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authorQuentin Bazin <quent42340@gmail.com>2018-11-28 20:01:49 +0100
committerSmallJoker <SmallJoker@users.noreply.github.com>2018-11-28 20:01:49 +0100
commit5f1cd555cd9d1c64426e173b30b5b792d211c835 (patch)
tree2c8508467d3bf28d549cce2d25144fa8ef42beae /src/client/game.cpp
parentddd9317b733857630499972179caebc236b4d991 (diff)
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Move client-specific files to 'src/client' (#7902)
Update Android.mk Remove 'src/client' from include_directories
Diffstat (limited to 'src/client/game.cpp')
-rw-r--r--src/client/game.cpp4218
1 files changed, 4218 insertions, 0 deletions
diff --git a/src/client/game.cpp b/src/client/game.cpp
new file mode 100644
index 000000000..6cf6723e9
--- /dev/null
+++ b/src/client/game.cpp
@@ -0,0 +1,4218 @@
+/*
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
+
+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.
+
+You should have received a copy of the GNU Lesser General Public License along
+with this program; if not, write to the Free Software Foundation, Inc.,
+51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
+*/
+
+#include "game.h"
+
+#include <iomanip>
+#include <cmath>
+#include "client/renderingengine.h"
+#include "camera.h"
+#include "client.h"
+#include "client/clientevent.h"
+#include "client/gameui.h"
+#include "client/inputhandler.h"
+#include "client/tile.h" // For TextureSource
+#include "client/keys.h"
+#include "client/joystick_controller.h"
+#include "clientmap.h"
+#include "clouds.h"
+#include "config.h"
+#include "content_cao.h"
+#include "client/event_manager.h"
+#include "fontengine.h"
+#include "itemdef.h"
+#include "log.h"
+#include "filesys.h"
+#include "gettext.h"
+#include "gui/guiChatConsole.h"
+#include "gui/guiConfirmRegistration.h"
+#include "gui/guiFormSpecMenu.h"
+#include "gui/guiKeyChangeMenu.h"
+#include "gui/guiPasswordChange.h"
+#include "gui/guiVolumeChange.h"
+#include "gui/mainmenumanager.h"
+#include "gui/profilergraph.h"
+#include "mapblock.h"
+#include "minimap.h"
+#include "nodedef.h" // Needed for determining pointing to nodes
+#include "nodemetadata.h"
+#include "particles.h"
+#include "porting.h"
+#include "profiler.h"
+#include "quicktune_shortcutter.h"
+#include "raycast.h"
+#include "server.h"
+#include "settings.h"
+#include "shader.h"
+#include "sky.h"
+#include "translation.h"
+#include "util/basic_macros.h"
+#include "util/directiontables.h"
+#include "util/pointedthing.h"
+#include "irrlicht_changes/static_text.h"
+#include "version.h"
+#include "script/scripting_client.h"
+
+#if USE_SOUND
+ #include "client/sound_openal.h"
+#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->moddingEnabled())
+ 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;
+
+ 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)
+ {
+ }
+
+ 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);
+ }
+ }
+
+ 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;
+ }
+
+ 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;
+ }
+};
+
+// 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<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_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() % 100000;
+ 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;
+ 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 update_wielded_item_trigger;
+ 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,
+ 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,
+ std::string &error_message,
+ bool *reconnect,
+ ChatBackend *chat_backend,
+ const SubgameSpec &gamespec, // Used for local game
+ bool simple_singleplayer_mode);
+
+ 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 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 addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
+ void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
+
+ // 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 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 ItemDefinition &playeritem_def, const ItemStack &playeritem,
+ const ToolCapabilities &playeritem_toolcap, 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);
+ void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
+ const CameraOrientation &cam);
+ void updateProfilerGraphs(ProfilerGraph *graph);
+
+ // 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_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);
+ 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;
+
+ 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;
+
+ 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()
+ Inventory *local_inventory = nullptr;
+ 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
+};
+
+Game::Game() :
+ m_game_ui(new GameUI())
+{
+ g_settings->registerChangedCallback("doubletap_jump",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("enable_clouds",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("doubletap_joysticks",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("enable_particles",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("enable_fog",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("mouse_sensitivity",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("joystick_frustum_sensitivity",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("repeat_rightclick_time",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("noclip",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("free_move",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("cinematic",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("cinematic_camera_smoothing",
+ &settingChangedCallback, this);
+ g_settings->registerChangedCallback("camera_smoothing",
+ &settingChangedCallback, this);
+
+ readSettings();
+
+#ifdef __ANDROID__
+ m_cache_hold_aux1 = false; // This is initialised properly later
+#endif
+
+}
+
+
+
+/****************************************************************************
+ MinetestApp Public
+ ****************************************************************************/
+
+Game::~Game()
+{
+ delete client;
+ delete soundmaker;
+ if (!sound_is_dummy)
+ delete sound;
+
+ delete server; // deleted first to stop all server threads
+
+ delete hud;
+ delete local_inventory;
+ delete camera;
+ delete quicktune;
+ delete eventmgr;
+ delete texture_src;
+ delete shader_src;
+ delete nodedef_manager;
+ delete itemdef_manager;
+ delete draw_control;
+
+ extendedResourceCleanup();
+
+ g_settings->deregisterChangedCallback("doubletap_jump",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("enable_clouds",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("enable_particles",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("enable_fog",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("mouse_sensitivity",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("repeat_rightclick_time",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("noclip",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("free_move",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("cinematic",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
+ &settingChangedCallback, this);
+ g_settings->deregisterChangedCallback("camera_smoothing",
+ &settingChangedCallback, this);
+}
+
+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,
+ std::string &error_message,
+ bool *reconnect,
+ ChatBackend *chat_backend,
+ const SubgameSpec &gamespec,
+ bool simple_singleplayer_mode)
+{
+ // "cache"
+ this->device = RenderingEngine::get_raw_device();
+ this->kill = kill;
+ this->error_message = &error_message;
+ this->reconnect_requested = reconnect;
+ this->random_input = random_input;
+ this->input = input;
+ this->chat_backend = chat_backend;
+ this->simple_singleplayer_mode = simple_singleplayer_mode;
+
+ input->keycache.populate();
+
+ driver = device->getVideoDriver();
+ smgr = RenderingEngine::get_scene_manager();
+
+ RenderingEngine::get_scene_manager()->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();
+
+ if (!init(map_dir, address, port, gamespec))
+ return false;
+
+ if (!createClient(playername, password, address, port))
+ return false;
+
+ RenderingEngine::initialize(client, hud);
+
+ return true;
+}
+
+
+void Game::run()
+{
+ ProfilerGraph graph;
+ RunStats stats = { 0 };
+ CameraOrientation cam_view_target = { 0 };
+ CameraOrientation cam_view = { 0 };
+ FpsControl draw_times = { 0 };
+ f32 dtime; // in seconds
+
+ /* Clear the profiler */
+ Profiler::GraphValues dummyvalues;
+ g_profiler->graphGet(dummyvalues);
+
+ draw_times.last_time = RenderingEngine::get_timer_time();
+
+ set_light_table(g_settings->getFloat("display_gamma"));
+
+#ifdef __ANDROID__
+ m_cache_hold_aux1 = g_settings->getBool("fast_move")
+ && client->checkPrivilege("fast");
+#endif
+
+ irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
+ g_settings->getU16("screen_h"));
+
+ while (RenderingEngine::run()
+ && !(*kill || g_gamecallback->shutdown_requested
+ || (server && server->isShutdownRequested()))) {
+
+ const irr::core::dimension2d<u32> &current_screen_size =
+ RenderingEngine::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
+ if (previous_screen_size != current_screen_size &&
+ current_screen_size != irr::core::dimension2d<u32>(0,0) &&
+ g_settings->getBool("autosave_screensize")) {
+ g_settings->setU16("screen_w", current_screen_size.Width);
+ g_settings->setU16("screen_h", current_screen_size.Height);
+ previous_screen_size = current_screen_size;
+ }
+
+ /* Must be called immediately after a device->run() call because it
+ * uses device->getTimer()->getTime()
+ */
+ limitFps(&draw_times, &dtime);
+
+ updateStats(&stats, draw_times, dtime);
+ updateInteractTimers(dtime);
+
+ if (!checkConnection())
+ break;
+ if (!handleCallbacks())
+ break;
+
+ processQueues();
+
+ 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
+ updateCameraDirection(&cam_view_target, dtime);
