#include "guiKeyChangeMenu.h"
#include "guiPasswordChange.h"
#include "guiVolumeChange.h"
-#include "hud.h"
#include "mainmenumanager.h"
#include "mapblock.h"
#include "nodedef.h" // Needed for determining pointing to nodes
#include "version.h"
#include "minimap.h"
#include "mapblock_mesh.h"
+#include "script/clientscripting.h"
#include "sound.h"
struct LocalFormspecHandler : public TextDest {
LocalFormspecHandler();
+
LocalFormspecHandler(std::string formname) :
m_client(0)
{
}
}
- 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;
- StringMap::const_iterator it;
- for (it = fields.begin(); it != fields.end(); ++it) {
- errorstream << "\t" << i << ": " << it->first
- << "=" << it->second << std::endl;
- i++;
- }
+ // Don't disable this part when modding is disabled, it's used in builtin
+ m_client->getScript()->on_formspec_input(m_formname, fields);
}
Client *m_client;
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());
-}
-
-static inline void getNeighborConnectingFace(v3s16 p, INodeDefManager *nodedef,
- ClientMap *map, MapNode n, u8 bitmask, u8 *neighbors)
-{
- MapNode n2 = map->getNodeNoEx(p);
- if (nodedef->nodeboxConnects(n, n2, bitmask))
- *neighbors |= bitmask;
-}
-
-static inline u8 getNeighbors(v3s16 p, INodeDefManager *nodedef, ClientMap *map, MapNode n)
-{
- u8 neighbors = 0;
- const ContentFeatures &f = nodedef->get(n);
- // locate possible neighboring nodes to connect to
- if (f.drawtype == NDT_NODEBOX && f.node_box.type == NODEBOX_CONNECTED) {
- v3s16 p2 = p;
-
- p2.Y++;
- getNeighborConnectingFace(p2, nodedef, map, n, 1, &neighbors);
-
- p2 = p;
- p2.Y--;
- getNeighborConnectingFace(p2, nodedef, map, n, 2, &neighbors);
-
- p2 = p;
- p2.Z--;
- getNeighborConnectingFace(p2, nodedef, map, n, 4, &neighbors);
-
- p2 = p;
- p2.X--;
- getNeighborConnectingFace(p2, nodedef, map, n, 8, &neighbors);
-
- p2 = p;
- p2.Z++;
- getNeighborConnectingFace(p2, nodedef, map, n, 16, &neighbors);
-
- p2 = p;
- p2.X++;
- getNeighborConnectingFace(p2, nodedef, map, n, 32, &neighbors);
- }
-
- return neighbors;
-}
-
-/*
- Find what the player is pointing at
-*/
-PointedThing getPointedThing(Client *client, Hud *hud, const v3f &player_position,
- const v3f &camera_direction, const v3f &camera_position,
- core::line3d<f32> shootline, f32 d, bool liquids_pointable,
- bool look_for_object, const v3s16 &camera_offset,
- ClientActiveObject *&selected_object)
-{
- PointedThing result;
-
- std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
- selectionboxes->clear();
- static const bool show_entity_selectionbox = g_settings->getBool("show_entity_selectionbox");
-
- selected_object = NULL;
-
- INodeDefManager *nodedef = client->getNodeDefManager();
- ClientMap &map = client->getEnv().getClientMap();
-
- f32 min_distance = 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 (show_entity_selectionbox &&
- 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();
- selectionboxes->push_back(aabb3f(
- selection_box->MinEdge, selection_box->MaxEdge));
- hud->setSelectionPos(pos, camera_offset);
- }
-
- min_distance = (selected_object->getPosition() - camera_position).getLength();
-
- hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
- 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 - (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;
-
- v3s16 pointed_pos(0, 0, 0);
-
- 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;
- v3s16 p(x, y, z);
-
- n = map.getNodeNoEx(p, &is_valid_position);
- if (!is_valid_position) {
- continue;
- }
- if (!isPointableNode(n, client, liquids_pointable)) {
- continue;
- }
-
- std::vector<aabb3f> boxes;
- n.getSelectionBoxes(nodedef, &boxes, getNeighbors(p, nodedef, &map, n));
-
- 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;
-
- v3f centerpoint = box.getCenter();
- f32 distance = (centerpoint - camera_position).getLength();
- if (distance >= min_distance) {
- continue;
- }
- if (!box.intersectsWithLine(shootline)) {
- continue;
- }
- result.type = POINTEDTHING_NODE;
- min_distance = distance;
- pointed_pos = np;
- }
- }
- }
- }
-
- if (result.type == POINTEDTHING_NODE) {
- f32 d = 0.001 * BS;
- MapNode n = map.getNodeNoEx(pointed_pos);
- v3f npf = intToFloat(pointed_pos, BS);
- std::vector<aabb3f> boxes;
- n.getSelectionBoxes(nodedef, &boxes, getNeighbors(pointed_pos, nodedef, &map, n));
- f32 face_min_distance = 1000 * 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;
- 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 >= face_min_distance)
- continue;
- if (!facebox.intersectsWithLine(shootline))
- continue;
- result.node_abovesurface = pointed_pos + facedir;
- hud->setSelectedFaceNormal(v3f(facedir.X, facedir.Y, facedir.Z));
- face_min_distance = distance;
- }
- }
- selectionboxes->clear();
- for (std::vector<aabb3f>::const_iterator
- i = boxes.begin();
- i != boxes.end(); ++i) {
- aabb3f box = *i;
- box.MinEdge += v3f(-d, -d, -d);
- box.MaxEdge += v3f(d, d, d);
- selectionboxes->push_back(box);
- }
- hud->setSelectionPos(intToFloat(pointed_pos, BS), camera_offset);
- result.node_undersurface = pointed_pos;
- }
-
- // Update selection mesh light level and vertex colors
- if (selectionboxes->size() > 0) {
- v3f pf = hud->getSelectionPos();
- v3s16 p = floatToInt(pf, BS);
-
- // Get selection mesh light level
- MapNode n = map.getNodeNoEx(p);
- u16 node_light = getInteriorLight(n, -1, nodedef);
- u16 light_level = node_light;
-
- for (u8 i = 0; i < 6; i++) {
- n = map.getNodeNoEx(p + g_6dirs[i]);
- node_light = getInteriorLight(n, -1, nodedef);
- if (node_light > light_level)
- light_level = node_light;
- }
-
- video::SColor c = MapBlock_LightColor(255, light_level, 0);
- u8 day = c.getRed();
- u8 night = c.getGreen();
- u32 daynight_ratio = client->getEnv().getDayNightRatio();
- finalColorBlend(c, day, night, daynight_ratio);
-
- // Modify final color a bit with time
- u32 timer = porting::getTimeMs() % 5000;
- float timerf = (float)(irr::core::PI * ((timer / 2500.0) - 0.5));
- float sin_r = 0.08 * sin(timerf);
- float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
- float sin_b = 0.08 * sin(timerf + irr::core::PI);
- c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
- c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
- c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
-
- // Set mesh final color
- hud->setSelectionMeshColor(c);
- }
- return result;
-}
-
/* Profiler display */
void update_profiler_gui(gui::IGUIStaticText *guitext_profiler, FontEngine *fe,
CachedPixelShaderSetting<float> m_fog_distance;
CachedVertexShaderSetting<float> m_animation_timer_vertex;
CachedPixelShaderSetting<float> m_animation_timer_pixel;
- CachedPixelShaderSetting<float> m_day_night_ratio;
