#include "particles.h"
#include "porting.h"
#include "profiler.h"
-#include "quicktune_shortcutter.h"
#include "raycast.h"
#include "server.h"
#include "settings.h"
#include "util/basic_macros.h"
#include "util/directiontables.h"
#include "util/pointedthing.h"
+#include "util/quicktune_shortcutter.h"
#include "irrlicht_changes/static_text.h"
#include "version.h"
#include "script/scripting_client.h"
return;
}
- if (m_client && m_client->moddingEnabled())
+ if (m_client && m_client->modsLoaded())
m_client->getScript()->on_formspec_input(m_formname, fields);
}
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
+ CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
+ CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
+ m_camera_offset_pixel("cameraOffset"),
+ m_camera_offset_vertex("cameraOffset"),
m_base_texture("baseTexture"),
m_normal_texture("normalTexture"),
m_texture_flags("textureFlags"),
sunlight.b };
m_day_light.set(dnc, services);
- u32 animation_timer = porting::getTimeMs() % 100000;
+ u32 animation_timer = porting::getTimeMs() % 1000000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
m_minimap_yaw.set(minimap_yaw_array, services);
}
+ float camera_offset_array[3];
+ v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+ camera_offset_array[0] = offset.X;
+ camera_offset_array[1] = offset.Y;
+ camera_offset_array[2] = offset.Z;
+#else
+ offset.getAs3Values(camera_offset_array);
+#endif
+ m_camera_offset_pixel.set(camera_offset_array, services);
+ m_camera_offset_vertex.set(camera_offset_array, services);
+
SamplerLayer_t base_tex = 0,
normal_tex = 1,
flags_tex = 2;
bool dig_instantly;
bool digging_blocked;
bool left_punch;
- bool update_wielded_item_trigger;
bool reset_jump_timer;
float nodig_delay_timer;
float dig_time;
void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
void updateChat(f32 dtime, const v2u32 &screensize);
- bool nodePlacementPrediction(const ItemDefinition &selected_def,
- const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos);
+ bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
+ const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
+ const NodeMetadata *meta);
static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
InputHandler *input = nullptr;
// Reinit runData
runData = GameRunData();
runData.time_from_last_punch = 10.0;
- runData.update_wielded_item_trigger = true;
m_game_ui->initFlags();
// RenderingEngine::run() from this iteration
// + Sleep time until the wanted FPS are reached
limitFps(&draw_times, &dtime);
-
+
// Prepare render data for next iteration
updateStats(&stats, draw_times, dtime);
} else if (wasKeyDown(KeyType::CMD)) {
openConsole(0.2, L"/");
} else if (wasKeyDown(KeyType::CMD_LOCAL)) {
- if (client->moddingEnabled())
+ if (client->modsLoaded())
openConsole(0.2, L".");
else
m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
InventoryLocation inventoryloc;
inventoryloc.setCurrentPlayer();
- if (!client->moddingEnabled()
+ if (!client->modsLoaded()
|| !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
TextDest *txt_dst = new TextDestPlayerInventory(client);
auto *&formspec = m_game_ui->updateFormspec("");
void Game::checkZoomEnabled()
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
- if (player->getZoomFOV() < 0.001f)
+ if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
}
}
// autoforward if set: simulate "up" key
- if (player->getPlayerSettings().continuous_forward && !player->isDead()) {
+ if (player->getPlayerSettings().continuous_forward &&
+ client->activeObjectsReceived() && !player->isDead()) {
control.up = true;
keypress_bits |= 1U << 0;
}
{&Game::handleClientEvent_HudRemove},
{&Game::handleClientEvent_HudChange},
{&Game::handleClientEvent_SetSky},
+ {&Game::handleClientEvent_SetSun},
+ {&Game::handleClientEvent_SetMoon},
+ {&Game::handleClientEvent_SetStars},
{&Game::handleClientEvent_OverrideDayNigthRatio},
{&Game::handleClientEvent_CloudParams},
};
void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
{
- if (client->moddingEnabled()) {
+ if (client->modsLoaded())
client->getScript()->on_damage_taken(event->player_damage.amount);
- }
// Damage flash and hurt tilt are not used at death
if (client->getHP() > 0) {
{
// If client scripting is enabled, deathscreen is handled by CSM code in
// builtin/client/init.lua
- if (client->moddingEnabled())
+ if (client->modsLoaded())
client->getScript()->on_death();
else
showDeathFormspec();
e->offset = *event->hudadd.offset;
e->world_pos = *event->hudadd.world_pos;
e->size = *event->hudadd.size;
+ e->z_index = event->hudadd.z_index;
hud_server_to_client[server_id] = player->addHud(e);
delete event->hudadd.pos;
case HUD_STAT_SIZE:
e->size = *event->hudchange.v2s32data;
break;
+
+ case HUD_STAT_Z_INDEX:
+ e->z_index = event->hudchange.data;
+ break;
}
delete event->hudchange.v3fdata;
void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
{
sky->setVisible(false);
- // Whether clouds are visible in front of a custom skybox
- sky->setCloudsEnabled(event->set_sky.clouds);
+ // Whether clouds are visible in front of a custom skybox.
