] = getKeySetting("keymap_inventory");
key[KEYMAP_ID_CHAT] = getKeySetting("keymap_chat");
key[KEYMAP_ID_CMD] = getKeySetting("keymap_cmd");
key[KEYMAP_ID_CONSOLE] = getKeySetting("keymap_console");
key[KEYMAP_ID_FREEMOVE] = getKeySetting("keymap_freemove");
key[KEYMAP_ID_FASTMOVE] = getKeySetting("keymap_fastmove");
key[KEYMAP_ID_NOCLIP] = getKeySetting("keymap_noclip");
key[KEYMAP_ID_CINEMATIC] = getKeySetting("keymap_cinematic");
key[KEYMAP_ID_SCREENSHOT] = getKeySetting("keymap_screenshot");
key[KEYMAP_ID_TOGGLE_HUD] = getKeySetting("keymap_toggle_hud");
key[KEYMAP_ID_TOGGLE_CHAT] = getKeySetting("keymap_toggle_chat");
key[KEYMAP_ID_TOGGLE_FORCE_FOG_OFF]
= getKeySetting("keymap_toggle_force_fog_off");
key[KEYMAP_ID_TOGGLE_UPDATE_CAMERA]
= getKeySetting("keymap_toggle_update_camera");
key[KEYMAP_ID_TOGGLE_DEBUG]
= getKeySetting("keymap_toggle_debug");
key[KEYMAP_ID_TOGGLE_PROFILER]
= getKeySetting("keymap_toggle_profiler");
key[KEYMAP_ID_CAMERA_MODE]
= getKeySetting("keymap_camera_mode");
key[KEYMAP_ID_INCREASE_VIEWING_RANGE]
= getKeySetting("keymap_increase_viewing_range_min");
key[KEYMAP_ID_DECREASE_VIEWING_RANGE]
= getKeySetting("keymap_decrease_viewing_range_min");
key[KEYMAP_ID_RANGESELECT]
= getKeySetting("keymap_rangeselect");
key[KEYMAP_ID_QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
key[KEYMAP_ID_QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
key[KEYMAP_ID_QUICKTUNE_INC] = getKeySetting("keymap_quicktune_inc");
key[KEYMAP_ID_QUICKTUNE_DEC] = getKeySetting("keymap_quicktune_dec");
key[KEYMAP_ID_DEBUG_STACKS] = getKeySetting("keymap_print_debug_stacks");
}
/****************************************************************************
****************************************************************************/
const float object_hit_delay = 0.2;
struct FpsControl {
u32 last_time, busy_time, sleep_time;
};
/* The reason the following structs are not anonymous structs within the
* class is that they are not used by the majority of member functions and
* many functions that do require objects of thse types do not modify them
* (so they can be passed as a const qualified parameter)
*/
struct CameraOrientation {
f32 camera_yaw; // "right/left"
f32 camera_pitch; // "up/down"
};
struct GameRunData {
u16 dig_index;
u16 new_playeritem;
PointedThing pointed_old;
bool digging;
bool ldown_for_dig;
bool left_punch;
bool update_wielded_item_trigger;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
float dig_time_complete;
float repeat_rightclick_timer;
float object_hit_delay_timer;
float time_from_last_punch;
ClientActiveObject *selected_object;
float jump_timer;
float damage_flash;
float update_draw_list_timer;
float statustext_time;
f32 fog_range;
v3f update_draw_list_last_cam_dir;
u32 profiler_current_page;
u32 profiler_max_page; // Number of pages
float time_of_day;
float time_of_day_smooth;
};
struct Jitter {
f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
};
struct RunStats {
u32 drawtime;
u32 beginscenetime;
u32 endscenetime;
Jitter dtime_jitter, busy_time_jitter;
};
/* Flags that can, or may, change during main game loop
*/
struct VolatileRunFlags {
bool invert_mouse;
bool show_chat;
bool show_hud;
bool force_fog_off;
bool show_debug;
bool show_profiler_graph;
bool disable_camera_update;
bool first_loop_after_window_activation;
bool camera_offset_changed;
};
/****************************************************************************
THE GAME
****************************************************************************/
/* This is not intended to be a public class. If a public class becomes
* desirable then it may be better to create another 'wrapper' class that
* hides most of the stuff in this class (nothing in this class is required
* by any other file) but exposes the public methods/data only.
*/
class Game
{
public:
Game();
~Game();
bool startup(bool *kill,
bool random_input,
InputHandler *input,
IrrlichtDevice *device,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
// If address is "", local server is used and address is updated
std::string *address,
u16 port,
std::string &error_message,
ChatBackend *chat_backend,
const SubgameSpec &gamespec, // Used for local game
bool simple_singleplayer_mode);
void run();
void shutdown();
protected:
void extendedResourceCleanup();
// Basic initialisation
bool init(const std::string &map_dir, std::string *address,
u16 port,
const SubgameSpec &gamespec);
bool initSound();
bool createSingleplayerServer(const std::string map_dir,
const SubgameSpec &gamespec, u16 port, std::string *address);
// Client creation
bool createClient(const std::string &playername,
const std::string &password, std::string *address, u16 port);
bool initGui();
// Client connection
bool connectToServer(const std::string &playername,
const std::string &password, std::string *address, u16 port,
bool *connect_ok, bool *aborted);
bool getServerContent(bool *aborted);
// Main loop
void updateInteractTimers(GameRunData *runData, f32 dtime);
bool checkConnection();
bool handleCallbacks();
void processQueues();
void updateProfilers(const GameRunData &runData, const RunStats &stats,
const FpsControl &draw_times, f32 dtime);
void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times,
f32 dtime);
void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
void processUserInput(VolatileRunFlags *flags, GameRunData *runData,
f32 dtime);
void processKeyboardInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page);
void processItemSelection(u16 *new_playeritem);
void dropSelectedItem();
void openInventory();
void openConsole();
void toggleFreeMove(float *statustext_time);
void toggleFreeMoveAlt(float *statustext_time, float *jump_timer);
void toggleFast(float *statustext_time);
void toggleNoClip(float *statustext_time);
void toggleCinematic(float *statustext_time);
void toggleChat(float *statustext_time, bool *flag);
void toggleHud(float *statustext_time, bool *flag);
void toggleFog(float *statustext_time, bool *flag);
void toggleDebug(float *statustext_time, bool *show_debug,
bool *show_profiler_graph);
void toggleUpdateCamera(float *statustext_time, bool *flag);
void toggleProfiler(float *statustext_time, u32 *profiler_current_page,
u32 profiler_max_page);
void increaseViewRange(float *statustext_time);
void decreaseViewRange(float *statustext_time);
void toggleFullViewRange(float *statustext_time);
void updateCameraDirection(CameraOrientation *cam, VolatileRunFlags *flags);
void updateCameraOrientation(CameraOrientation *cam,
const VolatileRunFlags &flags);
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime);
void processClientEvents(CameraOrientation *cam, float *damage_flash);
void updateCamera(VolatileRunFlags *flags, u32 busy_time, f32 dtime,
float time_from_last_punch);
void updateSound(f32 dtime);
void processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
GameRunData *runData, f32 dtime, bool show_hud,
bool show_debug);
void handlePointingAtNode(GameRunData *runData,
const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime);
void handlePointingAtObject(GameRunData *runData,
const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
void handleDigging(GameRunData *runData, const PointedThing &pointed,
const v3s16 &nodepos, const ToolCapabilities &playeritem_toolcap,
f32 dtime);
void updateFrame(std::vector<aabb3f> &highlight_boxes, ProfilerGraph *graph,
RunStats *stats, GameRunData *runData,
f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam);
void updateGui(float *statustext_time, const RunStats &stats,
const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
const CameraOrientation &cam);
void updateProfilerGraphs(ProfilerGraph *graph);
// Misc
void limitFps(FpsControl *fps_timings, f32 *dtime);
void showOverlayMessage(const wchar_t *msg, float dtime, int percent,
bool draw_clouds = true);
private:
InputHandler *input;
Client *client;
Server *server;
IWritableTextureSource *texture_src;
IWritableShaderSource *shader_src;
// When created, these will be filled with data received from the server
IWritableItemDefManager *itemdef_manager;
IWritableNodeDefManager *nodedef_manager;
GameOnDemandSoundFetcher soundfetcher; // useful when testing
ISoundManager *sound;
bool sound_is_dummy;
SoundMaker *soundmaker;
ChatBackend *chat_backend;
GUIFormSpecMenu *current_formspec;
EventManager *eventmgr;
QuicktuneShortcutter *quicktune;
GUIChatConsole *gui_chat_console; // Free using ->Drop()
MapDrawControl *draw_control;
Camera *camera;
Clouds *clouds; // Free using ->Drop()
Sky *sky; // Free using ->Drop()
Inventory *local_inventory;
Hud *hud;
/* 'cache'
This class does take ownership/responsibily for cleaning up etc of any of
these items (e.g. device)
*/
IrrlichtDevice *device;
video::IVideoDriver *driver;
scene::ISceneManager *smgr;
bool *kill;
std::string *error_message;
IGameDef *gamedef; // Convenience (same as *client)
scene::ISceneNode *skybox;
bool random_input;
bool simple_singleplayer_mode;
/* End 'cache' */
/* Pre-calculated values
*/
int crack_animation_length;
/* GUI stuff
*/
gui::IGUIStaticText *guitext; // First line of debug text
gui::IGUIStaticText *guitext2; // Second line of debug text
gui::IGUIStaticText *guitext_info; // At the middle of the screen
gui::IGUIStaticText *guitext_status;
gui::IGUIStaticText *guitext_chat; // Chat text
gui::IGUIStaticText *guitext_profiler; // Profiler text
std::wstring infotext;
std::wstring statustext;
KeyCache keycache;
IntervalLimiter profiler_interval;
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
* is documented to change server settings only)
*
* TODO: Local caching of settings is not optimal and should at some stage
* be updated to use a global settings object for getting thse values
* (as opposed to the this local caching). This can be addressed in
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_enable_node_highlighting;
bool m_cache_enable_clouds;
bool m_cache_enable_particles;
bool m_cache_enable_fog;
f32 m_cache_mouse_sensitivity;
f32 m_repeat_right_click_time;
};
Game::Game() :
client(NULL),
server(NULL),
texture_src(NULL),
shader_src(NULL),
itemdef_manager(NULL),
nodedef_manager(NULL),
sound(NULL),
sound_is_dummy(false),
