# This can be read from ${PROJECT_NAME} after project() is called
project(minetest)
--set(PROJECT_NAME_CAPITALIZED "Minetest")
++set(PROJECT_NAME_CAPITALIZED "Dragonfire")
# Works only for cmake 3.1 and greater
set(CMAKE_CXX_STANDARD 11)
--- /dev/null
--- /dev/null
++Minetest Game mod: player_api
++=============================
++See license.txt for license information.
++
++Provides an API to allow multiple mods to set player models and textures.
++Also sets the default model, texture, and player flags.
++This mod is only for content related to the Player API and the player object.
++
++Authors of source code
++----------------------
++Originally by celeron55, Perttu Ahola <celeron55@gmail.com> (LGPLv2.1+)
++Various Minetest developers and contributors (LGPLv2.1+)
++
++Authors of media (textures, models and sounds)
++----------------------------------------------
++stujones11 (CC BY-SA 3.0):
++ character.b3d
++ character.blend -- Both derived from a model by MirceaKitsune (CC BY-SA 3.0)
++
++An0n3m0us (CC BY-SA 3.0):
++ character.b3d
++ character.blend -- Player animation improvement
++
++Jordach (CC BY-SA 3.0):
++ character.png
++
++celeron55, Perttu Ahola <celeron55@gmail.com> (CC BY-SA 3.0):
++ player.png
++ player_back.png
--- /dev/null
--- /dev/null
++-- Minetest 0.4 mod: player
++-- See README.txt for licensing and other information.
++
++player_api = {}
++
++-- Player animation blending
++-- Note: This is currently broken due to a bug in Irrlicht, leave at 0
++local animation_blend = 0
++
++player_api.registered_models = { }
++
++-- Local for speed.
++local models = player_api.registered_models
++
++function player_api.register_model(name, def)
++ models[name] = def
++end
++
++-- Player stats and animations
++local player_model = {}
++local player_textures = {}
++local player_anim = {}
++local player_sneak = {}
++player_api.player_attached = {}
++
++function player_api.get_animation(player)
++ local name = player:get_player_name()
++ return {
++ model = player_model[name],
++ textures = player_textures[name],
++ animation = player_anim[name],
++ }
++end
++
++-- Called when a player's appearance needs to be updated
++function player_api.set_model(player, model_name)
++ local name = player:get_player_name()
++ local model = models[model_name]
++ if model then
++ if player_model[name] == model_name then
++ return
++ end
++ player:set_properties({
++ mesh = model_name,
++ textures = player_textures[name] or model.textures,
++ visual = "mesh",
++ visual_size = model.visual_size or {x = 1, y = 1},
++ collisionbox = model.collisionbox or {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
++ stepheight = model.stepheight or 0.6,
++ eye_height = model.eye_height or 1.47,
++ })
++ player_api.set_animation(player, "stand")
++ else
++ player:set_properties({
++ textures = {"player.png", "player_back.png"},
++ visual = "upright_sprite",
++ visual_size = {x = 1, y = 2},
++ collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.75, 0.3},
++ stepheight = 0.6,
++ eye_height = 1.625,
++ })
++ end
++ player_model[name] = model_name
++end
++
++function player_api.set_textures(player, textures)
++ local name = player:get_player_name()
++ local model = models[player_model[name]]
++ local model_textures = model and model.textures or nil
++ player_textures[name] = textures or model_textures
++ player:set_properties({textures = textures or model_textures,})
++end
++
++function player_api.set_animation(player, anim_name, speed)
++ local name = player:get_player_name()
++ if player_anim[name] == anim_name then
++ return
++ end
++ local model = player_model[name] and models[player_model[name]]
++ if not (model and model.animations[anim_name]) then
++ return
++ end
++ local anim = model.animations[anim_name]
++ player_anim[name] = anim_name
++ player:set_animation(anim, speed or model.animation_speed, animation_blend)
++end
++
++minetest.register_on_leaveplayer(function(player)
++ local name = player:get_player_name()
++ player_model[name] = nil
++ player_anim[name] = nil
++ player_textures[name] = nil
++end)
++
++-- Localize for better performance.
++local player_set_animation = player_api.set_animation
++local player_attached = player_api.player_attached
++
++-- Prevent knockback for attached players
++local old_calculate_knockback = minetest.calculate_knockback
++function minetest.calculate_knockback(player, ...)
++ if player_attached[player:get_player_name()] then
++ return 0
++ end
++ return old_calculate_knockback(player, ...)
++end
++
++-- Check each player and apply animations
++minetest.register_globalstep(function()
++ for _, player in pairs(minetest.get_connected_players()) do
++ local name = player:get_player_name()
++ local model_name = player_model[name]
++ local model = model_name and models[model_name]
++ if model and not player_attached[name] then
++ local controls = player:get_player_control()
++ local animation_speed_mod = model.animation_speed or 30
++
++ -- Determine if the player is sneaking, and reduce animation speed if so
++ if controls.sneak then
++ animation_speed_mod = animation_speed_mod / 2
++ end
++
++ -- Apply animations based on what the player is doing
++ if player:get_hp() == 0 then
++ player_set_animation(player, "lay")
++ -- Determine if the player is walking
++ elseif controls.up or controls.down or controls.left or controls.right then
++ if player_sneak[name] ~= controls.sneak then
++ player_anim[name] = nil
++ player_sneak[name] = controls.sneak
++ end
++ if controls.LMB or controls.RMB then
++ player_set_animation(player, "walk_mine", animation_speed_mod)
++ else
++ player_set_animation(player, "walk", animation_speed_mod)
++ end
++ elseif controls.LMB or controls.RMB then
++ player_set_animation(player, "mine", animation_speed_mod)
++ else
++ player_set_animation(player, "stand", animation_speed_mod)
++ end
++ end
++ end
++end)
--- /dev/null
--- /dev/null
++-- player/init.lua
++
++dofile(minetest.get_modpath("player_api") .. "/api.lua")
++
++-- Default player appearance
++player_api.register_model("character.b3d", {
++ animation_speed = 30,
++ textures = {"character.png", },
++ animations = {
++ -- Standard animations.
++ stand = {x = 0, y = 79},
++ lay = {x = 162, y = 166},
++ walk = {x = 168, y = 187},
++ mine = {x = 189, y = 198},
++ walk_mine = {x = 200, y = 219},
++ sit = {x = 81, y = 160},
++ },
++ collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
++ stepheight = 0.6,
++ eye_height = 1.47,
++})
++
++-- Update appearance when the player joins
++minetest.register_on_joinplayer(function(player)
++ player_api.player_attached[player:get_player_name()] = false
++ player_api.set_model(player, "character.b3d")
++ player:set_local_animation(
++ {x = 0, y = 79},
++ {x = 168, y = 187},
++ {x = 189, y = 198},
++ {x = 200, y = 219},
++ 30
++ )
++end)
--- /dev/null
--- /dev/null
++License of source code
++----------------------
++
++GNU Lesser General Public License, version 2.1
++Copyright (C) 2011-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
++Copyright (C) 2011-2018 Various Minetest developers and contributors
++
++This program is free software; you can redistribute it and/or modify it under the terms
++of the GNU Lesser General Public License as published by the Free Software Foundation;
++either version 2.1 of the License, or (at your option) any later version.