+ CachedPixelShaderSetting<float, 3> m_day_light;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
CachedPixelShaderSetting<float, 3> m_minimap_yaw;
m_fog_distance("fogDistance"),
m_animation_timer_vertex("animationTimer"),
m_animation_timer_pixel("animationTimer"),
- m_day_night_ratio("dayNightRatio"),
+ m_day_light("dayLight"),
m_eye_position_pixel("eyePosition"),
m_eye_position_vertex("eyePosition"),
m_minimap_yaw("yawVec"),
m_fog_distance.set(&fog_distance, services);
- float daynight_ratio = (float)m_client->getEnv().getDayNightRatio() / 1000.f;
- m_day_night_ratio.set(&daynight_ratio, services);
+ u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
+ video::SColorf sunlight;
+ get_sunlight_color(&sunlight, daynight_ratio);
+ float dnc[3] = {
+ sunlight.r,
+ sunlight.g,
+ sunlight.b };
+ m_day_light.set(dnc, services);
u32 animation_timer = porting::getTimeMs() % 100000;
float animation_timer_f = (float)animation_timer / 100000.f;
m_eye_position_vertex.set(eye_position_array, services);
float minimap_yaw_array[3];
- v3f minimap_yaw = m_client->getMapper()->getYawVec();
+ v3f minimap_yaw = m_client->getMinimap()->getYawVec();
#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
minimap_yaw_array[0] = minimap_yaw.X;
minimap_yaw_array[1] = minimap_yaw.Y;
// Predict param2 for facedir and wallmounted nodes
u8 param2 = 0;
- if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED) {
+ if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
+ nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED) {
v3s16 dir = nodepos - neighbourpos;
if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
}
}
- if (nodedef->get(id).param_type_2 == CPT2_FACEDIR) {
+ if (nodedef->get(id).param_type_2 == CPT2_FACEDIR ||
+ nodedef->get(id).param_type_2 == CPT2_COLORED_FACEDIR) {
v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
if (abs(dir.X) > abs(dir.Z)) {
};
v3s16 pp;
- if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED)
+ if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED ||
+ nodedef->get(id).param_type_2 == CPT2_COLORED_WALLMOUNTED)
pp = p + wallmounted_dirs[param2];
else
pp = p + v3s16(0, -1, 0);
}
static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec,
- InventoryManager *invmgr, IGameDef *gamedef,
- IWritableTextureSource *tsrc, IrrlichtDevice *device,
- JoystickController *joystick,
- IFormSource *fs_src, TextDest *txt_dest, Client *client)
+ Client *client, IrrlichtDevice *device, JoystickController *joystick,
+ IFormSource *fs_src, TextDest *txt_dest)
{
if (*cur_formspec == 0) {
*cur_formspec = new GUIFormSpecMenu(device, joystick,
- guiroot, -1, &g_menumgr, invmgr, gamedef, tsrc,
- fs_src, txt_dest, client);
+ guiroot, -1, &g_menumgr, client, client->getTextureSource(),
+ fs_src, txt_dest);
(*cur_formspec)->doPause = false;
/*
#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
#endif
-static void show_deathscreen(GUIFormSpecMenu **cur_formspec,
- InventoryManager *invmgr, IGameDef *gamedef,
- IWritableTextureSource *tsrc, IrrlichtDevice *device,
- JoystickController *joystick, 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,
- joystick, fs_src, txt_dst, NULL);
-}
-
/******************************************************************************/
static void show_pause_menu(GUIFormSpecMenu **cur_formspec,
- InventoryManager *invmgr, IGameDef *gamedef,
+ Client *client,
IWritableTextureSource *tsrc, IrrlichtDevice *device,
JoystickController *joystick, bool singleplayermode)
{
FormspecFormSource *fs_src = new FormspecFormSource(os.str());
LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
- create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device,
- joystick, fs_src, txt_dst, NULL);
+ create_formspec_menu(cur_formspec, client, device, joystick, fs_src, txt_dst);
std::string con("btn_continue");
(*cur_formspec)->setFocus(con);
(*cur_formspec)->doPause = true;
// Main loop
- void updateInteractTimers(GameRunData *runData, f32 dtime);
+ void updateInteractTimers(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 updateProfilers(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);
// Input related
- void processUserInput(VolatileRunFlags *flags, GameRunData *runData,
- f32 dtime);
- void processKeyInput(VolatileRunFlags *flags,
- float *statustext_time,
- float *jump_timer,
- bool *reset_jump_timer,
- u32 *profiler_current_page,
- u32 profiler_max_page);
+ void processUserInput(f32 dtime);
+ void processKeyInput();
void processItemSelection(u16 *new_playeritem);
void dropSelectedItem();
void openInventory();
- void openConsole(float height, const wchar_t *line=NULL);
- 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 toggleAutorun(float *statustext_time);
-
- void toggleChat(float *statustext_time, bool *flag);
- void toggleHud(float *statustext_time, bool *flag);
- void toggleMinimap(float *statustext_time, bool *flag, bool show_hud,
+ void openConsole(float scale, const wchar_t *line=NULL);
+ void toggleFreeMove();
+ void toggleFreeMoveAlt();
+ void toggleFast();
+ void toggleNoClip();
+ void toggleCinematic();
+ void toggleAutorun();
+
+ void toggleChat(bool *flag);
+ void toggleHud(bool *flag);
+ void toggleMinimap(bool *flag, bool show_hud,
bool shift_pressed);
- void toggleFog(float *statustext_time, bool *flag);
- void toggleDebug(float *statustext_time, bool *show_debug,
+ void toggleFog(bool *flag);
+ void toggleDebug(bool *show_debug,
bool *show_profiler_graph, bool *show_wireframe);
- void toggleUpdateCamera(float *statustext_time, bool *flag);
- void toggleProfiler(float *statustext_time, u32 *profiler_current_page,
+ void toggleUpdateCamera(bool *flag);
+ void toggleProfiler(u32 *profiler_current_page,
u32 profiler_max_page);
- void increaseViewRange(float *statustext_time);
- void decreaseViewRange(float *statustext_time);
- void toggleFullViewRange(float *statustext_time);
+ void increaseViewRange();
+ void decreaseViewRange();
+ void toggleFullViewRange();
void updateCameraDirection(CameraOrientation *cam, VolatileRunFlags *flags,
float dtime);
const VolatileRunFlags &flags, float dtime);
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 processClientEvents(CameraOrientation *cam);
+ void updateCamera(VolatileRunFlags *flags, u32 busy_time, f32 dtime);
void updateSound(f32 dtime);
- void processPlayerInteraction(GameRunData *runData, f32 dtime, bool show_hud,
- bool show_debug);
- void handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem);
- void handlePointingAtNode(GameRunData *runData,
- const PointedThing &pointed, const ItemDefinition &playeritem_def,
+ void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
+ /*!