+ cam_view.camera_yaw += (cam_view_target.camera_yaw -
+ cam_view.camera_yaw) * m_cache_cam_smoothing;
+ cam_view.camera_pitch += (cam_view_target.camera_pitch -
+ cam_view.camera_pitch) * m_cache_cam_smoothing;
+ updatePlayerControl(cam_view);
+ step(&dtime);
+ processClientEvents(&cam_view_target);
+ updateCamera(draw_times.busy_time, dtime);
+ updateSound(dtime);
+ processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
+ m_game_ui->m_flags.show_debug);
+ updateFrame(&graph, &stats, dtime, cam_view);
+ updateProfilerGraphs(&graph);
+
+ // Update if minimap has been disabled by the server
+ m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
+
+ if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
+ showPauseMenu();
+ }
+ }
+}
+
+
+void Game::shutdown()
+{
+ RenderingEngine::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();
+
+ showOverlayMessage("Shutting down...", 0, 0, false);
+
+ if (clouds)
+ clouds->drop();
+
+ if (gui_chat_console)
+ gui_chat_console->drop();
+
+ if (sky)
+ sky->drop();
+
+ /* cleanup menus */
+ while (g_menumgr.menuCount() > 0) {
+ g_menumgr.m_stack.front()->setVisible(false);
+ g_menumgr.deletingMenu(g_menumgr.m_stack.front());
+ }
+
+ if (current_formspec) {
+ current_formspec->drop();
+ current_formspec = NULL;
+ }
+
+ chat_backend->addMessage(L"", L"# Disconnected.");
+ chat_backend->addMessage(L"", L"");
+
+ if (client) {
+ client->Stop();
+ while (!client->isShutdown()) {
+ assert(texture_src != NULL);
+ assert(shader_src != NULL);
+ texture_src->processQueue();
+ shader_src->processQueue();
+ sleep_ms(100);
+ }
+ }
+}
+
+
+/****************************************************************************/
+/****************************************************************************
+ Startup
+ ****************************************************************************/
+/****************************************************************************/
+
+bool Game::init(
+ const std::string &map_dir,
+ std::string *address,
+ u16 port,
+ const SubgameSpec &gamespec)
+{
+ texture_src = createTextureSource();
+
+ showOverlayMessage("Loading...", 0, 0);
+
+ shader_src = createShaderSource();
+
+ itemdef_manager = createItemDefManager();
+ nodedef_manager = createNodeDefManager();
+
+ eventmgr = new EventManager();
+ quicktune = new QuicktuneShortcutter();
+
+ if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
+ && eventmgr && quicktune))
+ return false;
+
+ if (!initSound())
+ return false;
+
+ // Create a server if not connecting to an existing one
+ if (address->empty()) {
+ if (!createSingleplayerServer(map_dir, gamespec, port, address))
+ return false;
+ }
+
+ return true;
+}
+
+bool Game::initSound()
+{
+#if USE_SOUND
+ if (g_settings->getBool("enable_sound")) {
+ infostream << "Attempting to use OpenAL audio" << std::endl;
+ sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
+ if (!sound)
+ infostream << "Failed to initialize OpenAL audio" << std::endl;
+ } else
+ infostream << "Sound disabled." << std::endl;
+#endif
+
+ if (!sound) {
+ infostream << "Using dummy audio." << std::endl;
+ sound = &dummySoundManager;
+ sound_is_dummy = true;
+ }
+
+ soundmaker = new SoundMaker(sound, nodedef_manager);
+ if (!soundmaker)
+ return false;
+
+ soundmaker->registerReceiver(eventmgr);
+
+ return true;
+}
+
+bool Game::createSingleplayerServer(const std::string &map_dir,
+ const SubgameSpec &gamespec, u16 port, std::string *address)
+{
+ showOverlayMessage("Creating server...", 0, 5);
+
+ std::string bind_str = g_settings->get("bind_address");
+ Address bind_addr(0, 0, 0, 0, port);
+
+ if (g_settings->getBool("ipv6_server")) {
+ bind_addr.setAddress((IPv6AddressBytes *) NULL);
+ }
+
+ try {
+ bind_addr.Resolve(bind_str.c_str());
+ } catch (ResolveError &e) {
+ infostream << "Resolving bind address \"" << bind_str
+ << "\" failed: " << e.what()
+ << " -- Listening on all addresses." << std::endl;
+ }
+
+ if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
+ *error_message = "Unable to listen on " +
+ bind_addr.serializeString() +
+ " because IPv6 is disabled";
+ errorstream << *error_message << std::endl;
+ return false;
+ }
+
+ server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
+ server->init();
+ server->start();
+
+ return true;
+}
+
+bool Game::createClient(const std::string &playername,
+ const std::string &password, std::string *address, u16 port)
+{
+ showOverlayMessage("Creating client...", 0, 10);
+
+ draw_control = new MapDrawControl;
+ if (!draw_control)
+ return false;
+
+ bool could_connect, connect_aborted;
+#ifdef HAVE_TOUCHSCREENGUI
+ if (g_touchscreengui) {
+ g_touchscreengui->init(texture_src);
+ g_touchscreengui->hide();
+ }
+#endif
+ if (!connectToServer(playername, password, address, port,
+ &could_connect, &connect_aborted))
+ return false;
+
+ if (!could_connect) {
+ if (error_message->empty() && !connect_aborted) {
+ // Should not happen if error messages are set properly
+ *error_message = "Connection failed for unknown reason";
+ errorstream << *error_message << std::endl;
+ }
+ return false;
+ }
+
+ if (!getServerContent(&connect_aborted)) {
+ if (error_message->empty() && !connect_aborted) {
+ // Should not happen if error messages are set properly
+ *error_message = "Connection failed for unknown reason";
+ errorstream << *error_message << std::endl;
+ }
+ return false;
+ }
+
+ GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
+ &m_flags.force_fog_off, &runData.fog_range, client);
+ shader_src->addShaderConstantSetterFactory(scsf);
+
+ // Update cached textures, meshes and materials
+ client->afterContentReceived();
+
+ /* Camera
+ */
+ camera = new Camera(*draw_control, client);
+ if (!camera || !camera->successfullyCreated(*error_message))
+ return false;
+ client->setCamera(camera);
+
+ /* 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);
+ 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");
+ if (t) {
+ v2u32 size = t->getOriginalSize();
+ crack_animation_length = size.Y / size.X;
+ } else {
+ crack_animation_length = 5;
+ }
+
+ if (!initGui())
+ return false;
+
+ /* Set window caption
+ */
+ std::wstring str = utf8_to_wide(PROJECT_NAME_C);
+ str += L" ";
+ str += utf8_to_wide(g_version_hash);
+ 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;
+ }
+
+ mapper = client->getMinimap();
+ if (mapper)
+ mapper->setMinimapMode(MINIMAP_MODE_OFF);
+
+ return true;
+}
+
+bool Game::initGui()
+{
+ m_game_ui->init();
+
+ // Remove stale "recent" chat messages from previous connections
+ chat_backend->clearRecentChat();
+
+ // Make sure the size of the recent messages buffer is right
+ chat_backend->applySettings();
+
+ // 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
+
+ if (g_touchscreengui)
+ g_touchscreengui->show();
+
+#endif
+
+ return true;
+}
+
+bool Game::connectToServer(const std::string &playername,
+ const std::string &password, std::string *address, u16 port,
+ 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);
+
+ Address connect_address(0, 0, 0, 0, port);
+
+ try {
+ connect_address.Resolve(address->c_str());
+
+ if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
+ //connect_address.Resolve("localhost");
+ if (connect_address.isIPv6()) {
+ IPv6AddressBytes addr_bytes;
+ addr_bytes.bytes[15] = 1;
+ connect_address.setAddress(&addr_bytes);
+ } else {
+ connect_address.setAddress(127, 0, 0, 1);
+ }
+ local_server_mode = true;
+ }
+ } catch (ResolveError &e) {
+ *error_message = std::string("Couldn't resolve address: ") + e.what();
+ errorstream << *error_message << std::endl;
+ return false;
+ }
+
+ if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
+ *error_message = "Unable to connect to " +
+ connect_address.serializeString() +
+ " because IPv6 is disabled";
+ errorstream << *error_message << std::endl;
+ return false;
+ }
+
+ client = new Client(playername.c_str(), password, *address,
+ *draw_control, texture_src, shader_src,
+ itemdef_manager, nodedef_manager, sound, eventmgr,
+ connect_address.isIPv6(), m_game_ui.get());
+
+ if (!client)
+ return false;
+
+ client->m_simple_singleplayer_mode = simple_singleplayer_mode;
+
+ infostream << "Connecting to server at ";
+ connect_address.print(&infostream);
+ infostream << std::endl;
+
+ client->connect(connect_address,
+ simple_singleplayer_mode || local_server_mode);
+
+ /*
+ Wait for server to accept connection
+ */
+
+ try {
+ input->clear();
+
+ FpsControl fps_control = { 0 };
+ f32 dtime;
+ f32 wait_time = 0; // in seconds
+
+ fps_control.last_time = RenderingEngine::get_timer_time();
+
+ while (RenderingEngine::run()) {
+
+ limitFps(&fps_control, &dtime);
+
+ // Update client and server
+ client->step(dtime);
+
+ if (server != NULL)
+ server->step(dtime);
+
+ // End condition
+ if (client->getState() == LC_Init) {
+ *connect_ok = true;
+ break;
+ }
+
+ // Break conditions
+ if (*connection_aborted)
+ break;
+
+ if (client->accessDenied()) {
+ *error_message = "Access denied. Reason: "
+ + client->accessDeniedReason();
+ *reconnect_requested = client->reconnectRequested();
+ errorstream << *error_message << std::endl;
+ break;
+ }
+
+ if (input->cancelPressed()) {
+ *connection_aborted = true;
+ infostream << "Connect aborted [Escape]" << std::endl;
+ break;
+ }
+
+ if (client->m_is_registration_confirmation_state) {
+ if (registration_confirmation_shown) {
+ // Keep drawing the GUI
+ RenderingEngine::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();
+ }
+ } else {
+ wait_time += dtime;
+ // Only time out if we aren't waiting for the server we started
+ if (!address->empty() && wait_time > 10) {
+ *error_message = "Connection timed out.";
+ errorstream << *error_message << std::endl;
+ break;
+ }
+
+ // Update status
+ showOverlayMessage("Connecting to server...", dtime, 20);
+ }
+ }
+ } catch (con::PeerNotFoundException &e) {
+ // TODO: Should something be done here? At least an info/error
+ // message?