++
++This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
++without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
++See the GNU Lesser General Public License for more details:
++https://www.gnu.org/licenses/old-licenses/lgpl-2.1.html
++
++
++Licenses of media (textures, models and sounds)
++-----------------------------------------------
++
++Attribution-ShareAlike 3.0 Unported (CC BY-SA 3.0)
++Copyright (C) 2011-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
++Copyright (C) 2012-2018 Jordach
++Copyright (C) 2018 stujones11
++Copyright (C) 2019 An0n3m0us
++
++You are free to:
++Share — copy and redistribute the material in any medium or format.
++Adapt — remix, transform, and build upon the material for any purpose, even commercially.
++The licensor cannot revoke these freedoms as long as you follow the license terms.
++
++Under the following terms:
++
++Attribution — You must give appropriate credit, provide a link to the license, and
++indicate if changes were made. You may do so in any reasonable manner, but not in any way
++that suggests the licensor endorses you or your use.
++
++ShareAlike — If you remix, transform, or build upon the material, you must distribute
++your contributions under the same license as the original.
++
++No additional restrictions — You may not apply legal terms or technological measures that
++legally restrict others from doing anything the license permits.
++
++Notices:
++
++You do not have to comply with the license for elements of the material in the public
++domain or where your use is permitted by an applicable exception or limitation.
++No warranties are given. The license may not give you all of the permissions necessary
++for your intended use. For example, other rights such as publicity, privacy, or moral
++rights may limit how you use the material.
++
++For more details:
++http://creativecommons.org/licenses/by-sa/3.0/
--- /dev/null
--- /dev/null
++name = player_api
++description = Minetest Game mod: player_api
setNodeLight(m_last_light);
}
- void GenericCAO::updateLight(u8 light_at_pos)
- {
- if (g_settings->getBool("fullbright"))
- light_at_pos = 255;
-
- // Don't update light of attached one
- if (getParent() != NULL) {
+ void GenericCAO::updateLight(u32 day_night_ratio)
-{
++{
+ if (m_glow < 0)
return;
- }
- updateLightNoCheck(light_at_pos);
+ u8 light_at_pos = 0;
+ bool pos_ok = false;
- // Update light of all children
- for (u16 i : m_attachment_child_ids) {
- ClientActiveObject *obj = m_env->getActiveObject(i);
- if (obj) {
- obj->updateLightNoCheck(light_at_pos);
++ if (g_settings->getBool("fullbright"))
++ light_at_pos = 255;
++
+ v3s16 pos[3];
+ u16 npos = getLightPosition(pos);
+ for (u16 i = 0; i < npos; i++) {
+ bool this_ok;
+ MapNode n = m_env->getMap().getNode(pos[i], &this_ok);
+ if (this_ok) {
+ u8 this_light = n.getLightBlend(day_night_ratio, m_client->ndef());
+ light_at_pos = MYMAX(light_at_pos, this_light);
+ pos_ok = true;
}
}
- }
+ if (!pos_ok)
+ light_at_pos = blend_light(day_night_ratio, LIGHT_SUN, 0);
- void GenericCAO::updateLightNoCheck(u8 light_at_pos)
- {
- if (m_glow < 0)
- return;
-
- u8 li = decode_light(light_at_pos + m_glow);
-
- if (li != m_last_light) {
- m_last_light = li;
- setNodeLight(li);
+ u8 light = decode_light(light_at_pos + m_glow);
+ if (light != m_last_light) {
+ m_last_light = light;
+ setNodeLight(light);
}
}
#else
#include "client/sound.h"
#endif
-/*
- Text input system
-*/
-
-struct TextDestNodeMetadata : public TextDest
-{
- TextDestNodeMetadata(v3s16 p, Client *client)
- {
- m_p = p;
- m_client = client;
- }
- // This is deprecated I guess? -celeron55
- void gotText(const std::wstring &text)
- {
- std::string ntext = wide_to_utf8(text);
- infostream << "Submitting 'text' field of node at (" << m_p.X << ","
- << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
- StringMap fields;
- fields["text"] = ntext;
- m_client->sendNodemetaFields(m_p, "", fields);
- }
- void gotText(const StringMap &fields)
- {
- m_client->sendNodemetaFields(m_p, "", fields);
- }
-
- v3s16 m_p;
- Client *m_client;
-};
-
-struct TextDestPlayerInventory : public TextDest
-{
- TextDestPlayerInventory(Client *client)
- {
- m_client = client;
- m_formname = "";
- }
- TextDestPlayerInventory(Client *client, const std::string &formname)
- {
- m_client = client;
- m_formname = formname;
- }
- void gotText(const StringMap &fields)
- {
- m_client->sendInventoryFields(m_formname, fields);
- }
-
- Client *m_client;
-};
-
-struct LocalFormspecHandler : public TextDest
-{
- LocalFormspecHandler(const std::string &formname)
- {
- m_formname = formname;
- }
-
- LocalFormspecHandler(const std::string &formname, Client *client):
- m_client(client)
- {
- m_formname = formname;
- }
-
- void gotText(const StringMap &fields)
- {
- if (m_formname == "MT_PAUSE_MENU") {
- if (fields.find("btn_sound") != fields.end()) {
- g_gamecallback->changeVolume();
- return;
- }
-
- if (fields.find("btn_key_config") != fields.end()) {
- g_gamecallback->keyConfig();
- return;
- }
-
- if (fields.find("btn_exit_menu") != fields.end()) {
- g_gamecallback->disconnect();
- return;
- }
-
- if (fields.find("btn_exit_os") != fields.end()) {
- g_gamecallback->exitToOS();
-#ifndef __ANDROID__
- RenderingEngine::get_raw_device()->closeDevice();
-#endif
- return;
- }
-
- if (fields.find("btn_change_password") != fields.end()) {
- g_gamecallback->changePassword();
- return;
- }
-
- if (fields.find("quit") != fields.end()) {
- return;
- }
-
- if (fields.find("btn_continue") != fields.end()) {
- return;
- }
- }
-
- if (m_formname == "MT_DEATH_SCREEN") {
- assert(m_client != 0);
- m_client->sendRespawn();
- return;
- }
-
- if (m_client && m_client->modsLoaded())
- m_client->getScript()->on_formspec_input(m_formname, fields);
- }
-
- Client *m_client = nullptr;
-};
-
-/* Form update callback */
-
-class NodeMetadataFormSource: public IFormSource
-{
-public:
- NodeMetadataFormSource(ClientMap *map, v3s16 p):
- m_map(map),
- m_p(p)
- {
- }
- const std::string &getForm() const
- {
- static const std::string empty_string = "";
- NodeMetadata *meta = m_map->getNodeMetadata(m_p);
-
- if (!meta)
- return empty_string;
-
- return meta->getString("formspec");
- }
-
- virtual std::string resolveText(const std::string &str)
- {
- NodeMetadata *meta = m_map->getNodeMetadata(m_p);
-
- if (!meta)
- return str;
-
- return meta->resolveString(str);
- }
-
- ClientMap *m_map;
- v3s16 m_p;
-};
-
-class PlayerInventoryFormSource: public IFormSource
-{
-public:
- PlayerInventoryFormSource(Client *client):
- m_client(client)
- {
- }
-
- const std::string &getForm() const
- {
- LocalPlayer *player = m_client->getEnv().getLocalPlayer();
- return player->inventory_formspec;
- }
-
- Client *m_client;
-};
-
-class NodeDugEvent: public MtEvent
-{
-public:
- v3s16 p;
- MapNode n;
-
- NodeDugEvent(v3s16 p, MapNode n):
- p(p),
- n(n)
- {}
- MtEvent::Type getType() const
- {
- return MtEvent::NODE_DUG;
- }
-};
-
-class SoundMaker
-{
- ISoundManager *m_sound;
- const NodeDefManager *m_ndef;
-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;
- SimpleSoundSpec m_player_rightpunch_sound;
-
- SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
- m_sound(sound),
- m_ndef(ndef),
- makes_footstep_sound(true),
- m_player_step_timer(0.0f),