+ * Returns the object or node the player is pointing at.
+ * Also updates the selected thing in the Hud.
+ *
+ * @param[in] shootline the shootline, starting from
+ * the camera position. This also gives the maximal distance
+ * of the search.
+ * @param[in] liquids_pointable if false, liquids are ignored
+ * @param[in] look_for_object if false, objects are ignored
+ * @param[in] camera_offset offset of the camera
+ * @param[out] selected_object the selected object or
+ * NULL if not found
+ */
+ PointedThing updatePointedThing(
+ const core::line3d<f32> &shootline, bool liquids_pointable,
+ bool look_for_object, const v3s16 &camera_offset,
+ ClientActiveObject *&selected_object);
+ void handlePointingAtNothing(const ItemStack &playerItem);
+ void handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime);
- void handlePointingAtObject(GameRunData *runData,
- const PointedThing &pointed, const ItemStack &playeritem,
+ void handlePointingAtObject(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(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 handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
+ const ToolCapabilities &playeritem_toolcap, f32 dtime);
+ void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
+ const VolatileRunFlags &flags, const CameraOrientation &cam);
+ void updateGui(const RunStats &stats, f32 dtime,
+ const VolatileRunFlags &flags, const CameraOrientation &cam);
void updateProfilerGraphs(ProfilerGraph *graph);
// Misc
Sky *sky; // Free using ->Drop()
Inventory *local_inventory;
Hud *hud;
- Mapper *mapper;
+ Minimap *mapper;
GameRunData runData;
VolatileRunFlags flags;
bool *kill;
std::string *error_message;
bool *reconnect_requested;
- IGameDef *gamedef; // Convenience (same as *client)
scene::ISceneNode *skybox;
bool random_input;
limitFps(&draw_times, &dtime);
updateStats(&stats, draw_times, dtime);
- updateInteractTimers(&runData, dtime);
+ updateInteractTimers(dtime);
if (!checkConnection())
break;
infotext = L"";
hud->resizeHotbar();
- updateProfilers(runData, stats, draw_times, dtime);
- processUserInput(&flags, &runData, dtime);
+ updateProfilers(stats, draw_times, dtime);
+ processUserInput(dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, &flags, dtime);
cam_view.camera_yaw += (cam_view_target.camera_yaw -
cam_view.camera_pitch) * m_cache_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);
+ processClientEvents(&cam_view_target);
+ updateCamera(&flags, draw_times.busy_time, dtime);
updateSound(dtime);
- processPlayerInteraction(&runData, dtime, flags.show_hud,
- flags.show_debug);
- updateFrame(&graph, &stats, &runData, dtime, flags, cam_view);
+ processPlayerInteraction(dtime, flags.show_hud, flags.show_debug);
+ updateFrame(&graph, &stats, dtime, flags, cam_view);
updateProfilerGraphs(&graph);
// Update if minimap has been disabled by the server
- flags.show_minimap &= !client->isMinimapDisabledByServer();
+ flags.show_minimap &= client->shouldShowMinimap();
}
}
void Game::shutdown()
{
+#if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
if (g_settings->get("3d_mode") == "pageflip") {
driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
}
+#endif
showOverlayMessage(wgettext("Shutting down..."), 0, 0, false);
/* Camera
*/
- camera = new Camera(smgr, *draw_control, gamedef);
+ camera = new Camera(smgr, *draw_control, client);
if (!camera || !camera->successfullyCreated(*error_message))
return false;
client->setCamera(camera);
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
- hud = new Hud(driver, smgr, guienv, gamedef, player, local_inventory);
+ hud = new Hud(driver, smgr, guienv, client, player, local_inventory);
if (!hud) {
*error_message = "Memory error: could not create HUD";
return false;
}
- mapper = client->getMapper();
+ mapper = client->getMinimap();
mapper->setMinimapMode(MINIMAP_MODE_OFF);
return true;
if (!client)
return false;
- gamedef = client; // Client acts as our GameDef
-
infostream << "Connecting to server at ";
connect_address.print(&infostream);
infostream << std::endl;
fps_control.last_time = device->getTimer()->getTime();
+ client->initMods();
+
while (device->run()) {
limitFps(&fps_control, &dtime);
****************************************************************************/
/****************************************************************************/
-inline void Game::updateInteractTimers(GameRunData *runData, f32 dtime)
+inline void Game::updateInteractTimers(f32 dtime)
{
- if (runData->nodig_delay_timer >= 0)
- runData->nodig_delay_timer -= 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;
+ if (runData.object_hit_delay_timer >= 0)
+ runData.object_hit_delay_timer -= dtime;
- runData->time_from_last_punch += dtime;
+ runData.time_from_last_punch += dtime;
}
void Game::processQueues()
{
texture_src->processQueue();
- itemdef_manager->processQueue(gamedef);
+ itemdef_manager->processQueue(client);
shader_src->processQueue();
}
-void Game::updateProfilers(const GameRunData &runData, const RunStats &stats,
- const FpsControl &draw_times, f32 dtime)
+void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
{
float profiler_print_interval =
g_settings->getFloat("profiler_print_interval");
Input handling
****************************************************************************/
-void Game::processUserInput(VolatileRunFlags *flags,
- GameRunData *runData, f32 dtime)
+void Game::processUserInput(f32 dtime)
{
// Reset input if window not active or some menu is active
- if (device->isWindowActive() == false
- || noMenuActive() == false
- || guienv->hasFocus(gui_chat_console)) {
+ if (!device->isWindowActive() || !noMenuActive() || guienv->hasFocus(gui_chat_console)) {
input->clear();
#ifdef HAVE_TOUCHSCREENGUI
g_touchscreengui->hide();
#endif
// Increase timer for double tap of "keymap_jump"
- if (m_cache_doubletap_jump && runData->jump_timer <= 0.2)
- runData->jump_timer += dtime;
-
- processKeyInput(
- flags,
- &runData->statustext_time,
- &runData->jump_timer,
- &runData->reset_jump_timer,
- &runData->profiler_current_page,
- runData->profiler_max_page);
-
- processItemSelection(&runData->new_playeritem);