+ sky->setCloudsEnabled(event->set_sky->clouds);
if (skybox) {
skybox->remove();
skybox = NULL;
}
-
+ // Clear the old textures out in case we switch rendering type.
+ sky->clearSkyboxTextures();
// Handle according to type
- if (*event->set_sky.type == "regular") {
+ if (event->set_sky->type == "regular") {
+ // Shows the mesh skybox
sky->setVisible(true);
- sky->setCloudsEnabled(true);
- } else if (*event->set_sky.type == "skybox" &&
- event->set_sky.params->size() == 6) {
- sky->setFallbackBgColor(*event->set_sky.bgcolor);
- skybox = RenderingEngine::get_scene_manager()->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")
+ // Update mesh based skybox colours if applicable.
+ sky->setSkyColors(*event->set_sky);
+ sky->setHorizonTint(
+ event->set_sky->sun_tint,
+ event->set_sky->moon_tint,
+ event->set_sky->tint_type
+ );
+ } else if (event->set_sky->type == "skybox" &&
+ event->set_sky->textures.size() == 6) {
+ // Disable the dyanmic mesh skybox:
+ sky->setVisible(false);
+ // Set fog colors:
+ sky->setFallbackBgColor(event->set_sky->bgcolor);
+ // Set sunrise and sunset fog tinting:
+ sky->setHorizonTint(
+ event->set_sky->sun_tint,
+ event->set_sky->moon_tint,
+ event->set_sky->tint_type
+ );
+ // Add textures to skybox.
+ for (int i = 0; i < 6; i++)
+ sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
+ } else {
+ // Handle everything else as plain color.
+ if (event->set_sky->type != "plain")
infostream << "Unknown sky type: "
- << (*event->set_sky.type) << std::endl;
-
- sky->setFallbackBgColor(*event->set_sky.bgcolor);
+ << (event->set_sky->type) << std::endl;
+ sky->setVisible(false);
+ sky->setFallbackBgColor(event->set_sky->bgcolor);
+ // Disable directional sun/moon tinting on plain or invalid skyboxes.