- m_player_jump_timer(0.0f)
- {
- }
-
- void playPlayerStep()
- {
- if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
- m_player_step_timer = 0.03;
- if (makes_footstep_sound)
- m_sound->playSound(m_player_step_sound, false);
- }
- }
-
- 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;
- sm->playPlayerStep();
- }
-
- static void playerRegainGround(MtEvent *e, void *data)
- {
- SoundMaker *sm = (SoundMaker *)data;
- sm->playPlayerStep();
- }
-
- static void playerJump(MtEvent *e, void *data)
- {
- SoundMaker *sm = (SoundMaker *)data;
- sm->playPlayerJump();
- }
-
- static void cameraPunchLeft(MtEvent *e, void *data)
- {
- SoundMaker *sm = (SoundMaker *)data;
- sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
- }
-
- static void cameraPunchRight(MtEvent *e, void *data)
- {
- SoundMaker *sm = (SoundMaker *)data;
- sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
- }
-
- static void nodeDug(MtEvent *e, void *data)
- {
- SoundMaker *sm = (SoundMaker *)data;
- NodeDugEvent *nde = (NodeDugEvent *)e;
- sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
- }
-
- static void playerDamage(MtEvent *e, void *data)
- {
- SoundMaker *sm = (SoundMaker *)data;
- sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
- }
-
- static void playerFallingDamage(MtEvent *e, void *data)
- {
- SoundMaker *sm = (SoundMaker *)data;
- sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
- }
-
- void registerReceiver(MtEventManager *mgr)
- {
- mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
- mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
- mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
- mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
- mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
- mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
- mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
- mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
- }
-
- void step(float dtime)
- {
- m_player_step_timer -= dtime;
- m_player_jump_timer -= dtime;
- }
-};
-
-// Locally stored sounds don't need to be preloaded because of this
-class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
-{
- std::set<std::string> m_fetched;
-private:
- void paths_insert(std::set<std::string> &dst_paths,
- const std::string &base,
- const std::string &name)
- {
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
- dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
- }
-public:
- void fetchSounds(const std::string &name,
- std::set<std::string> &dst_paths,
- std::set<std::string> &dst_datas)
- {
- if (m_fetched.count(name))
- return;
-
- m_fetched.insert(name);
-
- paths_insert(dst_paths, porting::path_share, name);
- paths_insert(dst_paths, porting::path_user, name);
- }
-};
-
-
-// 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
-{
- Sky *m_sky;
- bool *m_force_fog_off;
- f32 *m_fog_range;
- bool m_fog_enabled;
- CachedPixelShaderSetting<float, 4> m_sky_bg_color;
- CachedPixelShaderSetting<float> m_fog_distance;
- CachedVertexShaderSetting<float> m_animation_timer_vertex;
- CachedPixelShaderSetting<float> m_animation_timer_pixel;
- CachedPixelShaderSetting<float, 3> m_day_light;
- CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
- CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
- CachedPixelShaderSetting<float, 3> m_minimap_yaw;
- CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
- CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
- CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
- CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
- CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
- Client *m_client;
-
-public:
- void onSettingsChange(const std::string &name)
- {
- if (name == "enable_fog")
- m_fog_enabled = g_settings->getBool("enable_fog");
- }
-
- static void settingsCallback(const std::string &name, void *userdata)
- {
- reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
- }
-
- void setSky(Sky *sky) { m_sky = sky; }
-
- GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
- f32 *fog_range, Client *client) :
- m_sky(sky),
- m_force_fog_off(force_fog_off),
- m_fog_range(fog_range),
- m_sky_bg_color("skyBgColor"),
- m_fog_distance("fogDistance"),
- m_animation_timer_vertex("animationTimer"),
- m_animation_timer_pixel("animationTimer"),
- m_day_light("dayLight"),
- 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);
- m_fog_enabled = g_settings->getBool("enable_fog");
- }
-
- ~GameGlobalShaderConstantSetter()
- {
- g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
- }
-
- virtual void onSetConstants(video::IMaterialRendererServices *services,
- bool is_highlevel)
- {
- if (!is_highlevel)
- return;
-
- // Background color
- video::SColor bgcolor = m_sky->getBgColor();
- video::SColorf bgcolorf(bgcolor);
- float bgcolorfa[4] = {
- bgcolorf.r,
- bgcolorf.g,
- bgcolorf.b,
- bgcolorf.a,
- };
- m_sky_bg_color.set(bgcolorfa, services);
-
- // Fog distance
- float fog_distance = 10000 * BS;
-
- if (m_fog_enabled && !*m_force_fog_off)
- fog_distance = *m_fog_range;
-
- m_fog_distance.set(&fog_distance, services);
-
- u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
- video::SColorf sunlight;
- get_sunlight_color(&sunlight, daynight_ratio);
- float dnc[3] = {
- sunlight.r,
- sunlight.g,
- sunlight.b };
- m_day_light.set(dnc, services);
-
- u32 animation_timer = porting::getTimeMs() % 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);
- }
-
- float camera_offset_array[3];
- v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
-#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
- camera_offset_array[0] = offset.X;
- camera_offset_array[1] = offset.Y;
- camera_offset_array[2] = offset.Z;
-#else
- offset.getAs3Values(camera_offset_array);
-#endif
- m_camera_offset_pixel.set(camera_offset_array, services);
- m_camera_offset_vertex.set(camera_offset_array, services);
-
- SamplerLayer_t base_tex = 0,
- normal_tex = 1,
- flags_tex = 2;
- m_base_texture.set(&base_tex, services);
- m_normal_texture.set(&normal_tex, services);
- m_texture_flags.set(&flags_tex, services);
- }
-};
-
-
-class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
-{
- Sky *m_sky;
- bool *m_force_fog_off;
- f32 *m_fog_range;
- Client *m_client;
- std::vector<GameGlobalShaderConstantSetter *> created_nosky;
-public:
- GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
- f32 *fog_range, Client *client) :
- m_sky(NULL),
- m_force_fog_off(force_fog_off),
- m_fog_range(fog_range),
- m_client(client)
- {}
-
- void setSky(Sky *sky) {
- m_sky = sky;
- for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
- ggscs->setSky(m_sky);
- }
- created_nosky.clear();
- }
-
- virtual IShaderConstantSetter* create()
- {
- GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
- m_sky, m_force_fog_off, m_fog_range, m_client);
- if (!m_sky)
- created_nosky.push_back(scs);
- return scs;
- }
-};
-
-#ifdef __ANDROID__
-#define SIZE_TAG "size[11,5.5]"
-#else
-#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
-#endif
-
-/****************************************************************************
-
- ****************************************************************************/
-
-const float object_hit_delay = 0.2;
-
-struct FpsControl {
- u32 last_time, busy_time, sleep_time;
-};
