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Merge remote-tracking branch 'upstream/master' into Visuals-Vol-2

This commit is contained in:
Gefüllte Taubenbrust 2025-04-13 11:33:37 +02:00
commit fa212d19f7
572 changed files with 71629 additions and 67352 deletions

View file

@ -60,6 +60,7 @@
#include "clientdynamicinfo.h"
#include <IAnimatedMeshSceneNode.h>
#include "util/tracy_wrapper.h"
#include "item_visuals_manager.h"
#if USE_SOUND
#include "client/sound/sound_openal.h"
@ -553,7 +554,7 @@ protected:
bool init(const std::string &map_dir, const std::string &address,
u16 port, const SubgameSpec &gamespec);
bool initSound();
bool createSingleplayerServer(const std::string &map_dir,
bool createServer(const std::string &map_dir,
const SubgameSpec &gamespec, u16 port);
void copyServerClientCache();
@ -605,10 +606,13 @@ protected:
void updateCameraDirection(CameraOrientation *cam, float dtime);
void updateCameraOrientation(CameraOrientation *cam, float dtime);
bool getTogglableKeyState(GameKeyType key, bool toggling_enabled, bool prev_key_state);
void updatePlayerControl(const CameraOrientation &cam);
void updatePauseState();
void step(f32 dtime);
void processClientEvents(CameraOrientation *cam);
void updateCameraMode(); // call after changing it
void updateCameraOffset();
void updateCamera(f32 dtime);
void updateSound(f32 dtime);
void processPlayerInteraction(f32 dtime, bool show_hud);
@ -634,7 +638,7 @@ protected:
void handlePointingAtNode(const PointedThing &pointed,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
const v3f &player_position, bool show_debug);
const ItemStack &hand_item, const v3f &player_position, bool show_debug);
void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
@ -695,7 +699,8 @@ private:
void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_DeathscreenLegacy(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowCSMFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_ShowPauseMenuFormSpec(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_HandleParticleEvent(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
@ -708,6 +713,7 @@ private:
void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
CameraOrientation *cam);
void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_UpdateCamera(ClientEvent *event, CameraOrientation *cam);
void updateChat(f32 dtime);
@ -732,6 +738,7 @@ private:
// When created, these will be filled with data received from the server
IWritableItemDefManager *itemdef_manager = nullptr;
NodeDefManager *nodedef_manager = nullptr;
std::unique_ptr<ItemVisualsManager> m_item_visuals_manager;
std::unique_ptr<ISoundManager> sound_manager;
SoundMaker *soundmaker = nullptr;
@ -787,6 +794,8 @@ private:
* a later release.
*/
bool m_cache_doubletap_jump;
bool m_cache_toggle_sneak_key;
bool m_cache_toggle_aux1_key;
bool m_cache_enable_joysticks;
bool m_cache_enable_fog;
bool m_cache_enable_noclip;
@ -812,9 +821,10 @@ private:
bool m_is_paused = false;
bool m_touch_simulate_aux1 = false;
bool m_touch_use_crosshair;
inline bool isTouchCrosshairDisabled() {
return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
inline bool isTouchShootlineUsed()
{
return g_touchcontrols && g_touchcontrols->isShootlineAvailable() &&
camera->getCameraMode() == CAMERA_MODE_FIRST;
}
#ifdef __ANDROID__
bool m_android_chat_open;
@ -831,6 +841,10 @@ Game::Game() :
&settingChangedCallback, this);
g_settings->registerChangedCallback("doubletap_jump",
&settingChangedCallback, this);
g_settings->registerChangedCallback("toggle_sneak_key",
&settingChangedCallback, this);
g_settings->registerChangedCallback("toggle_aux1_key",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_joysticks",
&settingChangedCallback, this);
g_settings->registerChangedCallback("enable_fog",
@ -918,7 +932,7 @@ bool Game::startup(bool *kill,
this->chat_backend = chat_backend;
simple_singleplayer_mode = start_data.isSinglePlayer();
input->keycache.populate();
input->reloadKeybindings();
driver = device->getVideoDriver();
smgr = m_rendering_engine->get_scene_manager();
@ -939,11 +953,8 @@ bool Game::startup(bool *kill,
m_first_loop_after_window_activation = true;
m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
g_client_translations->clear();
// address can change if simple_singleplayer_mode
if (!init(start_data.world_spec.path, start_data.address,
start_data.socket_port, start_data.game_spec))
return false;
@ -1001,10 +1012,12 @@ void Game::run()
// Calculate dtime =
// m_rendering_engine->run() from this iteration
// + Sleep time until the wanted FPS are reached
draw_times.limit(device, &dtime, g_menumgr.pausesGame());
draw_times.limit(device, &dtime);
framemarker.start();
g_fontengine->handleReload();
const auto current_dynamic_info = ClientDynamicInfo::getCurrent();
if (!current_dynamic_info.equal(client_display_info)) {
client_display_info = current_dynamic_info;
@ -1033,6 +1046,12 @@ void Game::run()
m_game_ui->clearInfoText();
updateProfilers(stats, draw_times, dtime);
// Update camera offset once before doing anything.
