]> git.lizzy.rs Git - minetest.git/blobdiff - src/game.cpp
Porting: Refactor initalizePaths()
[minetest.git] / src / game.cpp
index 8a9f3e1eae90baed094759562132eede9b9db2b3..3dcfcfaa96035b22fffce62a40ef472ff0a26bdb 100644 (file)
@@ -1423,7 +1423,7 @@ class Game
                        // If address is "", local server is used and address is updated
                        std::string *address,
                        u16 port,
-                       std::wstring *error_message,
+                       std::string &error_message,
                        ChatBackend *chat_backend,
                        const SubgameSpec &gamespec,    // Used for local game
                        bool simple_singleplayer_mode);
@@ -1445,9 +1445,8 @@ class Game
 
        // Client creation
        bool createClient(const std::string &playername,
-                       const std::string &password, std::string *address, u16 port,
-                       std::wstring *error_message);
-       bool initGui(std::wstring *error_message);
+                       const std::string &password, std::string *address, u16 port);
+       bool initGui();
 
        // Client connection
        bool connectToServer(const std::string &playername,
@@ -1575,7 +1574,7 @@ class Game
        video::IVideoDriver *driver;
        scene::ISceneManager *smgr;
        bool *kill;
-       std::wstring *error_message;
+       std::string *error_message;
        IGameDef *gamedef;                     // Convenience (same as *client)
        scene::ISceneNode *skybox;
 
@@ -1692,7 +1691,7 @@ bool Game::startup(bool *kill,
                const std::string &password,
                std::string *address,     // can change if simple_singleplayer_mode
                u16 port,
-               std::wstring *error_message,
+               std::string &error_message,
                ChatBackend *chat_backend,
                const SubgameSpec &gamespec,
                bool simple_singleplayer_mode)
@@ -1700,7 +1699,7 @@ bool Game::startup(bool *kill,
        // "cache"
        this->device        = device;
        this->kill          = kill;
-       this->error_message = error_message;
+       this->error_message = &error_message;
        this->random_input  = random_input;
        this->input         = input;
        this->chat_backend  = chat_backend;
@@ -1714,7 +1713,7 @@ bool Game::startup(bool *kill,
        if (!init(map_dir, address, port, gamespec))
                return false;
 
-       if (!createClient(playername, password, address, port, error_message))
+       if (!createClient(playername, password, address, port))
                return false;
 
        return true;
@@ -1934,10 +1933,10 @@ bool Game::createSingleplayerServer(const std::string map_dir,
        }
 
        if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
-               *error_message = L"Unable to listen on " +
-                               narrow_to_wide(bind_addr.serializeString()) +
-                               L" because IPv6 is disabled";
-               errorstream << wide_to_narrow(*error_message) << std::endl;
+               *error_message = "Unable to listen on " +
+                               bind_addr.serializeString() +
+                               " because IPv6 is disabled";
+               errorstream << *error_message << std::endl;
                return false;
        }
 
@@ -1950,8 +1949,7 @@ bool Game::createSingleplayerServer(const std::string map_dir,
 }
 
 bool Game::createClient(const std::string &playername,
-               const std::string &password, std::string *address, u16 port,
-               std::wstring *error_message)
+               const std::string &password, std::string *address, u16 port)
 {
        showOverlayMessage(wgettext("Creating client..."), 0, 10);
 
@@ -1966,19 +1964,19 @@ bool Game::createClient(const std::string &playername,
                return false;
 
        if (!could_connect) {
-               if (*error_message == L"" && !connect_aborted) {
+               if (error_message->empty() && !connect_aborted) {
                        // Should not happen if error messages are set properly
-                       *error_message = L"Connection failed for unknown reason";
-                       errorstream << wide_to_narrow(*error_message) << std::endl;
+                       *error_message = "Connection failed for unknown reason";
+                       errorstream << *error_message << std::endl;
                }
                return false;
        }
 