soundmaker(NULL),
chat_backend(NULL),
current_formspec(NULL),
eventmgr(NULL),
quicktune(NULL),
gui_chat_console(NULL),
draw_control(NULL),
camera(NULL),
clouds(NULL),
sky(NULL),
local_inventory(NULL),
hud(NULL)
{
m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_enable_node_highlighting = g_settings->getBool("enable_node_highlighting");
m_cache_enable_clouds = g_settings->getBool("enable_clouds");
m_cache_enable_particles = g_settings->getBool("enable_particles");
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
}
/****************************************************************************
MinetestApp Public
****************************************************************************/
Game::~Game()
{
delete client;
delete soundmaker;
if (!sound_is_dummy)
delete sound;
delete server; // deleted first to stop all server threads
delete hud;
delete local_inventory;
delete camera;
delete quicktune;
delete eventmgr;
delete texture_src;
delete shader_src;
delete nodedef_manager;
delete itemdef_manager;
delete draw_control;
extendedResourceCleanup();
}
bool Game::startup(bool *kill,
bool random_input,
InputHandler *input,
IrrlichtDevice *device,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
std::string *address, // can change if simple_singleplayer_mode
u16 port,
std::string &error_message,
ChatBackend *chat_backend,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode)
{
// "cache"
this->device = device;
this->kill = kill;
this->error_message = &error_message;
this->random_input = random_input;
this->input = input;
this->chat_backend = chat_backend;
this->simple_singleplayer_mode = simple_singleplayer_mode;
driver = device->getVideoDriver();
smgr = device->getSceneManager();
smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
if (!init(map_dir, address, port, gamespec))
return false;
if (!createClient(playername, password, address, port))
return false;
return true;
}
void Game::run()
{
ProfilerGraph graph;
RunStats stats = { 0 };
CameraOrientation cam_view_target = { 0 };
CameraOrientation cam_view = { 0 };
GameRunData runData = { 0 };
FpsControl draw_times = { 0 };
VolatileRunFlags flags = { 0 };
f32 dtime; // in seconds
runData.time_from_last_punch = 10.0;
runData.profiler_max_page = 3;
runData.update_wielded_item_trigger = true;
flags.show_chat = true;
flags.show_hud = true;
flags.show_debug = g_settings->getBool("show_debug");
flags.invert_mouse = g_settings->getBool("invert_mouse");
flags.first_loop_after_window_activation = true;
/* Clear the profiler */
Profiler::GraphValues dummyvalues;
g_profiler->graphGet(dummyvalues);
draw_times.last_time = device->getTimer()->getTime();
shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
sky,
&flags.force_fog_off,
&runData.fog_range,
client));
std::vector<aabb3f> highlight_boxes;
set_light_table(g_settings->getFloat("display_gamma"));
while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
/* Must be called immediately after a device->run() call because it
* uses device->getTimer()->getTime()
*/
limitFps(&draw_times, &dtime);
updateStats(&stats, draw_times, dtime);
updateInteractTimers(&runData, dtime);
if (!checkConnection())
break;
if (!handleCallbacks())
break;
processQueues();
infotext = L"";
hud->resizeHotbar();
updateProfilers(runData, stats, draw_times, dtime);
processUserInput(&flags, &runData, dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, &flags);
float cam_smoothing = 0;
if (g_settings->getBool("cinematic"))
cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
else
cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_yaw) * cam_smoothing;
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
processClientEvents(&cam_view_target, &runData.damage_flash);
updateCamera(&flags, draw_times.busy_time, dtime,
runData.time_from_last_punch);
updateSound(dtime);
processPlayerInteraction(highlight_boxes, &runData, dtime,
flags.show_hud, flags.show_debug);
updateFrame(highlight_boxes, &graph, &stats, &runData, dtime,
flags, cam_view);
updateProfilerGraphs(&graph);
}
}
void Game::shutdown()
{
showOverlayMessage(wgettext("Shutting down..."), 0, 0, false);
if (clouds)
clouds->drop();
if (gui_chat_console)
gui_chat_console->drop();
if (sky)
sky->drop();
/* cleanup menus */
while (g_menumgr.menuCount() > 0) {
g_menumgr.m_stack.front()->setVisible(false);
g_menumgr.deletingMenu(g_menumgr.m_stack.front());
}
if (current_formspec) {
current_formspec->drop();
current_formspec = NULL;
}
chat_backend->addMessage(L"", L"# Disconnected.");
chat_backend->addMessage(L"", L"");
if (client) {
client->Stop();
while (!client->isShutdown()) {
assert(texture_src != NULL);
assert(shader_src != NULL);
texture_src->processQueue();
shader_src->processQueue();
sleep_ms(100);
}
}
}
/****************************************************************************/
/****************************************************************************
Startup
****************************************************************************/
/****************************************************************************/
bool Game::init(
const std::string &map_dir,
std::string *address,
u16 port,
const SubgameSpec &gamespec)
{
showOverlayMessage(wgettext("Loading..."), 0, 0);
texture_src = createTextureSource(device);
shader_src = createShaderSource(device);
itemdef_manager = createItemDefManager();
nodedef_manager = createNodeDefManager();
eventmgr = new EventManager();
quicktune = new QuicktuneShortcutter();
if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
&& eventmgr && quicktune))
return false;
if (!initSound())
return false;
// Create a server if not connecting to an existing one
if (*address == "") {
if (!createSingleplayerServer(map_dir, gamespec, port, address))
return false;
}
return true;
}
bool Game::initSound()
{
#if USE_SOUND
if (g_settings->getBool("enable_sound")) {
infostream << "Attempting to use OpenAL audio" << std::endl;
sound = createOpenALSoundManager(&soundfetcher);
if (!sound)
infostream << "Failed to initialize OpenAL audio" << std::endl;
} else
infostream << "Sound disabled." << std::endl;
#endif
if (!sound) {
infostream << "Using dummy audio." << std::endl;
sound = &dummySoundManager;
sound_is_dummy = true;
}
soundmaker = new SoundMaker(sound, nodedef_manager);
if (!soundmaker)
return false;
soundmaker->registerReceiver(eventmgr);
return true;
}
bool Game::createSingleplayerServer(const std::string map_dir,
const SubgameSpec &gamespec, u16 port, std::string *address)
{
showOverlayMessage(wgettext("Creating server..."), 0, 5);
std::string bind_str = g_settings->get("bind_address");
Address bind_addr(0, 0, 0, 0, port);
if (g_settings->getBool("ipv6_server")) {
bind_addr.setAddress((IPv6AddressBytes *) NULL);
}
try {
bind_addr.Resolve(bind_str.c_str());
} catch (ResolveError &e) {
infostream << "Resolving bind address \"" << bind_str
<< "\" failed: " << e.what()
<< " -- Listening on all addresses." << std::endl;
}
if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = "Unable to listen on " +
bind_addr.serializeString() +
" because IPv6 is disabled";
errorstream << *error_message << std::endl;
return false;
}
server = new Server(map_dir, gamespec, simple_singleplayer_mode,
bind_addr.isIPv6());
server->start(bind_addr);
return true;
}
bool Game::createClient(const std::string &playername,
const std::string &password, std::string *address, u16 port)
{
showOverlayMessage(wgettext("Creating client..."), 0, 10);
draw_control = new MapDrawControl;
if (!draw_control)
return false;
bool could_connect, connect_aborted;
if (!connectToServer(playername, password, address, port,
&could_connect, &connect_aborted))
return false;
if (!could_connect) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = "Connection failed for unknown reason";
errorstream << *error_message << std::endl;
}
return false;
}
if (!getServerContent(&connect_aborted)) {
if (error_message->empty() && !connect_aborted) {
// Should not happen if error messages are set properly
*error_message = "Connection failed for unknown reason";
errorstream << *error_message << std::endl;
}
return false;
}
// Update cached textures, meshes and materials
client->afterContentReceived(device);
/* Camera
*/
camera = new Camera(smgr, *draw_control, gamedef);
if (!camera || !camera->successfullyCreated(*error_message))
return false;
/* Clouds
*/
if (m_cache_enable_clouds) {
clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
if (!clouds) {
*error_message = "Memory allocation error (clouds)";
errorstream << *error_message << std::endl;
return false;
}
}
/* Skybox
*/
sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
skybox = NULL; // This is used/set later on in the main run loop
local_inventory = new Inventory(itemdef_manager);
if (!(sky && local_inventory)) {
*error_message = "Memory allocation error (sky or local inventory)";
errorstream << *error_message << std::endl;
return false;
}
/* Pre-calculated values
*/
video::ITexture *t = texture_src->getTexture("crack_anylength.png");
if (t) {
v2u32 size = t->getOriginalSize();
crack_animation_length = size.Y / size.X;
} else {
crack_animation_length = 5;
}
if (!initGui())
return false;
/* Set window caption
*/
std::wstring str = narrow_to_wide(PROJECT_NAME_C);
str += L" [";
str += driver->getName();
str += L"]";
device->setWindowCaption(str.c_str());
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
hud = new Hud(driver, smgr, guienv, gamedef, player, local_inventory);
if (!hud) {
*error_message = "Memory error: could not create HUD";
errorstream << *error_message << std::endl;
return false;
}
return true;
}
bool Game::initGui()
{
// First line of debug text
guitext = guienv->addStaticText(
narrow_to_wide(PROJECT_NAME_C).c_str(),
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
// Second line of debug text
guitext2 = guienv->addStaticText(
L"",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
// At the middle of the screen
// Object infos are shown in this
guitext_info = guienv->addStaticText(
L"",
core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5) + v2s32(100, 200),
false, true, guiroot);
// Status text (displays info when showing and hiding GUI stuff, etc.)