// In contrast to other updates the latency of this doesn't matter,
// since it's invisible to the user. But it needs to be consistent.
updateCameraOffset();
processUserInput(dtime);
// Update camera before player movement to avoid camera lag of one frame
updateCameraDirection(&cam_view_target, dtime);
@ -1050,6 +1069,7 @@ void Game::run()
processClientEvents(&cam_view_target);
updateDebugState();
// Update camera here so it is in-sync with CAO position
updateCamera(dtime);
updateSound(dtime);
processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
@ -1152,6 +1172,8 @@ bool Game::init(
itemdef_manager = createItemDefManager();
nodedef_manager = createNodeDefManager();
m_item_visuals_manager = std::make_unique<ItemVisualsManager>();
eventmgr = new EventManager();
quicktune = new QuicktuneShortcutter();
@ -1164,7 +1186,7 @@ bool Game::init(
// Create a server if not connecting to an existing one
if (address.empty()) {
if (!createSingleplayerServer(map_dir, gamespec, port))
if (!createServer(map_dir, gamespec, port))
return false;
}
@ -1199,7 +1221,7 @@ bool Game::initSound()
return true;
}
bool Game::createSingleplayerServer(const std::string &map_dir,
bool Game::createServer(const std::string &map_dir,
const SubgameSpec &gamespec, u16 port)
{
showOverlayMessage(N_("Creating server..."), 0, 5);
@ -1404,10 +1426,8 @@ bool Game::initGui()
gui_chat_console = make_irr<GUIChatConsole>(guienv, guienv->getRootGUIElement(),
-1, chat_backend, client, &g_menumgr);
if (shouldShowTouchControls()) {
if (shouldShowTouchControls())
g_touchcontrols = new TouchControls(device, texture_src);
g_touchcontrols->setUseCrosshair(!isTouchCrosshairDisabled());
}
return true;
}
@ -1417,7 +1437,6 @@ bool Game::connectToServer(const GameStartData &start_data,
{
*connect_ok = false; // Let's not be overly optimistic
*connection_aborted = false;
bool local_server_mode = false;
const auto &address_name = start_data.address;
showOverlayMessage(N_("Resolving address..."), 0, 15);
@ -1437,7 +1456,6 @@ bool Game::connectToServer(const GameStartData &start_data,
} else {
connect_address.setAddress(127, 0, 0, 1);
}
local_server_mode = true;
}
} catch (ResolveError &e) {
*error_message = fmtgettext("Couldn't resolve address: %s", e.what());
@ -1474,6 +1492,7 @@ bool Game::connectToServer(const GameStartData &start_data,
*draw_control, texture_src, shader_src,
itemdef_manager, nodedef_manager, sound_manager.get(), eventmgr,
m_rendering_engine,
m_item_visuals_manager.get(),
start_data.allow_login_or_register);
} catch (const BaseException &e) {
*error_message = fmtgettext("Error creating client: %s", e.what());
@ -1483,13 +1502,13 @@ bool Game::connectToServer(const GameStartData &start_data,
client->migrateModStorage();
client->m_simple_singleplayer_mode = simple_singleplayer_mode;
client->m_internal_server = !!server;
/*
Wait for server to accept connection
*/
client->connect(connect_address, address_name,
simple_singleplayer_mode || local_server_mode);
client->connect(connect_address, address_name);
try {