        if (!getServerContent(&connect_aborted)) {
-               if (*error_message == L"" && !connect_aborted) {
+               if (error_message->empty() && !connect_aborted) {
                        // Should not happen if error messages are set properly
-                       *error_message = L"Connection failed for unknown reason";
-                       errorstream << wide_to_narrow(*error_message) << std::endl;
+                       *error_message = "Connection failed for unknown reason";
+                       errorstream << *error_message << std::endl;
                }
                return false;
        }
@@ -1997,9 +1995,8 @@ bool Game::createClient(const std::string &playername,
        if (m_cache_enable_clouds) {
                clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
                if (!clouds) {
-                       *error_message = L"Memory allocation error";
-                       *error_message += narrow_to_wide(" (clouds)");
-                       errorstream << wide_to_narrow(*error_message) << std::endl;
+                       *error_message = "Memory allocation error (clouds)";
+                       errorstream << *error_message << std::endl;
                        return false;
                }
        }
@@ -2012,9 +2009,8 @@ bool Game::createClient(const std::string &playername,
        local_inventory = new Inventory(itemdef_manager);
 
        if (!(sky && local_inventory)) {
-               *error_message = L"Memory allocation error";
-               *error_message += narrow_to_wide(" (sky or local inventory)");
-               errorstream << wide_to_narrow(*error_message) << std::endl;
+               *error_message = "Memory allocation error (sky or local inventory)";
+               errorstream << *error_message << std::endl;
                return false;
        }
 
@@ -2028,7 +2024,7 @@ bool Game::createClient(const std::string &playername,
                crack_animation_length = 5;
        }
 
-       if (!initGui(error_message))
+       if (!initGui())
                return false;
 
        /* Set window caption
@@ -2046,15 +2042,15 @@ bool Game::createClient(const std::string &playername,
        hud = new Hud(driver, smgr, guienv, gamedef, player, local_inventory);
 
        if (!hud) {
-               *error_message = L"Memory error: could not create HUD";
-               errorstream << wide_to_narrow(*error_message) << std::endl;
+               *error_message = "Memory error: could not create HUD";
+               errorstream << *error_message << std::endl;
                return false;
        }
 
        return true;
 }
 
-bool Game::initGui(std::wstring *error_message)
+bool Game::initGui()
 {
        // First line of debug text
        guitext = guienv->addStaticText(
@@ -2095,8 +2091,8 @@ bool Game::initGui(std::wstring *error_message)
        gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
                        -1, chat_backend, client);
        if (!gui_chat_console) {
-               *error_message = L"Could not allocate memory for chat console";
-               errorstream << wide_to_narrow(*error_message) << std::endl;
+               *error_message = "Could not allocate memory for chat console";
+               errorstream << *error_message << std::endl;
                return false;
        }
 
@@ -2146,16 +2142,16 @@ bool Game::connectToServer(const std::string &playername,
                        local_server_mode = true;
                }
        } catch (ResolveError &e) {
-               *error_message = L"Couldn't resolve address: " + narrow_to_wide(e.what());
-               errorstream << wide_to_narrow(*error_message) << std::endl;
+               *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 = L"Unable to connect to " +
-                               narrow_to_wide(connect_address.serializeString()) +
-                               L" because IPv6 is disabled";
-               errorstream << wide_to_narrow(*error_message) << std::endl;
+               *error_message = "Unable to connect to " +
+                               connect_address.serializeString() +
+                               " because IPv6 is disabled";
+               errorstream << *error_message << std::endl;
                return false;
        }
 
@@ -2185,7 +2181,10 @@ bool Game::connectToServer(const std::string &playername,
                input->clear();
 
                FpsControl fps_control = { 0 };
-               f32 dtime; // in seconds
+               f32 dtime;
+               f32 wait_time = 0; // in seconds
+
+               fps_control.last_time = device->getTimer()->getTime();
 
                while (device->run()) {
 
@@ -2205,9 +2204,9 @@ bool Game::connectToServer(const std::string &playername,
 
                        // Break conditions
                        if (client->accessDenied()) {
-                               *error_message = L"Access denied. Reason: "
+                               *error_message = "Access denied. Reason: "
                                                + client->accessDeniedReason();
-                               errorstream << wide_to_narrow(*error_message) << std::endl;
+                               errorstream << *error_message << std::endl;
                                break;
                        }
 
@@ -2217,6 +2216,14 @@ bool Game::connectToServer(const std::string &playername,
                                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);
                }
@@ -2236,6 +2243,8 @@ bool Game::getServerContent(bool *aborted)
        FpsControl fps_control = { 0 };
        f32 dtime; // in seconds
 
+       fps_control.last_time = device->getTimer()->getTime();
+
        while (device->run()) {
 
                limitFps(&fps_control, &dtime);
@@ -2253,16 +2262,12 @@ bool Game::getServerContent(bool *aborted)
                }
 