guitext_status = guienv->addStaticText(
L"<Status>",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
guitext_status->setVisible(false);
// Chat text
guitext_chat = guienv->addStaticText(
L"",
core::rect<s32>(0, 0, 0, 0),
//false, false); // Disable word wrap as of now
false, true, guiroot);
// Remove stale "recent" chat messages from previous connections
chat_backend->clearRecentChat();
// Chat backend and console
gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
-1, chat_backend, client);
if (!gui_chat_console) {
*error_message = "Could not allocate memory for chat console";
errorstream << *error_message << std::endl;
return false;
}
// Profiler text (size is updated when text is updated)
guitext_profiler = guienv->addStaticText(
L"<Profiler>",
core::rect<s32>(0, 0, 0, 0),
false, false, guiroot);
guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
guitext_profiler->setVisible(false);
guitext_profiler->setWordWrap(true);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui)
g_touchscreengui->init(texture_src, porting::getDisplayDensity());
#endif
return true;
}
bool Game::connectToServer(const std::string &playername,
const std::string &password, std::string *address, u16 port,
bool *connect_ok, bool *aborted)
{
*connect_ok = false; // Let's not be overly optimistic
*aborted = false;
bool local_server_mode = false;
showOverlayMessage(wgettext("Resolving address..."), 0, 15);
Address connect_address(0, 0, 0, 0, port);
try {
connect_address.Resolve(address->c_str());
if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
//connect_address.Resolve("localhost");
if (connect_address.isIPv6()) {
IPv6AddressBytes addr_bytes;
addr_bytes.bytes[15] = 1;
connect_address.setAddress(&addr_bytes);
} else {
connect_address.setAddress(127, 0, 0, 1);
}
local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = std::string("Couldn't resolve address: ") + e.what();
errorstream << *error_message << std::endl;
return false;
}
if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
*error_message = "Unable to connect to " +
connect_address.serializeString() +
" because IPv6 is disabled";
errorstream << *error_message << std::endl;
return false;
}
client = new Client(device,
playername.c_str(), password,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound, eventmgr,
connect_address.isIPv6());
if (!client)
return false;
gamedef = client; // Client acts as our GameDef
infostream << "Connecting to server at ";
connect_address.print(&infostream);
infostream << std::endl;
client->connect(connect_address, *address,
simple_singleplayer_mode || local_server_mode);
/*
Wait for server to accept connection
*/
try {
input->clear();
FpsControl fps_control = { 0 };
f32 dtime;
f32 wait_time = 0; // in seconds
fps_control.last_time = device->getTimer()->getTime();
while (device->run()) {
limitFps(&fps_control, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->getState() == LC_Init) {
*connect_ok = true;
break;
}
// Break conditions
if (client->accessDenied()) {
*error_message = "Access denied. Reason: "
+ client->accessDeniedReason();
errorstream << *error_message << std::endl;
break;
}
if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
break;
}
wait_time += dtime;
// Only time out if we aren't waiting for the server we started
if ((*address != "") && (wait_time > 10)) {
*error_message = "Connection timed out.";
errorstream << *error_message << std::endl;
break;
}
// Update status
showOverlayMessage(wgettext("Connecting to server..."), dtime, 20);
}
} catch (con::PeerNotFoundException &e) {
// TODO: Should something be done here? At least an info/error
// message?
return false;
}
return true;
}
bool Game::getServerContent(bool *aborted)
{
input->clear();
FpsControl fps_control = { 0 };
f32 dtime; // in seconds
fps_control.last_time = device->getTimer()->getTime();
while (device->run()) {
limitFps(&fps_control, &dtime);
// Update client and server
client->step(dtime);
if (server != NULL)
server->step(dtime);
// End condition
if (client->mediaReceived() && client->itemdefReceived() &&
client->nodedefReceived()) {
break;
}
// Error conditions
if (!checkConnection())
return false;
if (client->getState() < LC_Init) {
*error_message = "Client disconnected";
errorstream << *error_message << std::endl;
return false;
}
if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
*aborted = true;
infostream << "Connect aborted [Escape]" << std::endl;
return false;
}
// Display status
int progress = 25;
if (!client->itemdefReceived()) {
const wchar_t *text = wgettext("Item definitions...");
progress = 25;
draw_load_screen(text, device, guienv, dtime, progress);
delete[] text;
} else if (!client->nodedefReceived()) {
const wchar_t *text = wgettext("Node definitions...");
progress = 30;
draw_load_screen(text, device, guienv, dtime, progress);
delete[] text;
} else {
std::stringstream message;
message.precision(3);
message << gettext("Media...");
if ((USE_CURL == 0) ||
(!g_settings->getBool("enable_remote_media_server"))) {
float cur = client->getCurRate();
std::string cur_unit = gettext("KiB/s");
if (cur > 900) {
cur /= 1024.0;
cur_unit = gettext("MiB/s");
}
message << " (" << cur << ' ' << cur_unit << ")";
}
progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
draw_load_screen(narrow_to_wide(message.str()), device,
guienv, dtime, progress);
}
}
return true;
}
/****************************************************************************/
/****************************************************************************
Run
****************************************************************************/
/****************************************************************************/
inline void Game::updateInteractTimers(GameRunData *runData, f32 dtime)
{
if (runData->nodig_delay_timer >= 0)
runData->nodig_delay_timer -= dtime;
if (runData->object_hit_delay_timer >= 0)
runData->object_hit_delay_timer -= dtime;
runData->time_from_last_punch += dtime;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::checkConnection()
{
if (client->accessDenied()) {
*error_message = "Access denied. Reason: "
+ client->accessDeniedReason();
errorstream << *error_message << std::endl;
return false;
}
return true;
}
/* returns false if game should exit, otherwise true
*/
inline bool Game::handleCallbacks()
{
if (g_gamecallback->disconnect_requested) {
g_gamecallback->disconnect_requested = false;
return false;
}
if (g_gamecallback->changepassword_requested) {
(new GUIPasswordChange(guienv, guiroot, -1,
&g_menumgr, client))->drop();
g_gamecallback->changepassword_requested = false;
}
if (g_gamecallback->changevolume_requested) {
(new GUIVolumeChange(guienv, guiroot, -1,
&g_menumgr, client))->drop();
g_gamecallback->changevolume_requested = false;
}
if (g_gamecallback->keyconfig_requested) {
(new GUIKeyChangeMenu(guienv, guiroot, -1,
&g_menumgr))->drop();
g_gamecallback->keyconfig_requested = false;
}
if (g_gamecallback->keyconfig_changed) {
keycache.populate(); // update the cache with new settings
g_gamecallback->keyconfig_changed = false;
}
return true;
}
void Game::processQueues()
{
texture_src->processQueue();
itemdef_manager->processQueue(gamedef);
shader_src->processQueue();
}
void Game::updateProfilers(const GameRunData &runData, const RunStats &stats,
const FpsControl &draw_times, f32 dtime)
{
float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
bool print_to_log = true;
if (profiler_print_interval == 0) {
print_to_log = false;
profiler_print_interval = 5;
}
if (profiler_interval.step(dtime, profiler_print_interval)) {
if (print_to_log) {
infostream << "Profiler:" << std::endl;
g_profiler->print(infostream);
}
update_profiler_gui(guitext_profiler, g_fontengine,
runData.profiler_current_page, runData.profiler_max_page,
driver->getScreenSize().Height);
g_profiler->clear();
}
addProfilerGraphs(stats, draw_times, dtime);
}
void Game::addProfilerGraphs(const RunStats &stats,
const FpsControl &draw_times, f32 dtime)
{
g_profiler->graphAdd("mainloop_other",
draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
if (draw_times.sleep_time != 0)
g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
g_profiler->graphAdd("mainloop_dtime", dtime);
g_profiler->add("Elapsed time", dtime);
g_profiler->avg("FPS", 1. / dtime);
}
void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
f32 dtime)
{
f32 jitter;
Jitter *jp;
/* Time average and jitter calculation
*/
jp = &stats->dtime_jitter;
jp->avg = jp->avg * 0.96 + dtime * 0.04;
jitter = dtime - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
jp->max = 0.0;
}
/* Busytime average and jitter calculation
*/
jp = &stats->busy_time_jitter;
jp->avg = jp->avg + draw_times.busy_time * 0.02;
jitter = draw_times.busy_time - jp->avg;
if (jitter > jp->max)
jp->max = jitter;
if (jitter < jp->min)
jp->min = jitter;
jp->counter += dtime;
if (jp->counter > 0.0) {
jp->counter -= 3.0;
jp->max_sample = jp->max;
jp->min_sample = jp->min;
jp->max = 0.0;
jp->min = 0.0;
}
}
/****************************************************************************
Input handling
****************************************************************************/
void Game::processUserInput(VolatileRunFlags *flags,
GameRunData *runData, f32 dtime)
{
// Reset input if window not active or some menu is active
if (device->isWindowActive() == false
|| noMenuActive() == false
|| guienv->hasFocus(gui_chat_console)) {
input->clear();
}
if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
gui_chat_console->closeConsoleAtOnce();
}
// Input handler step() (used by the random input generator)
input->step(dtime);
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
g_touchscreengui->step(dtime);
}
#endif
#ifdef __ANDROID__
if (current_formspec != 0)
current_formspec->getAndroidUIInput();
#endif
// Increase timer for double tap of "keymap_jump"