+ return false;
+ }
+
+ return true;
+}
+
+bool Game::getServerContent(bool *aborted)
+{
+ input->clear();
+
+ FpsControl fps_control = { 0 };
+ f32 dtime; // in seconds
+
+ fps_control.last_time = RenderingEngine::get_timer_time();
+
+ while (RenderingEngine::run()) {
+
+ limitFps(&fps_control, &dtime);
+
+ // Update client and server
+ client->step(dtime);
+
+ if (server != NULL)
+ server->step(dtime);
+
+ // End condition
+ if (client->mediaReceived() && client->itemdefReceived() &&
+ client->nodedefReceived()) {
+ break;
+ }
+
+ // Error conditions
+ if (!checkConnection())
+ return false;
+
+ if (client->getState() < LC_Init) {
+ *error_message = "Client disconnected";
+ errorstream << *error_message << std::endl;
+ return false;
+ }
+
+ if (input->cancelPressed()) {
+ *aborted = true;
+ infostream << "Connect aborted [Escape]" << std::endl;
+ return false;
+ }
+
+ // Display status
+ int progress = 25;
+
+ if (!client->itemdefReceived()) {
+ const wchar_t *text = wgettext("Item definitions...");
+ progress = 25;
+ RenderingEngine::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,
+ dtime, progress);
+ delete[] text;
+ } else {
+ std::stringstream message;
+ std::fixed(message);
+ message.precision(0);
+ message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
+ message.precision(2);
+
+ if ((USE_CURL == 0) ||
+ (!g_settings->getBool("enable_remote_media_server"))) {
+ float cur = client->getCurRate();
+ std::string cur_unit = gettext("KiB/s");
+
+ if (cur > 900) {
+ cur /= 1024.0;
+ cur_unit = gettext("MiB/s");
+ }
+
+ message << " (" << cur << ' ' << cur_unit << ")";
+ }
+
+ progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
+ RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
+ texture_src, dtime, progress);
+ }
+ }
+
+ return true;
+}
+
+
+/****************************************************************************/
+/****************************************************************************
+ Run
+ ****************************************************************************/
+/****************************************************************************/
+
+inline void Game::updateInteractTimers(f32 dtime)
+{
+ if (runData.nodig_delay_timer >= 0)
+ runData.nodig_delay_timer -= dtime;
+
+ if (runData.object_hit_delay_timer >= 0)
+ runData.object_hit_delay_timer -= dtime;
+
+ runData.time_from_last_punch += dtime;
+}
+
+
+/* returns false if game should exit, otherwise true
+ */
+inline bool Game::checkConnection()
+{
+ if (client->accessDenied()) {
+ *error_message = "Access denied. Reason: "
+ + client->accessDeniedReason();
+ *reconnect_requested = client->reconnectRequested();
+ errorstream << *error_message << std::endl;
+ return false;
+ }
+
+ return true;
+}
+
+
+/* returns false if game should exit, otherwise true
+ */
+inline bool Game::handleCallbacks()
+{
+ if (g_gamecallback->disconnect_requested) {
+ g_gamecallback->disconnect_requested = false;
+ return false;
+ }
+
+ if (g_gamecallback->changepassword_requested) {
+ (new GUIPasswordChange(guienv, guiroot, -1,
+ &g_menumgr, client))->drop();
+ g_gamecallback->changepassword_requested = false;
+ }
+
+ if (g_gamecallback->changevolume_requested) {
+ (new GUIVolumeChange(guienv, guiroot, -1,
+ &g_menumgr))->drop();
+ g_gamecallback->changevolume_requested = false;
+ }
+
+ if (g_gamecallback->keyconfig_requested) {
+ (new GUIKeyChangeMenu(guienv, guiroot, -1,
+ &g_menumgr))->drop();
+ g_gamecallback->keyconfig_requested = false;
+ }
+
+ if (g_gamecallback->keyconfig_changed) {
+ input->keycache.populate(); // update the cache with new settings
+ g_gamecallback->keyconfig_changed = false;
+ }
+
+ return true;
+}
+
+
+void Game::processQueues()
+{
+ texture_src->processQueue();
+ itemdef_manager->processQueue(client);
+ shader_src->processQueue();
+}
+
+
+void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
+{
+ float profiler_print_interval =
+ g_settings->getFloat("profiler_print_interval");
+ bool print_to_log = true;
+
+ if (profiler_print_interval == 0) {
+ print_to_log = false;
+ profiler_print_interval = 5;
+ }
+
+ if (profiler_interval.step(dtime, profiler_print_interval)) {
+ if (print_to_log) {
+ infostream << "Profiler:" << std::endl;
+ g_profiler->print(infostream);
+ }
+
+ m_game_ui->updateProfiler();
+ 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);
+
+ g_profiler->add("Elapsed time", dtime);
+ g_profiler->avg("FPS", 1. / dtime);
+}
+
+
+void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
+ f32 dtime)
+{
+
+ f32 jitter;
+ Jitter *jp;
+
+ /* Time average and jitter calculation
+ */
+ jp = &stats->dtime_jitter;
+ jp->avg = jp->avg * 0.96 + dtime * 0.04;
+
+ jitter = dtime - jp->avg;
+
+ if (jitter > jp->max)
+ jp->max = jitter;
+
+ jp->counter += dtime;
+
+ if (jp->counter > 0.0) {
+ jp->counter -= 3.0;
+ jp->max_sample = jp->max;
+ jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
+ jp->max = 0.0;
+ }
+
+ /* Busytime average and jitter calculation
+ */
+ jp = &stats->busy_time_jitter;
+ jp->avg = jp->avg + draw_times.busy_time * 0.02;
+
+ jitter = draw_times.busy_time - jp->avg;
+
+ if (jitter > jp->max)
+ jp->max = jitter;
+ if (jitter < jp->min)
+ jp->min = jitter;
+
+ jp->counter += dtime;
+
+ if (jp->counter > 0.0) {
+ jp->counter -= 3.0;
+ jp->max_sample = jp->max;
+ jp->min_sample = jp->min;
+ jp->max = 0.0;
+ jp->min = 0.0;
+ }
+}
+
+
+
+/****************************************************************************
+ Input handling
+ ****************************************************************************/
+
+void Game::processUserInput(f32 dtime)
+{
+ // Reset input if window not active or some menu is active
+ if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
+ input->clear();
+#ifdef HAVE_TOUCHSCREENGUI
+ g_touchscreengui->hide();
+#endif
+ }
+#ifdef HAVE_TOUCHSCREENGUI
+ else if (g_touchscreengui) {
+ /* on touchscreengui step may generate own input events which ain't
+ * what we want in case we just did clear them */
+ g_touchscreengui->step(dtime);
+ }
+#endif
+
+ if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
+ gui_chat_console->closeConsoleAtOnce();
+ }
+
+ // Input handler step() (used by the random input generator)
+ input->step(dtime);
+
+#ifdef __ANDROID__
+ if (current_formspec != NULL)
+ current_formspec->getAndroidUIInput();
+ else
+ handleAndroidChatInput();
+#endif
+
+ // Increase timer for double tap of "keymap_jump"
+ if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
+ runData.jump_timer += dtime;
+
+ processKeyInput();
+ processItemSelection(&runData.new_playeritem);
+}
+
+
+void Game::processKeyInput()
+{
+ if (wasKeyDown(KeyType::DROP)) {
+ dropSelectedItem(isKeyDown(KeyType::SNEAK));
+ } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
+ toggleAutoforward();
+ } else if (wasKeyDown(KeyType::BACKWARD)) {
+ if (g_settings->getBool("continuous_forward"))
+ toggleAutoforward();
+ } else if (wasKeyDown(KeyType::INVENTORY)) {
+ openInventory();
+ } else if (input->cancelPressed()) {
+ if (!gui_chat_console->isOpenInhibited()) {
+ showPauseMenu();
+ }
+ } else if (wasKeyDown(KeyType::CHAT)) {
+ openConsole(0.2, L"");
+ } else if (wasKeyDown(KeyType::CMD)) {
+ openConsole(0.2, L"/");
+ } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
+ if (client->moddingEnabled())
+ openConsole(0.2, L".");
+ else
+ m_game_ui->showStatusText(wgettext("CSM 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::FASTMOVE)) {
+ toggleFast();
+ } else if (wasKeyDown(KeyType::NOCLIP)) {
+ toggleNoClip();
+ } 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");
+ } 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);
+ } 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);
+ } else if (wasKeyDown(KeyType::CINEMATIC)) {
+ toggleCinematic();
+ } else if (wasKeyDown(KeyType::SCREENSHOT)) {
+ client->makeScreenshot();
+ } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
+ m_game_ui->toggleHud();
+ } else if (wasKeyDown(KeyType::MINIMAP)) {
+ toggleMinimap(isKeyDown(KeyType::SNEAK));
+ } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
+ m_game_ui->toggleChat();
+ } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
+ toggleFog();
+ } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
+ toggleUpdateCamera();
+ } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
+ toggleDebug();
+ } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
+ m_game_ui->toggleProfiler();
+ } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
+ increaseViewRange();
+ } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
+ decreaseViewRange();
+ } else if (wasKeyDown(KeyType::RANGESELECT)) {
+ toggleFullViewRange();
+ } else if (wasKeyDown(KeyType::ZOOM)) {
+ checkZoomEnabled();
+ } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
+ quicktune->next();
+ } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
+ quicktune->prev();
+ } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
+ quicktune->inc();
+ } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
+ quicktune->dec();
+ }
+
+ if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
+ runData.reset_jump_timer = false;
+ runData.jump_timer = 0.0f;
+ }
+
+ if (quicktune->hasMessage()) {
+ m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
+ }
+}
+
+void Game::processItemSelection(u16 *new_playeritem)
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+
+ /* Item selection using mouse wheel
+ */
+ *new_playeritem = client->getPlayerItem();
+
+ s32 wheel = input->getMouseWheel();
+ u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
+ player->hud_hotbar_itemcount - 1);
+
+ s32 dir = wheel;
+
+ if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
+ wasKeyDown(KeyType::HOTBAR_NEXT)) {
+ dir = -1;
+ }
+
+ if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
+ wasKeyDown(KeyType::HOTBAR_PREV)) {
+ dir = 1;
+ }
+
+ if (dir < 0)
+ *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
+ else if (dir > 0)
+ *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
+ // else dir == 0
+
+ /* Item selection using hotbar slot keys
+ */
+ for (u16 i = 0; i < 23; 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;
+ }
+ break;
+ }
+ }
+}
+
+
+void Game::dropSelectedItem(bool single_item)
+{
+ IDropAction *a = new IDropAction();
+ a->count = single_item ? 1 : 0;
+ a->from_inv.setCurrentPlayer();
+ a->from_list = "main";
+ a->from_i = client->getPlayerItem();
+ client->inventoryAction(a);
+}
+
+
+void Game::openInventory()
+{
+ /*
+ * Don't permit to open inventory is CAO or player doesn't exists.