+ sky->setHorizonTint(
+ event->set_sky->bgcolor,
+ event->set_sky->bgcolor,
+ "custom"
+ );
}
+ delete event->set_sky;
+}
+
+void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
+{
+ sky->setSunVisible(event->sun_params->visible);
+ sky->setSunTexture(event->sun_params->texture,
+ event->sun_params->tonemap, texture_src);
+ sky->setSunScale(event->sun_params->scale);
+ sky->setSunriseVisible(event->sun_params->sunrise_visible);
+ sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
+ delete event->sun_params;
+}
- delete event->set_sky.bgcolor;
- delete event->set_sky.type;
- delete event->set_sky.params;
+void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
+{
+ sky->setMoonVisible(event->moon_params->visible);
+ sky->setMoonTexture(event->moon_params->texture,
+ event->moon_params->tonemap, texture_src);
+ sky->setMoonScale(event->moon_params->scale);
+ delete event->moon_params;
+}
+
+void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
+{
+ sky->setStarsVisible(event->star_params->visible);
+ sky->setStarCount(event->star_params->count, false);
+ sky->setStarColor(event->star_params->starcolor);
+ sky->setStarScale(event->star_params->scale);
+ delete event->star_params;
}
void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
else
runData.repeat_rightclick_timer = 0;
-
if (selected_def.usable && input->getLeftState()) {
- if (input->getLeftClicked() && (!client->moddingEnabled()
+ if (input->getLeftClicked() && (!client->modsLoaded()
|| !client->getScript()->on_item_use(selected_item, pointed)))
client->interact(INTERACT_USE, pointed);
} else if (pointed.type == POINTEDTHING_NODE) {
} else if (input->getLeftState()) {
// When button is held down in air, show continuous animation
runData.left_punch = true;
+ // Run callback even though item is not usable
+ if (input->getLeftClicked() && client->modsLoaded())
+ client->getScript()->on_item_use(selected_item, pointed);
} else if (input->getRightClicked()) {
handlePointingAtNothing(selected_item);
}
runData.repeat_rightclick_timer = 0;
infostream << "Ground right-clicked" << std::endl;
- if (meta && !meta->getString("formspec").empty() && !random_input
- && !isKeyDown(KeyType::SNEAK)) {
- // Report right click to server
- if (nodedef_manager->get(map.getNode(nodepos)).rightclickable) {
- client->interact(INTERACT_PLACE, pointed);
- }
-
- infostream << "Launching custom inventory view" << std::endl;
-
- InventoryLocation inventoryloc;
- inventoryloc.setNodeMeta(nodepos);
-
- NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
- &client->getEnv().getClientMap(), nodepos);
- TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
-
- auto *&formspec = m_game_ui->updateFormspec("");
- GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
- txt_dst, client->getFormspecPrepend());
-
- 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
- auto &def = selected_item.getDefinition(itemdef_manager);
- bool placed = nodePlacementPrediction(def, selected_item, nodepos,
- neighbourpos);
+ camera->setDigging(1); // right click animation (always shown for feedback)
- if (placed) {
- // Report to server
- client->interact(INTERACT_PLACE, pointed);
- // Read the sound
- soundmaker->m_player_rightpunch_sound =
- def.sound_place;
+ soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
- if (client->moddingEnabled())
- client->getScript()->on_placenode(pointed, def);
- } else {
- soundmaker->m_player_rightpunch_sound =
- SimpleSoundSpec();
+ // If the wielded item has node placement prediction,
+ // make that happen
+ // And also set the sound and send the interact
+ // But first check for meta formspec and rightclickable
+ auto &def = selected_item.getDefinition(itemdef_manager);
+ bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
+ pointed, meta);
- if (def.node_placement_prediction.empty() ||
- nodedef_manager->get(map.getNode(nodepos)).rightclickable) {
- client->interact(INTERACT_PLACE, pointed); // Report to server
- } else {
- soundmaker->m_player_rightpunch_sound =
- def.sound_place_failed;
- }
- }
- }
+ if (placed && client->modsLoaded())
+ client->getScript()->on_placenode(pointed, def);
}
}
-bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
- const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos)
+bool Game::nodePlacement(const ItemDefinition &selected_def,
+ const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
+ const PointedThing &pointed, const NodeMetadata *meta)
{
std::string prediction = selected_def.node_placement_prediction;