if (m_cache_doubletap_jump && runData->jump_timer <= 0.2)
runData->jump_timer += dtime;
processKeyboardInput(
flags,
&runData->statustext_time,
&runData->jump_timer,
&runData->reset_jump_timer,
&runData->profiler_current_page,
runData->profiler_max_page);
processItemSelection(&runData->new_playeritem);
}
void Game::processKeyboardInput(VolatileRunFlags *flags,
float *statustext_time,
float *jump_timer,
bool *reset_jump_timer,
u32 *profiler_current_page,
u32 profiler_max_page)
{
//TimeTaker tt("process kybd input", NULL, PRECISION_NANO);
if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DROP])) {
dropSelectedItem();
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_INVENTORY])) {
openInventory();
} else if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
show_pause_menu(&current_formspec, client, gamedef, texture_src, device,
simple_singleplayer_mode);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CHAT])) {
show_chat_menu(&current_formspec, client, gamedef, texture_src, device,
client, "");
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CMD])) {
show_chat_menu(&current_formspec, client, gamedef, texture_src, device,
client, "/");
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CONSOLE])) {
openConsole();
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_FREEMOVE])) {
toggleFreeMove(statustext_time);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP])) {
toggleFreeMoveAlt(statustext_time, jump_timer);
*reset_jump_timer = true;
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_FASTMOVE])) {
toggleFast(statustext_time);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_NOCLIP])) {
toggleNoClip(statustext_time);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CINEMATIC])) {
toggleCinematic(statustext_time);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_SCREENSHOT])) {
client->makeScreenshot(device);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_HUD])) {
toggleHud(statustext_time, &flags->show_hud);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_CHAT])) {
toggleChat(statustext_time, &flags->show_chat);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_FORCE_FOG_OFF])) {
toggleFog(statustext_time, &flags->force_fog_off);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_UPDATE_CAMERA])) {
toggleUpdateCamera(statustext_time, &flags->disable_camera_update);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_DEBUG])) {
toggleDebug(statustext_time, &flags->show_debug, &flags->show_profiler_graph);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_PROFILER])) {
toggleProfiler(statustext_time, profiler_current_page, profiler_max_page);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_INCREASE_VIEWING_RANGE])) {
increaseViewRange(statustext_time);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DECREASE_VIEWING_RANGE])) {
decreaseViewRange(statustext_time);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_RANGESELECT])) {
toggleFullViewRange(statustext_time);
} else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_NEXT]))
quicktune->next();
else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_PREV]))
quicktune->prev();
else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_INC]))
quicktune->inc();
else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_DEC]))
quicktune->dec();
else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DEBUG_STACKS])) {
// Print debug stacks
dstream << "-----------------------------------------"
<< std::endl;
dstream << DTIME << "Printing debug stacks:" << std::endl;
dstream << "-----------------------------------------"
<< std::endl;
debug_stacks_print();
}
if (!input->isKeyDown(getKeySetting("keymap_jump")) && *reset_jump_timer) {
*reset_jump_timer = false;
*jump_timer = 0.0;
}
//tt.stop();
if (quicktune->hasMessage()) {
std::string msg = quicktune->getMessage();
statustext = narrow_to_wide(msg);
*statustext_time = 0;
}
}
void Game::processItemSelection(u16 *new_playeritem)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/* Item selection using mouse wheel
*/
*new_playeritem = client->getPlayerItem();
s32 wheel = input->getMouseWheel();
u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
player->hud_hotbar_itemcount - 1);
if (wheel < 0)
*new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
else if (wheel > 0)
*new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
// else wheel == 0
/* Item selection using keyboard
*/
for (u16 i = 0; i < 10; i++) {
static const KeyPress *item_keys[10] = {
NumberKey + 1, NumberKey + 2, NumberKey + 3, NumberKey + 4,
NumberKey + 5, NumberKey + 6, NumberKey + 7, NumberKey + 8,
NumberKey + 9, NumberKey + 0,
};
if (input->wasKeyDown(*item_keys[i])) {
if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
*new_playeritem = i;
infostream << "Selected item: " << new_playeritem << std::endl;
}
break;
}
}
}
void Game::dropSelectedItem()
{
IDropAction *a = new IDropAction();
a->count = 0;
a->from_inv.setCurrentPlayer();
a->from_list = "main";
a->from_i = client->getPlayerItem();
client->inventoryAction(a);
}
void Game::openInventory()
{
/*
* Don't permit to open inventory is CAO or player doesn't exists.
* This prevent showing an empty inventory at player load
*/
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (player == NULL || player->getCAO() == NULL)
return;
infostream << "the_game: " << "Launching inventory" << std::endl;
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
TextDest *txt_dst = new TextDestPlayerInventory(client);
create_formspec_menu(&current_formspec, client, gamedef, texture_src,
device, fs_src, txt_dst, client);
InventoryLocation inventoryloc;
inventoryloc.setCurrentPlayer();
current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
}
void Game::openConsole()
{
if (!gui_chat_console->isOpenInhibited()) {
// Open up to over half of the screen
gui_chat_console->openConsole(0.6);
guienv->setFocus(gui_chat_console);
}
}
void Game::toggleFreeMove(float *statustext_time)
{
static const wchar_t *msg[] = { L"free_move disabled", L"free_move enabled" };
bool free_move = !g_settings->getBool("free_move");
g_settings->set("free_move", bool_to_cstr(free_move));
*statustext_time = 0;
statustext = msg[free_move];
if (free_move && !client->checkPrivilege("fly"))
statustext += L" (note: no 'fly' privilege)";
}
void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
{
if (m_cache_doubletap_jump && *jump_timer < 0.2f)
toggleFreeMove(statustext_time);
}
void Game::toggleFast(float *statustext_time)
{
static const wchar_t *msg[] = { L"fast_move disabled", L"fast_move enabled" };
bool fast_move = !g_settings->getBool("fast_move");
g_settings->set("fast_move", bool_to_cstr(fast_move));
*statustext_time = 0;
statustext = msg[fast_move];
if (fast_move && !client->checkPrivilege("fast"))
statustext += L" (note: no 'fast' privilege)";
}
void Game::toggleNoClip(float *statustext_time)
{
static const wchar_t *msg[] = { L"noclip disabled", L"noclip enabled" };
bool noclip = !g_settings->getBool("noclip");
g_settings->set("noclip", bool_to_cstr(noclip));
*statustext_time = 0;
statustext = msg[noclip];
if (noclip && !client->checkPrivilege("noclip"))
statustext += L" (note: no 'noclip' privilege)";
}
void Game::toggleCinematic(float *statustext_time)
{
static const wchar_t *msg[] = { L"cinematic disabled", L"cinematic enabled" };
bool cinematic = !g_settings->getBool("cinematic");
g_settings->set("cinematic", bool_to_cstr(cinematic));
*statustext_time = 0;
statustext = msg[cinematic];
}
void Game::toggleChat(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = { L"Chat hidden", L"Chat shown" };
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
}
void Game::toggleHud(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = { L"HUD hidden", L"HUD shown" };
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
if (g_settings->getBool("enable_node_highlighting"))
client->setHighlighted(client->getHighlighted(), *flag);
}
void Game::toggleFog(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = { L"Fog enabled", L"Fog disabled" };
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
}
void Game::toggleDebug(float *statustext_time, bool *show_debug,
bool *show_profiler_graph)
{
// Initial / 3x toggle: Chat only
// 1x toggle: Debug text with chat
// 2x toggle: Debug text with profiler graph
if (!*show_debug) {
*show_debug = true;
*show_profiler_graph = false;
statustext = L"Debug info shown";
} else if (*show_profiler_graph) {
*show_debug = false;
*show_profiler_graph = false;
statustext = L"Debug info and profiler graph hidden";
} else {
*show_profiler_graph = true;
statustext = L"Profiler graph shown";
}
*statustext_time = 0;
}
void Game::toggleUpdateCamera(float *statustext_time, bool *flag)
{
static const wchar_t *msg[] = {
L"Camera update enabled",
L"Camera update disabled"
};
*flag = !*flag;
*statustext_time = 0;
statustext = msg[*flag];
}
void Game::toggleProfiler(float *statustext_time, u32 *profiler_current_page,
u32 profiler_max_page)
{
*profiler_current_page = (*profiler_current_page + 1) % (profiler_max_page + 1);
// FIXME: This updates the profiler with incomplete values
update_profiler_gui(guitext_profiler, g_fontengine, *profiler_current_page,
profiler_max_page, driver->getScreenSize().Height);
if (*profiler_current_page != 0) {
std::wstringstream sstr;
sstr << "Profiler shown (page " << *profiler_current_page
<< " of " << profiler_max_page << ")";
statustext = sstr.str();
} else {
statustext = L"Profiler hidden";
}
*statustext_time = 0;
}
void Game::increaseViewRange(float *statustext_time)
{
s16 range = g_settings->getS16("viewing_range_nodes_min");
s16 range_new = range + 10;
g_settings->set("viewing_range_nodes_min", itos(range_new));
statustext = narrow_to_wide("Minimum viewing range changed to "