+ * This prevent showing an empty inventory at player load
+ */
+
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ if (!player || !player->getCAO())
+ return;
+
+ infostream << "the_game: " << "Launching inventory" << std::endl;
+
+ PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
+
+ InventoryLocation inventoryloc;
+ inventoryloc.setCurrentPlayer();
+
+ if (!client->moddingEnabled()
+ || !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);
+ }
+}
+
+
+void Game::openConsole(float scale, const wchar_t *line)
+{
+ assert(scale > 0.0f && scale <= 1.0f);
+
+#ifdef __ANDROID__
+ porting::showInputDialog(gettext("ok"), "", "", 2);
+ m_android_chat_open = true;
+#else
+ if (gui_chat_console->isOpenInhibited())
+ return;
+ gui_chat_console->openConsole(scale);
+ if (line) {
+ gui_chat_console->setCloseOnEnter(true);
+ gui_chat_console->replaceAndAddToHistory(line);
+ }
+#endif
+}
+
+#ifdef __ANDROID__
+void Game::handleAndroidChatInput()
+{
+ if (m_android_chat_open && porting::getInputDialogState() == 0) {
+ std::string text = porting::getInputDialogValue();
+ client->typeChatMessage(utf8_to_wide(text));
+ }
+}
+#endif
+
+
+void Game::toggleFreeMove()
+{
+ bool free_move = !g_settings->getBool("free_move");
+ g_settings->set("free_move", bool_to_cstr(free_move));
+
+ if (free_move) {
+ if (client->checkPrivilege("fly")) {
+ m_game_ui->showTranslatedStatusText("Fly mode enabled");
+ } else {
+ m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
+ }
+ } else {
+ m_game_ui->showTranslatedStatusText("Fly mode disabled");
+ }
+}
+
+void Game::toggleFreeMoveAlt()
+{
+ if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
+ toggleFreeMove();
+
+ runData.reset_jump_timer = true;
+}
+
+
+void Game::toggleFast()
+{
+ bool fast_move = !g_settings->getBool("fast_move");
+ bool has_fast_privs = client->checkPrivilege("fast");
+ g_settings->set("fast_move", bool_to_cstr(fast_move));
+
+ if (fast_move) {
+ if (has_fast_privs) {
+ m_game_ui->showTranslatedStatusText("Fast mode enabled");
+ } else {
+ m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
+ }
+ } else {
+ m_game_ui->showTranslatedStatusText("Fast mode disabled");
+ }
+
+#ifdef __ANDROID__
+ m_cache_hold_aux1 = fast_move && has_fast_privs;
+#endif
+}
+
+
+void Game::toggleNoClip()
+{
+ bool noclip = !g_settings->getBool("noclip");
+ g_settings->set("noclip", bool_to_cstr(noclip));
+
+ if (noclip) {
+ if (client->checkPrivilege("noclip")) {
+ m_game_ui->showTranslatedStatusText("Noclip mode enabled");
+ } else {
+ m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
+ }
+ } else {
+ m_game_ui->showTranslatedStatusText("Noclip mode disabled");
+ }
+}
+
+void Game::toggleCinematic()
+{
+ bool cinematic = !g_settings->getBool("cinematic");
+ g_settings->set("cinematic", bool_to_cstr(cinematic));
+
+ if (cinematic)
+ m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
+ else
+ m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
+}
+
+// Autoforward by toggling continuous forward.
+void Game::toggleAutoforward()
+{
+ bool autorun_enabled = !g_settings->getBool("continuous_forward");
+ g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
+
+ if (autorun_enabled)
+ m_game_ui->showTranslatedStatusText("Automatic forwards enabled");
+ else
+ m_game_ui->showTranslatedStatusText("Automatic forwards disabled");
+}
+
+void Game::toggleMinimap(bool shift_pressed)
+{
+ if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
+ return;
+
+ if (shift_pressed) {
+ mapper->toggleMinimapShape();
+ return;
+ }
+
+ 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;
+ }
+
+ 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");
+ }
+
+ mapper->setMinimapMode(mode);
+}
+
+void Game::toggleFog()
+{
+ bool fog_enabled = g_settings->getBool("enable_fog");
+ g_settings->setBool("enable_fog", !fog_enabled);
+ if (fog_enabled)
+ m_game_ui->showTranslatedStatusText("Fog disabled");
+ else
+ m_game_ui->showTranslatedStatusText("Fog enabled");
+}
+
+
+void Game::toggleDebug()
+{
+ // Initial / 4x toggle: Chat only
+ // 1x toggle: Debug text with chat
+ // 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;
+ 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) {
+ 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")) {
+ 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_profiler_graph = false;
+ draw_control->show_wireframe = false;
+ if (client->checkPrivilege("debug")) {
+ m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
+ } else {
+ m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
+ }
+ }
+}
+
+
+void Game::toggleUpdateCamera()
+{
+ m_flags.disable_camera_update = !m_flags.disable_camera_update;
+ if (m_flags.disable_camera_update)
+ m_game_ui->showTranslatedStatusText("Camera update disabled");
+ else
+ m_game_ui->showTranslatedStatusText("Camera update enabled");
+}
+
+
+void Game::increaseViewRange()
+{
+ s16 range = g_settings->getS16("viewing_range");
+ s16 range_new = range + 10;
+
+ wchar_t buf[255];
+ const wchar_t *str;
+ if (range_new > 4000) {
+ range_new = 4000;
+ str = wgettext("Viewing range is at maximum: %d");
+ swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
+ delete[] str;
+ m_game_ui->showStatusText(buf);
+
+ } else {
+ str = wgettext("Viewing range changed to %d");
+ swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
+ delete[] str;
+ m_game_ui->showStatusText(buf);
+ }
+ g_settings->set("viewing_range", itos(range_new));
+}
+
+
+void Game::decreaseViewRange()
+{
+ s16 range = g_settings->getS16("viewing_range");
+ s16 range_new = range - 10;
+
+ wchar_t buf[255];
+ const wchar_t *str;
+ if (range_new < 20) {
+ range_new = 20;
+ str = wgettext("Viewing range is at minimum: %d");
+ swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
+ delete[] str;
+ m_game_ui->showStatusText(buf);
+ } else {
+ str = wgettext("Viewing range changed to %d");
+ swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
+ delete[] str;
+ m_game_ui->showStatusText(buf);
+ }
+ g_settings->set("viewing_range", itos(range_new));
+}
+
+
+void Game::toggleFullViewRange()
+{
+ draw_control->range_all = !draw_control->range_all;
+ if (draw_control->range_all)
+ m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
+ else
+ m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
+}
+
+
+void Game::checkZoomEnabled()
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ if (player->getZoomFOV() < 0.001f)
+ 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) {
+
+#ifndef __ANDROID__
+ if (!random_input) {
+ // Mac OSX gets upset if this is set every frame
+ if (device->getCursorControl()->isVisible())
+ device->getCursorControl()->setVisible(false);
+ }
+#endif
+
+ if (m_first_loop_after_window_activation) {
+ m_first_loop_after_window_activation = false;
+
+ input->setMousePos(driver->getScreenSize().Width / 2,
+ driver->getScreenSize().Height / 2);
+ } else {
+ updateCameraOrientation(cam, dtime);
+ }
+
+ } else {
+
+#ifndef ANDROID
+ // Mac OSX gets upset if this is set every frame
+ if (!device->getCursorControl()->isVisible())
+ device->getCursorControl()->setVisible(true);
+#endif
+
+ m_first_loop_after_window_activation = true;
+
+ }
+}
+
+void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
+{
+#ifdef HAVE_TOUCHSCREENGUI
+ if (g_touchscreengui) {
+ cam->camera_yaw += g_touchscreengui->getYawChange();
+ cam->camera_pitch = g_touchscreengui->getPitch();
+ } else {
+#endif
+ v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
+ v2s32 dist = input->getMousePos() - center;
+
+ if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
+ dist.Y = -dist.Y;
+ }
+
+ cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity;
+ cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
+
+ if (dist.X != 0 || dist.Y != 0)
+ input->setMousePos(center.X, center.Y);
+#ifdef HAVE_TOUCHSCREENGUI
+ }
+#endif
+
+ if (m_cache_enable_joysticks) {
+ f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
+ cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
+ cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
+ }
+
+ cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
+}
+
+
+void Game::updatePlayerControl(const CameraOrientation &cam)
+{
+ //TimeTaker tt("update player control", NULL, PRECISION_NANO);
+
+ // DO NOT use the isKeyDown method for the forward, backward, left, right
+ // buttons, as the code that uses the controls needs to be able to
+ // distinguish between the two in order to know when to use joysticks.