+ if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
+ runData.jump_timer += dtime;
+
+ processKeyInput();
+ processItemSelection(&runData.new_playeritem);
}
-void Game::processKeyInput(VolatileRunFlags *flags,
- float *statustext_time,
- float *jump_timer,
- bool *reset_jump_timer,
- u32 *profiler_current_page,
- u32 profiler_max_page)
+void Game::processKeyInput()
{
-
- //TimeTaker tt("process kybd input", NULL, PRECISION_NANO);
-
if (wasKeyDown(KeyType::DROP)) {
dropSelectedItem();
} else if (wasKeyDown(KeyType::AUTORUN)) {
- toggleAutorun(statustext_time);
+ toggleAutorun();
} else if (wasKeyDown(KeyType::INVENTORY)) {
openInventory();
} else if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
if (!gui_chat_console->isOpenInhibited()) {
- show_pause_menu(¤t_formspec, client, gamedef,
+ show_pause_menu(¤t_formspec, client,
texture_src, device, &input->joystick,
simple_singleplayer_mode);
}
} else if (wasKeyDown(KeyType::CMD)) {
openConsole(0.2, L"/");
} else if (wasKeyDown(KeyType::CONSOLE)) {
- openConsole(1);
+ openConsole(core::clamp(
+ g_settings->getFloat("console_height"), 0.1f, 1.0f));
} else if (wasKeyDown(KeyType::FREEMOVE)) {
- toggleFreeMove(statustext_time);
+ toggleFreeMove();
} else if (wasKeyDown(KeyType::JUMP)) {
- toggleFreeMoveAlt(statustext_time, jump_timer);
- *reset_jump_timer = true;
+ toggleFreeMoveAlt();
+ runData.reset_jump_timer = true;
} else if (wasKeyDown(KeyType::FASTMOVE)) {
- toggleFast(statustext_time);
+ toggleFast();
} else if (wasKeyDown(KeyType::NOCLIP)) {
- toggleNoClip(statustext_time);
+ toggleNoClip();
} else if (wasKeyDown(KeyType::CINEMATIC)) {
- toggleCinematic(statustext_time);
+ toggleCinematic();
} else if (wasKeyDown(KeyType::SCREENSHOT)) {
client->makeScreenshot(device);
} else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
- toggleHud(statustext_time, &flags->show_hud);
+ toggleHud(&flags.show_hud);
} else if (wasKeyDown(KeyType::MINIMAP)) {
- toggleMinimap(statustext_time, &flags->show_minimap, flags->show_hud,
- isKeyDown(KeyType::SNEAK));
+ toggleMinimap(&flags.show_minimap, flags.show_hud, isKeyDown(KeyType::SNEAK));
} else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
- toggleChat(statustext_time, &flags->show_chat);
+ toggleChat(&flags.show_chat);
} else if (wasKeyDown(KeyType::TOGGLE_FORCE_FOG_OFF)) {
- toggleFog(statustext_time, &flags->force_fog_off);
+ toggleFog(&flags.force_fog_off);
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
- toggleUpdateCamera(statustext_time, &flags->disable_camera_update);
+ toggleUpdateCamera(&flags.disable_camera_update);
} else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
- toggleDebug(statustext_time, &flags->show_debug, &flags->show_profiler_graph,
+ toggleDebug(&flags.show_debug, &flags.show_profiler_graph,
&draw_control->show_wireframe);
} else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
- toggleProfiler(statustext_time, profiler_current_page, profiler_max_page);
+ toggleProfiler(&runData.profiler_current_page,
+ runData.profiler_max_page);
} else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
- increaseViewRange(statustext_time);
+ increaseViewRange();
} else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
- decreaseViewRange(statustext_time);
+ decreaseViewRange();
} else if (wasKeyDown(KeyType::RANGESELECT)) {
- toggleFullViewRange(statustext_time);
+ toggleFullViewRange();
} else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
quicktune->next();
} else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
debug_stacks_print();
}
- if (!isKeyDown(KeyType::JUMP) && *reset_jump_timer) {
- *reset_jump_timer = false;
- *jump_timer = 0.0;
+ if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
+ runData.reset_jump_timer = false;
+ runData.jump_timer = 0.0f;
}
- //tt.stop();
-
if (quicktune->hasMessage()) {
- std::string msg = quicktune->getMessage();
- statustext = utf8_to_wide(msg);
- *statustext_time = 0;
+ statustext = utf8_to_wide(quicktune->getMessage());
+ runData.statustext_time = 0.0f;
}
}
PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
TextDest *txt_dst = new TextDestPlayerInventory(client);
- create_formspec_menu(¤t_formspec, client, gamedef, texture_src,
- device, &input->joystick, fs_src, txt_dst, client);
+ create_formspec_menu(¤t_formspec, client, device, &input->joystick, fs_src, txt_dst);
cur_formname = "";
InventoryLocation inventoryloc;
}
-void Game::openConsole(float height, const wchar_t *line)
+void Game::openConsole(float scale, const wchar_t *line)
{
+ assert(scale > 0.0f && scale <= 1.0f);
+
#ifdef __ANDROID__
porting::showInputDialog(gettext("ok"), "", "", 2);
m_android_chat_open = true;
#else
if (gui_chat_console->isOpenInhibited())
return;
- gui_chat_console->openConsole(height);
+ gui_chat_console->openConsole(scale);
if (line) {
gui_chat_console->setCloseOnEnter(true);
gui_chat_console->replaceAndAddToHistory(line);
#endif
-void Game::toggleFreeMove(float *statustext_time)
+void Game::toggleFreeMove()
{
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;
+ runData.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)
+void Game::toggleFreeMoveAlt()
{
- if (m_cache_doubletap_jump && *jump_timer < 0.2f)
- toggleFreeMove(statustext_time);
+ if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
+ toggleFreeMove();
}
-void Game::toggleFast(float *statustext_time)
+void Game::toggleFast()
{
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;
+ runData.statustext_time = 0;
statustext = msg[fast_move];
bool has_fast_privs = client->checkPrivilege("fast");
}
-void Game::toggleNoClip(float *statustext_time)
+void Game::toggleNoClip()
{
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;
+ runData.statustext_time = 0;
statustext = msg[noclip];
if (noclip && !client->checkPrivilege("noclip"))
statustext += L" (note: no 'noclip' privilege)";
}
-void Game::toggleCinematic(float *statustext_time)
+void Game::toggleCinematic()
{
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;
+ runData.statustext_time = 0;
statustext = msg[cinematic];
}
// Add WoW-style autorun by toggling continuous forward.