-
-
-/* The reason the following structs are not anonymous structs within the
- * class is that they are not used by the majority of member functions and
- * many functions that do require objects of thse types do not modify them
- * (so they can be passed as a const qualified parameter)
- */
-
-struct GameRunData {
- u16 dig_index;
- u16 new_playeritem;
- PointedThing pointed_old;
- bool digging;
- bool ldown_for_dig;
- bool dig_instantly;
- bool digging_blocked;
- bool left_punch;
- bool reset_jump_timer;
- float nodig_delay_timer;
- float dig_time;
- float dig_time_complete;
- float repeat_rightclick_timer;
- float object_hit_delay_timer;
- float time_from_last_punch;
- ClientActiveObject *selected_object;
-
- float jump_timer;
- float damage_flash;
- float update_draw_list_timer;
-
- f32 fog_range;
-
- v3f update_draw_list_last_cam_dir;
-
- float time_of_day_smooth;
-};
-
-class Game;
-
-struct ClientEventHandler
-{
- void (Game::*handler)(ClientEvent *, CameraOrientation *);
-};
-
-/****************************************************************************
- THE GAME
- ****************************************************************************/
-
-/* 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
- * by any other file) but exposes the public methods/data only.
- */
-class Game {
-public:
- Game();
- ~Game();
-
- bool startup(bool *kill,
- InputHandler *input,
- const GameStartData &game_params,
- std::string &error_message,
- bool *reconnect,
- ChatBackend *chat_backend);
-
- void run();
- void shutdown();
-
-protected:
-
- void extendedResourceCleanup();
-
- // Basic initialisation
- 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);
-
- // Client creation
- bool createClient(const GameStartData &start_data);
- bool initGui();
-
- // Client connection
- bool connectToServer(const GameStartData &start_data,
- bool *connect_ok, bool *aborted);
- bool getServerContent(bool *aborted);
-
- // Main loop
-
- void updateInteractTimers(f32 dtime);
- bool checkConnection();
- bool handleCallbacks();
- void processQueues();
- void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
- void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
- void updateProfilerGraphs(ProfilerGraph *graph);
-
- // Input related
- void processUserInput(f32 dtime);
- void processKeyInput();
- void processItemSelection(u16 *new_playeritem);
-
- void dropSelectedItem(bool single_item = false);
- void openInventory();
- void openConsole(float scale, const wchar_t *line=NULL);
- void toggleFreeMove();
- void toggleFreeMoveAlt();
- void togglePitchMove();
- void toggleFast();
- void toggleNoClip();
- void toggleCinematic();
- void toggleAutoforward();
-
- void toggleMinimap(bool shift_pressed);
- void toggleFog();
- void toggleDebug();
- void toggleUpdateCamera();
-
- void increaseViewRange();
- void decreaseViewRange();
- void toggleFullViewRange();
- void checkZoomEnabled();
-
- void updateCameraDirection(CameraOrientation *cam, float dtime);
- void updateCameraOrientation(CameraOrientation *cam, float dtime);
- void updatePlayerControl(const CameraOrientation &cam);
- void step(f32 *dtime);
- void processClientEvents(CameraOrientation *cam);
- void updateCamera(u32 busy_time, f32 dtime);
- void updateSound(f32 dtime);
- void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
- /*!
- * Returns the object or node the player is pointing at.
- * Also updates the selected thing in the Hud.
- *
- * @param[in] shootline the shootline, starting from
- * the camera position. This also gives the maximal distance
- * of the search.
- * @param[in] liquids_pointable if false, liquids are ignored
- * @param[in] look_for_object if false, objects are ignored
- * @param[in] camera_offset offset of the camera
- * @param[out] selected_object the selected object or
- * NULL if not found
- */
- PointedThing updatePointedThing(
- const core::line3d<f32> &shootline, bool liquids_pointable,
- bool look_for_object, const v3s16 &camera_offset);
- void handlePointingAtNothing(const ItemStack &playerItem);
- void handlePointingAtNode(const PointedThing &pointed,
- 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 ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
- void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
- const CameraOrientation &cam);
-
- // Misc
- void limitFps(FpsControl *fps_timings, f32 *dtime);
-
- void showOverlayMessage(const char *msg, float dtime, int percent,
- bool draw_clouds = true);
-
- static void settingChangedCallback(const std::string &setting_name, void *data);
- void readSettings();
-
- inline bool isKeyDown(GameKeyType k)
- {
- return input->isKeyDown(k);
- }
- inline bool wasKeyDown(GameKeyType k)
- {
- return input->wasKeyDown(k);
- }
-
-#ifdef __ANDROID__
- void handleAndroidChatInput();
-#endif
-
-private:
- struct Flags {
- bool force_fog_off = false;
- bool disable_camera_update = false;
- };
-
- void showDeathFormspec();
- void showPauseMenu();
-
- // ClientEvent handlers
- void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
- void handleClientEvent_HandleParticleEvent(ClientEvent *event,
- CameraOrientation *cam);
- void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
- 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 nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
- const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
- const NodeMetadata *meta);
- static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
-
- InputHandler *input = nullptr;
-
- Client *client = nullptr;
- Server *server = nullptr;
-
- IWritableTextureSource *texture_src = nullptr;
- IWritableShaderSource *shader_src = nullptr;
-
- // When created, these will be filled with data received from the server
- IWritableItemDefManager *itemdef_manager = nullptr;
- NodeDefManager *nodedef_manager = nullptr;
-
- GameOnDemandSoundFetcher soundfetcher; // useful when testing
- ISoundManager *sound = nullptr;
- bool sound_is_dummy = false;
- SoundMaker *soundmaker = nullptr;
-
- ChatBackend *chat_backend = nullptr;
- LogOutputBuffer m_chat_log_buf;
-
- EventManager *eventmgr = nullptr;
- QuicktuneShortcutter *quicktune = nullptr;
- bool registration_confirmation_shown = false;
-
- std::unique_ptr<GameUI> m_game_ui;
- GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
- MapDrawControl *draw_control = nullptr;
- Camera *camera = nullptr;
- Clouds *clouds = nullptr; // Free using ->Drop()
- Sky *sky = nullptr; // Free using ->Drop()
- Hud *hud = nullptr;
- Minimap *mapper = nullptr;
-
- GameRunData runData;
- Flags m_flags;
-
- /* 'cache'
- This class does take ownership/responsibily for cleaning up etc of any of
- these items (e.g. device)
- */
- IrrlichtDevice *device;
- video::IVideoDriver *driver;
- scene::ISceneManager *smgr;
- bool *kill;
- std::string *error_message;
- bool *reconnect_requested;
- scene::ISceneNode *skybox;
-
- bool simple_singleplayer_mode;
- /* End 'cache' */
-
- /* Pre-calculated values
- */
- int crack_animation_length;
-
- IntervalLimiter profiler_interval;
-
- /*
- * TODO: Local caching of settings is not optimal and should at some stage
- * be updated to use a global settings object for getting thse values
- * (as opposed to the this local caching). This can be addressed in
- * a later release.
