void groundAction(u8 action, v3s16 nodepos_undersurface,
v3s16 nodepos_oversurface, u16 item);
- void clickObject(u8 button, v3s16 blockpos, s16 id, u16 item);
void clickActiveObject(u8 button, u16 id, u16 item);
- void sendSignText(v3s16 blockpos, s16 id, std::string text);
void sendSignNodeText(v3s16 p, std::string text);
void sendInventoryAction(InventoryAction *a);
void sendChatMessage(const std::wstring &message);
// locks envlock
void addNode(v3s16 p, MapNode n);
- void updateCamera(v3f pos, v3f dir);
+ void updateCamera(v3f pos, v3f dir, f32 fov);
+
+ void renderPostFx();
// Returns InvalidPositionException if not found
MapNode getNode(v3s16 p);
// Wrapper to Map
NodeMetadata* getNodeMetadata(v3s16 p);
- // Get the player position, and optionally put the
- // eye position in *eye_position
- v3f getPlayerPosition(v3f *eye_position=NULL);
+ LocalPlayer* getLocalPlayer();
void setPlayerControl(PlayerControl &control);
Inventory* getInventory(InventoryContext *c, std::string id);
void inventoryAction(InventoryAction *a);
- // Gets closest object pointed by the shootline
- // Returns NULL if not found
- MapBlockObject * getSelectedObject(
- f32 max_d,
- v3f from_pos_f_on_map,
- core::line3d<f32> shootline_on_map
- );
-
// Gets closest object pointed by the shootline
// Returns NULL if not found
ClientActiveObject * getSelectedActiveObject(
void addChatMessage(const std::wstring &message)
{
+ if (message[0] == L'/') {
+ m_chat_queue.push_back(
+ (std::wstring)L"issued command: "+message);
+ return;
+ }
+
//JMutexAutoLock envlock(m_env_mutex); //bulk comment-out
LocalPlayer *player = m_env.getLocalPlayer();
assert(player != NULL);
{
return m_access_denied_reason;
}
-
- /*
- This should only be used for calling the special drawing stuff in
- ClientEnvironment
- */
- ClientEnvironment * getEnv()
- {
- return &m_env;
- }
private:
IrrlichtDevice *m_device;
- v3f camera_position;
- v3f camera_direction;
-
// Server serialization version
u8 m_server_ser_ver;