input->clear();
@ -1536,12 +1555,11 @@ bool Game::connectToServer(const GameStartData &start_data,
}
wait_time += dtime;
if (local_server_mode) {
if (server) {
// never time out
} else if (wait_time > GAME_FALLBACK_TIMEOUT && !did_fallback) {
if (!client->hasServerReplied() && fallback_address.isValid()) {
client->connect(fallback_address, address_name,
simple_singleplayer_mode || local_server_mode);
client->connect(fallback_address, address_name);
}
did_fallback = true;
} else if (wait_time > GAME_CONNECTION_TIMEOUT) {
@ -1947,6 +1965,9 @@ void Game::processKeyInput()
toggleFog();
} else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
toggleUpdateCamera();
} else if (wasKeyPressed(KeyType::CAMERA_MODE)) {
camera->toggleCameraMode();
updateCameraMode();
} else if (wasKeyPressed(KeyType::TOGGLE_DEBUG)) {
toggleDebug();
} else if (wasKeyPressed(KeyType::TOGGLE_PROFILER)) {
@ -2432,8 +2453,10 @@ f32 Game::getSensitivityScaleFactor() const
void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
{
if (g_touchcontrols) {
cam->camera_yaw += g_touchcontrols->getYawChange();
cam->camera_pitch += g_touchcontrols->getPitchChange();
// User setting is already applied by TouchControls.
f32 sens_scale = getSensitivityScaleFactor();
cam->camera_yaw += g_touchcontrols->getYawChange() * sens_scale;
cam->camera_pitch += g_touchcontrols->getPitchChange() * sens_scale;
} else {
v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
v2s32 dist = input->getMousePos() - center;
@ -2457,7 +2480,17 @@ void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
}
cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
cam->camera_pitch = rangelim(cam->camera_pitch, -90, 90);
}
// Get the state of an optionally togglable key
bool Game::getTogglableKeyState(GameKeyType key, bool toggling_enabled, bool prev_key_state)
{
if (!toggling_enabled)
return isKeyDown(key);
else
return prev_key_state ^ wasKeyPressed(key);
}
@ -2465,6 +2498,11 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
// In free move (fly), the "toggle_sneak_key" setting would prevent precise
// up/down movements. Hence, enable the feature only during 'normal' movement.
const bool allow_sneak_toggle = m_cache_toggle_sneak_key &&
!player->getPlayerSettings().free_move;
//TimeTaker tt("update player control", NULL, PRECISION_NANO);
PlayerControl control(
@ -2473,8 +2511,8 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
isKeyDown(KeyType::LEFT),
isKeyDown(KeyType::RIGHT),
isKeyDown(KeyType::JUMP) || player->getAutojump(),
isKeyDown(KeyType::AUX1),
isKeyDown(KeyType::SNEAK),
getTogglableKeyState(KeyType::AUX1, m_cache_toggle_aux1_key, player->control.aux1),
getTogglableKeyState(KeyType::SNEAK, allow_sneak_toggle, player->control.sneak),
isKeyDown(KeyType::ZOOM),
isKeyDown(KeyType::DIG),
isKeyDown(KeyType::PLACE),
@ -2528,7 +2566,7 @@ inline void Game::step(f32 dtime)
ZoneScoped;
if (server) {
float fps_max = (!device->isWindowFocused() || g_menumgr.pausesGame()) ?
float fps_max = !device->isWindowFocused() && simple_singleplayer_mode ?