const NodeDefManager *nodedef = client->ndef();
bool is_valid_position;
node = map.getNode(nodepos, &is_valid_position);
- if (!is_valid_position)
+ if (!is_valid_position) {
+ soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+ return false;
+ }
+
+ // formspec in meta
+ if (meta && !meta->getString("formspec").empty() && !random_input
+ && !isKeyDown(KeyType::SNEAK)) {
+ // on_rightclick callbacks are called anyway
+ if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
+ client->interact(INTERACT_PLACE, pointed);
+
+ infostream << "Launching custom inventory view" << std::endl;
+
+ InventoryLocation inventoryloc;
+ inventoryloc.setNodeMeta(nodepos);
+
+ NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
+ &client->getEnv().getClientMap(), nodepos);
+ TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
+
+ auto *&formspec = m_game_ui->updateFormspec("");
+ GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
+ txt_dst, client->getFormspecPrepend());
+
+ formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
return false;
+ }
- if (!prediction.empty() && !(nodedef->get(node).rightclickable &&
+ // on_rightclick callback
+ if (prediction.empty() || (nodedef->get(node).rightclickable &&
!isKeyDown(KeyType::SNEAK))) {
- verbosestream << "Node placement prediction for "
- << selected_item.name << " is "
- << prediction << std::endl;
- v3s16 p = neighbourpos;
-
- // Place inside node itself if buildable_to
- MapNode n_under = map.getNode(nodepos, &is_valid_position);
- if (is_valid_position)
- {
- if (nodedef->get(n_under).buildable_to)
- p = nodepos;
- else {
- node = map.getNode(p, &is_valid_position);
- if (is_valid_position &&!nodedef->get(node).buildable_to)
- return false;
+ // Report to server
+ client->interact(INTERACT_PLACE, pointed);
+ return false;
+ }
+
+ verbosestream << "Node placement prediction for "
+ << selected_def.name << " is "
+ << prediction << std::endl;
+ v3s16 p = neighbourpos;
+
+ // Place inside node itself if buildable_to
+ MapNode n_under = map.getNode(nodepos, &is_valid_position);
+ if (is_valid_position) {
+ if (nodedef->get(n_under).buildable_to) {
+ p = nodepos;
+ } else {
+ node = map.getNode(p, &is_valid_position);
+ if (is_valid_position && !nodedef->get(node).buildable_to) {
+ // Report to server
+ client->interact(INTERACT_PLACE, pointed);
+ return false;
}
}
+ }
- // Find id of predicted node
- content_t id;
- bool found = nodedef->getId(prediction, id);
+ // Find id of predicted node
+ content_t id;
+ bool found = nodedef->getId(prediction, id);
- if (!found) {
- errorstream << "Node placement prediction failed for "
- << selected_item.name << " (places "
- << prediction
- << ") - Name not known" << std::endl;
- return false;
- }
+ if (!found) {
+ errorstream << "Node placement prediction failed for "
+ << selected_def.name << " (places "
+ << prediction
+ << ") - Name not known" << std::endl;
+ // Handle this as if prediction was empty
+ // Report to server
+ client->interact(INTERACT_PLACE, pointed);
+ return false;
+ }
- const ContentFeatures &predicted_f = nodedef->get(id);
+ const ContentFeatures &predicted_f = nodedef->get(id);
- // Predict param2 for facedir and wallmounted nodes
- u8 param2 = 0;
+ // Predict param2 for facedir and wallmounted nodes
+ u8 param2 = 0;
- if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+ if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
- v3s16 dir = nodepos - neighbourpos;
+ 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 (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 (predicted_f.param_type_2 == CPT2_FACEDIR ||
+ if (predicted_f.param_type_2 == CPT2_FACEDIR ||
predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
- v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
+ 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;
- }
+ if (abs(dir.X) > abs(dir.Z)) {
+ param2 = dir.X < 0 ? 3 : 1;
+ } else {
+ param2 = dir.Z < 0 ? 2 : 0;
}
+ }
+
+ assert(param2 <= 5);
- assert(param2 <= 5);
-
- //Check attachment if node is in group attached_node
- if (((ItemGroupList) predicted_f.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 (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+ //Check attachment if node is in group attached_node
+ if (((ItemGroupList) predicted_f.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 (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
- pp = p + wallmounted_dirs[param2];
- else
- pp = p + v3s16(0, -1, 0);