- */
- bool m_cache_doubletap_jump;
- bool m_cache_enable_clouds;
- bool m_cache_enable_joysticks;
- bool m_cache_enable_particles;
- bool m_cache_enable_fog;
- bool m_cache_enable_noclip;
- 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_cache_cam_smoothing;
- f32 m_cache_fog_start;
-
- bool m_invert_mouse = false;
- bool m_first_loop_after_window_activation = false;
- bool m_camera_offset_changed = false;
-
- bool m_does_lost_focus_pause_game = false;
-
-#ifdef __ANDROID__
- bool m_cache_hold_aux1;
- bool m_android_chat_open;
-#endif
-};
Game::Game() :
+ m_chat_log_buf(g_logger),
m_game_ui(new GameUI())
{
g_settings->registerChangedCallback("doubletap_jump",
toggleFast();
} else if (wasKeyDown(KeyType::NOCLIP)) {
toggleNoClip();
+ } else if (wasKeyDown(KeyType::XRAY)) {
+ toggleXray();
+ } else if (wasKeyDown(KeyType::FULLBRIGHT)) {
+ toggleFullbright();
+ } else if (wasKeyDown(KeyType::KILLAURA)) {
+ toggleKillaura();
+ #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)) {
ClientMap &map = env.getClientMap();
const NodeDefManager *nodedef = map.getNodeDefManager();
+ if (g_settings->getBool("killaura")) {
+ std::vector<DistanceSortedActiveObject> allObjects;
+ env.getActiveObjects(shootline.start, shootline.getLength() + 10.0f, allObjects);
+ const v3f line_vector = shootline.getVector();
+ for (const auto &allObject : allObjects) {
+ ClientActiveObject *obj = allObject.obj;
+ s16 id = obj->getId();
+ v3f pos = obj->getPosition();
+ v3f intersection;
+ v3s16 normal;
+ aabb3f selection_box;
+ if (! obj->getSelectionBox(&selection_box))
+ continue;
+ aabb3f offsetted_box(selection_box.MinEdge + pos, selection_box.MaxEdge + pos);
+ boxLineCollision(offsetted_box, shootline.start, line_vector, &intersection, &normal);
+ PointedThing pointed(id, intersection, normal, (intersection - shootline.start).getLengthSQ());
+ client->interact(INTERACT_START_DIGGING, pointed);
+ break;
+ }
+ }
+
runData.selected_object = NULL;
-
+ hud->pointing_at_object = false;
-
RaycastState s(shootline, look_for_object, liquids_pointable);
PointedThing result;
env.continueRaycast(&s, &result);
****************************************************************************/
/****************************************************************************/
+Game *g_game;
+
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,
-
+ 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;
+
+ g_game = &game;
/* Make a copy of the server address because if a local singleplayer server
* is created then this is updated and we don't want to change the value
f32 camera_pitch; // "up/down"
};
- 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 "", local server is used
- u16 port,
- std::string &error_message,
- ChatBackend &chat_backend,
- bool *reconnect_requested,
- const SubgameSpec &gamespec, // Used for local game
- bool simple_singleplayer_mode);
++/*
++ Text input system
++*/
++
+struct TextDestNodeMetadata : public TextDest
+{
+ TextDestNodeMetadata(v3s16 p, Client *client)
+ {
+ m_p = p;
+ m_client = client;
+ }
+ // This is deprecated I guess? -celeron55
+ void gotText(const std::wstring &text)
+ {
+ std::string ntext = wide_to_utf8(text);
+ infostream << "Submitting 'text' field of node at (" << m_p.X << ","
+ << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
+ StringMap fields;
+ fields["text"] = ntext;
+ m_client->sendNodemetaFields(m_p, "", fields);
+ }
+ void gotText(const StringMap &fields)
+ {
+ m_client->sendNodemetaFields(m_p, "", fields);
+ }
+
+ v3s16 m_p;
+ Client *m_client;
+};
+
+struct TextDestPlayerInventory : public TextDest
+{
+ TextDestPlayerInventory(Client *client)
+ {
+ m_client = client;
+ m_formname = "";
+ }
+ TextDestPlayerInventory(Client *client, const std::string &formname)
+ {
+ m_client = client;
+ m_formname = formname;
+ }
+ void gotText(const StringMap &fields)
+ {
+ m_client->sendInventoryFields(m_formname, fields);
+ }
+
+ Client *m_client;
+};
+
+struct LocalFormspecHandler : public TextDest
+{
+ LocalFormspecHandler(const std::string &formname)
+ {
+ m_formname = formname;
+ }
+
+ LocalFormspecHandler(const std::string &formname, Client *client):
+ m_client(client)
+ {
+ m_formname = formname;
+ }
+
+ void gotText(const StringMap &fields)
+ {
+ if (m_formname == "MT_PAUSE_MENU") {
+ if (fields.find("btn_sound") != fields.end()) {
+ g_gamecallback->changeVolume();
+ return;
+ }
+
+ if (fields.find("btn_key_config") != fields.end()) {
+ g_gamecallback->keyConfig();
+ return;
+ }
+
+ if (fields.find("btn_exit_menu") != fields.end()) {
+ g_gamecallback->disconnect();
+ return;
+ }
+
+ if (fields.find("btn_exit_os") != fields.end()) {
+ g_gamecallback->exitToOS();
+#ifndef __ANDROID__
+ RenderingEngine::get_raw_device()->closeDevice();
+#endif
+ return;
+ }
+
+ if (fields.find("btn_change_password") != fields.end()) {
+ g_gamecallback->changePassword();
+ return;
+ }
+
+ if (fields.find("quit") != fields.end()) {
+ return;
+ }
+
+ if (fields.find("btn_continue") != fields.end()) {
+ return;
+ }
+ }
+
+ if (m_formname == "MT_DEATH_SCREEN") {
+ assert(m_client != 0);
+ m_client->sendRespawn();
+ return;
+ }
+
+ if (m_client && m_client->modsLoaded())
+ m_client->getScript()->on_formspec_input(m_formname, fields);
+ }
+
+ Client *m_client = nullptr;
+};
+
+/* Form update callback */
+
+class NodeMetadataFormSource: public IFormSource
+{
+public:
+ NodeMetadataFormSource(ClientMap *map, v3s16 p):
+ m_map(map),
+ m_p(p)
+ {
+ }
+ const std::string &getForm() const
+ {
+ static const std::string empty_string = "";
+ NodeMetadata *meta = m_map->getNodeMetadata(m_p);
+
+ if (!meta)
+ return empty_string;
+
+ return meta->getString("formspec");
+ }
+
+ virtual std::string resolveText(const std::string &str)
+ {
+ NodeMetadata *meta = m_map->getNodeMetadata(m_p);
+
+ if (!meta)
+ return str;
+