+
+ PlayerControl control(
+ input->isKeyDown(KeyType::FORWARD),
+ input->isKeyDown(KeyType::BACKWARD),
+ input->isKeyDown(KeyType::LEFT),
+ input->isKeyDown(KeyType::RIGHT),
+ isKeyDown(KeyType::JUMP),
+ isKeyDown(KeyType::SPECIAL1),
+ isKeyDown(KeyType::SNEAK),
+ isKeyDown(KeyType::ZOOM),
+ input->getLeftState(),
+ input->getRightState(),
+ cam.camera_pitch,
+ cam.camera_yaw,
+ input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
+ input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
+ );
+
+ 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::SNEAK) & 0x1) << 6) |
+ ( (u32)(input->getLeftState() & 0x1) << 7) |
+ ( (u32)(input->getRightState() & 0x1) << 8
+ );
+
+#ifdef ANDROID
+ /* For Android, simulate holding down AUX1 (fast move) if the user has
+ * the fast_move setting toggled on. If there is an aux1 key defined for
+ * Android then its meaning is inverted (i.e. holding aux1 means walk and
+ * not fast)
+ */
+ if (m_cache_hold_aux1) {
+ control.aux1 = control.aux1 ^ true;
+ keypress_bits ^= ((u32)(1U << 5));
+ }
+#endif
+
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+
+ // autojump if set: simulate "jump" key
+ if (player->getAutojump()) {
+ control.jump = true;
+ keypress_bits |= 1U << 4;
+ }
+
+ client->setPlayerControl(control);
+ player->keyPressed = keypress_bits;
+
+ //tt.stop();
+}
+
+
+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
+ *dtime = 0; // No time passes
+ } else {
+ if (server)
+ server->step(*dtime);
+
+ client->step(*dtime);
+ }
+}
+
+const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
+ {&Game::handleClientEvent_None},
+ {&Game::handleClientEvent_PlayerDamage},
+ {&Game::handleClientEvent_PlayerForceMove},
+ {&Game::handleClientEvent_Deathscreen},
+ {&Game::handleClientEvent_ShowFormSpec},
+ {&Game::handleClientEvent_ShowLocalFormSpec},
+ {&Game::handleClientEvent_HandleParticleEvent},
+ {&Game::handleClientEvent_HandleParticleEvent},
+ {&Game::handleClientEvent_HandleParticleEvent},
+ {&Game::handleClientEvent_HudAdd},
+ {&Game::handleClientEvent_HudRemove},
+ {&Game::handleClientEvent_HudChange},
+ {&Game::handleClientEvent_SetSky},
+ {&Game::handleClientEvent_OverrideDayNigthRatio},
+ {&Game::handleClientEvent_CloudParams},
+};
+
+void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
+{
+ FATAL_ERROR("ClientEvent type None received");
+}
+
+void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
+{
+ if (client->moddingEnabled()) {
+ 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();
+
+ player->hurt_tilt_timer = 1.5f;
+ player->hurt_tilt_strength =
+ rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
+ }
+
+ // Play damage sound
+ client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
+}
+
+void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
+{
+ cam->camera_yaw = event->player_force_move.yaw;
+ cam->camera_pitch = event->player_force_move.pitch;
+}
+
+void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
+{
+ // If CSM enabled, deathscreen is handled by CSM code in
+ // builtin/client/init.lua
+ if (client->moddingEnabled())
+ client->getScript()->on_death();
+ else
+ showDeathFormspec();
+
+ /* Handle visualization */
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ runData.damage_flash = 0;
+ player->hurt_tilt_timer = 0;
+ player->hurt_tilt_strength = 0;
+}
+
+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();
+ }
+ } else {
+ FormspecFormSource *fs_src =
+ new FormspecFormSource(*(event->show_formspec.formspec));
+ 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);
+ }
+
+ delete event->show_formspec.formspec;
+ delete event->show_formspec.formname;
+}
+
+void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
+{
+ 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());
+
+ delete event->show_formspec.formspec;
+ delete event->show_formspec.formname;
+}
+
+void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
+ CameraOrientation *cam)
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ client->getParticleManager()->handleParticleEvent(event, client, player);
+}
+
+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;
+ // 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;
+ 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;
+}
+
+void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ HudElement *e = player->removeHud(event->hudrm.id);
+ delete e;
+}
+
+void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+
+ u32 id = event->hudchange.id;
+ HudElement *e = player->getHud(id);
+
+ if (e == NULL) {
+ delete event->hudchange.v3fdata;
+ delete event->hudchange.v2fdata;
+ delete event->hudchange.sdata;
+ delete event->hudchange.v2s32data;
+ return;
+ }
+
+ switch (event->hudchange.stat) {
+ case HUD_STAT_POS:
+ e->pos = *event->hudchange.v2fdata;
+ break;
+
+ case HUD_STAT_NAME:
+ e->name = *event->hudchange.sdata;
+ break;
+
+ case HUD_STAT_SCALE:
+ e->scale = *event->hudchange.v2fdata;
+ break;
+
+ case HUD_STAT_TEXT:
+ e->text = *event->hudchange.sdata;
+ break;
+
+ case HUD_STAT_NUMBER:
+ e->number = event->hudchange.data;
+ break;
+
+ case HUD_STAT_ITEM:
+ e->item = event->hudchange.data;
+ break;
+
+ case HUD_STAT_DIR:
+ e->dir = event->hudchange.data;
+ break;
+
+ case HUD_STAT_ALIGN:
+ e->align = *event->hudchange.v2fdata;
+ break;
+
+ case HUD_STAT_OFFSET:
+ e->offset = *event->hudchange.v2fdata;
+ break;
+
+ case HUD_STAT_WORLD_POS:
+ e->world_pos = *event->hudchange.v3fdata;
+ break;
+
+ case HUD_STAT_SIZE:
+ e->size = *event->hudchange.v2s32data;
+ break;
+ }
+
+ delete event->hudchange.v3fdata;
+ delete event->hudchange.v2fdata;
+ delete event->hudchange.sdata;
+ delete event->hudchange.v2s32data;
+}
+
+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);
+
+ if (skybox) {
+ skybox->remove();
+ skybox = NULL;
+ }
+
+ // Handle according to type
+ if (*event->set_sky.type == "regular") {
+ 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")
+ infostream << "Unknown sky type: "
+ << (*event->set_sky.type) << std::endl;
+
+ sky->setFallbackBgColor(*event->set_sky.bgcolor);
+ }
+
+ delete event->set_sky.bgcolor;
+ delete event->set_sky.type;
+ delete event->set_sky.params;
+}
+
+void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
+ CameraOrientation *cam)
+{
+ client->getEnv().setDayNightRatioOverride(
+ event->override_day_night_ratio.do_override,
+ event->override_day_night_ratio.ratio_f * 1000.0f);
+}
+
+void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
+{
+ if (!clouds)
+ return;
+
+ clouds->setDensity(event->cloud_params.density);
+ clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
+ clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
+ clouds->setHeight(event->cloud_params.height);
+ clouds->setThickness(event->cloud_params.thickness);
+ clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
+}
+
+void Game::processClientEvents(CameraOrientation *cam)
+{
+ while (client->hasClientEvents()) {
+ std::unique_ptr<ClientEvent> event(client->getClientEvent());
+ FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
+ const ClientEventHandler& evHandler = clientEventHandler[event->type];
+ (this->*evHandler.handler)(event.get(), 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);
+ }
+
+ // Get new messages from client
+ std::wstring message;
+ while (client->getChatMessage(message)) {
+ chat_backend->addUnparsedMessage(message);
+ }
+
+ // Remove old messages
+ chat_backend->step(dtime);
+
+ // Display all messages in a static text element
+ m_game_ui->setChatText(chat_backend->getRecentChat(),
+ chat_backend->getRecentBuffer().getLineCount());
+}
+
+void Game::updateCamera(u32 busy_time, f32 dtime)
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+
+ /*
+ For interaction purposes, get info about the held item
+ - What item is it?
+ - Is it a usable item?
+ - Can it point to liquids?
+ */
+ 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);
+ }
+
+
+ ToolCapabilities playeritem_toolcap =
+ playeritem.getToolCapabilities(itemdef_manager);
+
+ v3s16 old_camera_offset = camera->getOffset();
+
+ if (wasKeyDown(KeyType::CAMERA_MODE)) {
+ GenericCAO *playercao = player->getCAO();
+
+ // If playercao not loaded, don't change camera
+ if (!playercao)
+ return;
+
+ camera->toggleCameraMode();
+
+ playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
+ playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
+ }
+
+ float full_punch_interval = playeritem_toolcap.full_punch_interval;
+ float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
+
+ tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
+ camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
+ camera->step(dtime);
+
+ v3f camera_position = camera->getPosition();
+ v3f camera_direction = camera->getDirection();
+ f32 camera_fov = camera->getFovMax();
+ v3s16 camera_offset = camera->getOffset();
+
+ m_camera_offset_changed = (camera_offset != old_camera_offset);
+
+ if (!m_flags.disable_camera_update) {
+ client->getEnv().getClientMap().updateCamera(camera_position,
+ camera_direction, camera_fov, camera_offset);
+
+ if (m_camera_offset_changed) {
+ client->updateCameraOffset(camera_offset);
+ client->getEnv().updateCameraOffset(camera_offset);
+
+ if (clouds)
+ clouds->updateCameraOffset(camera_offset);
+ }
+ }
+}
+
+
+void Game::updateSound(f32 dtime)
+{
+ // Update sound listener
+ v3s16 camera_offset = camera->getOffset();
+ sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
+ v3f(0, 0, 0), // velocity
+ camera->getDirection(),
+ camera->getCameraNode()->getUpVector());
+
+ bool mute_sound = g_settings->getBool("mute_sound");
+ if (mute_sound) {
+ sound->setListenerGain(0.0f);
+ } else {
+ // Check if volume is in the proper range, else fix it.
