X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fclient%2Fgame.cpp;h=85dd8f4bbd9d5f90c9def68cd792bd349375a789;hb=a049e8267fabd101cb5c6528b3270214cb0647f0;hp=6cf6723e9368a02a925e6853e2b14b9c681d7648;hpb=5f1cd555cd9d1c64426e173b30b5b792d211c835;p=dragonfireclient.git diff --git a/src/client/game.cpp b/src/client/game.cpp index 6cf6723e9..85dd8f4bb 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -34,11 +34,13 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "clouds.h" #include "config.h" #include "content_cao.h" +#include "content/subgames.h" #include "client/event_manager.h" #include "fontengine.h" #include "itemdef.h" #include "log.h" #include "filesys.h" +#include "gameparams.h" #include "gettext.h" #include "gui/guiChatConsole.h" #include "gui/guiConfirmRegistration.h" @@ -55,7 +57,6 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "particles.h" #include "porting.h" #include "profiler.h" -#include "quicktune_shortcutter.h" #include "raycast.h" #include "server.h" #include "settings.h" @@ -65,9 +66,12 @@ with this program; if not, write to the Free Software Foundation, Inc., #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 "irr_ptr.h" #include "version.h" #include "script/scripting_client.h" +#include "hud.h" #if USE_SOUND #include "client/sound_openal.h" @@ -168,13 +172,7 @@ struct LocalFormspecHandler : public TextDest return; } - if (fields.find("quit") != fields.end()) { - return; - } - - if (fields.find("btn_continue") != fields.end()) { - return; - } + return; } if (m_formname == "MT_DEATH_SCREEN") { @@ -183,7 +181,7 @@ struct LocalFormspecHandler : public TextDest return; } - if (m_client && m_client->moddingEnabled()) + if (m_client->modsLoaded()) m_client->getScript()->on_formspec_input(m_formname, fields); } @@ -265,6 +263,7 @@ class SoundMaker public: bool makes_footstep_sound; float m_player_step_timer; + float m_player_jump_timer; SimpleSoundSpec m_player_step_sound; SimpleSoundSpec m_player_leftpunch_sound; @@ -274,7 +273,8 @@ class SoundMaker m_sound(sound), m_ndef(ndef), makes_footstep_sound(true), - m_player_step_timer(0) + m_player_step_timer(0.0f), + m_player_jump_timer(0.0f) { } @@ -287,6 +287,14 @@ class SoundMaker } } + void playPlayerJump() + { + if (m_player_jump_timer <= 0.0f) { + m_player_jump_timer = 0.2f; + m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f), false); + } + } + static void viewBobbingStep(MtEvent *e, void *data) { SoundMaker *sm = (SoundMaker *)data; @@ -301,7 +309,8 @@ class SoundMaker static void playerJump(MtEvent *e, void *data) { - //SoundMaker *sm = (SoundMaker*)data; + SoundMaker *sm = (SoundMaker *)data; + sm->playPlayerJump(); } static void cameraPunchLeft(MtEvent *e, void *data) @@ -350,6 +359,7 @@ class SoundMaker void step(float dtime) { m_player_step_timer -= dtime; + m_player_jump_timer -= dtime; } }; @@ -390,12 +400,7 @@ class GameOnDemandSoundFetcher: public OnDemandSoundFetcher }; -// before 1.8 there isn't a "integer interface", only float -#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8) -typedef f32 SamplerLayer_t; -#else typedef s32 SamplerLayer_t; -#endif class GameGlobalShaderConstantSetter : public IShaderConstantSetter @@ -409,12 +414,14 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter CachedVertexShaderSetting m_animation_timer_vertex; CachedPixelShaderSetting m_animation_timer_pixel; CachedPixelShaderSetting m_day_light; + CachedPixelShaderSetting m_star_color; CachedPixelShaderSetting m_eye_position_pixel; CachedVertexShaderSetting m_eye_position_vertex; CachedPixelShaderSetting m_minimap_yaw; + CachedPixelShaderSetting m_camera_offset_pixel; + CachedPixelShaderSetting m_camera_offset_vertex; CachedPixelShaderSetting m_base_texture; CachedPixelShaderSetting m_normal_texture; - CachedPixelShaderSetting m_texture_flags; Client *m_client; public: @@ -441,12 +448,14 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter m_animation_timer_vertex("animationTimer"), m_animation_timer_pixel("animationTimer"), m_day_light("dayLight"), + m_star_color("starColor"), 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"), m_client(client) { g_settings->registerChangedCallback("enable_fog", settingsCallback, this); @@ -458,12 +467,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this); } - virtual void onSetConstants(video::IMaterialRendererServices *services, - bool is_highlevel) + void onSetConstants(video::IMaterialRendererServices *services) override { - if (!is_highlevel) - return; - // Background color video::SColor bgcolor = m_sky->getBgColor(); video::SColorf bgcolorf(bgcolor); @@ -492,42 +497,37 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter sunlight.b }; m_day_light.set(dnc, services); - u32 animation_timer = porting::getTimeMs() % 100000; + video::SColorf star_color = m_sky->getCurrentStarColor(); + float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a}; + m_star_color.set(clr, services); + + 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); float eye_position_array[3]; v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition(); -#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8) - eye_position_array[0] = epos.X; - eye_position_array[1] = epos.Y; - eye_position_array[2] = epos.Z; -#else epos.getAs3Values(eye_position_array); -#endif m_eye_position_pixel.set(eye_position_array, services); m_eye_position_vertex.set(eye_position_array, services); if (m_client->getMinimap()) { float minimap_yaw_array[3]; 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; - minimap_yaw_array[2] = minimap_yaw.Z; -#else minimap_yaw.getAs3Values(minimap_yaw_array); -#endif m_minimap_yaw.set(minimap_yaw_array, services); } - SamplerLayer_t base_tex = 0, - normal_tex = 1, - flags_tex = 2; + float camera_offset_array[3]; + v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS); + offset.getAs3Values(camera_offset_array); + 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; m_base_texture.set(&base_tex, services); m_normal_texture.set(&normal_tex, services); - m_texture_flags.set(&flags_tex, services); } }; @@ -558,7 +558,7 @@ class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactor virtual IShaderConstantSetter* create() { - GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter( + auto *scs = new GameGlobalShaderConstantSetter( m_sky, m_force_fog_off, m_fog_range, m_client); if (!m_sky) created_nosky.push_back(scs); @@ -573,7 +573,6 @@ class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactor #endif /**************************************************************************** - ****************************************************************************/ const float object_hit_delay = 0.2; @@ -594,16 +593,15 @@ struct GameRunData { u16 new_playeritem; PointedThing pointed_old; bool digging; - bool ldown_for_dig; + bool punching; + bool btn_down_for_dig; 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; float dig_time_complete; - float repeat_rightclick_timer; + float repeat_place_timer; float object_hit_delay_timer; float time_from_last_punch; ClientActiveObject *selected_object; @@ -611,6 +609,7 @@ struct GameRunData { float jump_timer; float damage_flash; float update_draw_list_timer; + float update_shadows_timer; f32 fog_range; @@ -630,6 +629,8 @@ struct ClientEventHandler THE GAME ****************************************************************************/ +using PausedNodesList = std::vector, float>>; + /* This is not intended to be a public class. If a public class becomes * desirable then it may be better to create another 'wrapper' class that * hides most of the stuff in this class (nothing in this class is required @@ -641,43 +642,31 @@ class Game { ~Game(); bool startup(bool *kill, - bool random_input, InputHandler *input, - const std::string &map_dir, - const std::string &playername, - const std::string &password, - // If address is "", local server is used and address is updated - std::string *address, - u16 port, + RenderingEngine *rendering_engine, + const GameStartData &game_params, std::string &error_message, bool *reconnect, - ChatBackend *chat_backend, - const SubgameSpec &gamespec, // Used for local game - bool simple_singleplayer_mode); + ChatBackend *chat_backend); void run(); void shutdown(); protected: - void extendedResourceCleanup(); - // Basic initialisation - bool init(const std::string &map_dir, std::string *address, - u16 port, - const SubgameSpec &gamespec); + bool init(const std::string &map_dir, const std::string &address, + u16 port, const SubgameSpec &gamespec); bool initSound(); bool createSingleplayerServer(const std::string &map_dir, - const SubgameSpec &gamespec, u16 port, std::string *address); + const SubgameSpec &gamespec, u16 port); // Client creation - bool createClient(const std::string &playername, - const std::string &password, std::string *address, u16 port); + bool createClient(const GameStartData &start_data); bool initGui(); // Client connection - bool connectToServer(const std::string &playername, - const std::string &password, std::string *address, u16 port, + bool connectToServer(const GameStartData &start_data, bool *connect_ok, bool *aborted); bool getServerContent(bool *aborted); @@ -688,8 +677,9 @@ class Game { bool handleCallbacks(); void processQueues(); void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime); - void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime); + void updateDebugState(); void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime); + void updateProfilerGraphs(ProfilerGraph *graph); // Input related void processUserInput(f32 dtime); @@ -701,9 +691,11 @@ class Game { void openConsole(float scale, const wchar_t *line=NULL); void toggleFreeMove(); void toggleFreeMoveAlt(); + void togglePitchMove(); void toggleFast(); void toggleNoClip(); void toggleCinematic(); + void toggleBlockBounds(); void toggleAutoforward(); void toggleMinimap(bool shift_pressed); @@ -742,15 +734,14 @@ class Game { bool look_for_object, const v3s16 &camera_offset); void handlePointingAtNothing(const ItemStack &playerItem); void handlePointingAtNode(const PointedThing &pointed, - const ItemDefinition &playeritem_def, const ItemStack &playeritem, - const ToolCapabilities &playeritem_toolcap, f32 dtime); + const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime); void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem, const v3f &player_position, bool show_debug); void handleDigging(const PointedThing &pointed, const v3s16 &nodepos, - const ToolCapabilities &playeritem_toolcap, f32 dtime); + const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime); void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, const CameraOrientation &cam); - void updateProfilerGraphs(ProfilerGraph *graph); + void updateShadows(); // Misc void limitFps(FpsControl *fps_timings, f32 *dtime); @@ -769,6 +760,14 @@ class Game { { return input->wasKeyDown(k); } + inline bool wasKeyPressed(GameKeyType k) + { + return input->wasKeyPressed(k); + } + inline bool wasKeyReleased(GameKeyType k) + { + return input->wasKeyReleased(k); + } #ifdef __ANDROID__ void handleAndroidChatInput(); @@ -783,6 +782,9 @@ class Game { void showDeathFormspec(); void showPauseMenu(); + void pauseAnimation(); + void resumeAnimation(); + // ClientEvent handlers void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam); void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam); @@ -796,16 +798,22 @@ class Game { 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 &playeritem_def, - const ItemStack &playeritem, 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]; + f32 getSensitivityScaleFactor() const; + InputHandler *input = nullptr; Client *client = nullptr; @@ -824,10 +832,7 @@ class Game { SoundMaker *soundmaker = nullptr; ChatBackend *chat_backend = nullptr; - - GUIFormSpecMenu *current_formspec = nullptr; - //default: "". If other than "", empty show_formspec packets will only close the formspec when the formname matches - std::string cur_formname; + LogOutputBuffer m_chat_log_buf; EventManager *eventmgr = nullptr; QuicktuneShortcutter *quicktune = nullptr; @@ -839,10 +844,12 @@ class Game { Camera *camera = nullptr; Clouds *clouds = nullptr; // Free using ->Drop() Sky *sky = nullptr; // Free using ->Drop() - Inventory *local_inventory = nullptr; Hud *hud = nullptr; Minimap *mapper = nullptr; + // Map server hud ids to client hud ids + std::unordered_map m_hud_server_to_client; + GameRunData runData; Flags m_flags; @@ -851,14 +858,15 @@ class Game { these items (e.g. device) */ IrrlichtDevice *device; + RenderingEngine *m_rendering_engine; video::IVideoDriver *driver; scene::ISceneManager *smgr; bool *kill; std::string *error_message; bool *reconnect_requested; scene::ISceneNode *skybox; + PausedNodesList paused_animated_nodes; - bool random_input; bool simple_singleplayer_mode; /* End 'cache' */ @@ -883,7 +891,7 @@ class Game { bool m_cache_enable_free_move; f32 m_cache_mouse_sensitivity; f32 m_cache_joystick_frustum_sensitivity; - f32 m_repeat_right_click_time; + f32 m_repeat_place_time; f32 m_cache_cam_smoothing; f32 m_cache_fog_start; @@ -893,6 +901,7 @@ class Game { bool m_does_lost_focus_pause_game = false; + int m_reset_HW_buffer_counter = 0; #ifdef __ANDROID__ bool m_cache_hold_aux1; bool m_android_chat_open; @@ -900,6 +909,7 @@ class Game { }; Game::Game() : + m_chat_log_buf(g_logger), m_game_ui(new GameUI()) { g_settings->registerChangedCallback("doubletap_jump", @@ -916,7 +926,7 @@ Game::Game() : &settingChangedCallback, this); g_settings->registerChangedCallback("joystick_frustum_sensitivity", &settingChangedCallback, this); - g_settings->registerChangedCallback("repeat_rightclick_time", + g_settings->registerChangedCallback("repeat_place_time", &settingChangedCallback, this); g_settings->registerChangedCallback("noclip", &settingChangedCallback, this); @@ -953,7 +963,6 @@ Game::~Game() delete server; // deleted first to stop all server threads delete hud; - delete local_inventory; delete camera; delete quicktune; delete eventmgr; @@ -963,7 +972,7 @@ Game::~Game() delete itemdef_manager; delete draw_control; - extendedResourceCleanup(); + clearTextureNameCache(); g_settings->deregisterChangedCallback("doubletap_jump", &settingChangedCallback, this); @@ -975,7 +984,7 @@ Game::~Game() &settingChangedCallback, this); g_settings->deregisterChangedCallback("mouse_sensitivity", &settingChangedCallback, this); - g_settings->deregisterChangedCallback("repeat_rightclick_time", + g_settings->deregisterChangedCallback("repeat_place_time", &settingChangedCallback, this); g_settings->deregisterChangedCallback("noclip", &settingChangedCallback, this); @@ -990,56 +999,51 @@ Game::~Game() } bool Game::startup(bool *kill, - bool random_input, InputHandler *input, - const std::string &map_dir, - const std::string &playername, - const std::string &password, - std::string *address, // can change if simple_singleplayer_mode - u16 port, + RenderingEngine *rendering_engine, + const GameStartData &start_data, std::string &error_message, bool *reconnect, - ChatBackend *chat_backend, - const SubgameSpec &gamespec, - bool simple_singleplayer_mode) + ChatBackend *chat_backend) { + // "cache" - this->device = RenderingEngine::get_raw_device(); + m_rendering_engine = rendering_engine; + device = m_rendering_engine->get_raw_device(); this->kill = kill; this->error_message = &error_message; - this->reconnect_requested = reconnect; - this->random_input = random_input; + reconnect_requested = reconnect; this->input = input; this->chat_backend = chat_backend; - this->simple_singleplayer_mode = simple_singleplayer_mode; + simple_singleplayer_mode = start_data.isSinglePlayer(); input->keycache.populate(); driver = device->getVideoDriver(); - smgr = RenderingEngine::get_scene_manager(); + smgr = m_rendering_engine->get_scene_manager(); - RenderingEngine::get_scene_manager()->getParameters()-> - setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); + smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); // Reinit runData runData = GameRunData(); runData.time_from_last_punch = 10.0; - runData.update_wielded_item_trigger = true; m_game_ui->initFlags(); m_invert_mouse = g_settings->getBool("invert_mouse"); m_first_loop_after_window_activation = true; - g_translations->clear(); + g_client_translations->clear(); - if (!init(map_dir, address, port, gamespec)) + // address can change if simple_singleplayer_mode + if (!init(start_data.world_spec.path, start_data.address, + start_data.socket_port, start_data.game_spec)) return false; - if (!createClient(playername, password, address, port)) + if (!createClient(start_data)) return false; - RenderingEngine::initialize(client, hud); + m_rendering_engine->initialize(client, hud); return true; } @@ -1058,7 +1062,7 @@ void Game::run() Profiler::GraphValues dummyvalues; g_profiler->graphGet(dummyvalues); - draw_times.last_time = RenderingEngine::get_timer_time(); + draw_times.last_time = m_rendering_engine->get_timer_time(); set_light_table(g_settings->getFloat("display_gamma")); @@ -1070,12 +1074,12 @@ void Game::run() irr::core::dimension2d previous_screen_size(g_settings->getU16("screen_w"), g_settings->getU16("screen_h")); - while (RenderingEngine::run() + while (m_rendering_engine->run() && !(*kill || g_gamecallback->shutdown_requested || (server && server->isShutdownRequested()))) { const irr::core::dimension2d ¤t_screen_size = - RenderingEngine::get_video_driver()->getScreenSize(); + m_rendering_engine->get_video_driver()->getScreenSize(); // Verify if window size has changed and save it if it's the case // Ensure evaluating settings->getBool after verifying screensize // First condition is cheaper @@ -1087,11 +1091,13 @@ void Game::run() previous_screen_size = current_screen_size; } - /* Must be called immediately after a device->run() call because it - * uses device->getTimer()->getTime() - */ + // Calculate dtime = + // m_rendering_engine->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); updateInteractTimers(dtime); @@ -1105,6 +1111,7 @@ void Game::run() m_game_ui->clearInfoText(); hud->resizeHotbar(); + updateProfilers(stats, draw_times, dtime); processUserInput(dtime); // Update camera before player movement to avoid camera lag of one frame @@ -1116,10 +1123,11 @@ void Game::run() updatePlayerControl(cam_view); step(&dtime); processClientEvents(&cam_view_target); + updateDebugState(); updateCamera(draw_times.busy_time, dtime); updateSound(dtime); processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud, - m_game_ui->m_flags.show_debug); + m_game_ui->m_flags.show_basic_debug); updateFrame(&graph, &stats, dtime, cam_view); updateProfilerGraphs(&graph); @@ -1135,16 +1143,21 @@ void Game::run() void Game::shutdown() { - RenderingEngine::finalize(); + m_rendering_engine->finalize(); #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 - if (current_formspec) - current_formspec->quitMenu(); + auto formspec = m_game_ui->getFormspecGUI(); + if (formspec) + formspec->quitMenu(); + +#ifdef HAVE_TOUCHSCREENGUI + g_touchscreengui->hide(); +#endif - showOverlayMessage("Shutting down...", 0, 0, false); + showOverlayMessage(N_("Shutting down..."), 0, 0, false); if (clouds) clouds->drop(); @@ -1161,13 +1174,11 @@ void Game::shutdown() g_menumgr.deletingMenu(g_menumgr.m_stack.front()); } - if (current_formspec) { - current_formspec->drop(); - current_formspec = NULL; - } + m_game_ui->deleteFormspec(); chat_backend->addMessage(L"", L"# Disconnected."); chat_backend->addMessage(L"", L""); + m_chat_log_buf.clear(); if (client) { client->Stop(); @@ -1190,13 +1201,13 @@ void Game::shutdown() bool Game::init( const std::string &map_dir, - std::string *address, + const std::string &address, u16 port, const SubgameSpec &gamespec) { texture_src = createTextureSource(); - showOverlayMessage("Loading...", 0, 0); + showOverlayMessage(N_("Loading..."), 0, 0); shader_src = createShaderSource(); @@ -1214,8 +1225,8 @@ bool Game::init( return false; // Create a server if not connecting to an existing one - if (address->empty()) { - if (!createSingleplayerServer(map_dir, gamespec, port, address)) + if (address.empty()) { + if (!createSingleplayerServer(map_dir, gamespec, port)) return false; } @@ -1225,7 +1236,7 @@ bool Game::init( bool Game::initSound() { #if USE_SOUND - if (g_settings->getBool("enable_sound")) { + if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) { infostream << "Attempting to use OpenAL audio" << std::endl; sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher); if (!sound) @@ -1250,9 +1261,9 @@ bool Game::initSound() } bool Game::createSingleplayerServer(const std::string &map_dir, - const SubgameSpec &gamespec, u16 port, std::string *address) + const SubgameSpec &gamespec, u16 port) { - showOverlayMessage("Creating server...", 0, 5); + showOverlayMessage(N_("Creating server..."), 0, 5); std::string bind_str = g_settings->get("bind_address"); Address bind_addr(0, 0, 0, 0, port); @@ -1277,19 +1288,18 @@ bool Game::createSingleplayerServer(const std::string &map_dir, return false; } - server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false); - server->init(); + server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, + false, nullptr, error_message); server->start(); return true; } -bool Game::createClient(const std::string &playername, - const std::string &password, std::string *address, u16 port) +bool Game::createClient(const GameStartData &start_data) { - showOverlayMessage("Creating client...", 0, 10); + showOverlayMessage(N_("Creating client..."), 0, 10); - draw_control = new MapDrawControl; + draw_control = new MapDrawControl(); if (!draw_control) return false; @@ -1300,8 +1310,7 @@ bool Game::createClient(const std::string &playername, g_touchscreengui->hide(); } #endif - if (!connectToServer(playername, password, address, port, - &could_connect, &connect_aborted)) + if (!connectToServer(start_data, &could_connect, &connect_aborted)) return false; if (!could_connect) { @@ -1322,7 +1331,7 @@ bool Game::createClient(const std::string &playername, return false; } - GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory( + auto *scsf = new GameGlobalShaderConstantSetterFactory( &m_flags.force_fog_off, &runData.fog_range, client); shader_src->addShaderConstantSetterFactory(scsf); @@ -1331,36 +1340,22 @@ bool Game::createClient(const std::string &playername, /* Camera */ - camera = new Camera(*draw_control, client); - if (!camera || !camera->successfullyCreated(*error_message)) + camera = new Camera(*draw_control, client, m_rendering_engine); + if (!camera->successfullyCreated(*error_message)) return false; client->setCamera(camera); /* Clouds */ - if (m_cache_enable_clouds) { + if (m_cache_enable_clouds) clouds = new Clouds(smgr, -1, time(0)); - if (!clouds) { - *error_message = "Memory allocation error (clouds)"; - errorstream << *error_message << std::endl; - return false; - } - } /* Skybox */ - sky = new Sky(-1, texture_src); + sky = new Sky(-1, m_rendering_engine, texture_src, shader_src); scsf->setSky(sky); skybox = NULL; // This is used/set later on in the main run loop - local_inventory = new Inventory(itemdef_manager); - - if (!