+ pp = p + wallmounted_dirs[param2];
+ else
+ pp = p + v3s16(0, -1, 0);
- if (!nodedef->get(map.getNode(pp)).walkable)
- return false;
+ if (!nodedef->get(map.getNode(pp)).walkable) {
+ // Report to server
+ client->interact(INTERACT_PLACE, pointed);
+ return false;
}
+ }
- // Apply color
- if ((predicted_f.param_type_2 == CPT2_COLOR
+ // Apply color
+ if ((predicted_f.param_type_2 == CPT2_COLOR
|| predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
|| predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
- const std::string &indexstr = selected_item.metadata.getString(
- "palette_index", 0);
- if (!indexstr.empty()) {
- s32 index = mystoi(indexstr);
- if (predicted_f.param_type_2 == CPT2_COLOR) {
- param2 = index;
- } else if (predicted_f.param_type_2
- == CPT2_COLORED_WALLMOUNTED) {
- // param2 = pure palette index + other
- param2 = (index & 0xf8) | (param2 & 0x07);
- } else if (predicted_f.param_type_2
- == CPT2_COLORED_FACEDIR) {
- // param2 = pure palette index + other
- param2 = (index & 0xe0) | (param2 & 0x1f);
- }
+ const std::string &indexstr = selected_item.metadata.getString(
+ "palette_index", 0);
+ if (!indexstr.empty()) {
+ s32 index = mystoi(indexstr);
+ if (predicted_f.param_type_2 == CPT2_COLOR) {
+ param2 = index;
+ } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+ // param2 = pure palette index + other
+ param2 = (index & 0xf8) | (param2 & 0x07);
+ } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
+ // param2 = pure palette index + other
+ param2 = (index & 0xe0) | (param2 & 0x1f);
}
}
+ }
- // Add node to client map
- MapNode n(id, 0, param2);
+ // Add node to client map
+ MapNode n(id, 0, param2);
- try {
- LocalPlayer *player = client->getEnv().getLocalPlayer();
+ 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 ||
+ // 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 "
- << selected_item.name << " (places "
- << prediction
- << ") - Position not loaded" << std::endl;
+ // This triggers the required mesh update too
+ client->addNode(p, n);
+ // Report to server
+ client->interact(INTERACT_PLACE, pointed);
+ // A node is predicted, also play a sound
+ soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
+ return true;
+ } else {
+ soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+ return false;
}
+ } catch (InvalidPositionException &e) {
+ errorstream << "Node placement prediction failed for "
+ << selected_def.name << " (places "
+ << prediction
+ << ") - Position not loaded" << std::endl;
+ soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+ return false;
}
-
- return false;
}
void Game::handlePointingAtObject(const PointedThing &pointed,
if (!runData.digging) {
infostream << "Started digging" << std::endl;
runData.dig_instantly = runData.dig_time_complete == 0;
- if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
+ if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
return;
client->interact(INTERACT_START_DIGGING, pointed);
runData.digging = true;
bool is_valid_position;
MapNode wasnode = map.getNode(nodepos, &is_valid_position);
if (is_valid_position) {
- if (client->moddingEnabled() &&
+ if (client->modsLoaded() &&
client->getScript()->on_dignode(nodepos, wasnode)) {
return;
}
video::SColor clouds_dark = clouds->getColor()
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
- sky->setBodiesVisible(false);
+ sky->setInClouds(true);
runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);
if (player->getWieldIndex() != runData.new_playeritem)
client->setPlayerItem(runData.new_playeritem);
- // Update local inventory if it has changed
- if (client->getLocalInventoryUpdated()) {
- //infostream<<"Updating local inventory"<<std::endl;
- runData.update_wielded_item_trigger = true;
- }
-
- if (runData.update_wielded_item_trigger) {
+ if (client->updateWieldedItem()) {
// Update wielded tool
ItemStack selected_item, hand_item;
ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
camera->wield(tool_item);
-
- runData.update_wielded_item_trigger = false;
}
/*
void Game::showDeathFormspec()
{
static std::string formspec_str =
- std::string(FORMSPEC_VERSION_STRING) +
+ std::string("formspec_version[1]") +
SIZE_TAG
"bgcolor[#320000b4;true]"
"label[4.85,1.35;" + gettext("You died") + "]"
float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
std::ostringstream os;
- os << FORMSPEC_VERSION_STRING << SIZE_TAG
+ os << "formspec_version[1]" << SIZE_TAG
<< "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
<< strgettext("Continue") << "]";