/
Game.c
740 lines (602 loc) · 21.9 KB
/
Game.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
#include "Game.h"
#include "Block.h"
#include "World.h"
#include "Lighting.h"
#include "MapRenderer.h"
#include "Graphics.h"
#include "Camera.h"
#include "Options.h"
#include "Funcs.h"
#include "ExtMath.h"
#include "Gui.h"
#include "Window.h"
#include "Event.h"
#include "Utils.h"
#include "Logger.h"
#include "Entity.h"
#include "Chat.h"
#include "Drawer2D.h"
#include "Model.h"
#include "Particle.h"
#include "Http.h"
#include "Inventory.h"
#include "InputHandler.h"
#include "Server.h"
#include "TexturePack.h"
#include "Screens.h"
#include "SelectionBox.h"
#include "AxisLinesRenderer.h"
#include "EnvRenderer.h"
#include "HeldBlockRenderer.h"
#include "PickedPosRenderer.h"
#include "Menus.h"
#include "Audio.h"
#include "Stream.h"
struct _GameData Game;
int Game_Port;
bool Game_UseCPEBlocks;
struct PickedPos Game_SelectedPos;
int Game_ViewDistance, Game_MaxViewDistance, Game_UserViewDistance;
int Game_Fov, Game_DefaultFov, Game_ZoomFov;
int Game_FpsLimit, Game_Vertices;
bool Game_SimpleArmsAnim;
bool Game_ClassicMode, Game_ClassicHacks;
bool Game_AllowCustomBlocks, Game_UseCPE;
bool Game_AllowServerTextures;
bool Game_ViewBobbing, Game_HideGui;
bool Game_BreakableLiquids, Game_ScreenshotRequested;
float Game_RawHotbarScale, Game_RawChatScale, Game_RawInventoryScale;
static struct ScheduledTask Game_Tasks[6];
static int Game_TasksCount, entTaskI;
static char Game_UsernameBuffer[FILENAME_SIZE];
static char Game_MppassBuffer[STRING_SIZE];
static char Game_HashBuffer[STRING_SIZE];
String Game_Username = String_FromArray(Game_UsernameBuffer);
String Game_Mppass = String_FromArray(Game_MppassBuffer);
String Game_Hash = String_FromArray(Game_HashBuffer);
const char* FpsLimit_Names[FPS_LIMIT_COUNT] = {
"LimitVSync", "Limit30FPS", "Limit60FPS", "Limit120FPS", "Limit144FPS", "LimitNone",
};
static struct IGameComponent* comps_head;
static struct IGameComponent* comps_tail;
void Game_AddComponent(struct IGameComponent* comp) {
LinkedList_Add(comp, comps_head, comps_tail);
}
int ScheduledTask_Add(double interval, ScheduledTaskCallback callback) {
struct ScheduledTask task;
task.Accumulator = 0.0;
task.Interval = interval;
task.Callback = callback;
if (Game_TasksCount == Array_Elems(Game_Tasks)) {
Logger_Abort("ScheduledTask_Add - hit max count");
}
Game_Tasks[Game_TasksCount++] = task;
return Game_TasksCount - 1;
}
int Game_GetWindowScale(void) {
float windowScale = min(Window_Width / 640.0f, Window_Height / 480.0f);
return 1 + (int)windowScale;
}
float Game_Scale(float value) {
return (float)((int)(value * 10 + 0.5f)) / 10.0f;
}
float Game_GetHotbarScale(void) {
return Game_Scale(Game_GetWindowScale() * Game_RawHotbarScale);
}
float Game_GetInventoryScale(void) {
return Game_Scale(Game_GetWindowScale() * (Game_RawInventoryScale * 0.5f));
}
float Game_GetChatScale(void) {
return Game_Scale(Game_GetWindowScale() * Game_RawChatScale);
}
static char game_defTexPackBuffer[STRING_SIZE];
static String game_defTexPack = String_FromArray(game_defTexPackBuffer);
void Game_GetDefaultTexturePack(String* texPack) {
String texPath; char texPathBuffer[STRING_SIZE];
String_InitArray(texPath, texPathBuffer);
String_Format1(&texPath, "texpacks/%s", &game_defTexPack);
if (File_Exists(&texPath) && !Game_ClassicMode) {
String_AppendString(texPack, &game_defTexPack);
} else {
String_AppendConst(texPack, "default.zip");
}
}
void Game_SetDefaultTexturePack(const String* texPack) {
String_Copy(&game_defTexPack, texPack);
Options_Set(OPT_DEFAULT_TEX_PACK, texPack);
}
bool Game_ChangeTerrainAtlas(Bitmap* atlas) {
const static String terrain = String_FromConst("terrain.png");
if (!Game_ValidateBitmap(&terrain, atlas)) return false;
if (atlas->Height < atlas->Width) {
Chat_AddRaw("&cUnable to use terrain.png from the texture pack.");
Chat_AddRaw("&c Its height is less than its width.");
return false;
}
if (atlas->Width < ATLAS2D_TILES_PER_ROW) {
Chat_AddRaw("&cUnable to use terrain.png from the texture pack.");
Chat_AddRaw("&c It must be 16 or more pixels wide.");
return false;
}
if (Gfx.LostContext) return false;
Atlas_Free();
Atlas_Update(atlas);
Event_RaiseVoid(&TextureEvents.AtlasChanged);
return true;
}
void Game_SetViewDistance(int distance) {
distance = min(distance, Game_MaxViewDistance);
if (distance == Game_ViewDistance) return;
Game_ViewDistance = distance;
Event_RaiseVoid(&GfxEvents.ViewDistanceChanged);