+ float old_volume = g_settings->getFloat("sound_volume");
+ float new_volume = rangelim(old_volume, 0.0f, 1.0f);
+ sound->setListenerGain(new_volume);
+
+ if (old_volume != new_volume) {
+ g_settings->setFloat("sound_volume", new_volume);
+ }
+ }
+
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+
+ // Tell the sound maker whether to make footstep sounds
+ soundmaker->makes_footstep_sound = player->makes_footstep_sound;
+
+ // Update sound maker
+ if (player->makes_footstep_sound)
+ soundmaker->step(dtime);
+
+ ClientMap &map = client->getEnv().getClientMap();
+ MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
+ soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
+}
+
+
+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();
+
+
+ /*
+ Calculate what block is the crosshair pointing to
+ */
+
+ f32 d = playeritem_def.range; // max. distance
+ f32 d_hand = hand_def.range;
+
+ if (d < 0 && d_hand >= 0)
+ d = d_hand;
+ else if (d < 0)
+ d = 4.0;
+
+ core::line3d<f32> shootline;
+
+ if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
+ shootline = core::line3d<f32>(camera_position,
+ camera_position + camera_direction * BS * d);
+ } else {
+ // prevent player pointing anything in front-view
+ shootline = core::line3d<f32>(camera_position,camera_position);
+ }
+
+#ifdef HAVE_TOUCHSCREENGUI
+
+ if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
+ shootline = g_touchscreengui->getShootline();
+ // Scale shootline to the acual distance the player can reach
+ shootline.end = shootline.start
+ + shootline.getVector().normalize() * BS * d;
+ shootline.start += intToFloat(camera_offset, BS);
+ shootline.end += intToFloat(camera_offset, BS);
+ }
+
+#endif
+
+ PointedThing pointed = updatePointedThing(shootline,
+ playeritem_def.liquids_pointable,
+ !runData.ldown_for_dig,
+ camera_offset);
+
+ if (pointed != runData.pointed_old) {
+ infostream << "Pointing at " << pointed.dump() << std::endl;
+ hud->updateSelectionMesh(camera_offset);
+ }
+
+ if (runData.digging_blocked && !input->getLeftState()) {
+ // allow digging again if button is not pressed
+ runData.digging_blocked = false;
+ }
+
+ /*
+ Stop digging when
+ - releasing left mouse button
+ - pointing away from node
+ */
+ if (runData.digging) {
+ if (input->getLeftReleased()) {
+ infostream << "Left button released"
+ << " (stopped digging)" << std::endl;
+ runData.digging = false;
+ } else if (pointed != runData.pointed_old) {
+ if (pointed.type == POINTEDTHING_NODE
+ && runData.pointed_old.type == POINTEDTHING_NODE
+ && pointed.node_undersurface
+ == runData.pointed_old.node_undersurface) {
+ // Still pointing to the same node, but a different face.
+ // Don't reset.
+ } else {
+ infostream << "Pointing away from node"
+ << " (stopped digging)" << std::endl;
+ runData.digging = false;
+ hud->updateSelectionMesh(camera_offset);
+ }
+ }
+
+ if (!runData.digging) {
+ client->interact(1, 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
+ runData.nodig_delay_timer = 0;
+ runData.dig_instantly = false;
+ }
+
+ if (!runData.digging && runData.ldown_for_dig && !input->getLeftState()) {
+ runData.ldown_for_dig = false;
+ }
+
+ runData.left_punch = 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;
+ else
+ runData.repeat_rightclick_timer = 0;
+
+ if (playeritem_def.usable && input->getLeftState()) {
+ if (input->getLeftClicked() && (!client->moddingEnabled()
+ || !client->getScript()->on_item_use(playeritem, pointed)))
+ client->interact(4, 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);
+ } else if (pointed.type == POINTEDTHING_OBJECT) {
+ handlePointingAtObject(pointed, playeritem, player_position, show_debug);
+ } else if (input->getLeftState()) {
+ // When button is held down in air, show continuous animation
+ runData.left_punch = true;
+ } else if (input->getRightClicked()) {
+ handlePointingAtNothing(playeritem);
+ }
+
+ runData.pointed_old = pointed;
+
+ if (runData.left_punch || input->getLeftClicked())
+ camera->setDigging(0); // left click animation
+
+ input->resetLeftClicked();
+ input->resetRightClicked();
+
+ input->resetLeftReleased();
+ input->resetRightReleased();
+}
+
+
+PointedThing Game::updatePointedThing(
+ const core::line3d<f32> &shootline,
+ bool liquids_pointable,
+ bool look_for_object,
+ const v3s16 &camera_offset)
+{
+ std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
+ selectionboxes->clear();
+ hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
+ static thread_local const bool show_entity_selectionbox = g_settings->getBool(
+ "show_entity_selectionbox");
+
+ ClientEnvironment &env = client->getEnv();
+ ClientMap &map = env.getClientMap();
+ const NodeDefManager *nodedef = map.getNodeDefManager();
+
+ runData.selected_object = NULL;
+
+ RaycastState s(shootline, look_for_object, liquids_pointable);
+ PointedThing result;
+ env.continueRaycast(&s, &result);
+ if (result.type == POINTEDTHING_OBJECT) {
+ runData.selected_object = client->getEnv().getActiveObject(result.object_id);
+ aabb3f selection_box;
+ if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
+ runData.selected_object->getSelectionBox(&selection_box)) {
+ v3f pos = runData.selected_object->getPosition();
+ selectionboxes->push_back(aabb3f(selection_box));
+ hud->setSelectionPos(pos, camera_offset);
+ }
+ } else if (result.type == POINTEDTHING_NODE) {
+ // Update selection boxes
+ MapNode n = map.getNodeNoEx(result.node_undersurface);
+ std::vector<aabb3f> boxes;
+ n.getSelectionBoxes(nodedef, &boxes,
+ n.getNeighbors(result.node_undersurface, &map));
+
+ f32 d = 0.002 * BS;
+ for (std::vector<aabb3f>::const_iterator i = boxes.begin();
+ i != boxes.end(); ++i) {
+ aabb3f box = *i;
+ box.MinEdge -= v3f(d, d, d);
+ box.MaxEdge += v3f(d, d, d);
+ selectionboxes->push_back(box);
+ }
+ hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
+ camera_offset);
+ hud->setSelectedFaceNormal(v3f(
+ result.intersection_normal.X,
+ result.intersection_normal.Y,
+ result.intersection_normal.Z));
+ }
+
+ // Update selection mesh light level and vertex colors
+ if (!selectionboxes->empty()) {
+ v3f pf = hud->getSelectionPos();
+ v3s16 p = floatToInt(pf, BS);
+
+ // Get selection mesh light level
+ MapNode n = map.getNodeNoEx(p);
+ u16 node_light = getInteriorLight(n, -1, nodedef);
+ u16 light_level = node_light;
+
+ for (const v3s16 &dir : g_6dirs) {
+ n = map.getNodeNoEx(p + dir);
+ node_light = getInteriorLight(n, -1, nodedef);
+ if (node_light > light_level)
+ light_level = node_light;
+ }
+
+ u32 daynight_ratio = client->getEnv().getDayNightRatio();
+ video::SColor c;
+ final_color_blend(&c, light_level, daynight_ratio);
+
+ // Modify final color a bit with time
+ u32 timer = porting::getTimeMs() % 5000;
+ float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
+ float sin_r = 0.08f * std::sin(timerf);
+ float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
+ float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
+ c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
+ c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
+ c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
+
+ // Set mesh final color
+ hud->setSelectionMeshColor(c);
+ }
+ return result;
+}
+
+
+void Game::handlePointingAtNothing(const ItemStack &playerItem)
+{
+ infostream << "Right Clicked in Air" << std::endl;
+ PointedThing fauxPointed;
+ fauxPointed.type = POINTEDTHING_NOTHING;
+ client->interact(5, fauxPointed);
+}
+
+
+void Game::handlePointingAtNode(const PointedThing &pointed,
+ const ItemDefinition &playeritem_def, const ItemStack &playeritem,
+ const ToolCapabilities &playeritem_toolcap, f32 dtime)
+{
+ v3s16 nodepos = pointed.node_undersurface;
+ v3s16 neighbourpos = pointed.node_abovesurface;
+
+ /*
+ Check information text of node
+ */
+
+ ClientMap &map = client->getEnv().getClientMap();
+
+ if (runData.nodig_delay_timer <= 0.0 && input->getLeftState()
+ && !runData.digging_blocked
+ && client->checkPrivilege("interact")) {
+ handleDigging(pointed, nodepos, playeritem_toolcap, dtime);
+ }
+
+ // This should be done after digging handling
+ NodeMetadata *meta = map.getNodeMetadata(nodepos);
+
+ if (meta) {
+ m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
+ meta->getString("infotext"))));
+ } else {
+ MapNode n = map.getNodeNoEx(nodepos);
+
+ if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
+ m_game_ui->setInfoText(L"Unknown node: " +
+ utf8_to_wide(nodedef_manager->get(n).name));
+ }
+ }
+
+ if ((input->getRightClicked() ||
+ runData.repeat_rightclick_timer >= m_repeat_right_click_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);
+
+ NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
+ &client->getEnv().getClientMap(), nodepos);
+ TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
+
+ 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
+
+ camera->setDigging(1); // right click animation (always shown for feedback)
+
+ // 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;
+ }
+ }
+ }
+ }
+}
+
+bool Game::nodePlacementPrediction(const ItemDefinition &playeritem_def,
+ const ItemStack &playeritem, const v3s16 &nodepos, const v3s16 &neighbourpos)
+{
+ std::string prediction = playeritem_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)
+ return false;
+
+ 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;
+ }
+ }
+
+ // 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;
+ }
+
+ const ContentFeatures &predicted_f = nodedef->get(id);
+
+ // Predict param2 for facedir and wallmounted nodes
+ u8 param2 = 0;
+
+ if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+ predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+ 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 (predicted_f.param_type_2 == CPT2_FACEDIR ||
+ predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
+ 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;
