]> git.lizzy.rs Git - minetest.git/blobdiff - src/camera.cpp
(Re)spawn players within 'mapgen_limit'
[minetest.git] / src / camera.cpp
index e1fec4a3e27a74d93ae28ce07959c8101655b03c..52a42a3a9e6bbb1d8c867c77de953b99d7a7c01f 100644 (file)
@@ -27,21 +27,20 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h"
 #include "wieldmesh.h"
 #include "noise.h"         // easeCurve
-#include "gamedef.h"
 #include "sound.h"
 #include "event.h"
 #include "profiler.h"
 #include "util/numeric.h"
-#include "util/mathconstants.h"
 #include "constants.h"
 #include "fontengine.h"
+#include "script/scripting_client.h"
 
 #define CAMERA_OFFSET_STEP 200
 
 #include "nodedef.h"
 
 Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
-               IGameDef *gamedef):
+               Client *client):
        m_playernode(NULL),
        m_headnode(NULL),
        m_cameranode(NULL),
@@ -50,7 +49,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        m_wieldnode(NULL),
 
        m_draw_control(draw_control),
-       m_gamedef(gamedef),
+       m_client(client),
 
        m_camera_position(0,0,0),
        m_camera_direction(0,0,0),
@@ -88,7 +87,7 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        m_wieldmgr = smgr->createNewSceneManager();
        m_wieldmgr->addCameraSceneNode();
        m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
-       m_wieldnode->setItem(ItemStack(), m_gamedef);
+       m_wieldnode->setItem(ItemStack(), m_client);
        m_wieldnode->drop(); // m_wieldmgr grabbed it
 
        /* TODO: Add a callback function so these can be updated when a setting
@@ -104,7 +103,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
        m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
        m_cache_fov                 = g_settings->getFloat("fov");
        m_cache_zoom_fov            = g_settings->getFloat("zoom_fov");
-       m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
        m_nametags.clear();
 }
 
@@ -128,6 +126,10 @@ bool Camera::successfullyCreated(std::string &error_message)
        } else {
                error_message.clear();
        }
+       
+       if (g_settings->getBool("enable_client_modding")) {
+               m_client->getScript()->on_camera_ready(this);
+       }
        return error_message.empty();
 }
 
@@ -151,7 +153,7 @@ void Camera::step(f32 dtime)
        m_wield_change_timer = MYMIN(m_wield_change_timer + dtime, 0.125);
 
        if (m_wield_change_timer >= 0 && was_under_zero)
-               m_wieldnode->setItem(m_wield_item_next, m_gamedef);
+               m_wieldnode->setItem(m_wield_item_next, m_client);
 
        if (m_view_bobbing_state != 0)
        {
@@ -189,7 +191,7 @@ void Camera::step(f32 dtime)
                                        (was > 0.5f && m_view_bobbing_anim <= 0.5f));
                        if(step) {
                                MtEvent *e = new SimpleTriggerEvent("ViewBobbingStep");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        }
                }
        }
@@ -210,10 +212,10 @@ void Camera::step(f32 dtime)
                        if(m_digging_button == 0)
                        {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchLeft");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        } else if(m_digging_button == 1) {
                                MtEvent *e = new SimpleTriggerEvent("CameraPunchRight");
-                               m_gamedef->event()->put(e);
+                               m_client->event()->put(e);
                        }
                }
        }
@@ -282,8 +284,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        v3f rel_cam_target = v3f(0,0,1);
        v3f rel_cam_up = v3f(0,1,0);
 
-       if (m_view_bobbing_anim != 0 && m_camera_mode < CAMERA_MODE_THIRD)
-       {
+       if (m_cache_view_bobbing_amount != 0.0f && m_view_bobbing_anim != 0.0f &&
+               m_camera_mode < CAMERA_MODE_THIRD) {
                f32 bobfrac = my_modf(m_view_bobbing_anim * 2);
                f32 bobdir = (m_view_bobbing_anim < 0.5) ? 1.0 : -1.0;
 
@@ -352,7 +354,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
                                my_cp.Y = m_camera_position.Y + (m_camera_direction.Y*-i);
 