(sky && local_inventory)) { - *error_message = "Memory allocation error (sky or local inventory)"; - errorstream << *error_message << std::endl; - return false; - } - /* Pre-calculated values */ video::ITexture *t = texture_src->getTexture("crack_anylength.png"); @@ -1379,26 +1374,33 @@ bool Game::createClient(const std::string &playername, std::wstring str = utf8_to_wide(PROJECT_NAME_C); str += L" "; str += utf8_to_wide(g_version_hash); + { + const wchar_t *text = nullptr; + if (simple_singleplayer_mode) + text = wgettext("Singleplayer"); + else + text = wgettext("Multiplayer"); + str += L" ["; + str += text; + str += L"]"; + delete text; + } str += L" ["; str += driver->getName(); str += L"]"; + device->setWindowCaption(str.c_str()); LocalPlayer *player = client->getEnv().getLocalPlayer(); player->hurt_tilt_timer = 0; player->hurt_tilt_strength = 0; - hud = new Hud(guienv, client, player, local_inventory); - - if (!hud) { - *error_message = "Memory error: could not create HUD"; - errorstream << *error_message << std::endl; - return false; - } + hud = new Hud(client, player, &player->inventory); mapper = client->getMinimap(); - if (mapper) - mapper->setMinimapMode(MINIMAP_MODE_OFF); + + if (mapper && client->modsLoaded()) + client->getScript()->on_minimap_ready(mapper); return true; } @@ -1416,11 +1418,6 @@ bool Game::initGui() // Chat backend and console gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(), -1, chat_backend, client, &g_menumgr); - if (!gui_chat_console) { - *error_message = "Could not allocate memory for chat console"; - errorstream << *error_message << std::endl; - return false; - } #ifdef HAVE_TOUCHSCREENGUI @@ -1432,20 +1429,19 @@ bool Game::initGui() return true; } -bool Game::connectToServer(const std::string &playername, - const std::string &password, std::string *address, u16 port, +bool Game::connectToServer(const GameStartData &start_data, bool *connect_ok, bool *connection_aborted) { *connect_ok = false; // Let's not be overly optimistic *connection_aborted = false; bool local_server_mode = false; - showOverlayMessage("Resolving address...", 0, 15); + showOverlayMessage(N_("Resolving address..."), 0, 15); - Address connect_address(0, 0, 0, 0, port); + Address connect_address(0, 0, 0, 0, start_data.socket_port); try { - connect_address.Resolve(address->c_str()); + connect_address.Resolve(start_data.address.c_str()); if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY //connect_address.Resolve("localhost"); @@ -1472,13 +1468,11 @@ bool Game::connectToServer(const std::string &playername, return false; } - client = new Client(playername.c_str(), password, *address, + client = new Client(start_data.name.c_str(), + start_data.password, start_data.address, *draw_control, texture_src, shader_src, itemdef_manager, nodedef_manager, sound, eventmgr, - connect_address.isIPv6(), m_game_ui.get()); - - if (!client) - return false; + m_rendering_engine, connect_address.isIPv6(), m_game_ui.get()); client->m_simple_singleplayer_mode = simple_singleplayer_mode; @@ -1500,9 +1494,9 @@ bool Game::connectToServer(const std::string &playername, f32 dtime; f32 wait_time = 0; // in seconds - fps_control.last_time = RenderingEngine::get_timer_time(); + fps_control.last_time = m_rendering_engine->get_timer_time(); - while (RenderingEngine::run()) { + while (m_rendering_engine->run()) { limitFps(&fps_control, &dtime); @@ -1539,23 +1533,24 @@ bool Game::connectToServer(const std::string &playername, if (client->m_is_registration_confirmation_state) { if (registration_confirmation_shown) { // Keep drawing the GUI - RenderingEngine::draw_menu_scene(guienv, dtime, true); + m_rendering_engine->draw_menu_scene(guienv, dtime, true); } else { registration_confirmation_shown = true; (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1, - &g_menumgr, client, playername, password, *address, connection_aborted))->drop(); + &g_menumgr, client, start_data.name, start_data.password, + connection_aborted, texture_src))->drop(); } } else { wait_time += dtime; // Only time out if we aren't waiting for the server we started - if (!address->empty() && wait_time > 10) { + if (!start_data.address.empty() && wait_time > 10) { *error_message = "Connection timed out."; errorstream << *error_message << std::endl; break; } // Update status - showOverlayMessage("Connecting to server...", dtime, 20); + showOverlayMessage(N_("Connecting to server..."), dtime, 20); } } } catch (con::PeerNotFoundException &e) { @@ -1574,9 +1569,9 @@ bool Game::getServerContent(bool *aborted) FpsControl fps_control = { 0 }; f32 dtime; // in seconds - fps_control.last_time = RenderingEngine::get_timer_time(); + fps_control.last_time = m_rendering_engine->get_timer_time(); - while (RenderingEngine::run()) { + while (m_rendering_engine->run()) { limitFps(&fps_control, &dtime); @@ -1614,20 +1609,23 @@ bool Game::getServerContent(bool *aborted) if (!client->itemdefReceived()) { const wchar_t *text = wgettext("Item definitions..."); progress = 25; - RenderingEngine::draw_load_screen(text, guienv, texture_src, + m_rendering_engine->draw_load_screen(text, guienv, texture_src, dtime, progress); delete[] text; } else if (!client->nodedefReceived()) { const wchar_t *text = wgettext("Node definitions..."); progress = 30; - RenderingEngine::draw_load_screen(text, guienv, texture_src, + m_rendering_engine->draw_load_screen(text, guienv, texture_src, dtime, progress); delete[] text; } else { std::stringstream message; std::fixed(message); message.precision(0); - message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%"; + float receive = client->mediaReceiveProgress() * 100; + message << gettext("Media..."); + if (receive > 0) + message << " " << receive << "%"; message.precision(2); if ((USE_CURL == 0) || @@ -1644,7 +1642,7 @@ bool Game::getServerContent(bool *aborted) } progress = 30 + client->mediaReceiveProgress() * 35 + 0.5; - RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv, + m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv, texture_src, dtime, progress); } } @@ -1698,19 +1696,19 @@ inline bool Game::handleCallbacks() if (g_gamecallback->changepassword_requested) { (new GUIPasswordChange(guienv, guiroot, -1, - &g_menumgr, client))->drop(); + &g_menumgr, client, texture_src))->drop(); g_gamecallback->changepassword_requested = false; } if (g_gamecallback->changevolume_requested) { (new GUIVolumeChange(guienv, guiroot, -1, - &g_menumgr))->drop(); + &g_menumgr, texture_src))->drop(); g_gamecallback->changevolume_requested = false; } if (g_gamecallback->keyconfig_requested) { (new GUIKeyChangeMenu(guienv, guiroot, -1, - &g_menumgr))->drop(); + &g_menumgr, texture_src))->drop(); g_gamecallback->keyconfig_requested = false; } @@ -1730,8 +1728,28 @@ void Game::processQueues() shader_src->processQueue(); } +void Game::updateDebugState() +{ + bool has_basic_debug = client->checkPrivilege("basic_debug"); + bool has_debug = client->checkPrivilege("debug"); + + if (m_game_ui->m_flags.show_basic_debug) { + if (!has_basic_debug) { + m_game_ui->m_flags.show_basic_debug = false; + } + } else if (m_game_ui->m_flags.show_minimal_debug) { + if (has_basic_debug) { + m_game_ui->m_flags.show_basic_debug = true; + } + } + if (!has_basic_debug) + hud->disableBlockBounds(); + if (!has_debug) + draw_control->show_wireframe = false; +} -void Game::updateProfilers(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"); @@ -1739,7 +1757,7 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, if (profiler_print_interval == 0) { print_to_log = false; - profiler_print_interval = 5; + profiler_print_interval = 3; } if (profiler_interval.step(dtime, profiler_print_interval)) { @@ -1752,25 +1770,14 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, g_profiler->clear(); } - addProfilerGraphs(stats, draw_times, dtime); -} - - -void Game::addProfilerGraphs(const RunStats &stats, - const FpsControl &draw_times, f32 dtime) -{ - g_profiler->graphAdd("mainloop_other", - draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f); - - if (draw_times.sleep_time != 0) - g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f); - g_profiler->graphAdd("mainloop_dtime", dtime); + // Update update graphs + g_profiler->graphAdd("Time non-rendering [ms]", + draw_times.busy_time - stats.drawtime); - g_profiler->add("Elapsed time", dtime); - g_profiler->avg("FPS", 1. / dtime); + g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time); + g_profiler->graphAdd("FPS", 1.0f / dtime); } - void Game::updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime) { @@ -1851,8 +1858,9 @@ void Game::processUserInput(f32 dtime) input->step(dtime); #ifdef __ANDROID__ - if (current_formspec != NULL) - current_formspec->getAndroidUIInput(); + auto formspec = m_game_ui->getFormspecGUI(); + if (formspec) + formspec->getAndroidUIInput(); else handleAndroidChatInput(); #endif @@ -1878,6 +1886,9 @@ void Game::processKeyInput() } else if (wasKeyDown(KeyType::INVENTORY)) { openInventory(); } else if (input->cancelPressed()) { +#ifdef __ANDROID__ + m_android_chat_open = false; +#endif if (!gui_chat_console->isOpenInhibited()) { showPauseMenu(); } @@ -1886,47 +1897,69 @@ void Game::processKeyInput() } 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("CSM is disabled")); + m_game_ui->showStatusText(wgettext("Client side scripting is disabled")); } else if (wasKeyDown(KeyType::CONSOLE)) { openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f)); } else if (wasKeyDown(KeyType::FREEMOVE)) { toggleFreeMove(); } else if (wasKeyDown(KeyType::JUMP)) { toggleFreeMoveAlt(); + } else if (wasKeyDown(KeyType::PITCHMOVE)) { + togglePitchMove(); } else if (wasKeyDown(KeyType::FASTMOVE)) { toggleFast(); } else if (wasKeyDown(KeyType::NOCLIP)) { toggleNoClip(); +#if USE_SOUND } else if (wasKeyDown(KeyType::MUTE)) { - bool new_mute_sound = !g_settings->getBool("mute_sound"); - g_settings->setBool("mute_sound", new_mute_sound); - if (new_mute_sound) - m_game_ui->showTranslatedStatusText("Sound muted"); - else - m_game_ui->showTranslatedStatusText("Sound unmuted"); + if (g_settings->getBool("enable_sound")) { + bool new_mute_sound = !g_settings->getBool("mute_sound"); + g_settings->setBool("mute_sound", new_mute_sound); + if (new_mute_sound) + m_game_ui->showTranslatedStatusText("Sound muted"); + else + m_game_ui->showTranslatedStatusText("Sound unmuted"); + } else { + m_game_ui->showTranslatedStatusText("Sound system is disabled"); + } } else if (wasKeyDown(KeyType::INC_VOLUME)) { - float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f); - wchar_t buf[100]; - g_settings->setFloat("sound_volume", new_volume); - const wchar_t *str = wgettext("Volume changed to %d%%"); - swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100)); - delete[] str; - m_game_ui->showStatusText(buf); + if (g_settings->getBool("enable_sound")) { + float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f); + wchar_t buf[100]; + g_settings->setFloat("sound_volume", new_volume); + const wchar_t *str = wgettext("Volume changed to %d%%"); + swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100)); + delete[] str; + m_game_ui->showStatusText(buf); + } else { + m_game_ui->showTranslatedStatusText("Sound system is disabled"); + } } else if (wasKeyDown(KeyType::DEC_VOLUME)) { - float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f); - wchar_t buf[100]; - g_settings->setFloat("sound_volume", new_volume); - const wchar_t *str = wgettext("Volume changed to %d%%"); - swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100)); - delete[] str; - m_game_ui->showStatusText(buf); + if (g_settings->getBool("enable_sound")) { + float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f); + wchar_t buf[100]; + g_settings->setFloat("sound_volume", new_volume); + const wchar_t *str = wgettext("Volume changed to %d%%"); + swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100)); + delete[] str; + m_game_ui->showStatusText(buf); + } else { + m_game_ui->showTranslatedStatusText("Sound system is disabled"); + } +#else + } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME) + || wasKeyDown(KeyType::DEC_VOLUME)) { + m_game_ui->showTranslatedStatusText("Sound system is not supported on this build"); +#endif } else if (wasKeyDown(KeyType::CINEMATIC)) { toggleCinematic(); } else if (wasKeyDown(KeyType::SCREENSHOT)) { client->makeScreenshot(); + } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) { + toggleBlockBounds(); } else if (wasKeyDown(KeyType::TOGGLE_HUD)) { m_game_ui->toggleHud(); } else if (wasKeyDown(KeyType::MINIMAP)) { @@ -1975,7 +2008,7 @@ void Game::processItemSelection(u16 *new_playeritem) /* Item selection using mouse wheel */ - *new_playeritem = client->getPlayerItem(); + *new_playeritem = player->getWieldIndex(); s32 wheel = input->getMouseWheel(); u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1, @@ -1983,15 +2016,11 @@ void Game::processItemSelection(u16 *new_playeritem) s32 dir = wheel; - if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) || - wasKeyDown(KeyType::HOTBAR_NEXT)) { + if (wasKeyDown(KeyType::HOTBAR_NEXT)) dir = -1; - } - if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) || - wasKeyDown(KeyType::HOTBAR_PREV)) { + if (wasKeyDown(KeyType::HOTBAR_PREV)) dir = 1; - } if (dir < 0) *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0; @@ -2001,12 +2030,9 @@ void Game::processItemSelection(u16 *new_playeritem) /* Item selection using hotbar slot keys */ - for (u16 i = 0; i < 23; i++) { + for (u16 i = 0; i <= max_item; i++) { if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) { - if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) { - *new_playeritem = i; - infostream << "Selected item: " << new_playeritem << std::endl; - } + *new_playeritem = i; break; } } @@ -2019,7 +2045,7 @@ void Game::dropSelectedItem(bool single_item) a->count = single_item ? 