+ }
+ }
+
+ 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 ||
+ predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
+ pp = p + wallmounted_dirs[param2];
+ else
+ pp = p + v3s16(0, -1, 0);
+
+ if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
+ return false;
+ }
+
+ // Apply color
+ if ((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);
+ }
+ }
+ }
+
+ // Add node to client map
+ MapNode n(id, 0, param2);
+
+ 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 ||
+ 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;
+ }
+ }
+
+ return false;
+}
+
+void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
+ const v3f &player_position, bool show_debug)
+{
+ std::wstring infotext = unescape_translate(
+ utf8_to_wide(runData.selected_object->infoText()));
+
+ if (show_debug) {
+ if (!infotext.empty()) {
+ infotext += L"\n";
+ }
+ infotext += utf8_to_wide(runData.selected_object->debugInfoText());
+ }
+
+ m_game_ui->setInfoText(infotext);
+
+ if (input->getLeftState()) {
+ bool do_punch = false;
+ bool do_punch_damage = false;
+
+ if (runData.object_hit_delay_timer <= 0.0) {
+ do_punch = true;
+ do_punch_damage = true;
+ runData.object_hit_delay_timer = object_hit_delay;
+ }
+
+ if (input->getLeftClicked())
+ do_punch = true;
+
+ if (do_punch) {
+ infostream << "Left-clicked object" << std::endl;
+ runData.left_punch = 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);
+ runData.time_from_last_punch = 0;
+
+ if (!disable_send)
+ client->interact(0, pointed);
+ }
+ } else if (input->getRightClicked()) {
+ infostream << "Right-clicked object" << std::endl;
+ client->interact(3, pointed); // place
+ }
+}
+
+
+void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
+ const ToolCapabilities &playeritem_toolcap, f32 dtime)
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+ ClientMap &map = client->getEnv().getClientMap();
+ MapNode n = client->getEnv().getClientMap().getNodeNoEx(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);
+
+ // 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);
+ }
+
+ if (!params.diggable) {
+ // I guess nobody will wait for this long
+ runData.dig_time_complete = 10000000.0;
+ } else {
+ runData.dig_time_complete = params.time;
+
+ if (m_cache_enable_particles) {
+ const ContentFeatures &features = client->getNodeDefManager()->get(n);
+ client->getParticleManager()->addNodeParticle(client,
+ player, nodepos, n, features);
+ }
+ }
+
+ 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))
+ return;
+ client->interact(0, pointed);
+ runData.digging = true;
+ runData.ldown_for_dig = true;
+ }
+
+ if (!runData.dig_instantly) {
+ runData.dig_index = (float)crack_animation_length
+ * runData.dig_time
+ / runData.dig_time_complete;
+ } else {
+ // This is for e.g. torches
+ runData.dig_index = crack_animation_length;
+ }
+
+ SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
+
+ if (sound_dig.exists() && params.diggable) {
+ if (sound_dig.name == "__group") {
+ if (!params.main_group.empty()) {
+ soundmaker->m_player_leftpunch_sound.gain = 0.5;
+ soundmaker->m_player_leftpunch_sound.name =
+ std::string("default_dig_") +
+ params.main_group;
+ }
+ } else {
+ soundmaker->m_player_leftpunch_sound = sound_dig;
+ }
+ }
+
+ // Don't show cracks if not diggable
+ if (runData.dig_time_complete >= 100000.0) {
+ } else if (runData.dig_index < crack_animation_length) {
+ //TimeTaker timer("client.setTempMod");
+ //infostream<<"dig_index="<<dig_index<<std::endl;
+ client->setCrack(runData.dig_index, nodepos);
+ } else {
+ infostream << "Digging completed" << std::endl;
+ client->setCrack(-1, v3s16(0, 0, 0));
+
+ runData.dig_time = 0;
+ runData.digging = false;
+ // we successfully dug, now block it from repeating if we want to be safe
+ if (g_settings->getBool("safe_dig_and_place"))
+ runData.digging_blocked = true;
+
+ runData.nodig_delay_timer =
+ runData.dig_time_complete / (float)crack_animation_length;
+
+ // We don't want a corresponding delay to very time consuming nodes
+ // and nodes without digging time (e.g. torches) get a fixed delay.
+ if (runData.nodig_delay_timer > 0.3)
+ runData.nodig_delay_timer = 0.3;
+ else if (runData.dig_instantly)
+ runData.nodig_delay_timer = 0.15;
+
+ bool is_valid_position;
+ MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
+ if (is_valid_position) {
+ if (client->moddingEnabled() &&
+ client->getScript()->on_dignode(nodepos, wasnode)) {
+ return;
+ }
+
+ const ContentFeatures &f = client->ndef()->get(wasnode);
+ if (f.node_dig_prediction == "air") {
+ client->removeNode(nodepos);
+ } else if (!f.node_dig_prediction.empty()) {
+ content_t id;
+ bool found = client->ndef()->getId(f.node_dig_prediction, id);
+ if (found)
+ client->addNode(nodepos, id, true);
+ }
+ // implicit else: no prediction
+ }
+
+ client->interact(2, pointed);
+
+ if (m_cache_enable_particles) {
+ const ContentFeatures &features =
+ client->getNodeDefManager()->get(wasnode);
+ client->getParticleManager()->addDiggingParticles(client,
+ player, nodepos, wasnode, features);
+ }
+
+
+ // Send event to trigger sound
+ client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
+ }
+
+ if (runData.dig_time_complete < 100000.0) {
+ runData.dig_time += dtime;
+ } else {
+ runData.dig_time = 0;
+ client->setCrack(-1, nodepos);
+ }
+
+ camera->setDigging(0); // left click animation
+}
+
+
+void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
+ const CameraOrientation &cam)
+{
+ LocalPlayer *player = client->getEnv().getLocalPlayer();
+
+ /*
+ Fog range
+ */
+
+ if (draw_control->range_all) {
+ runData.fog_range = 100000 * BS;
+ } else {
+ runData.fog_range = draw_control->wanted_range * BS;
+ }
+
+ /*
+ Calculate general brightness
+ */
+ u32 daynight_ratio = client->getEnv().getDayNightRatio();
+ float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
+ float direct_brightness;
+ bool sunlight_seen;
+
+ if (m_cache_enable_noclip && m_cache_enable_free_move) {
+ 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),
+ daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
+ / 255.0;
+ }
+
+ float time_of_day_smooth = runData.time_of_day_smooth;
+ float time_of_day = client->getEnv().getTimeOfDayF();
+
+ static const float maxsm = 0.05f;
+ static const float todsm = 0.05f;
+
+ if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
+ std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
+ std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
+ time_of_day_smooth = time_of_day;
+
+ if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
+ time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ + (time_of_day + 1.0) * todsm;
+ else
+ time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
+ + time_of_day * todsm;
+
+ runData.time_of_day_smooth = time_of_day_smooth;
+
+ sky->update(time_of_day_smooth, time_brightness, direct_brightness,
+ sunlight_seen, camera->getCameraMode(), player->getYaw(),
+ player->getPitch());
+
+ /*
+ Update clouds
+ */
+ if (clouds) {
+ if (sky->getCloudsVisible()) {
+ clouds->setVisible(true);
+ clouds->step(dtime);
+ // camera->getPosition is not enough for 3rd person views
+ v3f camera_node_position = camera->getCameraNode()->getPosition();
+ v3s16 camera_offset = camera->getOffset();
+ camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
+ camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
+ camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
+ clouds->update(camera_node_position,
+ sky->getCloudColor());
+ if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
+ // if inside clouds, and fog enabled, use that as sky
+ // color(s)
+ video::SColor clouds_dark = clouds->getColor()
+ .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
+ sky->overrideColors(clouds_dark, clouds->getColor());
+ sky->setBodiesVisible(false);
+ runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
+ // do not draw clouds after all
+ clouds->setVisible(false);
+ }
+ } else {
+ clouds->setVisible(false);
+ }
+ }
+
+ /*
+ Update particles
+ */
+ client->getParticleManager()->step(dtime);
+
+ /*
+ Fog
+ */
+
+ if (m_cache_enable_fog) {
+ driver->setFog(
+ sky->getBgColor(),
+ video::EFT_FOG_LINEAR,
+ runData.fog_range * m_cache_fog_start,
+ runData.fog_range * 1.0,
+ 0.01,
+ false, // pixel fog
+ true // range fog
+ );
+ } else {
+ driver->setFog(
+ sky->getBgColor(),
+ video::EFT_FOG_LINEAR,
+ 100000 * BS,
+ 110000 * BS,
+ 0.01f,
+ false, // pixel fog
+ false // range fog
+ );
+ }
+
+ /*
+ Get chat messages from client
+ */
+
+ v2u32 screensize = driver->getScreenSize();
+
+ updateChat(dtime, screensize);
+
+ /*
+ Inventory
+ */
+
+ if (client->getPlayerItem() != runData.new_playeritem)
+ client->selectPlayerItem(runData.new_playeritem);
+
+ // Update local inventory if it has changed
+ if (client->getLocalInventoryUpdated()) {
+ //infostream<<"Updating local inventory"<<std::endl;
+ client->getLocalInventory(*local_inventory);
+ runData.update_wielded_item_trigger = true;
+ }
+
+ if (runData.update_wielded_item_trigger) {
+ // 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;
+ }
+
+ /*
+ Update block draw list every 200ms or when camera direction has
+ changed much
+ */
+ runData.update_draw_list_timer += dtime;
+
+ v3f camera_direction = camera->getDirection();
+ if (runData.update_draw_list_timer >= 0.2
+ || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
+ || m_camera_offset_changed) {
+ runData.update_draw_list_timer = 0;
+ client->getEnv().getClientMap().updateDrawList();
+ runData.update_draw_list_last_cam_dir = camera_direction;
+ }
+
+ m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, 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);
+ }
+ }
+
+ /*
+ Drawing begins
+ */
+ const video::SColor &skycolor = sky->getSkyColor();
+
+ TimeTaker tt_draw("mainloop: draw");
+ driver->beginScene(true, true, skycolor);