+ itos(range_new));
*statustext_time = 0;
}
void Game::decreaseViewRange(float *statustext_time)
{
s16 range = g_settings->getS16("viewing_range_nodes_min");
s16 range_new = range - 10;
if (range_new < 0)
range_new = range;
g_settings->set("viewing_range_nodes_min", itos(range_new));
statustext = narrow_to_wide("Minimum viewing range changed to "
+ itos(range_new));
*statustext_time = 0;
}
void Game::toggleFullViewRange(float *statustext_time)
{
static const wchar_t *msg[] = {
L"Disabled full viewing range",
L"Enabled full viewing range"
};
draw_control->range_all = !draw_control->range_all;
infostream << msg[draw_control->range_all] << std::endl;
statustext = msg[draw_control->range_all];
*statustext_time = 0;
}
void Game::updateCameraDirection(CameraOrientation *cam,
VolatileRunFlags *flags)
{
if ((device->isWindowActive() && noMenuActive()) || random_input) {
#ifndef __ANDROID__
if (!random_input) {
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible())
device->getCursorControl()->setVisible(false);
}
#endif
if (flags->first_loop_after_window_activation)
flags->first_loop_after_window_activation = false;
else
updateCameraOrientation(cam, *flags);
input->setMousePos((driver->getScreenSize().Width / 2),
(driver->getScreenSize().Height / 2));
} else {
#ifndef ANDROID
// Mac OSX gets upset if this is set every frame
if (device->getCursorControl()->isVisible() == false)
device->getCursorControl()->setVisible(true);
#endif
if (!flags->first_loop_after_window_activation)
flags->first_loop_after_window_activation = true;
}
}
void Game::updateCameraOrientation(CameraOrientation *cam,
const VolatileRunFlags &flags)
{
#ifdef HAVE_TOUCHSCREENGUI
if (g_touchscreengui) {
cam->camera_yaw = g_touchscreengui->getYaw();
cam->camera_pitch = g_touchscreengui->getPitch();
} else {
#endif
s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
if (flags.invert_mouse
|| camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
dy = -dy;
}
cam->camera_yaw -= dx * m_cache_mouse_sensitivity;
cam->camera_pitch += dy * m_cache_mouse_sensitivity;
#ifdef HAVE_TOUCHSCREENGUI
}
#endif
cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
}
void Game::updatePlayerControl(const CameraOrientation &cam)
{
//TimeTaker tt("update player control", NULL, PRECISION_NANO);
PlayerControl control(
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]),
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]),
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]),
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]),
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]),
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]),
input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]),
input->getLeftState(),
input->getRightState(),
cam.camera_pitch,
cam.camera_yaw
);
u32 keypress_bits =
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]) & 0x1) << 0) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]) & 0x1) << 1) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]) & 0x1) << 2) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]) & 0x1) << 3) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]) & 0x1) << 4) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]) & 0x1) << 5) |
( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]) & 0x1) << 6) |
( (u32)(input->getLeftState() & 0x1) << 7) |
( (u32)(input->getRightState() & 0x1) << 8
);
#ifdef ANDROID
/* For Android, invert the meaning of holding down the fast button (i.e.
* holding down the fast button -- if there is one -- means walk)
*/
control.aux1 = control.aux1 ^ true;
keypress_bits ^= ((u32)(1U << 5));
#endif
client->setPlayerControl(control);
LocalPlayer *player = client->getEnv().getLocalPlayer();
player->keyPressed = keypress_bits;
//tt.stop();
}
inline void Game::step(f32 *dtime)
{
bool can_be_and_is_paused =
(simple_singleplayer_mode && g_menumgr.pausesGame());
if (can_be_and_is_paused) { // This is for a singleplayer server
*dtime = 0; // No time passes
} else {
if (server != NULL) {
//TimeTaker timer("server->step(dtime)");
server->step(*dtime);
}
//TimeTaker timer("client.step(dtime)");
client->step(*dtime);
}
}
void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
{
ClientEvent event = client->getClientEvent();
LocalPlayer *player = client->getEnv().getLocalPlayer();
for ( ; event.type != CE_NONE; event = client->getClientEvent()) {
if (event.type == CE_PLAYER_DAMAGE &&
client->getHP() != 0) {
//u16 damage = event.player_damage.amount;
//infostream<<"Player damage: "<<damage<<std::endl;
*damage_flash += 100.0;
*damage_flash += 8.0 * event.player_damage.amount;
player->hurt_tilt_timer = 1.5;
player->hurt_tilt_strength = event.player_damage.amount / 4;
player->hurt_tilt_strength = rangelim(player->hurt_tilt_strength, 1.0, 4.0);
MtEvent *e = new SimpleTriggerEvent("PlayerDamage");
gamedef->event()->put(e);
} else if (event.type == CE_PLAYER_FORCE_MOVE) {
cam->camera_yaw = event.player_force_move.yaw;
cam->camera_pitch = event.player_force_move.pitch;
} else if (event.type == CE_DEATHSCREEN) {
show_deathscreen(&current_formspec, client, gamedef, texture_src,
device, client);
chat_backend->addMessage(L"", L"You died.");
/* Handle visualization */
*damage_flash = 0;
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
} else if (event.type == CE_SHOW_FORMSPEC) {
FormspecFormSource *fs_src =
new FormspecFormSource(*(event.show_formspec.formspec));
TextDestPlayerInventory *txt_dst =
new TextDestPlayerInventory(client, *(event.show_formspec.formname));
create_formspec_menu(&current_formspec, client, gamedef,
texture_src, device, fs_src, txt_dst, client);
delete(event.show_formspec.formspec);
delete(event.show_formspec.formname);
} else if ((event.type == CE_SPAWN_PARTICLE) ||
(event.type == CE_ADD_PARTICLESPAWNER) ||
(event.type == CE_DELETE_PARTICLESPAWNER)) {
client->getParticleManager()->handleParticleEvent(&event, gamedef,
smgr, player);
} else if (event.type == CE_HUDADD) {
u32 id = event.hudadd.id;
LocalPlayer *player = client->getEnv().getLocalPlayer();
HudElement *e = player->getHud(id);
if (e != NULL) {
delete event.hudadd.pos;
delete event.hudadd.name;
delete event.hudadd.scale;
delete event.hudadd.text;
delete event.hudadd.align;
delete event.hudadd.offset;
delete event.hudadd.world_pos;
delete event.hudadd.size;
continue;
}
e = new HudElement;
e->type = (HudElementType)event.hudadd.type;
e->pos = *event.hudadd.pos;
e->name = *event.hudadd.name;
e->scale = *event.hudadd.scale;
e->text = *event.hudadd.text;
e->number = event.hudadd.number;
e->item = event.hudadd.item;
e->dir = event.hudadd.dir;
e->align = *event.hudadd.align;
e->offset = *event.hudadd.offset;
e->world_pos = *event.hudadd.world_pos;
e->size = *event.hudadd.size;
u32 new_id = player->addHud(e);
//if this isn't true our huds aren't consistent
sanity_check(new_id == id);
delete event.hudadd.pos;
delete event.hudadd.name;
delete event.hudadd.scale;
delete event.hudadd.text;
delete event.hudadd.align;
delete event.hudadd.offset;
delete event.hudadd.world_pos;
delete event.hudadd.size;
} else if (event.type == CE_HUDRM) {
HudElement *e = player->removeHud(event.hudrm.id);
if (e != NULL)
delete(e);
} else if (event.type == CE_HUDCHANGE) {
u32 id = event.hudchange.id;
HudElement *e = player->getHud(id);
if (e == NULL) {
delete event.hudchange.v3fdata;
delete event.hudchange.v2fdata;
delete event.hudchange.sdata;
delete event.hudchange.v2s32data;
continue;
}
switch (event.hudchange.stat) {
case HUD_STAT_POS:
e->pos = *event.hudchange.v2fdata;
break;
case HUD_STAT_NAME:
e->name = *event.hudchange.sdata;
break;
case HUD_STAT_SCALE:
e->scale = *event.hudchange.v2fdata;
break;
case HUD_STAT_TEXT:
e->text = *event.hudchange.sdata;
break;
case HUD_STAT_NUMBER:
e->number = event.hudchange.data;
break;
case HUD_STAT_ITEM:
e->item = event.hudchange.data;
break;
case HUD_STAT_DIR:
e->dir = event.hudchange.data;
break;
case HUD_STAT_ALIGN:
e->align = *event.hudchange.v2fdata;
break;
case HUD_STAT_OFFSET:
e->offset = *event.hudchange.v2fdata;
break;
case HUD_STAT_WORLD_POS:
e->world_pos = *event.hudchange.v3fdata;
break;
case HUD_STAT_SIZE:
e->size = *event.hudchange.v2s32data;
break;
}
delete event.hudchange.v3fdata;
delete event.hudchange.v2fdata;
delete event.hudchange.sdata;
delete event.hudchange.v2s32data;
} else if (event.type == CE_SET_SKY) {
sky->setVisible(false);
if (skybox) {
skybox->remove();
skybox = NULL;
}
// Handle according to type
if (*event.set_sky.type == "regular") {
sky->setVisible(true);
} else if (*event.set_sky.type == "skybox" &&
event.set_sky.params->size() == 6) {
sky->setFallbackBgColor(*event.set_sky.bgcolor);
skybox = smgr->addSkyBoxSceneNode(
texture_src->getTextureForMesh((*event.set_sky.params)[0]),
texture_src->getTextureForMesh((*event.set_sky.params)[1]),
texture_src->getTextureForMesh((*event.set_sky.params)[2]),
texture_src->getTextureForMesh((*event.set_sky.params)[3]),
texture_src->getTextureForMesh((*event.set_sky.params)[4]),
texture_src->getTextureForMesh((*event.set_sky.params)[5]));
}
// Handle everything else as plain color
else {
if (*event.set_sky.type != "plain")
infostream << "Unknown sky type: "
<< (*event.set_sky.type) << std::endl;
sky->setFallbackBgColor(*event.set_sky.bgcolor);
}
delete event.set_sky.bgcolor;
delete event.set_sky.type;
delete event.set_sky.params;
} else if (event.type == CE_OVERRIDE_DAY_NIGHT_RATIO) {
bool enable = event.override_day_night_ratio.do_override;
u32 value = event.override_day_night_ratio.ratio_f * 1000;
client->getEnv().setDayNightRatioOverride(enable, value);
}
}
}
void Game::updateCamera(VolatileRunFlags *flags, u32 busy_time,
f32 dtime, float time_from_last_punch)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
For interaction purposes, get info about the held item
- What item is it?