-void Game::toggleAutorun(float *statustext_time)
+void Game::toggleAutorun()
{
static const wchar_t *msg[] = { L"autorun disabled", L"autorun enabled" };
bool autorun_enabled = !g_settings->getBool("continuous_forward");
g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
- *statustext_time = 0;
+ runData.statustext_time = 0;
statustext = msg[autorun_enabled ? 1 : 0];
}
-void Game::toggleChat(float *statustext_time, bool *flag)
+void Game::toggleChat(bool *flag)
{
static const wchar_t *msg[] = { L"Chat hidden", L"Chat shown" };
*flag = !*flag;
- *statustext_time = 0;
+ runData.statustext_time = 0;
statustext = msg[*flag];
}
-void Game::toggleHud(float *statustext_time, bool *flag)
+void Game::toggleHud(bool *flag)
{
static const wchar_t *msg[] = { L"HUD hidden", L"HUD shown" };
*flag = !*flag;
- *statustext_time = 0;
+ runData.statustext_time = 0;
statustext = msg[*flag];
}
-void Game::toggleMinimap(float *statustext_time, bool *flag,
+void Game::toggleMinimap(bool *flag,
bool show_hud, bool shift_pressed)
{
if (!show_hud || !g_settings->getBool("enable_minimap"))
L"Minimap hidden" : L"Minimap disabled by server";
}
- *statustext_time = 0;
+ runData.statustext_time = 0;
mapper->setMinimapMode(mode);
}
-void Game::toggleFog(float *statustext_time, bool *flag)
+void Game::toggleFog(bool *flag)
{
static const wchar_t *msg[] = { L"Fog enabled", L"Fog disabled" };
*flag = !*flag;
- *statustext_time = 0;
+ runData.statustext_time = 0;
statustext = msg[*flag];
}
-void Game::toggleDebug(float *statustext_time, bool *show_debug,
- bool *show_profiler_graph, bool *show_wireframe)
+void Game::toggleDebug(bool *show_debug, bool *show_profiler_graph, bool *show_wireframe)
{
// Initial / 4x toggle: Chat only
// 1x toggle: Debug text with chat
statustext = L"Debug info and profiler graph hidden";
}
}
- *statustext_time = 0;
+ runData.statustext_time = 0;
}
-void Game::toggleUpdateCamera(float *statustext_time, bool *flag)
+void Game::toggleUpdateCamera(bool *flag)
{
static const wchar_t *msg[] = {
L"Camera update enabled",
};
*flag = !*flag;
- *statustext_time = 0;
+ runData.statustext_time = 0;
statustext = msg[*flag];
}
-void Game::toggleProfiler(float *statustext_time, u32 *profiler_current_page,
- u32 profiler_max_page)
+void Game::toggleProfiler(u32 *profiler_current_page, u32 profiler_max_page)
{
*profiler_current_page = (*profiler_current_page + 1) % (profiler_max_page + 1);
} else {
statustext = L"Profiler hidden";
}
- *statustext_time = 0;
+ runData.statustext_time = 0;
}
-void Game::increaseViewRange(float *statustext_time)
+void Game::increaseViewRange()
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range + 10;
+ itos(range_new));
}
g_settings->set("viewing_range", itos(range_new));
- *statustext_time = 0;
+ runData.statustext_time = 0;
}
-void Game::decreaseViewRange(float *statustext_time)
+void Game::decreaseViewRange()
{
s16 range = g_settings->getS16("viewing_range");
s16 range_new = range - 10;
+ itos(range_new));
}
g_settings->set("viewing_range", itos(range_new));
- *statustext_time = 0;
+ runData.statustext_time = 0;
}
-void Game::toggleFullViewRange(float *statustext_time)
+void Game::toggleFullViewRange()
{
static const wchar_t *msg[] = {
L"Disabled 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;
+ runData.statustext_time = 0;
}
}
-void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
+void Game::processClientEvents(CameraOrientation *cam)
{
ClientEvent event = client->getClientEvent();
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;
+ if (event.type == CE_PLAYER_DAMAGE && client->getHP() != 0) {
+ if (client->moddingEnabled()) {
+ client->getScript()->on_damage_taken(event.player_damage.amount);
+ }
- *damage_flash += 95.0 + 3.2 * event.player_damage.amount;
- *damage_flash = MYMIN(*damage_flash, 127.0);
+ runData.damage_flash += 95.0 + 3.2 * event.player_damage.amount;
+ runData.damage_flash = MYMIN(runData.damage_flash, 127.0);
player->hurt_tilt_timer = 1.5;
player->hurt_tilt_strength =
rangelim(event.player_damage.amount / 4, 1.0, 4.0);
MtEvent *e = new SimpleTriggerEvent("PlayerDamage");
- gamedef->event()->put(e);
+ client->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(¤t_formspec, client, gamedef, texture_src,
- device, &input->joystick, client);
-
- chat_backend->addMessage(L"", L"You died.");
+ // This should be enabled for death formspec in builtin
+ client->getScript()->on_death();
/* Handle visualization */
- *damage_flash = 0;
+ runData.damage_flash = 0;
player->hurt_tilt_timer = 0;
player->hurt_tilt_strength = 0;
TextDestPlayerInventory *txt_dst =
new TextDestPlayerInventory(client, *(event.show_formspec.formname));
- create_formspec_menu(¤t_formspec, client, gamedef,
- texture_src, device, &input->joystick,
- fs_src, txt_dst, client);
+ create_formspec_menu(¤t_formspec, client, device, &input->joystick,
+ fs_src, txt_dst);
cur_formname = *(event.show_formspec.formname);
}
delete(event.show_formspec.formspec);
delete(event.show_formspec.formname);
+ } else if (event.type == CE_SHOW_LOCAL_FORMSPEC) {
+ FormspecFormSource *fs_src = new FormspecFormSource(*event.show_formspec.formspec);
+ LocalFormspecHandler *txt_dst = new LocalFormspecHandler(*event.show_formspec.formname, client);
+ create_formspec_menu(¤t_formspec, client, device, &input->joystick,
+ fs_src, txt_dst);
+ 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,
+ client->getParticleManager()->handleParticleEvent(&event, client,
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) {
}
-void Game::updateCamera(VolatileRunFlags *flags, u32 busy_time,
- f32 dtime, float time_from_last_punch)