1 : 0; a->from_inv.setCurrentPlayer(); a->from_list = "main"; - a->from_i = client->getPlayerItem(); + a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex(); client->inventoryAction(a); } @@ -2035,20 +2061,21 @@ void Game::openInventory() if (!player || !player->getCAO()) return; - infostream << "the_game: " << "Launching inventory" << std::endl; + infostream << "Game: Launching inventory" << std::endl; PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client); 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); - GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src, - txt_dst, client->getFormspecPrepend()); - cur_formname = ""; - current_formspec->setFormSpec(fs_src->getForm(), inventoryloc); + auto *&formspec = m_game_ui->updateFormspec(""); + GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(), + &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); + + formspec->setFormSpec(fs_src->getForm(), inventoryloc); } } @@ -2077,6 +2104,7 @@ void Game::handleAndroidChatInput() if (m_android_chat_open && porting::getInputDialogState() == 0) { std::string text = porting::getInputDialogValue(); client->typeChatMessage(utf8_to_wide(text)); + m_android_chat_open = false; } } #endif @@ -2107,6 +2135,19 @@ void Game::toggleFreeMoveAlt() } +void Game::togglePitchMove() +{ + bool pitch_move = !g_settings->getBool("pitch_move"); + g_settings->set("pitch_move", bool_to_cstr(pitch_move)); + + if (pitch_move) { + m_game_ui->showTranslatedStatusText("Pitch move mode enabled"); + } else { + m_game_ui->showTranslatedStatusText("Pitch move mode disabled"); + } +} + + void Game::toggleFast() { bool fast_move = !g_settings->getBool("fast_move"); @@ -2156,6 +2197,15 @@ void Game::toggleCinematic() m_game_ui->showTranslatedStatusText("Cinematic mode disabled"); } +void Game::toggleBlockBounds() +{ + if (client->checkPrivilege("basic_debug")) { + hud->toggleBlockBounds(); + } else { + m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)"); + } +} + // Autoforward by toggling continuous forward. void Game::toggleAutoforward() { @@ -2163,9 +2213,9 @@ void Game::toggleAutoforward() g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled)); if (autorun_enabled) - m_game_ui->showTranslatedStatusText("Automatic forwards enabled"); + m_game_ui->showTranslatedStatusText("Automatic forward enabled"); else - m_game_ui->showTranslatedStatusText("Automatic forwards disabled"); + m_game_ui->showTranslatedStatusText("Automatic forward disabled"); } void Game::toggleMinimap(bool shift_pressed) @@ -2173,52 +2223,37 @@ void Game::toggleMinimap(bool shift_pressed) if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap")) return; - if (shift_pressed) { + if (shift_pressed) mapper->toggleMinimapShape(); - return; - } + else + mapper->nextMode(); + // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here + + // Not so satisying code to keep compatibility with old fixed mode system + // --> u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags; - MinimapMode mode = MINIMAP_MODE_OFF; - if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) { - mode = mapper->getMinimapMode(); - mode = (MinimapMode)((int)mode + 1); - // If radar is disabled and in, or switching to, radar mode - if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3) - mode = MINIMAP_MODE_OFF; - } + if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) { + m_game_ui->m_flags.show_minimap = false; + } else { - m_game_ui->m_flags.show_minimap = true; - switch (mode) { - case MINIMAP_MODE_SURFACEx1: - m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x1"); - break; - case MINIMAP_MODE_SURFACEx2: - m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x2"); - break; - case MINIMAP_MODE_SURFACEx4: - m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x4"); - break; - case MINIMAP_MODE_RADARx1: - m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x1"); - break; - case MINIMAP_MODE_RADARx2: - m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x2"); - break; - case MINIMAP_MODE_RADARx4: - m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x4"); - break; - default: - mode = MINIMAP_MODE_OFF; - m_game_ui->m_flags.show_minimap = false; - if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) - m_game_ui->showTranslatedStatusText("Minimap hidden"); - else - m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod"); - } + // If radar is disabled, try to find a non radar mode or fall back to 0 + if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE)) + while (mapper->getModeIndex() && + mapper->getModeDef().type == MINIMAP_TYPE_RADAR) + mapper->nextMode(); - mapper->setMinimapMode(mode); + m_game_ui->m_flags.show_minimap = mapper->getModeDef().type != + MINIMAP_TYPE_OFF; + } + // <-- + // End of 'not so satifying code' + if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) || + (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP))) + m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label)); + else + m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod"); } void Game::toggleFog() @@ -2234,24 +2269,41 @@ void Game::toggleFog() void Game::toggleDebug() { - // Initial / 4x toggle: Chat only - // 1x toggle: Debug text with chat + // Initial: No debug info + // 1x toggle: Debug text // 2x toggle: Debug text with profiler graph - // 3x toggle: Debug text and wireframe - if (!m_game_ui->m_flags.show_debug) { - m_game_ui->m_flags.show_debug = true; + // 3x toggle: Debug text and wireframe (needs "debug" priv) + // Next toggle: Back to initial + // + // The debug text can be in 2 modes: minimal and basic. + // * Minimal: Only technical client info that not gameplay-relevant + // * Basic: Info that might give gameplay advantage, e.g. pos, angle + // Basic mode is used when player has "basic_debug" priv, + // otherwise the Minimal mode is used. + if (!m_game_ui->m_flags.show_minimal_debug) { + m_game_ui->m_flags.show_minimal_debug = true; + if (client->checkPrivilege("basic_debug")) { + m_game_ui->m_flags.show_basic_debug = true; + } m_game_ui->m_flags.show_profiler_graph = false; draw_control->show_wireframe = false; m_game_ui->showTranslatedStatusText("Debug info shown"); } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) { + if (client->checkPrivilege("basic_debug")) { + m_game_ui->m_flags.show_basic_debug = true; + } m_game_ui->m_flags.show_profiler_graph = true; m_game_ui->showTranslatedStatusText("Profiler graph shown"); } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) { + if (client->checkPrivilege("basic_debug")) { + m_game_ui->m_flags.show_basic_debug = true; + } m_game_ui->m_flags.show_profiler_graph = false; draw_control->show_wireframe = true; m_game_ui->showTranslatedStatusText("Wireframe shown"); } else { - m_game_ui->m_flags.show_debug = false; + m_game_ui->m_flags.show_minimal_debug = false; + m_game_ui->m_flags.show_basic_debug = false; m_game_ui->m_flags.show_profiler_graph = false; draw_control->show_wireframe = false; if (client->checkPrivilege("debug")) { @@ -2333,18 +2385,17 @@ void Game::toggleFullViewRange() 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"); } - void Game::updateCameraDirection(CameraOrientation *cam, float dtime) { if ((device->isWindowActive() && device->isWindowFocused() - && !isMenuActive()) || random_input) { + && !isMenuActive()) || input->isRandom()) { #ifndef __ANDROID__ - if (!random_input) { + if (!input->isRandom()) { // Mac OSX gets upset if this is set every frame if (device->getCursorControl()->isVisible()) device->getCursorControl()->setVisible(false); @@ -2373,6 +2424,18 @@ void Game::updateCameraDirection(CameraOrientation *cam, float dtime) } } +// Get the factor to multiply with sensitivity to get the same mouse/joystick +// responsiveness independently of FOV. +f32 Game::getSensitivityScaleFactor() const +{ + f32 fov_y = client->getCamera()->getFovY(); + + // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and + // 16:9 aspect ratio to minimize disruption of existing sensitivity + // settings. + return tan(fov_y / 2.0f) * 1.3763818698f; +} + void Game::updateCameraOrientation(CameraOrientation *cam, float dtime) { #ifdef HAVE_TOUCHSCREENGUI @@ -2388,8 +2451,9 @@ void Game::updateCameraOrientation(CameraOrientation *cam, float dtime) dist.Y = -dist.Y; } - cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity; - cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity; + f32 sens_scale = getSensitivityScaleFactor(); + cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale; + cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale; if (dist.X != 0 || dist.Y != 0) input->setMousePos(center.X, center.Y); @@ -2398,7 +2462,8 @@ void Game::updateCameraOrientation(CameraOrientation *cam, float dtime) #endif if (m_cache_enable_joysticks) { - f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime; + f32 sens_scale = getSensitivityScaleFactor(); + f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime * sens_scale; cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c; cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c; } @@ -2421,27 +2486,28 @@ void Game::updatePlayerControl(const CameraOrientation &cam) input->isKeyDown(KeyType::LEFT), input->isKeyDown(KeyType::RIGHT), isKeyDown(KeyType::JUMP), - isKeyDown(KeyType::SPECIAL1), + isKeyDown(KeyType::AUX1), isKeyDown(KeyType::SNEAK), isKeyDown(KeyType::ZOOM), - input->getLeftState(), - input->getRightState(), + isKeyDown(KeyType::DIG), + isKeyDown(KeyType::PLACE), cam.camera_pitch, cam.camera_yaw, input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE), input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE) ); - u32 keypress_bits = + u32 keypress_bits = ( ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) | ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) | ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) | ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) | ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) | - ( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) | + ( (u32)(isKeyDown(KeyType::AUX1) & 0x1) << 5) | ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) | - ( (u32)(input->getLeftState() & 0x1) << 7) | - ( (u32)(input->getRightState() & 0x1) << 8 + ( (u32)(isKeyDown(KeyType::DIG) & 0x1) << 7) | + ( (u32)(isKeyDown(KeyType::PLACE) & 0x1) << 8) | + ( (u32)(isKeyDown(KeyType::ZOOM) & 0x1) << 9) ); #ifdef ANDROID @@ -2464,6 +2530,13 @@ void Game::updatePlayerControl(const CameraOrientation &cam) keypress_bits |= 1U << 4; } + // autoforward if set: simulate "up" key + if (player->getPlayerSettings().continuous_forward && + client->activeObjectsReceived() && !player->isDead()) { + control.up = true; + keypress_bits |= 1U << 0; + } + client->setPlayerControl(control); player->keyPressed = keypress_bits; @@ -2476,9 +2549,12 @@ inline void Game::step(f32 *dtime) bool can_be_and_is_paused = (simple_singleplayer_mode && g_menumgr.pausesGame()); - if (can_be_and_is_paused) { // This is for a singleplayer server + if (can_be_and_is_paused) { // This is for a singleplayer server *dtime = 0; // No time passes } else { + if (simple_singleplayer_mode && !paused_animated_nodes.empty()) + resumeAnimation(); + if (server) server->step(*dtime); @@ -2486,6 +2562,33 @@ inline void Game::step(f32 *dtime) } } +static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) { + if (!node) + return; + for (auto &&child: node->getChildren()) + pauseNodeAnimation(paused, child); + if (node->getType() != scene::ESNT_ANIMATED_MESH) + return; + auto animated_node = static_cast(node); + float speed = animated_node->getAnimationSpeed(); + if (!speed) + return; + paused.push_back({grab(animated_node), speed}); + animated_node->setAnimationSpeed(0.0f); +} + +void Game::pauseAnimation() +{ + pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode()); +} + +void Game::resumeAnimation() +{ + for (auto &&pair: paused_animated_nodes) + pair.first->setAnimationSpeed(pair.second); + paused_animated_nodes.clear(); +} + const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = { {&Game::handleClientEvent_None}, {&Game::handleClientEvent_PlayerDamage}, @@ -2500,6 +2603,9 @@ const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = { {&Game::handleClientEvent_HudRemove}, {&Game::handleClientEvent_HudChange}, {&Game::handleClientEvent_SetSky}, + {&Game::handleClientEvent_SetSun}, + {&Game::handleClientEvent_SetMoon}, + {&Game::handleClientEvent_SetStars}, {&Game::handleClientEvent_OverrideDayNigthRatio}, {&Game::handleClientEvent_CloudParams}, }; @@ -2511,20 +2617,23 @@ void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam) 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) { - runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount; - runData.damage_flash = MYMIN(runData.damage_flash, 127.0f); - LocalPlayer *player = client->getEnv().getLocalPlayer(); + f32 hp_max = player->getCAO() ? + player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT; + f32 damage_ratio = event->player_damage.amount / hp_max; + + runData.damage_flash += 95.0f + 64.f * damage_ratio; + runData.damage_flash = MYMIN(runData.damage_flash, 127.0f); + player->hurt_tilt_timer = 1.5f; player->hurt_tilt_strength = - rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f); + rangelim(damage_ratio * 5.0f, 1.0f, 4.0f); } // Play damage sound @@ -2539,9 +2648,9 @@ void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientati void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam) { - // If CSM enabled, deathscreen is handled by CSM code in + // 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(); @@ -2556,9 +2665,10 @@ void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation * void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam) { if (event->show_formspec.formspec->empty()) { - if (current_formspec && (event->show_formspec.formname->empty() - || *(event->show_formspec.formname) == cur_formname)) { - current_formspec->quitMenu(); + auto formspec = m_game_ui->getFormspecGUI(); + if (formspec && (event->show_formspec.formname->empty() + || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) { + formspec->quitMenu(); } } else { FormspecFormSource *fs_src = @@ -2566,9 +2676,9 @@ void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation TextDestPlayerInventory *txt_dst = new TextDestPlayerInventory(client, *(event->show_formspec.formname)); - GUIFormSpecMenu::create(current_formspec, client, &input->joystick, - fs_src, txt_dst, client->getFormspecPrepend()); - cur_formname = *(event->show_formspec.formname); + auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname)); + GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(), + &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); } delete event->show_formspec.formspec; @@ -2580,8 +2690,8 @@ void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrienta FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec); LocalFormspecHandler *txt_dst = new LocalFormspecHandler(*event->show_formspec.formname, client); - GUIFormSpecMenu::create(current_formspec, client, &input->joystick, - fs_src, txt_dst, client->getFormspecPrepend()); + GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(), + &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); delete event->show_formspec.formspec; delete event->show_formspec.formname; @@ -2597,160 +2707,185 @@ void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event, void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam) { LocalPlayer *player = client->getEnv().getLocalPlayer(); - auto &hud_server_to_client = client->getHUDTranslationMap(); - u32 server_id = event->hudadd.server_id; + u32 server_id = event->hudadd->server_id; // ignore if we already have a HUD with that ID - auto i = hud_server_to_client.find(server_id); - if (i != hud_server_to_client.end()) { - delete event->hudadd.pos; - delete event->hudadd.name; - delete event->hudadd.scale; - delete event->hudadd.text; - delete event->hudadd.align; - delete event->hudadd.offset; - delete event->hudadd.world_pos; - delete event->hudadd.size; + auto i = m_hud_server_to_client.find(server_id); + if (i != m_hud_server_to_client.end()) { + delete event->hudadd; return; } HudElement *e = new HudElement; - e->type = (HudElementType)event->hudadd.type; - e->pos = *event->hudadd.pos; - e->name = *event->hudadd.name; - e->scale = *event->hudadd.scale; - e->text = *event->hudadd.text; - e->number = event->hudadd.number; - e->item = event->hudadd.item; - e->dir = event->hudadd.dir; - e->align = *event->hudadd.align; - e->offset = *event->hudadd.offset; - e->world_pos = *event->hudadd.world_pos; - e->size = *event->hudadd.size; - hud_server_to_client[server_id] = player->addHud(e); - - delete event->hudadd.pos; - delete event->hudadd.name; - delete event->hudadd.scale; - delete event->hudadd.text; - delete event->hudadd.align; - delete event->hudadd.offset; - delete event->hudadd.world_pos; - delete event->hudadd.size; + e->type = static_cast(event->hudadd->type); + e->pos = event->hudadd->pos; + e->name = event->hudadd->name; + e->scale = event->hudadd->scale; + e->text = event->hudadd->text; + e->number = event->hudadd->number; + e->item = event->hudadd->item; + e->dir = event->hudadd->dir; + e->align = event->hudadd->align; + e->offset = event->hudadd->offset; + e->world_pos = event->hudadd->world_pos; + e->size = event->hudadd->size; + e->z_index = event->hudadd->z_index; + e->text2 = event->hudadd->text2; + m_hud_server_to_client[server_id] = player->addHud(e); + + delete event->hudadd; } void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam) { LocalPlayer *player = client->getEnv().getLocalPlayer(); - HudElement *e = player->removeHud(event->hudrm.id); - delete e; + + auto i = m_hud_server_to_client.find(event->hudrm.id); + if (i != m_hud_server_to_client.end()) { + HudElement *e = player->removeHud(i->second); + delete e; + m_hud_server_to_client.erase(i); + } + } void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam) { LocalPlayer *player = client->getEnv().getLocalPlayer(); - u32 id = event->hudchange.id; - HudElement *e = player->getHud(id); + HudElement *e = nullptr; - if (e == NULL) { - delete event->hudchange.v3fdata; - delete event->hudchange.v2fdata; - delete event->hudchange.sdata; - delete event->hudchange.v2s32data; + auto i = m_hud_server_to_client.find(event->hudchange->id); + if (i != m_hud_server_to_client.end()) { + e = player->getHud(i->second); + } + + if (e == nullptr) { + delete event->hudchange; return; } - switch (event->hudchange.stat) { - case HUD_STAT_POS: - e->pos = *event->hudchange.v2fdata; - break; +#define CASE_SET(statval, prop, dataprop) \ + case statval: \ + e->prop = event->hudchange->dataprop; \ + break - case HUD_STAT_NAME: - e->name = *event->hudchange.sdata; - break; + switch (event->hudchange->stat) { + CASE_SET(HUD_STAT_POS, pos, v2fdata); - case HUD_STAT_SCALE: - e->scale = *event->hudchange.v2fdata; - break; + CASE_SET(HUD_STAT_NAME, name, sdata); - case HUD_STAT_TEXT: - e->text = *event->hudchange.sdata; - break; + CASE_SET(HUD_STAT_SCALE, scale, v2fdata); - case HUD_STAT_NUMBER: - e->number = event->hudchange.data; - break; + CASE_SET(HUD_STAT_TEXT, text, sdata); - case HUD_STAT_ITEM: - e->item = event->hudchange.data; - break; + CASE_SET(HUD_STAT_NUMBER, number, data); - case HUD_STAT_DIR: - e->dir = event->hudchange.data; - break; + CASE_SET(HUD_STAT_ITEM, item, data); - case HUD_STAT_ALIGN: - e->align = *event->hudchange.v2fdata; - break; + CASE_SET(HUD_STAT_DIR, dir, data); - case HUD_STAT_OFFSET: - e->offset = *event->hudchange.v2fdata; - break; + CASE_SET(HUD_STAT_ALIGN, align, v2fdata); - case HUD_STAT_WORLD_POS: - e->world_pos = *event->hudchange.v3fdata; - break; + CASE_SET(HUD_STAT_OFFSET, offset, v2fdata); - case HUD_STAT_SIZE: - e->size = *event->hudchange.v2s32data; - break; + CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata); + + CASE_SET(HUD_STAT_SIZE, size, v2s32data); + + CASE_SET(HUD_STAT_Z_INDEX, z_index, data); + + CASE_SET(HUD_STAT_TEXT2, text2, sdata); } - delete event->hudchange.v3fdata; - delete event->hudchange.v2fdata; - delete event->hudchange.sdata; - delete event->hudchange.v2s32data; +#undef CASE_SET + + delete event->hudchange; } 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_color); + sky->setHorizonTint( + event->set_sky->fog_sun_tint, + event->set_sky->fog_moon_tint, + event->set_sky->fog_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->fog_sun_tint, + event->set_sky->fog_moon_tint, + event->set_sky->fog_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.bgcolor; - delete event->set_sky.type; - delete event->set_sky.params; + 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; +} + +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, @@ -2786,18 +2921,9 @@ void Game::processClientEvents(CameraOrientation *cam) void Game::updateChat(f32 dtime, const v2u32 &screensize) { - // Add chat log output for errors to be shown in chat - static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR); - // Get new messages from error log buffer - while (!chat_log_error_buf.empty()) { - std::wstring error_message = utf8_to_wide(chat_log_error_buf.get()); - if (!g_settings->getBool("disable_escape_sequences")) { - error_message.insert(0, L"\x1b(c@red)"); - error_message.append(L"\x1b(c@white)"); - } - chat_backend->addMessage(L"", error_message); - } + while (!m_chat_log_buf.empty()) + chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get())); // Get new messages from client std::wstring message; @@ -2825,19 +2951,10 @@ void Game::updateCamera(u32 busy_time, f32 dtime) */ ItemStack playeritem; { - InventoryList *mlist = local_inventory->getList("main"); - - 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) - playeritem = hlist->getItem(0); + ItemStack selected, hand; + playeritem = player->getWieldedItem(&selected, &hand); } - ToolCapabilities playeritem_toolcap = playeritem.getToolCapabilities(itemdef_manager); @@ -2852,7 +2969,8 @@ void Game::updateCamera(u32 busy_time, f32 