+
+ bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
+ (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
+ (camera->getCameraMode() == CAMERA_MODE_FIRST));
+ bool draw_crosshair = (
+ (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
+ (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
+#ifdef HAVE_TOUCHSCREENGUI
+ try {
+ draw_crosshair = !g_settings->getBool("touchtarget");
+ } catch (SettingNotFoundException) {
+ }
+#endif
+ RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
+ m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
+
+ /*
+ Profiler graph
+ */
+ if (m_game_ui->m_flags.show_profiler_graph)
+ graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
+
+ /*
+ Damage flash
+ */
+ if (runData.damage_flash > 0.0f) {
+ video::SColor color(runData.damage_flash, 180, 0, 0);
+ driver->draw2DRectangle(color,
+ core::rect<s32>(0, 0, screensize.X, screensize.Y),
+ NULL);
+
+ runData.damage_flash -= 384.0f * dtime;
+ }
+
+ /*
+ Damage camera tilt
+ */
+ if (player->hurt_tilt_timer > 0.0f) {
+ player->hurt_tilt_timer -= dtime * 6.0f;
+
+ if (player->hurt_tilt_timer < 0.0f)
+ player->hurt_tilt_strength = 0.0f;
+ }
+
+ /*
+ Update minimap pos and rotation
+ */
+ if (mapper && m_game_ui->m_flags.show_minimap && m_game_ui->m_flags.show_hud) {
+ mapper->setPos(floatToInt(player->getPosition(), BS));
+ mapper->setAngle(player->getYaw());
+ }
+
+ /*
+ End scene
+ */
+ driver->endScene();
+
+ stats->drawtime = tt_draw.stop(true);
+ g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
+}
+
+/* Log times and stuff for visualization */
+inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
+{
+ Profiler::GraphValues values;
+ g_profiler->graphGet(values);
+ graph->put(values);
+}
+
+
+
+/****************************************************************************
+ Misc
+ ****************************************************************************/
+
+/* On some computers framerate doesn't seem to be automatically limited
+ */
+inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
+{
+ // not using getRealTime is necessary for wine
+ device->getTimer()->tick(); // Maker sure device time is up-to-date
+ u32 time = device->getTimer()->getTime();
+ u32 last_time = fps_timings->last_time;
+
+ if (time > last_time) // Make sure time hasn't overflowed
+ fps_timings->busy_time = time - last_time;
+ else
+ fps_timings->busy_time = 0;
+
+ u32 frametime_min = 1000 / (g_menumgr.pausesGame()
+ ? g_settings->getFloat("pause_fps_max")
+ : g_settings->getFloat("fps_max"));
+
+ if (fps_timings->busy_time < frametime_min) {
+ fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
+ device->sleep(fps_timings->sleep_time);
+ } else {
+ fps_timings->sleep_time = 0;
+ }
+
+ /* Get the new value of the device timer. Note that device->sleep() may
+ * not sleep for the entire requested time as sleep may be interrupted and
+ * therefore it is arguably more accurate to get the new time from the
+ * device rather than calculating it by adding sleep_time to time.
+ */
+
+ device->getTimer()->tick(); // Update device timer
+ time = device->getTimer()->getTime();
+
+ if (time > last_time) // Make sure last_time hasn't overflowed
+ *dtime = (time - last_time) / 1000.0;
+ else
+ *dtime = 0;
+
+ fps_timings->last_time = time;
+}
+
+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,
+ draw_clouds);
+ delete[] wmsg;
+}
+
+void Game::settingChangedCallback(const std::string &setting_name, void *data)
+{
+ ((Game *)data)->readSettings();
+}
+
+void Game::readSettings()
+{
+ m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
+ m_cache_enable_clouds = g_settings->getBool("enable_clouds");
+ m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
+ m_cache_enable_particles = g_settings->getBool("enable_particles");
+ 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_cache_enable_noclip = g_settings->getBool("noclip");
+ m_cache_enable_free_move = g_settings->getBool("free_move");
+
+ m_cache_fog_start = g_settings->getFloat("fog_start");
+
+ m_cache_cam_smoothing = 0;
+ if (g_settings->getBool("cinematic"))
+ m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
+ else
+ m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
+
+ m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
+ m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
+ m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
+
+ m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
+}
+
+/****************************************************************************/
+/****************************************************************************
+ Shutdown / cleanup
+ ****************************************************************************/
+/****************************************************************************/
+
+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) +
+ SIZE_TAG
+ "bgcolor[#320000b4;true]"
+ "label[4.85,1.35;" + gettext("You died") + "]"
+ "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
+ ;
+
+ /* Create menu */
+ /* Note: FormspecFormSource and LocalFormspecHandler *
+ * are deleted by guiFormSpecMenu */
+ FormspecFormSource *fs_src = new FormspecFormSource(formspec);
+ LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
+
+ GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src,
+ txt_dst, client->getFormspecPrepend());
+ current_formspec->setFocus("btn_respawn");
+}
+
+#define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
+void Game::showPauseMenu()
+{
+#ifdef __ANDROID__
+ static const std::string control_text = strgettext("Default Controls:\n"
+ "No menu visible:\n"
+ "- single tap: button activate\n"
+ "- double tap: place/use\n"
+ "- slide finger: look around\n"
+ "Menu/Inventory visible:\n"
+ "- double tap (outside):\n"
+ " -->close\n"
+ "- touch stack, touch slot:\n"
+ " --> move stack\n"
+ "- touch&drag, tap 2nd finger\n"
+ " --> place single item to slot\n"
+ );
+#else
+ static const std::string control_text_template = strgettext("Controls:\n"
+ "- %s: move forwards\n"
+ "- %s: move backwards\n"
+ "- %s: move left\n"
+ "- %s: move right\n"
+ "- %s: jump/climb\n"
+ "- %s: sneak/go 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)
+ );
+
+ std::string control_text = std::string(control_text_buf);
+ str_formspec_escape(control_text);
+#endif
+
+ float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
+ std::ostringstream os;
+
+ os << FORMSPEC_VERSION_STRING << SIZE_TAG
+ << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
+ << strgettext("Continue") << "]";
+
+ if (!simple_singleplayer_mode) {
+ os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
+ << strgettext("Change Password") << "]";
+ } else {
+ os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
+ }
+
+#ifndef __ANDROID__
+ os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
+ << strgettext("Sound Volume") << "]";
+ os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
+ << strgettext("Change Keys") << "]";
+#endif
+ os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
+ << strgettext("Exit to Menu") << "]";
+ os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
+ << strgettext("Exit to OS") << "]"
+ << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
+ << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
+ << "\n"
+ << strgettext("Game info:") << "\n";
+ const std::string &address = client->getAddressName();
+ static const std::string mode = strgettext("- Mode: ");
+ if (!simple_singleplayer_mode) {
+ Address serverAddress = client->getServerAddress();
+ if (!address.empty()) {
+ os << mode << strgettext("Remote server") << "\n"
+ << strgettext("- Address: ") << address;
+ } else {
+ os << mode << strgettext("Hosting server");
+ }
+ os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
+ } else {
+ os << mode << strgettext("Singleplayer") << "\n";
+ }
+ if (simple_singleplayer_mode || address.empty()) {
+ static const std::string on = strgettext("On");
+ static const std::string off = strgettext("Off");
+ const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
+ const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
+ const std::string &announced = g_settings->getBool("server_announce") ? on : off;
+ os << strgettext("- Damage: ") << damage << "\n"
+ << strgettext("- Creative Mode: ") << creative << "\n";
+ if (!simple_singleplayer_mode) {
+ const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
+ os << strgettext("- PvP: ") << pvp << "\n"
+ << strgettext("- Public: ") << announced << "\n";
+ std::string server_name = g_settings->get("server_name");
+ str_formspec_escape(server_name);
+ if (announced == on && !server_name.empty())
+ os << strgettext("- Server Name: ") << server_name;
+
+ }
+ }
+ os << ";]";
+
+ /* Create menu */
+ /* Note: FormspecFormSource and LocalFormspecHandler *
+ * are deleted by guiFormSpecMenu */
+ 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;
+}
+
+/****************************************************************************/
+/****************************************************************************
+ extern function for launching the 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,
+
+ std::string &error_message,
+ ChatBackend &chat_backend,
+ bool *reconnect_requested,
+ const SubgameSpec &gamespec, // Used for local game
+ bool simple_singleplayer_mode)
+{
+ 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
+ * 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)) {
+ game.run();
+ game.shutdown();
+ }
+
+ } catch (SerializationError &e) {
+ error_message = std::string("A serialization error occurred:\n")
+ + e.what() + "\n\nThe server is probably "
+ " running a different version of " PROJECT_NAME_C ".";
+ errorstream << error_message << std::endl;
+ } catch (ServerError &e) {
+ 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;
+ }
+}