+void Game::updateCamera(VolatileRunFlags *flags, u32 busy_time, f32 dtime)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
if (mlist && client->getPlayerItem() < mlist->getSize())
playeritem = mlist->getItem(client->getPlayerItem());
}
+
if (playeritem.getDefinition(itemdef_manager).name.empty()) { // override the hand
InventoryList *hlist = local_inventory->getList("hand");
if (hlist)
}
float full_punch_interval = playeritem_toolcap.full_punch_interval;
- float tool_reload_ratio = time_from_last_punch / full_punch_interval;
+ float tool_reload_ratio = runData.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,
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientMap &map = client->getEnv().getClientMap();
- MapNode n = map.getNodeNoEx(player->getStandingNodePos());
+ MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
}
-void Game::processPlayerInteraction(GameRunData *runData,
- f32 dtime, bool show_hud, bool show_debug)
+void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
core::line3d<f32> shootline;
if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
-
shootline = core::line3d<f32>(camera_position,
- camera_position + camera_direction * BS * (d + 1));
-
+ camera_position + camera_direction * BS * d);
} 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);
+ shootline = core::line3d<f32>(camera_position,camera_position);
}
#ifdef HAVE_TOUCHSCREENGUI
#endif
- PointedThing pointed = getPointedThing(
- // input
- client, hud, player_position, camera_direction,
- camera_position, shootline, d,
+ PointedThing pointed = updatePointedThing(shootline,
playeritem_def.liquids_pointable,
- !runData->ldown_for_dig,
+ !runData.ldown_for_dig,
camera_offset,
// output
- runData->selected_object);
+ runData.selected_object);
- if (pointed != runData->pointed_old) {
+ if (pointed != runData.pointed_old) {
infostream << "Pointing at " << pointed.dump() << std::endl;
hud->updateSelectionMesh(camera_offset);
}
- releasing left mouse button
- pointing away from node
*/
- if (runData->digging) {
+ if (runData.digging) {
if (getLeftReleased()) {
infostream << "Left button released"
<< " (stopped digging)" << std::endl;
- runData->digging = false;
- } else if (pointed != runData->pointed_old) {
+ runData.digging = false;
+ } else if (pointed != runData.pointed_old) {
if (pointed.type == POINTEDTHING_NODE
- && runData->pointed_old.type == POINTEDTHING_NODE
+ && runData.pointed_old.type == POINTEDTHING_NODE
&& pointed.node_undersurface
- == runData->pointed_old.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;
+ runData.digging = false;
hud->updateSelectionMesh(camera_offset);
}
}
- if (!runData->digging) {
- client->interact(1, runData->pointed_old);
+ if (!runData.digging) {
+ client->interact(1, runData.pointed_old);
client->setCrack(-1, v3s16(0, 0, 0));
- runData->dig_time = 0.0;
+ runData.dig_time = 0.0;
}
}
- if (!runData->digging && runData->ldown_for_dig && !isLeftPressed()) {
- runData->ldown_for_dig = false;
+ if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) {
+ runData.ldown_for_dig = false;
}
- runData->left_punch = false;
+ runData.left_punch = false;
soundmaker->m_player_leftpunch_sound.name = "";
if (isRightPressed())
- runData->repeat_rightclick_timer += dtime;
+ runData.repeat_rightclick_timer += dtime;
else
- runData->repeat_rightclick_timer = 0;
+ runData.repeat_rightclick_timer = 0;
if (playeritem_def.usable && isLeftPressed()) {
if (getLeftClicked())
} else if (pointed.type == POINTEDTHING_NODE) {
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
- handlePointingAtNode(runData, pointed, playeritem_def,
- playeritem_toolcap, dtime);
+ handlePointingAtNode(pointed, playeritem_def, playeritem_toolcap, dtime);
} else if (pointed.type == POINTEDTHING_OBJECT) {
- handlePointingAtObject(runData, pointed, playeritem,
- player_position, show_debug);
+ handlePointingAtObject(pointed, playeritem, player_position, show_debug);
} else if (isLeftPressed()) {
// When button is held down in air, show continuous animation
- runData->left_punch = true;
+ runData.left_punch = true;
} else if (getRightClicked()) {
- handlePointingAtNothing(runData, playeritem);
+ handlePointingAtNothing(playeritem);
}
- runData->pointed_old = pointed;
+ runData.pointed_old = pointed;
- if (runData->left_punch || getLeftClicked())
+ if (runData.left_punch || getLeftClicked())
camera->setDigging(0); // left click animation
input->resetLeftClicked();
}
-void Game::handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem)
+PointedThing Game::updatePointedThing(
+ const core::line3d<f32> &shootline,
+ bool liquids_pointable,
+ bool look_for_object,
+ const v3s16 &camera_offset,
+ ClientActiveObject *&selected_object)
+{
+ std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
+ selectionboxes->clear();
+ hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
+ static const bool show_entity_selectionbox = g_settings->getBool(
+ "show_entity_selectionbox");
+
+ ClientMap &map = client->getEnv().getClientMap();
+ INodeDefManager *nodedef=client->getNodeDefManager();
+
+ selected_object = NULL;
+
+ PointedThing result=client->getEnv().getPointedThing(
+ shootline, liquids_pointable, look_for_object);
+ if (result.type == POINTEDTHING_OBJECT) {
+ selected_object = client->getEnv().getActiveObject(result.object_id);
+ if (show_entity_selectionbox && 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();
+ selectionboxes->push_back(aabb3f(
+ selection_box->MinEdge, selection_box->MaxEdge));
+ selectionboxes->push_back(
+ aabb3f(selection_box->MinEdge, selection_box->MaxEdge));
+ hud->setSelectionPos(pos, camera_offset);
+ }
+ } else if (result.type == POINTEDTHING_NODE) {