dtime) camera->toggleCameraMode(); - playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST); + // Make the player visible depending on camera mode. + playercao->updateMeshCulling(); playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST); } @@ -2918,7 +3036,7 @@ void Game::updateSound(f32 dtime) soundmaker->step(dtime); ClientMap &map = client->getEnv().getClientMap(); - MapNode n = map.getNodeNoEx(player->getFootstepNodePos()); + MapNode n = map.getNode(player->getFootstepNodePos()); soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep; } @@ -2927,47 +3045,37 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) { LocalPlayer *player = client->getEnv().getLocalPlayer(); - ItemStack playeritem; - { - InventoryList *mlist = local_inventory->getList("main"); - - if (mlist && client->getPlayerItem() < mlist->getSize()) - playeritem = mlist->getItem(client->getPlayerItem()); - } - - const ItemDefinition &playeritem_def = - playeritem.getDefinition(itemdef_manager); - InventoryList *hlist = local_inventory->getList("hand"); - const ItemDefinition &hand_def = - hlist ? hlist->getItem(0).getDefinition(itemdef_manager) : itemdef_manager->get(""); - - v3f player_position = player->getPosition(); - v3f camera_position = camera->getPosition(); - v3f camera_direction = camera->getDirection(); - v3s16 camera_offset = camera->getOffset(); - + const v3f camera_direction = camera->getDirection(); + const v3s16 camera_offset = camera->getOffset(); /* Calculate what block is the crosshair pointing to */ - f32 d = playeritem_def.range; // max. distance - f32 d_hand = hand_def.range; + ItemStack selected_item, hand_item; + const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item); - if (d < 0 && d_hand >= 0) - d = d_hand; - else if (d < 0) - d = 4.0; + const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager); + f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager)); core::line3d shootline; - if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) { - shootline = core::line3d(camera_position, - camera_position + camera_direction * BS * d); - } else { - // prevent player pointing anything in front-view - shootline = core::line3d(camera_position,camera_position); - } + switch (camera->getCameraMode()) { + case CAMERA_MODE_FIRST: + // Shoot from camera position, with bobbing + shootline.start = camera->getPosition(); + break; + case CAMERA_MODE_THIRD: + // Shoot from player head, no bobbing + shootline.start = camera->getHeadPosition(); + break; + case CAMERA_MODE_THIRD_FRONT: + shootline.start = camera->getHeadPosition(); + // prevent player pointing anything in front-view + d = 0; + break; + } + shootline.end = shootline.start + camera_direction * BS * d; #ifdef HAVE_TOUCHSCREENGUI @@ -2983,8 +3091,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) #endif PointedThing pointed = updatePointedThing(shootline, - playeritem_def.liquids_pointable, - !runData.ldown_for_dig, + selected_def.liquids_pointable, + !runData.btn_down_for_dig, camera_offset); if (pointed != runData.pointed_old) { @@ -2992,20 +3100,18 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) hud->updateSelectionMesh(camera_offset); } - if (runData.digging_blocked && !input->getLeftState()) { - // allow digging again if button is not pressed + // Allow digging again if button is not pressed + if (runData.digging_blocked && !isKeyDown(KeyType::DIG)) runData.digging_blocked = false; - } /* Stop digging when - - releasing left mouse button + - releasing dig button - pointing away from node */ if (runData.digging) { - if (input->getLeftReleased()) { - infostream << "Left button released" - << " (stopped digging)" << std::endl; + if (wasKeyReleased(KeyType::DIG)) { + infostream << "Dig button released (stopped digging)" << std::endl; runData.digging = false; } else if (pointed != runData.pointed_old) { if (pointed.type == POINTEDTHING_NODE @@ -3015,74 +3121,71 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug) // Still pointing to the same node, but a different face. // Don't reset. } else { - infostream << "Pointing away from node" - << " (stopped digging)" << std::endl; + infostream << "Pointing away from node (stopped digging)" << std::endl; runData.digging = false; hud->updateSelectionMesh(camera_offset); } } if (!runData.digging) { - client->interact(1, runData.pointed_old); + client->interact(INTERACT_STOP_DIGGING, runData.pointed_old); client->setCrack(-1, v3s16(0, 0, 0)); runData.dig_time = 0.0; } - } else if (runData.dig_instantly && input->getLeftReleased()) { - // Remove e.g. torches faster when clicking instead of holding LMB + } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) { + // Remove e.g. torches faster when clicking instead of holding dig button runData.nodig_delay_timer = 0; runData.dig_instantly = false; } - if (!runData.digging && runData.ldown_for_dig && !input->getLeftState()) { - runData.ldown_for_dig = false; - } + if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG)) + runData.btn_down_for_dig = false; - runData.left_punch = false; + runData.punching = false; soundmaker->m_player_leftpunch_sound.name = ""; // Prepare for repeating, unless we're not supposed to - if (input->getRightState() && !g_settings->getBool("safe_dig_and_place")) - runData.repeat_rightclick_timer += dtime; + if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place")) + runData.repeat_place_timer += dtime; else - runData.repeat_rightclick_timer = 0; + runData.repeat_place_timer = 0; - if (playeritem_def.usable && input->getLeftState()) { - if (input->getLeftClicked() && (!client->moddingEnabled() - || !client->getScript()->on_item_use(playeritem, pointed))) - client->interact(4, pointed); + if (selected_def.usable && isKeyDown(KeyType::DIG)) { + if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() || + !client->getScript()->on_item_use(selected_item, pointed))) + client->interact(INTERACT_USE, pointed); } else if (pointed.type == POINTEDTHING_NODE) { - ToolCapabilities playeritem_toolcap = - playeritem.getToolCapabilities(itemdef_manager); - if (playeritem.name.empty()) { - const ToolCapabilities *handToolcap = hlist - ? &hlist->getItem(0).getToolCapabilities(itemdef_manager) - : itemdef_manager->get("").tool_capabilities; - - if (handToolcap != nullptr) - playeritem_toolcap = *handToolcap; - } - handlePointingAtNode(pointed, playeritem_def, playeritem, - playeritem_toolcap, dtime); + handlePointingAtNode(pointed, selected_item, hand_item, dtime); } else if (pointed.type == POINTEDTHING_OBJECT) { - handlePointingAtObject(pointed, playeritem, player_position, show_debug); - } else if (input->getLeftState()) { + v3f player_position = player->getPosition(); + handlePointingAtObject(pointed, tool_item, player_position, show_debug); + } else if (isKeyDown(KeyType::DIG)) { // When button is held down in air, show continuous animation - runData.left_punch = true; - } else if (input->getRightClicked()) { - handlePointingAtNothing(playeritem); + runData.punching = true; + // Run callback even though item is not usable + if (wasKeyPressed(KeyType::DIG) && client->modsLoaded()) + client->getScript()->on_item_use(selected_item, pointed); + } else if (wasKeyPressed(KeyType::PLACE)) { + handlePointingAtNothing(selected_item); } runData.pointed_old = pointed; - if (runData.left_punch || input->getLeftClicked()) - camera->setDigging(0); // left click animation + if (runData.punching || wasKeyPressed(KeyType::DIG)) + camera->setDigging(0); // dig animation + + input->clearWasKeyPressed(); + input->clearWasKeyReleased(); + // Ensure DIG & PLACE are marked as handled + wasKeyDown(KeyType::DIG); + wasKeyDown(KeyType::PLACE); - input->resetLeftClicked(); - input->resetRightClicked(); + input->joystick.clearWasKeyPressed(KeyType::DIG); + input->joystick.clearWasKeyPressed(KeyType::PLACE); - input->resetLeftReleased(); - input->resetRightReleased(); + input->joystick.clearWasKeyReleased(KeyType::DIG); + input->joystick.clearWasKeyReleased(KeyType::PLACE); } @@ -3103,11 +3206,14 @@ PointedThing Game::updatePointedThing( const NodeDefManager *nodedef = map.getNodeDefManager(); runData.selected_object = NULL; + hud->pointing_at_object = false; RaycastState s(shootline, look_for_object, liquids_pointable); PointedThing result; env.continueRaycast(&s, &result); if (result.type == POINTEDTHING_OBJECT) { + hud->pointing_at_object = true; + runData.selected_object = client->getEnv().getActiveObject(result.object_id); aabb3f selection_box; if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() && @@ -3118,7 +3224,7 @@ PointedThing Game::updatePointedThing( } } else if (result.type == POINTEDTHING_NODE) { // Update selection boxes - MapNode n = map.getNodeNoEx(result.node_undersurface); + MapNode n = map.getNode(result.node_undersurface); std::vector boxes; n.getSelectionBoxes(nodedef, &boxes, n.getNeighbors(result.node_undersurface, &map)); @@ -3145,12 +3251,12 @@ PointedThing Game::updatePointedThing( v3s16 p = floatToInt(pf, BS); // Get selection mesh light level - MapNode n = map.getNodeNoEx(p); + MapNode n = map.getNode(p); u16 node_light = getInteriorLight(n, -1, nodedef); u16 light_level = node_light; for (const v3s16 &dir : g_6dirs) { - n = map.getNodeNoEx(p + dir); + n = map.getNode(p + dir); node_light = getInteriorLight(n, -1, nodedef); if (node_light > light_level) light_level = node_light; @@ -3179,16 +3285,15 @@ PointedThing Game::updatePointedThing( void Game::handlePointingAtNothing(const ItemStack &playerItem) { - infostream << "Right Clicked in Air" << std::endl; + infostream << "Attempted to place item while pointing at nothing" << std::endl; PointedThing fauxPointed; fauxPointed.type = POINTEDTHING_NOTHING; - client->interact(5, fauxPointed); + client->interact(INTERACT_ACTIVATE, fauxPointed); } void Game::handlePointingAtNode(const PointedThing &pointed, - const ItemDefinition &playeritem_def, const ItemStack &playeritem, - const ToolCapabilities &playeritem_toolcap, f32 dtime) + const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime) { v3s16 nodepos = pointed.node_undersurface; v3s16 neighbourpos = pointed.node_abovesurface; @@ -3199,10 +3304,10 @@ void Game::handlePointingAtNode(const PointedThing &pointed, ClientMap &map = client->getEnv().getClientMap(); - if (runData.nodig_delay_timer <= 0.0 && input->getLeftState() + if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG) && !runData.digging_blocked && client->checkPrivilege("interact")) { - handleDigging(pointed, nodepos, playeritem_toolcap, dtime); + handleDigging(pointed, nodepos, selected_item, hand_item, dtime); } // This should be done after digging handling @@ -3212,7 +3317,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed, m_game_ui->setInfoText(unescape_translate(utf8_to_wide( meta->getString("infotext")))); } else { - MapNode n = map.getNodeNoEx(nodepos); + MapNode n = map.getNode(nodepos); if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") { m_game_ui->setInfoText(L"Unknown node: " + @@ -3220,219 +3325,227 @@ void Game::handlePointingAtNode(const PointedThing &pointed, } } - if ((input->getRightClicked() || - runData.repeat_rightclick_timer >= m_repeat_right_click_time) && + if ((wasKeyPressed(KeyType::PLACE) || + runData.repeat_place_timer >= m_repeat_place_time) && client->checkPrivilege("interact")) { - 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.getNodeNoEx(nodepos)).rightclickable) { - client->interact(3, pointed); - } - - infostream << "Launching custom inventory view" << std::endl; - - InventoryLocation inventoryloc; - inventoryloc.setNodeMeta(nodepos); + runData.repeat_place_timer = 0; + infostream << "Place button pressed while looking at ground" << std::endl; - NodeMetadataFormSource *fs_src = new NodeMetadataFormSource( - &client->getEnv().getClientMap(), nodepos); - TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client); + // Placing