+ return meta->resolveString(str);
+ }
+
+ ClientMap *m_map;
+ v3s16 m_p;
+};
+
+class PlayerInventoryFormSource: public IFormSource
+{
+public:
+ PlayerInventoryFormSource(Client *client):
+ m_client(client)
+ {
+ }
+
+ const std::string &getForm() const
+ {
+ LocalPlayer *player = m_client->getEnv().getLocalPlayer();
+ return player->inventory_formspec;
+ }
+
+ Client *m_client;
+};
+
+class NodeDugEvent: public MtEvent
+{
+public:
+ v3s16 p;
+ MapNode n;
+
+ NodeDugEvent(v3s16 p, MapNode n):
+ p(p),
+ n(n)
+ {}
+ MtEvent::Type getType() const
+ {
+ return MtEvent::NODE_DUG;
+ }
+};
+
+class SoundMaker
+{
+ ISoundManager *m_sound;
+ const NodeDefManager *m_ndef;
+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;
+ SimpleSoundSpec m_player_rightpunch_sound;
+
+ SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
+ m_sound(sound),
+ m_ndef(ndef),
+ makes_footstep_sound(true),
- m_player_step_timer(0)
++ m_player_step_timer(0),
++ m_player_jump_timer(0.0f)
+ {
+ }
+
+ void playPlayerStep()
+ {
+ if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
+ m_player_step_timer = 0.03;
+ if (makes_footstep_sound)
+ m_sound->playSound(m_player_step_sound, false);
+ }
+ }
+
++ 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;
+ sm->playPlayerStep();
+ }
+
+ static void playerRegainGround(MtEvent *e, void *data)
+ {
+ SoundMaker *sm = (SoundMaker *)data;
+ sm->playPlayerStep();
+ }
+
+ static void playerJump(MtEvent *e, void *data)
+ {
- //SoundMaker *sm = (SoundMaker*)data;
++ SoundMaker *sm = (SoundMaker *)data;
++ sm->playPlayerJump();
+ }
+
+ static void cameraPunchLeft(MtEvent *e, void *data)
+ {
+ SoundMaker *sm = (SoundMaker *)data;
+ sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
+ }
+
+ static void cameraPunchRight(MtEvent *e, void *data)
+ {
+ SoundMaker *sm = (SoundMaker *)data;
+ sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
+ }
+
+ static void nodeDug(MtEvent *e, void *data)
+ {
+ SoundMaker *sm = (SoundMaker *)data;
+ NodeDugEvent *nde = (NodeDugEvent *)e;
+ sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
+ }
+
+ static void playerDamage(MtEvent *e, void *data)
+ {
+ SoundMaker *sm = (SoundMaker *)data;
+ sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
+ }
+
+ static void playerFallingDamage(MtEvent *e, void *data)
+ {
+ SoundMaker *sm = (SoundMaker *)data;
+ sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
+ }
+
+ void registerReceiver(MtEventManager *mgr)
+ {
+ mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
+ mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
+ mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
+ mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
+ mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
+ mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
+ mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
+ mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
+ }
+
+ void step(float dtime)
+ {
+ m_player_step_timer -= dtime;
++ m_player_jump_timer -= dtime;
+ }
+};
+
+// Locally stored sounds don't need to be preloaded because of this
+class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
+{
+ std::set<std::string> m_fetched;
+private:
+ void paths_insert(std::set<std::string> &dst_paths,
+ const std::string &base,
+ const std::string &name)
+ {
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
+ dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
+ }
+public:
+ void fetchSounds(const std::string &name,
+ std::set<std::string> &dst_paths,
+ std::set<std::string> &dst_datas)
+ {
+ if (m_fetched.count(name))
+ return;
+
+ m_fetched.insert(name);
+
+ paths_insert(dst_paths, porting::path_share, name);
+ paths_insert(dst_paths, porting::path_user, name);
+ }
+};
+
+
+// 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
+{
+ Sky *m_sky;
+ bool *m_force_fog_off;
+ f32 *m_fog_range;
+ bool m_fog_enabled;
+ CachedPixelShaderSetting<float, 4> m_sky_bg_color;
+ CachedPixelShaderSetting<float> m_fog_distance;
+ CachedVertexShaderSetting<float> m_animation_timer_vertex;
+ CachedPixelShaderSetting<float> m_animation_timer_pixel;
+ CachedPixelShaderSetting<float, 3> m_day_light;
+ CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
+ CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
+ CachedPixelShaderSetting<float, 3> m_minimap_yaw;
+ CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
+ CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
+ CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
+ CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
+ CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
+ Client *m_client;
+
+public:
+ void onSettingsChange(const std::string &name)
+ {
+ if (name == "enable_fog")
+ m_fog_enabled = g_settings->getBool("enable_fog");
+ }
+
+ static void settingsCallback(const std::string &name, void *userdata)
+ {
+ reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
+ }
+
+ void setSky(Sky *sky) { m_sky = sky; }
+
+ GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
+ f32 *fog_range, Client *client) :
+ m_sky(sky),
+ m_force_fog_off(force_fog_off),
+ m_fog_range(fog_range),
+ m_sky_bg_color("skyBgColor"),
+ m_fog_distance("fogDistance"),
+ m_animation_timer_vertex("animationTimer"),
+ m_animation_timer_pixel("animationTimer"),
+ m_day_light("dayLight"),
+ 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);
+ m_fog_enabled = g_settings->getBool("enable_fog");
+ }
+
+ ~GameGlobalShaderConstantSetter()
+ {
+ g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
+ }
+
+ virtual void onSetConstants(video::IMaterialRendererServices *services,
+ bool is_highlevel)
+ {
+ if (!is_highlevel)
+ return;
+
+ // Background color
+ video::SColor bgcolor = m_sky->getBgColor();
+ video::SColorf bgcolorf(bgcolor);
+ float bgcolorfa[4] = {
+ bgcolorf.r,
+ bgcolorf.g,