- Is it a usable item?
- Can it point to liquids?
*/
ItemStack playeritem;
{
InventoryList *mlist = local_inventory->getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize())
playeritem = mlist->getItem(client->getPlayerItem());
}
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
v3s16 old_camera_offset = camera->getOffset();
if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CAMERA_MODE])) {
GenericCAO *playercao = player->getCAO();
// If playercao not loaded, don't change camera
if (playercao == NULL)
return;
camera->toggleCameraMode();
playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
}
float full_punch_interval = playeritem_toolcap.full_punch_interval;
float tool_reload_ratio = time_from_last_punch / full_punch_interval;
tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio,
client->getEnv());
camera->step(dtime);
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
f32 camera_fov = camera->getFovMax();
v3s16 camera_offset = camera->getOffset();
flags->camera_offset_changed = (camera_offset != old_camera_offset);
if (!flags->disable_camera_update) {
client->getEnv().getClientMap().updateCamera(camera_position,
camera_direction, camera_fov, camera_offset);
if (flags->camera_offset_changed) {
client->updateCameraOffset(camera_offset);
client->getEnv().updateCameraOffset(camera_offset);
if (clouds)
clouds->updateCameraOffset(camera_offset);
}
}
}
void Game::updateSound(f32 dtime)
{
// Update sound listener
v3s16 camera_offset = camera->getOffset();
sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
v3f(0, 0, 0), // velocity
camera->getDirection(),
camera->getCameraNode()->getUpVector());
sound->setListenerGain(g_settings->getFloat("sound_volume"));
// Update sound maker
soundmaker->step(dtime);
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNodeNoEx(player->getStandingNodePos());
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
}
void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
GameRunData *runData, f32 dtime, bool show_hud, bool show_debug)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
ItemStack playeritem;
{
InventoryList *mlist = local_inventory->getList("main");
if (mlist && client->getPlayerItem() < mlist->getSize())
playeritem = mlist->getItem(client->getPlayerItem());
}
const ItemDefinition &playeritem_def =
playeritem.getDefinition(itemdef_manager);
v3f player_position = player->getPosition();
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
v3s16 camera_offset = camera->getOffset();
/*
Calculate what block is the crosshair pointing to
*/
f32 d = playeritem_def.range; // max. distance
f32 d_hand = itemdef_manager->get("").range;
if (d < 0 && d_hand >= 0)
d = d_hand;
else if (d < 0)
d = 4.0;
core::line3d<f32> shootline;
if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
shootline = core::line3d<f32>(camera_position,
camera_position + camera_direction * BS * (d + 1));
} else {
// prevent player pointing anything in front-view
if (camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT)
shootline = core::line3d<f32>(0, 0, 0, 0, 0, 0);
}
#ifdef HAVE_TOUCHSCREENGUI
if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
shootline = g_touchscreengui->getShootline();
shootline.start += intToFloat(camera_offset, BS);
shootline.end += intToFloat(camera_offset, BS);
}
#endif
PointedThing pointed = getPointedThing(
// input
client, player_position, camera_direction,
camera_position, shootline, d,
playeritem_def.liquids_pointable,
!runData->ldown_for_dig,
camera_offset,
// output
highlight_boxes,
runData->selected_object);
if (pointed != runData->pointed_old) {
infostream << "Pointing at " << pointed.dump() << std::endl;
if (m_cache_enable_node_highlighting) {
if (pointed.type == POINTEDTHING_NODE) {
client->setHighlighted(pointed.node_undersurface, show_hud);
} else {
client->setHighlighted(pointed.node_undersurface, false);
}
}
}
/*
Stop digging when
- releasing left mouse button
- pointing away from node
*/
if (runData->digging) {
if (input->getLeftReleased()) {
infostream << "Left button released"
<< " (stopped digging)" << std::endl;
runData->digging = false;
} else if (pointed != runData->pointed_old) {
if (pointed.type == POINTEDTHING_NODE
&& runData->pointed_old.type == POINTEDTHING_NODE
&& pointed.node_undersurface
== runData->pointed_old.node_undersurface) {
// Still pointing to the same node, but a different face.
// Don't reset.
} else {
infostream << "Pointing away from node"
<< " (stopped digging)" << std::endl;
runData->digging = false;
}
}
if (!runData->digging) {
client->interact(1, runData->pointed_old);
client->setCrack(-1, v3s16(0, 0, 0));
runData->dig_time = 0.0;
}
}
if (!runData->digging && runData->ldown_for_dig && !input->getLeftState()) {
runData->ldown_for_dig = false;
}
runData->left_punch = false;
soundmaker->m_player_leftpunch_sound.name = "";
if (input->getRightState())
runData->repeat_rightclick_timer += dtime;
else
runData->repeat_rightclick_timer = 0;
if (playeritem_def.usable && input->getLeftState()) {
if (input->getLeftClicked())
client->interact(4, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
handlePointingAtNode(runData, pointed, playeritem_def,
playeritem_toolcap, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
handlePointingAtObject(runData, pointed, playeritem,
player_position, show_debug);
} else if (input->getLeftState()) {
// When button is held down in air, show continuous animation
runData->left_punch = true;
}
runData->pointed_old = pointed;
if (runData->left_punch || input->getLeftClicked())
camera->setDigging(0); // left click animation
input->resetLeftClicked();
input->resetRightClicked();
input->resetLeftReleased();
input->resetRightReleased();
}
void Game::handlePointingAtNode(GameRunData *runData,
const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
v3s16 neighbourpos = pointed.node_abovesurface;
/*
Check information text of node
*/
ClientMap &map = client->getEnv().getClientMap();
NodeMetadata *meta = map.getNodeMetadata(nodepos);
if (meta) {
infotext = narrow_to_wide(meta->getString("infotext"));
} else {
MapNode n = map.getNodeNoEx(nodepos);
if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
infotext = L"Unknown node: ";
infotext += narrow_to_wide(nodedef_manager->get(n).name);
}
}
if (runData->nodig_delay_timer <= 0.0 && input->getLeftState()
&& client->checkPrivilege("interact")) {
handleDigging(runData, pointed, nodepos, playeritem_toolcap, dtime);
}
if ((input->getRightClicked() ||
runData->repeat_rightclick_timer >= m_repeat_right_click_time) &&
client->checkPrivilege("interact")) {
runData->repeat_rightclick_timer = 0;
infostream << "Ground right-clicked" << std::endl;
if (meta && meta->getString("formspec") != "" && !random_input
&& !input->isKeyDown(getKeySetting("keymap_sneak"))) {
infostream << "Launching custom inventory view" << std::endl;
InventoryLocation inventoryloc;
inventoryloc.setNodeMeta(nodepos);
NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
&client->getEnv().getClientMap(), nodepos);
TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
create_formspec_menu(&current_formspec, client, gamedef,
texture_src, device, fs_src, txt_dst, client);
current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
} else {
// Report right click to server
camera->setDigging(1); // right click animation (always shown for feedback)
// If the wielded item has node placement prediction,
// make that happen
bool placed = nodePlacementPrediction(*client,
playeritem_def,
nodepos, neighbourpos);
if (placed) {
// Report to server
client->interact(3, pointed);
// Read the sound
soundmaker->m_player_rightpunch_sound =
playeritem_def.sound_place;
} else {
soundmaker->m_player_rightpunch_sound =
SimpleSoundSpec();
}
if (playeritem_def.node_placement_prediction == "" ||
nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable)
client->interact(3, pointed); // Report to server
}
}
}
void Game::handlePointingAtObject(GameRunData *runData,
const PointedThing &pointed,
const ItemStack &playeritem,
const v3f &player_position,
bool show_debug)
{
infotext = narrow_to_wide(runData->selected_object->infoText());
if (infotext == L"" && show_debug) {
infotext = narrow_to_wide(runData->selected_object->debugInfoText());
}
if (input->getLeftState()) {
bool do_punch = false;
bool do_punch_damage = false;
if (runData->object_hit_delay_timer <= 0.0) {
do_punch = true;
do_punch_damage = true;
runData->object_hit_delay_timer = object_hit_delay;
}
if (input->getLeftClicked())
do_punch = true;
if (do_punch) {
infostream << "Left-clicked object" << std::endl;
runData->left_punch = true;
}
if (do_punch_damage) {
// Report direct punch
v3f objpos = runData->selected_object->getPosition();
v3f dir = (objpos - player_position).normalize();
bool disable_send = runData->selected_object->directReportPunch(