animation (always shown for feedback) + camera->setDigging(1); - GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src, - txt_dst, client->getFormspecPrepend()); - cur_formname.clear(); - - current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc); - } else { - // Report right click to server + soundmaker->m_player_rightpunch_sound = SimpleSoundSpec(); - camera->setDigging(1); // right click animation (always shown for feedback) + // 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 the wielded item has node placement prediction, - // make that happen - bool placed = nodePlacementPrediction(playeritem_def, playeritem, nodepos, - neighbourpos); - - if (placed) { - // Report to server - client->interact(3, pointed); - // Read the sound - soundmaker->m_player_rightpunch_sound = - playeritem_def.sound_place; - - if (client->moddingEnabled()) - client->getScript()->on_placenode(pointed, playeritem_def); - } else { - soundmaker->m_player_rightpunch_sound = - SimpleSoundSpec(); - - if (playeritem_def.node_placement_prediction.empty() || - nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) { - client->interact(3, pointed); // Report to server - } else { - soundmaker->m_player_rightpunch_sound = - playeritem_def.sound_place_failed; - } - } - } + if (placed && client->modsLoaded()) + client->getScript()->on_placenode(pointed, def); } } -bool Game::nodePlacementPrediction(const ItemDefinition &playeritem_def, - const ItemStack &playeritem, 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 = playeritem_def.node_placement_prediction; + const auto &prediction = selected_def.node_placement_prediction; + const NodeDefManager *nodedef = client->ndef(); ClientMap &map = client->getEnv().getClientMap(); MapNode node; bool is_valid_position; - node = map.getNodeNoEx(nodepos, &is_valid_position); - if (!is_valid_position) + node = map.getNode(nodepos, &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() && !input->isRandom() + && !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, m_rendering_engine->get_gui_env(), + &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); - if (!prediction.empty() && !nodedef->get(node).rightclickable) { - verbosestream << "Node placement prediction for " - << playeritem_def.name << " is " - << prediction << std::endl; - v3s16 p = neighbourpos; - - // Place inside node itself if buildable_to - MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position); - if (is_valid_position) - { - if (nodedef->get(n_under).buildable_to) - p = nodepos; - else { - node = map.getNodeNoEx(p, &is_valid_position); - if (is_valid_position &&!nodedef->get(node).buildable_to) - return false; + formspec->setFormSpec(meta->getString("formspec"), inventoryloc); + return false; + } + + // on_rightclick callback + if (prediction.empty() || (nodedef->get(node).rightclickable && + !isKeyDown(KeyType::SNEAK))) { + // 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) { + soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed; + // 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 " - << playeritem_def.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 + // Compare core.item_place_node() for what the server does + u8 param2 = 0; - if (predicted_f.param_type_2 == CPT2_WALLMOUNTED || + const u8 place_param2 = selected_def.place_param2; + + if (place_param2) { + param2 = place_param2; + } else 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 || + } else 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); - - //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 (itemgroup_get(predicted_f.groups, "attached_node") != 0) { + const 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.getNodeNoEx(pp)).walkable) - return false; + if (!nodedef->get(map.getNode(pp)).walkable) { + soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed; + // Report to server + client->interact(INTERACT_PLACE, pointed); + return false; } + } - // Apply color - if ((predicted_f.param_type_2 == CPT2_COLOR + // Apply color + if (!place_param2 && (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 = playeritem.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 auto &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 " - << playeritem_def.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 (const 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, const ItemStack &playeritem, - const v3f &player_position, bool show_debug) +void Game::handlePointingAtObject(const PointedThing &pointed, + const ItemStack &tool_item, const v3f &player_position, bool show_debug) { std::wstring infotext = unescape_translate( utf8_to_wide(runData.selected_object->infoText())); @@ -3446,7 +3559,7 @@ void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack & m_game_ui->setInfoText(infotext); - if (input->getLeftState()) { + if (isKeyDown(KeyType::DIG)) { bool do_punch = false; bool do_punch_damage = false; @@ -3456,62 +3569,51 @@ void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack & runData.object_hit_delay_timer = object_hit_delay; } - if (input->getLeftClicked()) + if (wasKeyPressed(KeyType::DIG)) do_punch = true; if (do_punch) { - infostream << "Left-clicked object" << std::endl; - runData.left_punch = true; + infostream << "Punched object" << std::endl; + runData.punching = true; } if (do_punch_damage) { // Report direct punch v3f objpos = runData.selected_object->getPosition(); v3f dir = (objpos - player_position).normalize(); - ItemStack item = playeritem; - if (playeritem.name.empty()) { - InventoryList *hlist = local_inventory->getList("hand"); - if (hlist) { - item = hlist->getItem(0); - } - } bool disable_send = runData.selected_object->directReportPunch( - dir, &item, runData.time_from_last_punch); + dir, &tool_item, runData.time_from_last_punch); runData.time_from_last_punch = 0; if (!disable_send) - client->interact(0, pointed); + client->interact(INTERACT_START_DIGGING, pointed); } - } else if (input->getRightClicked()) { - infostream << "Right-clicked object" << std::endl; - client->interact(3, pointed); // place + } else if (wasKeyDown(KeyType::PLACE)) { + infostream << "Pressed place button while pointing at object" << std::endl; + client->interact(INTERACT_PLACE, pointed); // place } } void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, - const ToolCapabilities &playeritem_toolcap, f32 dtime) + const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime) { + // See also: serverpackethandle.cpp, action == 2 LocalPlayer *player = client->getEnv().getLocalPlayer(); ClientMap &map = client->getEnv().getClientMap(); - MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos); + MapNode n = client->getEnv().getClientMap().getNode(nodepos); // NOTE: Similar piece of code exists on the server side for // cheat detection. // Get digging parameters DigParams params = getDigParams(nodedef_manager->get(n).groups, - &playeritem_toolcap); + &selected_item.getToolCapabilities(itemdef_manager)); // If can't dig, try hand if (!params.diggable) { - InventoryList *hlist = local_inventory->getList("hand"); - const ToolCapabilities *tp = hlist - ? &hlist->getItem(0).getToolCapabilities(itemdef_manager) - : itemdef_manager->get("").tool_capabilities; - - if (tp) - params = getDigParams(nodedef_manager->get(n).groups, tp); + params = getDigParams(nodedef_manager->get(n).groups, + &hand_item.getToolCapabilities(itemdef_manager)); } if (!params.diggable) { @@ -3530,11 +3632,11 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, 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(0, pointed); + client->interact(INTERACT_START_DIGGING, pointed); runData.digging = true; - runData.ldown_for_dig = true; + runData.btn_down_for_dig = true; } if (!runData.dig_instantly) { @@ -3588,10 +3690,10 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, runData.nodig_delay_timer = 0.15; bool is_valid_position; - MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position); + MapNode wasnode = map.getNode(nodepos, &is_valid_position); if (is_valid_position) { - if (client->moddingEnabled() && - client->getScript()->on_dignode(nodepos, wasnode)) { + if (client->modsLoaded() && + client->getScript()->on_dignode(nodepos, wasnode)) { return; } @@ -3607,7 +3709,7 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, // implicit else: no prediction } - client->interact(2, pointed); + client->interact(INTERACT_DIGGING_COMPLETED, pointed); if (m_cache_enable_particles) { const ContentFeatures &features = @@ -3628,13 +3730,13 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos, client->setCrack(-1, nodepos); } - camera->setDigging(0); // left click animation + camera->setDigging(0); // Dig animation } - void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, const CameraOrientation &cam) { + TimeTaker tt_update("Game::updateFrame()"); LocalPlayer *player = client->getEnv().getLocalPlayer(); /* @@ -3659,7 +3761,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, direct_brightness = time_brightness; sunlight_seen = true; } else { - 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), @@ -3712,7 +3813,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, 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); @@ -3765,31 +3866,14 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, Inventory */ - if (client->getPlayerItem() != runData.new_playeritem) - client->selectPlayerItem(runData.new_playeritem); + 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"<getLocalInventory(*local_inventory); - runData.update_wielded_item_trigger = true; - } - - if (runData.update_wielded_item_trigger) { + if (client->updateWieldedItem()) { // Update wielded tool - InventoryList *mlist = local_inventory->getList("main"); - - if (mlist && (client->getPlayerItem() < mlist->getSize())) { - ItemStack item = mlist->getItem(client->getPlayerItem()); - if (item.getDefinition(itemdef_manager).name.empty()) { // override the hand - InventoryList *hlist = local_inventory->getList("hand"); - if (hlist) - item = hlist->getItem(0); - } - camera->wield(item); - } - - runData.update_wielded_item_trigger = false; + ItemStack selected_item, hand_item; + ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item); + camera->wield(tool_item); } /* @@ -3797,38 +3881,69 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, changed much */ runData.update_draw_list_timer += dtime; + runData.update_shadows_timer += dtime; + + float update_draw_list_delta = 0.2f; + bool draw_list_updated = false; v3f camera_direction = camera->getDirection(); - if (runData.update_draw_list_timer >= 0.2 + if (runData.update_draw_list_timer >= update_draw_list_delta || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2 || m_camera_offset_changed) { + runData.update_draw_list_timer = 0; client->getEnv().getClientMap().updateDrawList(); runData.update_draw_list_last_cam_dir = camera_direction; + draw_list_updated = true; + } + + if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) { + update_draw_list_delta = shadow->getUpdateDelta(); + + if (m_camera_offset_changed || + (runData.update_shadows_timer > update_draw_list_delta && + (!draw_list_updated || shadow->getDirectionalLightCount() == 0))) { + runData.update_shadows_timer = 0; + updateShadows(); + } } - m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, dtime); + m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime); /* make sure menu is on top 1. Delete formspec menu reference if menu was removed 2. Else, make sure formspec menu is on top */ - if (current_formspec) { - if (current_formspec->getReferenceCount() == 1) { - current_formspec->drop(); - current_formspec = NULL; - } else if (isMenuActive()) { - guiroot->bringToFront(current_formspec); + auto formspec = m_game_ui->getFormspecGUI(); + do { // breakable. only