+ bgcolorf.b,
+ bgcolorf.a,
+ };
+ m_sky_bg_color.set(bgcolorfa, services);
+
+ // Fog distance
+ float fog_distance = 10000 * BS;
+
+ if (m_fog_enabled && !*m_force_fog_off)
+ fog_distance = *m_fog_range;
+
+ m_fog_distance.set(&fog_distance, services);
+
+ u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
+ video::SColorf sunlight;
+ get_sunlight_color(&sunlight, daynight_ratio);
+ float dnc[3] = {
+ sunlight.r,
+ sunlight.g,
+ sunlight.b };
+ m_day_light.set(dnc, services);
+
+ u32 animation_timer = porting::getTimeMs() % 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);
+ }
+
+ float camera_offset_array[3];
+ v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
+#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
+ camera_offset_array[0] = offset.X;
+ camera_offset_array[1] = offset.Y;
+ camera_offset_array[2] = offset.Z;
+#else
+ offset.getAs3Values(camera_offset_array);
+#endif
+ m_camera_offset_pixel.set(camera_offset_array, services);
+ m_camera_offset_vertex.set(camera_offset_array, services);
+
+ SamplerLayer_t base_tex = 0,
+ normal_tex = 1,
+ flags_tex = 2;
+ m_base_texture.set(&base_tex, services);
+ m_normal_texture.set(&normal_tex, services);
+ m_texture_flags.set(&flags_tex, services);
+ }
+};
+
+
+class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
+{
+ Sky *m_sky;
+ bool *m_force_fog_off;
+ f32 *m_fog_range;
+ Client *m_client;
+ std::vector<GameGlobalShaderConstantSetter *> created_nosky;
+public:
+ GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
+ f32 *fog_range, Client *client) :
+ m_sky(NULL),
+ m_force_fog_off(force_fog_off),
+ m_fog_range(fog_range),
+ m_client(client)
+ {}
+
+ void setSky(Sky *sky) {
+ m_sky = sky;
+ for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
+ ggscs->setSky(m_sky);
+ }
+ created_nosky.clear();
+ }
+
+ virtual IShaderConstantSetter* create()
+ {
+ GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
+ m_sky, m_force_fog_off, m_fog_range, m_client);
+ if (!m_sky)
+ created_nosky.push_back(scs);
+ return scs;
+ }
+};
+
+#ifdef __ANDROID__
+#define SIZE_TAG "size[11,5.5]"
+#else
+#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
+#endif
+
+/****************************************************************************
+
+ ****************************************************************************/
+
+const float object_hit_delay = 0.2;
+
+struct FpsControl {
+ u32 last_time, busy_time, sleep_time;
+};
+
+
+/* The reason the following structs are not anonymous structs within the
+ * class is that they are not used by the majority of member functions and
+ * many functions that do require objects of thse types do not modify them
+ * (so they can be passed as a const qualified parameter)
+ */
+
+struct GameRunData {
+ u16 dig_index;
+ u16 new_playeritem;
+ PointedThing pointed_old;
+ bool digging;
+ bool ldown_for_dig;
+ bool dig_instantly;
+ bool digging_blocked;
+ bool left_punch;
+ bool reset_jump_timer;
+ float nodig_delay_timer;
+ float dig_time;
+ float dig_time_complete;
+ float repeat_rightclick_timer;
+ float object_hit_delay_timer;
+ float time_from_last_punch;
+ ClientActiveObject *selected_object;
+
+ float jump_timer;
+ float damage_flash;
+ float update_draw_list_timer;
+
+ f32 fog_range;
+
+ v3f update_draw_list_last_cam_dir;
+
+ float time_of_day_smooth;
+};
+
+class Game;
+
+struct ClientEventHandler
+{
+ void (Game::*handler)(ClientEvent *, CameraOrientation *);
+};
+
+class Game {
+public:
+ 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,
++ 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();
+
-
+ void extendedResourceCleanup();
+
+ // Basic initialisation
+ bool init(const std::string &map_dir, 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);
+
+ // Client creation
+ bool createClient(const std::string &playername,
+ const std::string &password, std::string *address, u16 port);
+ bool initGui();
+
+ // Client connection
+ bool connectToServer(const std::string &playername,
+ const std::string &password, std::string *address, u16 port,
+ bool *connect_ok, bool *aborted);
+ bool getServerContent(bool *aborted);
+
+ // Main loop
+
+ void updateInteractTimers(f32 dtime);
+ bool checkConnection();
+ bool handleCallbacks();
+ void processQueues();
+ void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
+ void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
+ void updateProfilerGraphs(ProfilerGraph *graph);
+
+ // Input related
+ void processUserInput(f32 dtime);
+ void processKeyInput();
+ void processItemSelection(u16 *new_playeritem);
+
+ void dropSelectedItem(bool single_item = false);
+ void openInventory();
+ void openConsole(float scale, const wchar_t *line=NULL);
+ void toggleFreeMove();
+ void toggleFreeMoveAlt();
+ void togglePitchMove();
+ void toggleFast();
+ void toggleNoClip();
+ void toggleXray();
+ void toggleFullbright();
+ void toggleKillaura();
+ void toggleCinematic();
+ void toggleAutoforward();
+
+ void toggleMinimap(bool shift_pressed);
+ void toggleFog();
+ void toggleDebug();
+ void toggleUpdateCamera();
+
+ void increaseViewRange();
+ void decreaseViewRange();
+ void toggleFullViewRange();
+ void checkZoomEnabled();
+
+ void updateCameraDirection(CameraOrientation *cam, float dtime);
+ void updateCameraOrientation(CameraOrientation *cam, float dtime);
+ void updatePlayerControl(const CameraOrientation &cam);
+ void step(f32 *dtime);
+ void processClientEvents(CameraOrientation *cam);
+ void updateCamera(u32 busy_time, f32 dtime);
+ void updateSound(f32 dtime);
+ void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
+ /*!
+ * Returns the object or node the player is pointing at.
+ * Also updates the selected thing in the Hud.
+ *
+ * @param[in] shootline the shootline, starting from
+ * the camera position. This also gives the maximal distance
+ * of the search.