dir, &playeritem, runData->time_from_last_punch);
runData->time_from_last_punch = 0;
if (!disable_send)
client->interact(0, pointed);
}
} else if (input->getRightClicked()) {
infostream << "Right-clicked object" << std::endl;
client->interact(3, pointed); // place
}
}
void Game::handleDigging(GameRunData *runData,
const PointedThing &pointed, const v3s16 &nodepos,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
if (!runData->digging) {
infostream << "Started digging" << std::endl;
client->interact(0, pointed);
runData->digging = true;
runData->ldown_for_dig = true;
}
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
DigParams params = getDigParams(nodedef_manager->get(n).groups,
&playeritem_toolcap);
// If can't dig, try hand
if (!params.diggable) {
const ItemDefinition &hand = itemdef_manager->get("");
const ToolCapabilities *tp = hand.tool_capabilities;
if (tp)
params = getDigParams(nodedef_manager->get(n).groups, tp);
}
if (params.diggable == false) {
// I guess nobody will wait for this long
runData->dig_time_complete = 10000000.0;
} else {
runData->dig_time_complete = params.time;
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(n);
client->getParticleManager()->addPunchingParticles(gamedef, smgr,
player, nodepos, features.tiles);
}
}
if (runData->dig_time_complete >= 0.001) {
runData->dig_index = (float)crack_animation_length
* runData->dig_time
/ runData->dig_time_complete;
} else {
// This is for torches
runData->dig_index = crack_animation_length;
}
SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
if (sound_dig.exists() && params.diggable) {
if (sound_dig.name == "__group") {
if (params.main_group != "") {
soundmaker->m_player_leftpunch_sound.gain = 0.5;
soundmaker->m_player_leftpunch_sound.name =
std::string("default_dig_") +
params.main_group;
}
} else {
soundmaker->m_player_leftpunch_sound = sound_dig;
}
}
// Don't show cracks if not diggable
if (runData->dig_time_complete >= 100000.0) {
} else if (runData->dig_index < crack_animation_length) {
//TimeTaker timer("client.setTempMod");
//infostream<<"dig_index="<<dig_index<<std::endl;
client->setCrack(runData->dig_index, nodepos);
} else {
infostream << "Digging completed" << std::endl;
client->interact(2, pointed);
client->setCrack(-1, v3s16(0, 0, 0));
bool is_valid_position;
MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
if (is_valid_position)
client->removeNode(nodepos);
if (m_cache_enable_particles) {
const ContentFeatures &features =
client->getNodeDefManager()->get(wasnode);
client->getParticleManager()->addDiggingParticles(gamedef, smgr,
player, nodepos, features.tiles);
}
runData->dig_time = 0;
runData->digging = false;
runData->nodig_delay_timer =
runData->dig_time_complete / (float)crack_animation_length;
// We don't want a corresponding delay to
// very time consuming nodes
if (runData->nodig_delay_timer > 0.3)
runData->nodig_delay_timer = 0.3;
// We want a slight delay to very little
// time consuming nodes
const float mindelay = 0.15;
if (runData->nodig_delay_timer < mindelay)
runData->nodig_delay_timer = mindelay;
// Send event to trigger sound
MtEvent *e = new NodeDugEvent(nodepos, wasnode);
gamedef->event()->put(e);
}
if (runData->dig_time_complete < 100000.0) {
runData->dig_time += dtime;
} else {
runData->dig_time = 0;
client->setCrack(-1, nodepos);
}
camera->setDigging(0); // left click animation
}
void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
ProfilerGraph *graph, RunStats *stats, GameRunData *runData,
f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
/*
Fog range
*/
if (draw_control->range_all) {
runData->fog_range = 100000 * BS;
} else {
runData->fog_range = draw_control->wanted_range * BS
+ 0.0 * MAP_BLOCKSIZE * BS;
runData->fog_range = MYMIN(
runData->fog_range,
(draw_control->farthest_drawn + 20) * BS);
runData->fog_range *= 0.9;
}
/*
Calculate general brightness
*/
u32 daynight_ratio = client->getEnv().getDayNightRatio();
float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
float direct_brightness;
bool sunlight_seen;
if (g_settings->getBool("free_move")) {
direct_brightness = time_brightness;
sunlight_seen = true;
} else {
ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
float old_brightness = sky->getBrightness();
direct_brightness = client->getEnv().getClientMap()
.getBackgroundBrightness(MYMIN(runData->fog_range * 1.2, 60 * BS),
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
/ 255.0;
}
float time_of_day = runData->time_of_day;
float time_of_day_smooth = runData->time_of_day_smooth;
time_of_day = client->getEnv().getTimeOfDayF();
const float maxsm = 0.05;
const float todsm = 0.05;
if (fabs(time_of_day - time_of_day_smooth) > maxsm &&
fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
time_of_day_smooth = time_of_day;
if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ (time_of_day + 1.0) * todsm;
else
time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ time_of_day * todsm;
runData->time_of_day = time_of_day;
runData->time_of_day_smooth = time_of_day_smooth;
sky->update(time_of_day_smooth, time_brightness, direct_brightness,
sunlight_seen, camera->getCameraMode(), player->getYaw(),
player->getPitch());
/*
Update clouds
*/
if (clouds) {
v3f player_position = player->getPosition();
if (sky->getCloudsVisible()) {
clouds->setVisible(true);
clouds->step(dtime);
clouds->update(v2f(player_position.X, player_position.Z),
sky->getCloudColor());
} else {
clouds->setVisible(false);
}
}
/*
Update particles
*/
client->getParticleManager()->step(dtime);
/*
Fog
*/
if (m_cache_enable_fog && !flags.force_fog_off) {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
runData->fog_range * 0.4,
runData->fog_range * 1.0,
0.01,
false, // pixel fog
false // range fog
);
} else {
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
100000 * BS,
110000 * BS,
0.01,
false, // pixel fog
false // range fog
);
}
/*
Get chat messages from client
*/
v2u32 screensize = driver->getScreenSize();
updateChat(*client, dtime, flags.show_debug, screensize,
flags.show_chat, runData->profiler_current_page,
*chat_backend, guitext_chat);
/*
Inventory
*/
if (client->getPlayerItem() != runData->new_playeritem)
client->selectPlayerItem(runData->new_playeritem);
// Update local inventory if it has changed
if (client->getLocalInventoryUpdated()) {
//infostream<<"Updating local inventory"<<std::endl;
client->getLocalInventory(*local_inventory);
runData->update_wielded_item_trigger = true;
}
if (runData->update_wielded_item_trigger) {
// Update wielded tool
InventoryList *mlist = local_inventory->getList("main");
if (mlist && (client->getPlayerItem() < mlist->getSize())) {
ItemStack item = mlist->getItem(client->getPlayerItem());
camera->wield(item);
}
runData->update_wielded_item_trigger = false;
}
/*
Update block draw list every 200ms or when camera direction has
changed much
*/
runData->update_draw_list_timer += dtime;
v3f camera_direction = camera->getDirection();
if (runData->update_draw_list_timer >= 0.2
|| runData->update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
|| flags.camera_offset_changed) {
runData->update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList(driver);
runData->update_draw_list_last_cam_dir = camera_direction;
}
updateGui(&runData->statustext_time, *stats, *runData, dtime, flags, cam);
/*
make sure menu is on top
1. Delete formspec menu reference if menu was removed
2. Else, make sure formspec menu is on top
*/
if (current_formspec) {
if (current_formspec->getReferenceCount() == 1) {
current_formspec->drop();
current_formspec = NULL;
} else if (!noMenuActive()) {
guiroot->bringToFront(current_formspec);
}
}
/*
Drawing begins
*/
video::SColor skycolor = sky->getSkyColor();
TimeTaker tt_draw("mainloop: draw");
{
TimeTaker timer("beginScene");
driver->beginScene(true, true, skycolor);
stats->beginscenetime = timer.stop(true);
}
draw_scene(driver, smgr, *camera, *client, player, *hud, guienv,
highlight_boxes, screensize, skycolor, flags.show_hud);
/*
Profiler graph
*/
if (flags.show_profiler_graph)
graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
/*
Damage flash
*/
if (runData->damage_flash > 0.0) {
video::SColor color(std::min(runData->damage_flash, 180.0f),
180,
0,
0);
driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
runData->damage_flash -= 100.0 * dtime;
}
/*
Damage camera tilt
*/
if (player->hurt_tilt_timer > 0.0) {
player->hurt_tilt_timer -= dtime * 5;
if (player->hurt_tilt_timer < 0)
player->hurt_tilt_strength = 0;
}
/*
End scene
*/
{
TimeTaker timer("endScene");
driver->endScene();
stats->endscenetime = timer.stop(true);
}
stats->drawtime = tt_draw.stop(true);
g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
}
inline static const char *yawToDirectionString(int yaw)
{
// NOTE: TODO: This can be done mathematically without the else/else-if
// cascade.