+ // Update selection boxes
+ MapNode n = map.getNodeNoEx(result.node_undersurface);
+ std::vector<aabb3f> boxes;
+ n.getSelectionBoxes(nodedef, &boxes,
+ n.getNeighbors(result.node_undersurface, &map));
+
+ f32 d = 0.002 * BS;
+ for (std::vector<aabb3f>::const_iterator i = boxes.begin();
+ i != boxes.end(); ++i) {
+ aabb3f box = *i;
+ box.MinEdge -= v3f(d, d, d);
+ box.MaxEdge += v3f(d, d, d);
+ selectionboxes->push_back(box);
+ }
+ hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
+ camera_offset);
+ hud->setSelectedFaceNormal(v3f(
+ result.intersection_normal.X,
+ result.intersection_normal.Y,
+ result.intersection_normal.Z));
+ }
+
+ // Update selection mesh light level and vertex colors
+ if (selectionboxes->size() > 0) {
+ v3f pf = hud->getSelectionPos();
+ v3s16 p = floatToInt(pf, BS);
+
+ // Get selection mesh light level
+ MapNode n = map.getNodeNoEx(p);
+ u16 node_light = getInteriorLight(n, -1, nodedef);
+ u16 light_level = node_light;
+
+ for (u8 i = 0; i < 6; i++) {
+ n = map.getNodeNoEx(p + g_6dirs[i]);
+ node_light = getInteriorLight(n, -1, nodedef);
+ if (node_light > light_level)
+ light_level = node_light;
+ }
+
+ u32 daynight_ratio = client->getEnv().getDayNightRatio();
+ video::SColor c;
+ final_color_blend(&c, light_level, daynight_ratio);
+
+ // Modify final color a bit with time
+ u32 timer = porting::getTimeMs() % 5000;
+ float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
+ float sin_r = 0.08 * sin(timerf);
+ float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
+ float sin_b = 0.08 * sin(timerf + irr::core::PI);
+ c.setRed(
+ core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
+ c.setGreen(
+ core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
+ c.setBlue(
+ core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
+
+ // Set mesh final color
+ hud->setSelectionMeshColor(c);
+ }
+ return result;
+}
+
+
+void Game::handlePointingAtNothing(const ItemStack &playerItem)
{
infostream << "Right Clicked in Air" << std::endl;
PointedThing fauxPointed;
}
-void Game::handlePointingAtNode(GameRunData *runData,
- const PointedThing &pointed, const ItemDefinition &playeritem_def,
+void Game::handlePointingAtNode(const PointedThing &pointed, const ItemDefinition &playeritem_def,
const ToolCapabilities &playeritem_toolcap, f32 dtime)
{
v3s16 nodepos = pointed.node_undersurface;
}
}
- if (runData->nodig_delay_timer <= 0.0 && isLeftPressed()
+ if (runData.nodig_delay_timer <= 0.0 && isLeftPressed()
&& client->checkPrivilege("interact")) {
- handleDigging(runData, pointed, nodepos, playeritem_toolcap, dtime);
+ handleDigging(pointed, nodepos, playeritem_toolcap, dtime);
}
if ((getRightClicked() ||
- runData->repeat_rightclick_timer >= m_repeat_right_click_time) &&
+ runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
client->checkPrivilege("interact")) {
- runData->repeat_rightclick_timer = 0;
+ runData.repeat_rightclick_timer = 0;
infostream << "Ground right-clicked" << std::endl;
if (meta && meta->getString("formspec") != "" && !random_input
&client->getEnv().getClientMap(), nodepos);
TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
- create_formspec_menu(¤t_formspec, client, gamedef,
- texture_src, device, &input->joystick, fs_src, txt_dst, client);
+ create_formspec_menu(¤t_formspec, client,
+ device, &input->joystick, fs_src, txt_dst);
cur_formname = "";
current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
}
-void Game::handlePointingAtObject(GameRunData *runData,
- const PointedThing &pointed,
- const ItemStack &playeritem,
- const v3f &player_position,
- bool show_debug)
+void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
+ const v3f &player_position, bool show_debug)
{
infotext = unescape_enriched(
- utf8_to_wide(runData->selected_object->infoText()));
+ utf8_to_wide(runData.selected_object->infoText()));
if (show_debug) {
if (infotext != L"") {
infotext += L"\n";
}
infotext += unescape_enriched(utf8_to_wide(
- runData->selected_object->debugInfoText()));
+ runData.selected_object->debugInfoText()));
}
if (isLeftPressed()) {
bool do_punch = false;
bool do_punch_damage = false;
- if (runData->object_hit_delay_timer <= 0.0) {
+ if (runData.object_hit_delay_timer <= 0.0) {
do_punch = true;
do_punch_damage = true;
- runData->object_hit_delay_timer = object_hit_delay;
+ runData.object_hit_delay_timer = object_hit_delay;
}
if (getLeftClicked())
if (do_punch) {
infostream << "Left-clicked object" << std::endl;
- runData->left_punch = true;
+ runData.left_punch = true;
}
if (do_punch_damage) {
// Report direct punch
- v3f objpos = runData->selected_object->getPosition();
+ 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;
+ 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);
}
-void Game::handleDigging(GameRunData *runData,
- const PointedThing &pointed, const v3s16 &nodepos,
+void Game::handleDigging(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);
+ if (!runData.digging) {
+ infostream << "Started digging" << std::endl;
+ if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
+ return;
+ client->interact(0, pointed);
+ runData.digging = true;
+ runData.ldown_for_dig = true;
+ }
+
// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
params = getDigParams(nodedef_manager->get(n).groups, tp);
}
- if (params.diggable == false) {
+ if (!params.diggable) {
// I guess nobody will wait for this long
- runData->dig_time_complete = 10000000.0;
+ runData.dig_time_complete = 10000000.0;
} else {
- runData->dig_time_complete = params.time;
+ 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);
+ client->getParticleManager()->addPunchingParticles(client, smgr,