g_settings->getFloat("fps_max_unfocused") :
g_settings->getFloat("fps_max");
fps_max = std::max(fps_max, 1.0f);
@ -2585,7 +2623,8 @@ const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
{&Game::handleClientEvent_PlayerForceMove},
{&Game::handleClientEvent_DeathscreenLegacy},
{&Game::handleClientEvent_ShowFormSpec},
{&Game::handleClientEvent_ShowLocalFormSpec},
{&Game::handleClientEvent_ShowCSMFormSpec},
{&Game::handleClientEvent_ShowPauseMenuFormSpec},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HandleParticleEvent},
{&Game::handleClientEvent_HandleParticleEvent},
@ -2598,6 +2637,7 @@ const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
{&Game::handleClientEvent_SetStars},
{&Game::handleClientEvent_OverrideDayNigthRatio},
{&Game::handleClientEvent_CloudParams},
{&Game::handleClientEvent_UpdateCamera},
};
void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
@ -2653,9 +2693,18 @@ void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation
delete event->show_formspec.formname;
}
void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
void Game::handleClientEvent_ShowCSMFormSpec(ClientEvent *event, CameraOrientation *cam)
{
m_game_formspec.showLocalFormSpec(*event->show_formspec.formspec,
m_game_formspec.showCSMFormSpec(*event->show_formspec.formspec,
*event->show_formspec.formname);
delete event->show_formspec.formspec;
delete event->show_formspec.formname;
}
void Game::handleClientEvent_ShowPauseMenuFormSpec(ClientEvent *event, CameraOrientation *cam)
{
m_game_formspec.showPauseMenuFormSpec(*event->show_formspec.formspec,
*event->show_formspec.formname);
delete event->show_formspec.formspec;
@ -2893,6 +2942,13 @@ void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *
clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
}
void Game::handleClientEvent_UpdateCamera(ClientEvent *event, CameraOrientation *cam)
{
// no parameters to update here, this just makes sure the camera is in the
// state it should be after something was changed.
updateCameraMode();
}
void Game::processClientEvents(CameraOrientation *cam)
{
while (client->hasClientEvents()) {
@ -2946,70 +3002,81 @@ void Game::updateChat(f32 dtime)
void Game::updateCamera(f32 dtime)
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
ClientEnvironment &env = client->getEnv();
LocalPlayer *player = env.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;
// For interaction purposes, get info about the held item
ItemStack playeritem, hand;
{
ItemStack selected, hand;
ItemStack selected;
playeritem = player->getWieldedItem(&selected, &hand);
}
ToolCapabilities playeritem_toolcap =
playeritem.getToolCapabilities(itemdef_manager);
v3s16 old_camera_offset = camera->getOffset();
if (wasKeyPressed(KeyType::CAMERA_MODE)) {
GenericCAO *playercao = player->getCAO();
// If playercao not loaded, don't change camera
if (!playercao)
return;
camera->toggleCameraMode();
if (g_touchcontrols)
g_touchcontrols->setUseCrosshair(!isTouchCrosshairDisabled());
// Make the player visible depending on camera mode.
playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
}
playeritem.getToolCapabilities(itemdef_manager, &hand);
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);
tool_reload_ratio = std::min(tool_reload_ratio, 1.0f);
camera->update(player, dtime, tool_reload_ratio);
camera->step(dtime);
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) {
v3f camera_position = camera->getPosition();
v3f camera_direction = camera->getDirection();
client->getEnv().getClientMap().updateCamera(camera_position,
camera_direction, camera_fov, camera_offset, player->light_color);
if (m_camera_offset_changed) {
client->updateCameraOffset(camera_offset);
client->getEnv().updateCameraOffset(camera_offset);
clouds->updateCameraOffset(camera_offset);
}
client->getEnv().getClientMap().updateCamera(camera->getPosition(),
camera->getDirection(), camera->getFovMax(), camera->getOffset(),
player->light_color);
}
}
void Game::updateCameraMode()
{
LocalPlayer *player = client->getEnv().getLocalPlayer();
// Obey server choice
if (player->allowed_camera_mode != CAMERA_MODE_ANY)
camera->setCameraMode(player->allowed_camera_mode);
GenericCAO *playercao = player->getCAO();
if (playercao) {
// Make the player visible depending on camera mode.