const char *player_direction;
yaw = wrapDegrees_0_360(yaw);
if (yaw >= 45 && yaw < 135)
player_direction = "West [-X]";
else if (yaw >= 135 && yaw < 225)
player_direction = "South [-Z]";
else if (yaw >= 225 && yaw < 315)
player_direction = "East [+X]";
else
player_direction = "North [+Z]";
return player_direction;
}
void Game::updateGui(float *statustext_time, const RunStats &stats,
const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
const CameraOrientation &cam)
{
v2u32 screensize = driver->getScreenSize();
LocalPlayer *player = client->getEnv().getLocalPlayer();
v3f player_position = player->getPosition();
if (flags.show_debug) {
static float drawtime_avg = 0;
drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
u16 fps = 1.0 / stats.dtime_jitter.avg;
//s32 fps = driver->getFPS();
std::ostringstream os(std::ios_base::binary);
os << std::fixed
<< PROJECT_NAME_C " " << g_version_hash
<< " FPS = " << fps
<< " (R: range_all=" << draw_control->range_all << ")"
<< std::setprecision(0)
<< " drawtime = " << drawtime_avg
<< std::setprecision(1)
<< ", dtime_jitter = "
<< (stats.dtime_jitter.max_fraction * 100.0) << " %"
<< std::setprecision(1)
<< ", v_range = " << draw_control->wanted_range
<< std::setprecision(3)
<< ", RTT = " << client->getRTT();
guitext->setText(narrow_to_wide(os.str()).c_str());
guitext->setVisible(true);
} else if (flags.show_hud || flags.show_chat) {
std::ostringstream os(std::ios_base::binary);
os << PROJECT_NAME_C " " << g_version_hash;
guitext->setText(narrow_to_wide(os.str()).c_str());
guitext->setVisible(true);
} else {
guitext->setVisible(false);
}
if (guitext->isVisible()) {
core::rect<s32> rect(
5, 5,
screensize.X, 5 + g_fontengine->getTextHeight()
);
guitext->setRelativePosition(rect);
}
if (flags.show_debug) {
std::ostringstream os(std::ios_base::binary);
os << std::setprecision(1) << std::fixed
<< "(" << (player_position.X / BS)
<< ", " << (player_position.Y / BS)
<< ", " << (player_position.Z / BS)
<< ") (yaw=" << (wrapDegrees_0_360(cam.camera_yaw))
<< " " << yawToDirectionString(cam.camera_yaw)
<< ") (seed = " << ((u64)client->getMapSeed())
<< ")";
if (runData.pointed_old.type == POINTEDTHING_NODE) {
ClientMap &map = client->getEnv().getClientMap();
const INodeDefManager *nodedef = client->getNodeDefManager();
MapNode n = map.getNodeNoEx(runData.pointed_old.node_undersurface);
if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
const ContentFeatures &features = nodedef->get(n);
os << " (pointing_at = " << nodedef->get(n).name
<< " - " << features.tiledef[0].name.c_str()
<< ")";
}
}
guitext2->setText(narrow_to_wide(os.str()).c_str());
guitext2->setVisible(true);
core::rect<s32> rect(
5, 5 + g_fontengine->getTextHeight(),
screensize.X, 5 + g_fontengine->getTextHeight() * 2
);
guitext2->setRelativePosition(rect);
} else {
guitext2->setVisible(false);
}
guitext_info->setText(infotext.c_str());
guitext_info->setVisible(flags.show_hud && g_menumgr.menuCount() == 0);
float statustext_time_max = 1.5;
if (!statustext.empty()) {
*statustext_time += dtime;
if (*statustext_time >= statustext_time_max) {
statustext = L"";
*statustext_time = 0;
}
}
guitext_status->setText(statustext.c_str());
guitext_status->setVisible(!statustext.empty());
if (!statustext.empty()) {
s32 status_width = guitext_status->getTextWidth();
s32 status_height = guitext_status->getTextHeight();
s32 status_y = screensize.Y - 150;
s32 status_x = (screensize.X - status_width) / 2;
core::rect<s32> rect(
status_x , status_y - status_height,
status_x + status_width, status_y
);
guitext_status->setRelativePosition(rect);
// Fade out
video::SColor initial_color(255, 0, 0, 0);
if (guienv->getSkin())
initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
video::SColor final_color = initial_color;
final_color.setAlpha(0);
video::SColor fade_color = initial_color.getInterpolated_quadratic(
initial_color, final_color,
pow(*statustext_time / statustext_time_max, 2.0f));
guitext_status->setOverrideColor(fade_color);
guitext_status->enableOverrideColor(true);
}
}
/* Log times and stuff for visualization */
inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
{
Profiler::GraphValues values;
g_profiler->graphGet(values);
graph->put(values);
}
/****************************************************************************
Misc
****************************************************************************/
/* On some computers framerate doesn't seem to be automatically limited
*/
inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
{
// not using getRealTime is necessary for wine
device->getTimer()->tick(); // Maker sure device time is up-to-date
u32 time = device->getTimer()->getTime();
u32 last_time = fps_timings->last_time;
if (time > last_time) // Make sure time hasn't overflowed
fps_timings->busy_time = time - last_time;
else
fps_timings->busy_time = 0;
u32 frametime_min = 1000 / (g_menumgr.pausesGame()
? g_settings->getFloat("pause_fps_max")
: g_settings->getFloat("fps_max"));
if (fps_timings->busy_time < frametime_min) {
fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
device->sleep(fps_timings->sleep_time);
} else {
fps_timings->sleep_time = 0;
}
/* Get the new value of the device timer. Note that device->sleep() may
* not sleep for the entire requested time as sleep may be interrupted and
* therefore it is arguably more accurate to get the new time from the
* device rather than calculating it by adding sleep_time to time.
*/
device->getTimer()->tick(); // Update device timer
time = device->getTimer()->getTime();
if (time > last_time) // Make sure last_time hasn't overflowed
*dtime = (time - last_time) / 1000.0;
else
*dtime = 0;
fps_timings->last_time = time;
}
// Note: This will free (using delete[])! \p msg. If you want to use it later,
// pass a copy of it to this function
// Note: \p msg must be allocated using new (not malloc())
void Game::showOverlayMessage(const wchar_t *msg, float dtime,
int percent, bool draw_clouds)
{
draw_load_screen(msg, device, guienv, dtime, percent, draw_clouds);
delete[] msg;
}
/****************************************************************************/
/****************************************************************************
Shutdown / cleanup
****************************************************************************/
/****************************************************************************/
void Game::extendedResourceCleanup()
{
// Extended resource accounting
infostream << "Irrlicht resources after cleanup:" << std::endl;
infostream << "\tRemaining meshes : "
<< device->getSceneManager()->getMeshCache()->getMeshCount() << std::endl;
infostream << "\tRemaining textures : "
<< driver->getTextureCount() << std::endl;
for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
irr::video::ITexture *texture = driver->getTextureByIndex(i);
infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
<< std::endl;
}
clearTextureNameCache();
infostream << "\tRemaining materials: "
<< driver-> getMaterialRendererCount()
<< " (note: irrlicht doesn't support removing renderers)" << std::endl;
}
/****************************************************************************/
/****************************************************************************
extern function for launching the game
****************************************************************************/
/****************************************************************************/
void the_game(bool *kill,
bool random_input,
InputHandler *input,
IrrlichtDevice *device,
const std::string &map_dir,
const std::string &playername,
const std::string &password,
const std::string &address, // If empty local server is created
u16 port,
std::string &error_message,
ChatBackend &chat_backend,
const SubgameSpec &gamespec, // Used for local game
bool simple_singleplayer_mode)
{
Game game;
/* Make a copy of the server address because if a local singleplayer server
* is created then this is updated and we don't want to change the value
* passed to us by the calling function
*/
std::string server_address = address;
try {
if (game.startup(kill, random_input, input, device, map_dir,
playername, password, &server_address, port,
error_message, &chat_backend, gamespec,
simple_singleplayer_mode)) {
game.run();
game.shutdown();
}
} catch (SerializationError &e) {
error_message = std::string("A serialization error occurred:\n")
+ e.what() + "\n\nThe server is probably "
" running a different version of " PROJECT_NAME_C ".";
errorstream << error_message << std::endl;
} catch (ServerError &e) {
error_message = e.what();
errorstream << "ServerError: " << error_message << std::endl;
} catch (ModError &e) {
error_message = e.what() + strgettext("\nCheck debug.txt for details.");
errorstream << "ModError: " << error_message << std::endl;
}
}