+ player, nodepos, n, features);
}
}
- if (runData->dig_time_complete >= 0.001) {
- runData->dig_index = (float)crack_animation_length
- * runData->dig_time
- / runData->dig_time_complete;
+ 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;
+ runData.dig_index = crack_animation_length;
}
SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
}
// Don't show cracks if not diggable
- if (runData->dig_time_complete >= 100000.0) {
- } else if (runData->dig_index < crack_animation_length) {
+ 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);
+ 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->dig_time = 0;
- runData->digging = false;
-
- runData->nodig_delay_timer =
- runData->dig_time_complete / (float)crack_animation_length;
+ 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;
+ 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;
+ if (runData.nodig_delay_timer < mindelay)
+ runData.nodig_delay_timer = mindelay;
+
+ bool is_valid_position;
+ MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
+ if (is_valid_position) {
+ if (client->moddingEnabled()) {
+ if (client->getScript()->on_dignode(nodepos, wasnode)) {
+ return;
+ }
+ }
+ client->removeNode(nodepos);
+ }
+
+ client->interact(2, pointed);
+
+ if (m_cache_enable_particles) {
+ const ContentFeatures &features =
+ client->getNodeDefManager()->get(wasnode);
+ client->getParticleManager()->addDiggingParticles(client, smgr,
+ player, nodepos, wasnode, features);
+ }
+
// Send event to trigger sound
MtEvent *e = new NodeDugEvent(nodepos, wasnode);
- gamedef->event()->put(e);
+ client->event()->put(e);
}
- if (runData->dig_time_complete < 100000.0) {
- runData->dig_time += dtime;
+ if (runData.dig_time_complete < 100000.0) {
+ runData.dig_time += dtime;
} else {
- runData->dig_time = 0;
+ runData.dig_time = 0;
client->setCrack(-1, nodepos);
}
}
-void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
- GameRunData *runData, f32 dtime, const VolatileRunFlags &flags,
- const CameraOrientation &cam)
+void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
+ const VolatileRunFlags &flags, const CameraOrientation &cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
*/
if (draw_control->range_all) {
- runData->fog_range = 100000 * BS;
+ runData.fog_range = 100000 * BS;
} else {
- runData->fog_range = draw_control->wanted_range * BS;
+ runData.fog_range = draw_control->wanted_range * BS;
}
/*
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),
+ .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;
+ float time_of_day = runData.time_of_day;
+ float time_of_day_smooth = runData.time_of_day_smooth;
time_of_day = client->getEnv().getTimeOfDayF();
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;
+ 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(),
driver->setFog(
sky->getBgColor(),
video::EFT_FOG_LINEAR,
- runData->fog_range * m_cache_fog_start,
- runData->fog_range * 1.0,
+ runData.fog_range * m_cache_fog_start,
+ runData.fog_range * 1.0,
0.01,
false, // pixel fog
true // range fog
v2u32 screensize = driver->getScreenSize();
updateChat(*client, dtime, flags.show_debug, screensize,
- flags.show_chat, runData->profiler_current_page,
+ flags.show_chat, runData.profiler_current_page,
*chat_backend, guitext_chat);
/*
Inventory
*/
- if (client->getPlayerItem() != runData->new_playeritem)
- client->selectPlayerItem(runData->new_playeritem);
+ 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;
+ runData.update_wielded_item_trigger = true;
}
- if (runData->update_wielded_item_trigger) {
+ if (runData.update_wielded_item_trigger) {
// Update wielded tool
InventoryList *mlist = local_inventory->getList("main");
camera->wield(item);
}
- runData->update_wielded_item_trigger = false;
+ 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;
+ 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
+ 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;
+ runData.update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList(driver);
- runData->update_draw_list_last_cam_dir = camera_direction;
+ runData.update_draw_list_last_cam_dir = camera_direction;
}
- updateGui(&runData->statustext_time, *stats, *runData, dtime, flags, cam);
+ updateGui(*stats, dtime, flags, cam);
/*
make sure menu is on top
/*
Damage flash
*/
- if (runData->damage_flash > 0.0) {
- video::SColor color(runData->damage_flash, 180, 0, 0);
+ if (runData.damage_flash > 0.0) {
+ video::SColor color(runData.damage_flash, 180, 0, 0);
driver->draw2DRectangle(color,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
NULL);
- runData->damage_flash -= 100.0 * dtime;
+ runData.damage_flash -= 100.0 * dtime;
}
/*
}
-void Game::updateGui(float *statustext_time, const RunStats &stats,
- const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
+void Game::updateGui(const RunStats &stats, f32 dtime, const VolatileRunFlags &flags,
const CameraOrientation &cam)
{
v2u32 screensize = driver->getScreenSize();
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
float statustext_time_max = 1.5;
if (!statustext.empty()) {
- *statustext_time += dtime;
+ runData.statustext_time += dtime;
- if (*statustext_time >= statustext_time_max) {
+ if (runData.statustext_time >= statustext_time_max) {
statustext = L"";
- *statustext_time = 0;
+ runData.statustext_time = 0;
}
}
final_color.setAlpha(0);
video::SColor fade_color = initial_color.getInterpolated_quadratic(
initial_color, final_color,
- pow(*statustext_time / statustext_time_max, 2.0f));
+ pow(runData.statustext_time / statustext_time_max, 2.0f));
guitext_status->setOverrideColor(fade_color);
guitext_status->enableOverrideColor(true);
}