                        // Prevent camera positioned inside nodes
-                       INodeDefManager *nodemgr = m_gamedef->ndef();
+                       INodeDefManager *nodemgr = m_client->ndef();
                        MapNode n = c_env.getClientMap().getNodeNoEx(floatToInt(my_cp, BS));
                        const ContentFeatures& features = nodemgr->get(n);
                        if(features.walkable)
@@ -390,13 +392,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
        // Get FOV
        f32 fov_degrees;
-       if (player->getPlayerControl().zoom && m_gamedef->checkLocalPrivilege("zoom")) {
+       if (player->getPlayerControl().zoom && m_client->checkLocalPrivilege("zoom")) {
                fov_degrees = m_cache_zoom_fov;
        } else {
                fov_degrees = m_cache_fov;
        }
-       fov_degrees = MYMAX(fov_degrees, 10.0);
-       fov_degrees = MYMIN(fov_degrees, 170.0);
+       fov_degrees = rangelim(fov_degrees, 7.0, 160.0);
 
        // FOV and aspect ratio
        m_aspect = (f32) porting::getWindowSize().X / (f32) porting::getWindowSize().Y;
@@ -407,9 +408,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        m_cameranode->setAspectRatio(m_aspect);
        m_cameranode->setFOV(m_fov_y);
 
+       float wieldmesh_offset_Y = -35 + player->getPitch() * 0.05;
+       wieldmesh_offset_Y = rangelim(wieldmesh_offset_Y, -52, -32);
+
        // Position the wielded item
        //v3f wield_position = v3f(45, -35, 65);
-       v3f wield_position = v3f(55, -35, 65);
+       v3f wield_position = v3f(55, wieldmesh_offset_Y, 65);
        //v3f wield_rotation = v3f(-100, 120, -100);
        v3f wield_rotation = v3f(-100, 120, -100);
        wield_position.Y += fabs(m_wield_change_timer)*320 - 40;
@@ -467,12 +471,10 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
        const bool swimming = (movement_XZ || player->swimming_vertical) && player->in_liquid;
        const bool climbing = movement_Y && player->is_climbing;
        if ((walking || swimming || climbing) &&
-                       m_cache_view_bobbing &&
-                       (!g_settings->getBool("free_move") || !m_gamedef->checkLocalPrivilege("fly")))
-       {
+                       (!g_settings->getBool("free_move") || !m_client->checkLocalPrivilege("fly"))) {
                // Start animation
                m_view_bobbing_state = 1;
-               m_view_bobbing_speed = MYMIN(speed.getLength(), 40);
+               m_view_bobbing_speed = MYMIN(speed.getLength(), 70);
        }
        else if (m_view_bobbing_state == 1)
        {
@@ -484,13 +486,12 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
 void Camera::updateViewingRange()
 {
+       f32 viewing_range = g_settings->getFloat("viewing_range");
+       m_draw_control.wanted_range = viewing_range;
        if (m_draw_control.range_all) {
                m_cameranode->setFarValue(100000.0);
                return;
        }
-
-       f32 viewing_range = g_settings->getFloat("viewing_range");
-       m_draw_control.wanted_range = viewing_range;
        m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
 }
 
@@ -502,7 +503,8 @@ void Camera::setDigging(s32 button)
 
 void Camera::wield(const ItemStack &item)
 {
-       if (item.name != m_wield_item_next.name) {
+       if (item.name != m_wield_item_next.name ||
+                       item.metadata != m_wield_item_next.metadata) {
                m_wield_item_next = item;
                if (m_wield_change_timer > 0)
                        m_wield_change_timer = -m_wield_change_timer;
@@ -552,13 +554,14 @@ void Camera::drawNametags()
                        // shadow can remain.
                        continue;
                }
-               v3f pos = nametag->parent_node->getPosition() + v3f(0.0, 1.1 * BS, 0.0);
+               v3f pos = nametag->parent_node->getAbsolutePosition() + v3f(0.0, 1.1 * BS, 0.0);
                f32 transformed_pos[4] = { pos.X, pos.Y, pos.Z, 1.0f };
                trans.multiplyWith1x4Matrix(transformed_pos);
                if (transformed_pos[3] > 0) {
+                       std::string nametag_colorless = unescape_enriched(nametag->nametag_text);
                        core::dimension2d<u32> textsize =
                                g_fontengine->getFont()->getDimension(
-                               utf8_to_wide(nametag->nametag_text).c_str());
+                               utf8_to_wide(nametag_colorless).c_str());
                        f32 zDiv = transformed_pos[3] == 0.0f ? 1.0f :
                                core::reciprocal(transformed_pos[3]);
                        v2u32 screensize = m_driver->getScreenSize();