                // Error conditions
-               if (client->accessDenied()) {
-                       *error_message = L"Access denied. Reason: "
-                                       + client->accessDeniedReason();
-                       errorstream << wide_to_narrow(*error_message) << std::endl;
+               if (!checkConnection())
                        return false;
-               }
 
                if (client->getState() < LC_Init) {
-                       *error_message = L"Client disconnected";
-                       errorstream << wide_to_narrow(*error_message) << std::endl;
+                       *error_message = "Client disconnected";
+                       errorstream << *error_message << std::endl;
                        return false;
                }
 
@@ -2336,9 +2341,9 @@ inline void Game::updateInteractTimers(GameRunData *runData, f32 dtime)
 inline bool Game::checkConnection()
 {
        if (client->accessDenied()) {
-               *error_message = L"Access denied. Reason: "
+               *error_message = "Access denied. Reason: "
                                + client->accessDeniedReason();
-               errorstream << wide_to_narrow(*error_message) << std::endl;
+               errorstream << *error_message << std::endl;
                return false;
        }
 
@@ -2977,19 +2982,37 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
                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), unless
+        * performing an action, sneaking or jumping.
+        */
+       const u32 autofast_exludebits =
+                         (1U << 4) | (1U << 6)     // jump, sneak
+                       | (1U << 7) | (1U << 8);    // left state, right state
+
+       if ((keypress_bits & autofast_exludebits) == 0) {
+               control.aux1 = control.aux1 ^ true;
+               keypress_bits ^= ((u32)(1U << 5));
+       }
+#endif
+
        client->setPlayerControl(control);
        LocalPlayer *player = client->getEnv().getLocalPlayer();
-       player->keyPressed =
-               ( (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
-       );
+       player->keyPressed = keypress_bits;
 
        //tt.stop();
 }
@@ -3192,12 +3215,12 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
                                        event.set_sky.params->size() == 6) {
                                sky->setFallbackBgColor(*event.set_sky.bgcolor);
                                skybox = smgr->addSkyBoxSceneNode(
-                                                texture_src->getTexture((*event.set_sky.params)[0]),
-                                                texture_src->getTexture((*event.set_sky.params)[1]),
-                                                texture_src->getTexture((*event.set_sky.params)[2]),
-                                                texture_src->getTexture((*event.set_sky.params)[3]),
-                                                texture_src->getTexture((*event.set_sky.params)[4]),
-                                                texture_src->getTexture((*event.set_sky.params)[5]));
+                                                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 {
@@ -4127,7 +4150,6 @@ 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
@@ -4219,7 +4241,7 @@ void the_game(bool *kill,
                const std::string &address,         // If empty local server is created
                u16 port,
 
-               std::wstring &error_message,
+               std::string &error_message,
                ChatBackend &chat_backend,
                const SubgameSpec &gamespec,        // Used for local game
                bool simple_singleplayer_mode)
@@ -4235,24 +4257,24 @@ void the_game(bool *kill,
        try {
 
                if (game.startup(kill, random_input, input, device, map_dir,
-                                       playername, password, &server_address, port,
-                                       &error_message, &chat_backend, gamespec,
-                                       simple_singleplayer_mode)) {
-
+                               playername, password, &server_address, port,
+                               error_message, &chat_backend, gamespec,
+                               simple_singleplayer_mode)) {
                        game.run();
                        game.shutdown();
                }
 
        } catch (SerializationError &e) {
-               error_message = L"A serialization error occurred:\n"
-                               + narrow_to_wide(e.what()) + L"\n\nThe server is probably "
-                               L" running a different version of " PROJECT_NAME ".";
-               errorstream << wide_to_narrow(error_message) << std::endl;
+               error_message = std::string("A serialization error occurred:\n")
+                               + e.what() + "\n\nThe server is probably "
+                               " running a different version of " PROJECT_NAME ".";
+               errorstream << error_message << std::endl;
        } catch (ServerError &e) {
-               error_message = narrow_to_wide(e.what());
-               errorstream << "ServerError: " << e.what() << std::endl;
+               error_message = e.what();
+               errorstream << "ServerError: " << error_message << std::endl;
        } catch (ModError &e) {
-               errorstream << "ModError: " << e.what() << std::endl;
-               error_message = narrow_to_wide(e.what()) + wstrgettext("\nCheck debug.txt for details.");
+               error_message = e.what() + strgettext("\nCheck debug.txt for details.");
+               errorstream << "ModError: " << error_message << std::endl;
        }
 }
+