playercao->updateMeshCulling();
playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
}
}
void Game::updateCameraOffset()
{
ClientEnvironment &env = client->getEnv();
v3s16 old_camera_offset = camera->getOffset();
camera->updateOffset();
v3s16 camera_offset = camera->getOffset();
m_camera_offset_changed = camera_offset != old_camera_offset;
if (!m_camera_offset_changed)
return;
if (!m_flags.disable_camera_update) {
auto *shadow = RenderingEngine::get_shadow_renderer();
if (shadow) {
shadow->getDirectionalLight().updateCameraOffset(camera);
// FIXME: I bet we can be smarter about this and don't need to redraw
// the shadow map at all, but this is for someone else to figure out.
if (!g_settings->getFlag("performance_tradeoffs"))
shadow->setForceUpdateShadowMap();
}
env.getClientMap().updateCamera(camera->getPosition(),
camera->getDirection(), camera->getFovMax(), camera_offset,
env.getLocalPlayer()->light_color);
env.updateCameraOffset(camera_offset);
clouds->updateCameraOffset(camera_offset);
}
}
void Game::updateSound(f32 dtime)
{
@ -3053,12 +3120,15 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
ItemStack selected_item, hand_item;
const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
f32 d = getToolRange(selected_item, hand_item, itemdef_manager);
const ItemDefinition &selected_def = tool_item.getDefinition(itemdef_manager);
f32 d = getToolRange(tool_item, hand_item, itemdef_manager);
core::line3d<f32> shootline;
switch (camera->getCameraMode()) {
case CAMERA_MODE_ANY:
assert(false);
break;
case CAMERA_MODE_FIRST:
// Shoot from camera position, with bobbing
shootline.start = camera->getPosition();
@ -3075,7 +3145,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
}
shootline.end = shootline.start + camera_direction * BS * d;
if (g_touchcontrols && isTouchCrosshairDisabled()) {
if (isTouchShootlineUsed()) {
shootline = g_touchcontrols->getShootline();
// Scale shootline to the acual distance the player can reach
shootline.end = shootline.start +
@ -3168,7 +3238,7 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud)
} else if (pointed.type == POINTEDTHING_OBJECT) {
v3f player_position = player->getPosition();
bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
handlePointingAtObject(pointed, tool_item, player_position,
handlePointingAtObject(pointed, tool_item, hand_item, player_position,
m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
} else if (isKeyDown(KeyType::DIG)) {
// When button is held down in air, show continuous animation
@ -3234,9 +3304,10 @@ PointedThing Game::updatePointedThing(
hud->setSelectionPos(pos, camera_offset);
GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
hud->setSelectionRotationRadians(gcao->getSceneNode()
->getAbsoluteTransformation().getRotationRadians());
else
hud->setSelectionRotation(v3f());
hud->setSelectionRotationRadians(v3f());
}
hud->setSelectedFaceNormal(result.raw_intersection_normal);
} else if (result.type == POINTEDTHING_NODE) {
@ -3246,17 +3317,15 @@ PointedThing Game::updatePointedThing(
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;
f32 d = 0.002f * BS;
for (aabb3f box : boxes) {
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->setSelectionRotation(v3f());
hud->setSelectionRotationRadians(v3f());
hud->setSelectedFaceNormal(result.intersection_normal);
}
@ -3451,9 +3520,8 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
u8 predicted_param2 = dir.Y < 0 ? 1 : 0;
if (selected_def.wallmounted_rotate_vertical) {
bool rotate90 = false;
v3f fnodepos = v3f(neighborpos.X, neighborpos.Y, neighborpos.Z);
v3f ppos = client->getEnv().getLocalPlayer()->getPosition() / BS;
v3f pdir = fnodepos - ppos;
v3f pdir = v3f::from(neighborpos) - ppos;
switch (predicted_f.drawtype) {
case NDT_TORCHLIKE: {
rotate90 = !((pdir.X < 0 && pdir.Z > 0) ||
@ -3584,8 +3652,8 @@ bool Game::nodePlacement(const ItemDefinition &selected_def,
}
}