runs for one iteration + if (!formspec) + break; + + if (formspec->getReferenceCount() == 1) { + m_game_ui->deleteFormspec(); + break; } - } + + auto &loc = formspec->getFormspecLocation(); + if (loc.type == InventoryLocation::NODEMETA) { + NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p); + if (!meta || meta->getString("formspec").empty()) { + formspec->quitMenu(); + break; + } + } + + if (isMenuActive()) + guiroot->bringToFront(formspec); + } while (false); /* Drawing begins */ const video::SColor &skycolor = sky->getSkyColor(); - TimeTaker tt_draw("mainloop: draw"); + TimeTaker tt_draw("Draw scene"); driver->beginScene(true, true, skycolor); bool draw_wield_tool = (m_game_ui->m_flags.show_hud && @@ -3843,7 +3958,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, } catch (SettingNotFoundException) { } #endif - RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud, + m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud, m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair); /* @@ -3877,7 +3992,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, /* Update minimap pos and rotation */ - if (mapper && m_game_ui->m_flags.show_minimap && m_game_ui->m_flags.show_hud) { + if (mapper && m_game_ui->m_flags.show_hud) { mapper->setPos(floatToInt(player->getPosition(), BS)); mapper->setAngle(player->getYaw()); } @@ -3885,10 +4000,32 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime, /* End scene */ + if (++m_reset_HW_buffer_counter > 500) { + /* + Periodically remove all mesh HW buffers. + + Work around for a quirk in Irrlicht where a HW buffer is only + released after 20000 iterations (triggered from endScene()). + + Without this, all loaded but unused meshes will retain their HW + buffers for at least 5 minutes, at which point looking up the HW buffers + becomes a bottleneck and the framerate drops (as much as 30%). + + Tests showed that numbers between 50 and 1000 are good, so picked 500. + There are no other public Irrlicht APIs that allow interacting with the + HW buffers without tracking the status of every individual mesh. + + The HW buffers for _visible_ meshes will be reinitialized in the next frame. + */ + infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl; + driver->removeAllHardwareBuffers(); + m_reset_HW_buffer_counter = 0; + } driver->endScene(); stats->drawtime = tt_draw.stop(true); - g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f); + g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime); + g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true)); } /* Log times and stuff for visualization */ @@ -3899,7 +4036,34 @@ inline void Game::updateProfilerGraphs(ProfilerGraph *graph) graph->put(values); } +/**************************************************************************** + * Shadows + *****************************************************************************/ +void Game::updateShadows() +{ + ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer(); + if (!shadow) + return; + + float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f); + + float timeoftheday = fmod(getWickedTimeOfDay(in_timeofday) + 0.75f, 0.5f) + 0.25f; + const float offset_constant = 10000.0f; + + v3f light(0.0f, 0.0f, -1.0f); + light.rotateXZBy(90); + light.rotateXYBy(timeoftheday * 360 - 90); + light.rotateYZBy(sky->getSkyBodyOrbitTilt()); + v3f sun_pos = light * offset_constant; + + if (shadow->getDirectionalLightCount() == 0) + shadow->addDirectionalLight(); + shadow->getDirectionalLight().setDirection(sun_pos); + shadow->setTimeOfDay(in_timeofday); + + shadow->getDirectionalLight().update_frustum(camera, client); +} /**************************************************************************** Misc @@ -3919,9 +4083,10 @@ inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime) else fps_timings->busy_time = 0; - u32 frametime_min = 1000 / (g_menumgr.pausesGame() - ? g_settings->getFloat("pause_fps_max") - : g_settings->getFloat("fps_max")); + u32 frametime_min = 1000 / ( + device->isWindowFocused() && !g_menumgr.pausesGame() + ? g_settings->getFloat("fps_max") + : g_settings->getFloat("fps_max_unfocused")); if (fps_timings->busy_time < frametime_min) { fps_timings->sleep_time = frametime_min - fps_timings->busy_time; @@ -3950,7 +4115,7 @@ inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime) void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds) { const wchar_t *wmsg = wgettext(msg); - RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent, + m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent, draw_clouds); delete[] wmsg; } @@ -3969,7 +4134,7 @@ void Game::readSettings() m_cache_enable_fog = g_settings->getBool("enable_fog"); m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity"); m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity"); - m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time"); + m_repeat_place_time = g_settings->getFloat("repeat_place_time"); m_cache_enable_noclip = g_settings->getBool("noclip"); m_cache_enable_free_move = g_settings->getBool("free_move"); @@ -3995,31 +4160,10 @@ void Game::readSettings() ****************************************************************************/ /****************************************************************************/ -void Game::extendedResourceCleanup() -{ - // Extended resource accounting - infostream << "Irrlicht resources after cleanup:" << std::endl; - infostream << "\tRemaining meshes : " - << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl; - infostream << "\tRemaining textures : " - << driver->getTextureCount() << std::endl; - - for (unsigned int i = 0; i < driver->getTextureCount(); i++) { - irr::video::ITexture *texture = driver->getTextureByIndex(i); - infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str() - << std::endl; - } - - clearTextureNameCache(); - infostream << "\tRemaining materials: " - << driver-> getMaterialRendererCount() - << " (note: irrlicht doesn't support removing renderers)" << std::endl; -} - void Game::showDeathFormspec() { - static std::string formspec = - std::string(FORMSPEC_VERSION_STRING) + + static std::string formspec_str = + std::string("formspec_version[1]") + SIZE_TAG "bgcolor[#320000b4;true]" "label[4.85,1.35;" + gettext("You died") + "]" @@ -4029,12 +4173,13 @@ void Game::showDeathFormspec() /* Create menu */ /* Note: FormspecFormSource and LocalFormspecHandler * * are deleted by guiFormSpecMenu */ - FormspecFormSource *fs_src = new FormspecFormSource(formspec); + FormspecFormSource *fs_src = new FormspecFormSource(formspec_str); LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client); - GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src, - txt_dst, client->getFormspecPrepend()); - current_formspec->setFocus("btn_respawn"); + auto *&formspec = m_game_ui->getFormspecGUI(); + GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(), + &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); + formspec->setFocus("btn_respawn"); } #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name()) @@ -4060,30 +4205,32 @@ void Game::showPauseMenu() "- %s: move backwards\n" "- %s: move left\n" "- %s: move right\n" - "- %s: jump/climb\n" - "- %s: sneak/go down\n" + "- %s: jump/climb up\n" + "- %s: dig/punch\n" + "- %s: place/use\n" + "- %s: sneak/climb down\n" "- %s: drop item\n" "- %s: inventory\n" "- Mouse: turn/look\n" - "- Mouse left: dig/punch\n" - "- Mouse right: place/use\n" "- Mouse wheel: select item\n" "- %s: chat\n" ); - char control_text_buf[600]; - - porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(), - GET_KEY_NAME(keymap_forward), - GET_KEY_NAME(keymap_backward), - GET_KEY_NAME(keymap_left), - GET_KEY_NAME(keymap_right), - GET_KEY_NAME(keymap_jump), - GET_KEY_NAME(keymap_sneak), - GET_KEY_NAME(keymap_drop), - GET_KEY_NAME(keymap_inventory), - GET_KEY_NAME(keymap_chat) - ); + char control_text_buf[600]; + + porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(), + GET_KEY_NAME(keymap_forward), + GET_KEY_NAME(keymap_backward), + GET_KEY_NAME(keymap_left), + GET_KEY_NAME(keymap_right), + GET_KEY_NAME(keymap_jump), + GET_KEY_NAME(keymap_dig), + GET_KEY_NAME(keymap_place), + GET_KEY_NAME(keymap_sneak), + GET_KEY_NAME(keymap_drop), + GET_KEY_NAME(keymap_inventory), + GET_KEY_NAME(keymap_chat) + ); std::string control_text = std::string(control_text_buf); str_formspec_escape(control_text); @@ -4092,7 +4239,7 @@ void Game::showPauseMenu() 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") << "]"; @@ -4104,8 +4251,12 @@ void Game::showPauseMenu() } #ifndef __ANDROID__ - os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;" - << strgettext("Sound Volume") << "]"; +#if USE_SOUND + if (g_settings->getBool("enable_sound")) { + os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;" + << strgettext("Sound Volume") << "]"; + } +#endif os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;" << strgettext("Change Keys") << "]"; #endif @@ -4141,6 +4292,7 @@ void Game::showPauseMenu() << strgettext("- Creative Mode: ") << creative << "\n"; if (!simple_singleplayer_mode) { const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off; + //~ PvP = Player versus Player os << strgettext("- PvP: ") << pvp << "\n" << strgettext("- Public: ") << announced << "\n"; std::string server_name = g_settings->get("server_name"); @@ -4158,10 +4310,14 @@ void Game::showPauseMenu() FormspecFormSource *fs_src = new FormspecFormSource(os.str()); LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU"); - GUIFormSpecMenu::create(current_formspec, client, &input->joystick, - fs_src, txt_dst, client->getFormspecPrepend()); - current_formspec->setFocus("btn_continue"); - current_formspec->doPause = true; + auto *&formspec = m_game_ui->getFormspecGUI(); + GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(), + &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); + formspec->setFocus("btn_continue"); + formspec->doPause = true; + + if (simple_singleplayer_mode) + pauseAnimation(); } /****************************************************************************/ @@ -4171,19 +4327,12 @@ void Game::showPauseMenu() /****************************************************************************/ void the_game(bool *kill, - bool random_input, InputHandler *input, - const std::string &map_dir, - const std::string &playername, - const std::string &password, - const std::string &address, // If empty local server is created - u16 port, - + RenderingEngine *rendering_engine, + const GameStartData &start_data, std::string &error_message, ChatBackend &chat_backend, - bool *reconnect_requested, - const SubgameSpec &gamespec, // Used for local game - bool simple_singleplayer_mode) + bool *reconnect_requested) // Used for local game { Game game; @@ -4191,16 +4340,12 @@ void the_game(bool *kill, * is created then this is updated and we don't want to change the value * passed to us by the calling function */ - std::string server_address = address; try { - if (game.startup(kill, random_input, input, map_dir, - playername, password, &server_address, port, error_message, - reconnect_requested, &chat_backend, gamespec, - simple_singleplayer_mode)) { + if (game.startup(kill, input, rendering_engine, start_data, + error_message, reconnect_requested, &chat_backend)) { game.run(); - game.shutdown(); } } catch (SerializationError &e) { @@ -4212,7 +4357,9 @@ void the_game(bool *kill, error_message = e.what(); errorstream << "ServerError: " << error_message << std::endl; } catch (ModError &e) { - error_message = e.what() + strgettext("\nCheck debug.txt for details."); - errorstream << "ModError: " << error_message << std::endl; + error_message = std::string("ModError: ") + e.what() + + strgettext("\nCheck debug.txt for details."); + errorstream << error_message << std::endl; } + game.shutdown(); }