+ * @param[in] liquids_pointable if false, liquids are ignored
+ * @param[in] look_for_object if false, objects are ignored
+ * @param[in] camera_offset offset of the camera
+ * @param[out] selected_object the selected object or
+ * NULL if not found
+ */
+ PointedThing updatePointedThing(
+ const core::line3d<f32> &shootline, bool liquids_pointable,
+ bool look_for_object, const v3s16 &camera_offset);
+ void handlePointingAtNothing(const ItemStack &playerItem);
+ void handlePointingAtNode(const PointedThing &pointed,
+ 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 ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
+ void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
+ const CameraOrientation &cam);
+
+ // Misc
+ void limitFps(FpsControl *fps_timings, f32 *dtime);
+
+ void showOverlayMessage(const char *msg, float dtime, int percent,
+ bool draw_clouds = true);
+
+ static void settingChangedCallback(const std::string &setting_name, void *data);
+ void readSettings();
+
+ inline bool isKeyDown(GameKeyType k)
+ {
+ return input->isKeyDown(k);
+ }
+ inline bool wasKeyDown(GameKeyType k)
+ {
+ return input->wasKeyDown(k);
+ }
+
+#ifdef __ANDROID__
+ void handleAndroidChatInput();
+#endif
+
+ struct Flags {
+ bool force_fog_off = false;
+ bool disable_camera_update = false;
+ };
+
+ void showDeathFormspec();
+ void showPauseMenu();
+
+ // ClientEvent handlers
+ void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
+ void handleClientEvent_HandleParticleEvent(ClientEvent *event,
+ CameraOrientation *cam);
+ void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
+ 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 nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
+ const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
+ const NodeMetadata *meta);
+ static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
+
+ InputHandler *input = nullptr;
+
+ Client *client = nullptr;
+ Server *server = nullptr;
+
+ IWritableTextureSource *texture_src = nullptr;
+ IWritableShaderSource *shader_src = nullptr;
+
+ // When created, these will be filled with data received from the server
+ IWritableItemDefManager *itemdef_manager = nullptr;
+ NodeDefManager *nodedef_manager = nullptr;
+
+ GameOnDemandSoundFetcher soundfetcher; // useful when testing
+ ISoundManager *sound = nullptr;
+ bool sound_is_dummy = false;
+ SoundMaker *soundmaker = nullptr;
+
+ ChatBackend *chat_backend = nullptr;
+
+ EventManager *eventmgr = nullptr;
+ QuicktuneShortcutter *quicktune = nullptr;
+ bool registration_confirmation_shown = false;
+
+ std::unique_ptr<GameUI> m_game_ui;
+ GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
+ MapDrawControl *draw_control = nullptr;
+ Camera *camera = nullptr;
+ Clouds *clouds = nullptr; // Free using ->Drop()
+ Sky *sky = nullptr; // Free using ->Drop()
+ Hud *hud = nullptr;
+ Minimap *mapper = nullptr;
+
+ GameRunData runData;
+ Flags m_flags;
+
+ /* 'cache'
+ This class does take ownership/responsibily for cleaning up etc of any of
+ these items (e.g. device)
+ */
+ IrrlichtDevice *device;
+ video::IVideoDriver *driver;
+ scene::ISceneManager *smgr;
+ bool *kill;
+ std::string *error_message;
+ bool *reconnect_requested;
+ scene::ISceneNode *skybox;
+
+ bool random_input;
+ bool simple_singleplayer_mode;
+ /* End 'cache' */
+
+ /* Pre-calculated values
+ */
+ int crack_animation_length;
+
+ IntervalLimiter profiler_interval;
+
+ /*
+ * TODO: Local caching of settings is not optimal and should at some stage
+ * be updated to use a global settings object for getting thse values
+ * (as opposed to the this local caching). This can be addressed in
+ * a later release.
+ */
+ bool m_cache_doubletap_jump;
+ bool m_cache_enable_clouds;
+ bool m_cache_enable_joysticks;
+ bool m_cache_enable_particles;
+ bool m_cache_enable_fog;
+ bool m_cache_enable_noclip;
+ 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_cache_cam_smoothing;
+ f32 m_cache_fog_start;
+
+ bool m_invert_mouse = false;
+ bool m_first_loop_after_window_activation = false;
+ bool m_camera_offset_changed = false;
+
+ bool m_does_lost_focus_pause_game = false;
+
+#ifdef __ANDROID__
+ bool m_cache_hold_aux1;
+ bool m_android_chat_open;
+#endif
+};
+extern Game *g_game;
+
+ void the_game(bool *kill,
+ InputHandler *input,
+ const GameStartData &start_data,
+ std::string &error_message,
+ ChatBackend &chat_backend,
+ bool *reconnect_requested);
lua_State *m_luastack = nullptr;
IGameDef *m_gamedef = nullptr;
+ Game *m_game = nullptr;
Environment *m_environment = nullptr;
+ #ifndef SERVER
GUIEngine *m_guiengine = nullptr;
+ #endif
ScriptingType m_type;
};
#ifndef SERVER
class Client;
+class Game;
+ class GUIEngine;
#endif
class ScriptApiBase;
public:
static ScriptApiBase* getScriptApiBase(lua_State *L);
static Server* getServer(lua_State *L);
+ static ServerInventoryManager *getServerInventoryMgr(lua_State *L);
#ifndef SERVER
static Client* getClient(lua_State *L);
+ static Game* getGame(lua_State *L);
+ static GUIEngine* getGuiEngine(lua_State *L);
#endif // !SERVER
static IGameDef* getGameDef(lua_State *L);
-
static Environment* getEnv(lua_State *L);
- static GUIEngine* getGuiEngine(lua_State *L);
+
// When we are not loading the mod, this function returns "."
static std::string getCurrentModPath(lua_State *L);
#include "common/c_content.h"
#include "itemdef.h"
#include "nodedef.h"
+#include "content_sao.h"
+ #include "server.h"
#include "inventory.h"
#include "log.h"
-
+#include "script/cpp_api/s_base.h"
+#ifndef SERVER
+#include "client/client.h"
+#include "client/renderingengine.h"
+#include "client/shader.h"
+#endif
// garbage collector
int LuaItemStack::gc_object(lua_State *L)
#include "client/localplayer.h"
#include "hud.h"
#include "common/c_content.h"
+#include "client/client.h"
+ #include "client/content_cao.h"
LuaLocalPlayer::LuaLocalPlayer(LocalPlayer *m) : m_localplayer(m)
{
return 1;
}
++// set_pos(self, pos)
+int LuaLocalPlayer::l_set_pos(lua_State *L)
+{
+ LocalPlayer *player = getobject(L, 1);
+
+ v3f pos = checkFloatPos(L, 2);
+ player->setPosition(pos);
+ getClient(L)->sendPlayerPos();
+ return 0;
+}
+
+ // get_movement_acceleration(self)
int LuaLocalPlayer::l_get_movement_acceleration(lua_State *L)
{
LocalPlayer *player = getobject(L, 1);
luamethod(LuaLocalPlayer, get_last_velocity),
luamethod(LuaLocalPlayer, get_last_look_horizontal),
luamethod(LuaLocalPlayer, get_last_look_vertical),
- luamethod(LuaLocalPlayer, get_key_pressed),
+ //
+ luamethod(LuaLocalPlayer, get_control),
luamethod(LuaLocalPlayer, get_breath),
luamethod(LuaLocalPlayer, get_pos),
+ luamethod(LuaLocalPlayer, set_pos),
luamethod(LuaLocalPlayer, get_movement_acceleration),
luamethod(LuaLocalPlayer, get_movement_speed),
luamethod(LuaLocalPlayer, get_movement),
static int l_get_last_velocity(lua_State *L);
static int l_get_last_look_vertical(lua_State *L);
static int l_get_last_look_horizontal(lua_State *L);
- static int l_get_key_pressed(lua_State *L);
+ // get_control(self)
+ static int l_get_control(lua_State *L);
+
+ // get_breath(self)
static int l_get_breath(lua_State *L);
+ // get_pos(self)
static int l_get_pos(lua_State *L);
+ static int l_set_pos(lua_State *L);
+ // get_movement_acceleration(self)
static int l_get_movement_acceleration(lua_State *L);
+ // get_movement_speed(self)
static int l_get_movement_speed(lua_State *L);
+ // get_movement(self)
static int l_get_movement(lua_State *L);
+ // get_armor_groups(self)
+ static int l_get_armor_groups(lua_State *L);
+
// hud_add(self, id, form)
static int l_hud_add(lua_State *L);