void Game::handlePointingAtObject(const PointedThing &pointed,
const ItemStack &tool_item, const v3f &player_position, bool show_debug)
void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &tool_item,
const ItemStack &hand_item, const v3f &player_position, bool show_debug)
{
std::wstring infotext = unescape_translate(
utf8_to_wide(runData.selected_object->infoText()));
@ -3615,6 +3683,7 @@ void Game::handlePointingAtObject(const PointedThing &pointed,
if (do_punch) {
infostream << "Punched object" << std::endl;
runData.punching = true;
runData.nodig_delay_timer = std::max(0.15f, m_repeat_dig_time);
}
if (do_punch_damage) {
@ -3623,7 +3692,7 @@ void Game::handlePointingAtObject(const PointedThing &pointed,
v3f dir = (objpos - player_position).normalize();
bool disable_send = runData.selected_object->directReportPunch(
dir, &tool_item, runData.time_from_last_punch);
dir, &tool_item, &hand_item, runData.time_from_last_punch);
runData.time_from_last_punch = 0;
if (!disable_send)
@ -3644,13 +3713,14 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
ClientMap &map = client->getEnv().getClientMap();
MapNode n = map.getNode(nodepos);
const auto &features = nodedef_manager->get(n);
const ItemStack &tool_item = selected_item.name.empty() ? hand_item : selected_item;
// NOTE: Similar piece of code exists on the server side for
// cheat detection.
// Get digging parameters
DigParams params = getDigParams(features.groups,
&selected_item.getToolCapabilities(itemdef_manager),
selected_item.wear);
&tool_item.getToolCapabilities(itemdef_manager, &hand_item),
tool_item.wear);
// If can't dig, try hand
if (!params.diggable) {
@ -3811,8 +3881,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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;
daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
/ 255.0;
}
float time_of_day_smooth = runData.time_of_day_smooth;
@ -3894,7 +3964,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
runData.update_draw_list_timer += dtime;
runData.touch_blocks_timer += dtime;
float update_draw_list_delta = 0.2f;
constexpr float update_draw_list_delta = 0.2f;
constexpr float touch_mapblock_delta = 4.0f;
v3f camera_direction = camera->getDirection();
@ -3907,7 +3978,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
runData.update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList();
runData.update_draw_list_last_cam_dir = camera_direction;
} else if (runData.touch_blocks_timer > update_draw_list_delta) {
} else if (runData.touch_blocks_timer > touch_mapblock_delta) {
client->getEnv().getClientMap().touchMapBlocks();
runData.touch_blocks_timer = 0;
} else if (RenderingEngine::get_shadow_renderer()) {
@ -3996,11 +4067,10 @@ void Game::updateShadows()
v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
v3f sun_pos = light * offset_constant;
shadow->getDirectionalLight().setDirection(sun_pos);
shadow->setTimeOfDay(in_timeofday);
shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
shadow->getDirectionalLight().updateFrustum(camera, client);
}
void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
@ -4049,7 +4119,7 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
(player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
(this->camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
if (g_touchcontrols && isTouchCrosshairDisabled())
if (isTouchShootlineUsed())
draw_crosshair = false;
this->m_rendering_engine->draw_scene(sky_color, this->m_game_ui->m_flags.show_hud,
@ -4105,6 +4175,8 @@ void Game::readSettings()
m_chat_log_buf.setLogLevel(chat_log_level);
m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
m_cache_toggle_sneak_key = g_settings->getBool("toggle_sneak_key");
m_cache_toggle_aux1_key = g_settings->getBool("toggle_aux1_key");
m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
m_cache_enable_fog = g_settings->getBool("enable_fog");
m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);