Game_UpdateProjection();
}
void Game_UserSetViewDistance(int distance) {
Game_UserViewDistance = distance;
Options_SetInt(OPT_VIEW_DISTANCE, distance);
Game_SetViewDistance(distance);
}
void Game_SetFov(int fov) {
if (Game_Fov == fov) return;
Game_Fov = fov;
Game_UpdateProjection();
}
void Game_UpdateProjection(void) {
Camera.Active->GetProjection(&Gfx.Projection);
Gfx_LoadMatrix(MATRIX_PROJECTION, &Gfx.Projection);
Event_RaiseVoid(&GfxEvents.ProjectionChanged);
}
void Game_Disconnect(const String* title, const String* reason) {
Event_RaiseVoid(&NetEvents.Disconnected);
Gui_FreeActive();
Gui_SetActive(DisconnectScreen_MakeInstance(title, reason));
Game_Reset();
}
void Game_Reset(void) {
struct IGameComponent* comp;
World_Reset();
Event_RaiseVoid(&WorldEvents.NewMap);
if (World_TextureUrl.length) {
TexturePack_ExtractDefault();
World_TextureUrl.length = 0;
}
for (comp = comps_head; comp; comp = comp->next) {
if (comp->Reset) comp->Reset();
}
}
void Game_UpdateBlock(int x, int y, int z, BlockID block) {
struct ChunkInfo* chunk;
int cx = x >> 4, cy = y >> 4, cz = z >> 4;
BlockID old = World_GetBlock(x, y, z);
World_SetBlock(x, y, z, block);
if (Weather_Heightmap) {
EnvRenderer_OnBlockChanged(x, y, z, old, block);
}
Lighting_OnBlockChanged(x, y, z, old, block);
/* Refresh the chunk the block was located in. */
chunk = MapRenderer_GetChunk(cx, cy, cz);
chunk->AllAir &= Blocks.Draw[block] == DRAW_GAS;
MapRenderer_RefreshChunk(cx, cy, cz);
}
void Game_ChangeBlock(int x, int y, int z, BlockID block) {
BlockID old = World_GetBlock(x, y, z);
Game_UpdateBlock(x, y, z, block);
Server.SendBlock(x, y, z, old, block);
}
bool Game_CanPick(BlockID block) {
if (Blocks.Draw[block] == DRAW_GAS) return false;
if (Blocks.Draw[block] == DRAW_SPRITE) return true;
return Blocks.Collide[block] != COLLIDE_LIQUID || Game_BreakableLiquids;
}
bool Game_UpdateTexture(GfxResourceID* texId, struct Stream* src, const String* file, uint8_t* skinType) {
Bitmap bmp;
bool success;
ReturnCode res;
res = Png_Decode(&bmp, src);
if (res) { Logger_Warn2(res, "decoding", file); }
success = !res && Game_ValidateBitmap(file, &bmp);
if (success) {
Gfx_DeleteTexture(texId);
if (skinType) { *skinType = Utils_CalcSkinType(&bmp); }
*texId = Gfx_CreateTexture(&bmp, true, false);
}
Mem_Free(bmp.Scan0);
return success;
}
bool Game_ValidateBitmap(const String* file, Bitmap* bmp) {
int maxWidth = Gfx.MaxTexWidth, maxHeight = Gfx.MaxTexHeight;
if (!bmp->Scan0) {
Chat_Add1("&cError loading %s from the texture pack.", file);
return false;
}
if (bmp->Width > maxWidth || bmp->Height > maxHeight) {
Chat_Add1("&cUnable to use %s from the texture pack.", file);
Chat_Add4("&c Its size is (%i,%i), your GPU supports (%i,%i) at most.",
&bmp->Width, &bmp->Height, &maxWidth, &maxHeight);
return false;
}
if (!Math_IsPowOf2(bmp->Width) || !Math_IsPowOf2(bmp->Height)) {
Chat_Add1("&cUnable to use %s from the texture pack.", file);
Chat_Add2("&c Its size is (%i,%i), which is not a power of two size.",
&bmp->Width, &bmp->Height);
return false;
}
return true;
}
void Game_UpdateDimensions(void) {
Game.Width = max(Window_Width, 1);
Game.Height = max(Window_Height, 1);
}
static void Game_OnResize(void* obj) {
Game_UpdateDimensions();
Gfx_OnWindowResize();
Game_UpdateProjection();
Gui_OnResize();
}
static void Game_OnNewMapCore(void* obj) {
struct IGameComponent* comp;
for (comp = comps_head; comp; comp = comp->next) {
if (comp->OnNewMap) comp->OnNewMap();
}
}
static void Game_OnNewMapLoadedCore(void* obj) {
struct IGameComponent* comp;
for (comp = comps_head; comp; comp = comp->next) {
if (comp->OnNewMapLoaded) comp->OnNewMapLoaded();
}
}
static void Game_TextureChangedCore(void* obj, struct Stream* src, const String* name) {
Bitmap bmp;
ReturnCode res;
if (String_CaselessEqualsConst(name, "terrain.png")) {
res = Png_Decode(&bmp, src);
if (res) {
Logger_Warn2(res, "decoding", name);
Mem_Free(bmp.Scan0);
} else if (!Game_ChangeTerrainAtlas(&bmp)) {
Mem_Free(bmp.Scan0);
}
}
}
static void Game_OnLowVRAMDetected(void* obj) {
if (Game_UserViewDistance <= 16) Logger_Abort("Out of video memory!");
Game_UserViewDistance /= 2;
Game_UserViewDistance = max(16, Game_UserViewDistance);
MapRenderer_Refresh();
Game_SetViewDistance(Game_UserViewDistance);
Chat_AddRaw("&cOut of VRAM! Halving view distance..");
}
static void Game_WarnFunc(const String* msg) {
String str = *msg, line;
while (str.length) {
String_UNSAFE_SplitBy(&str, '\n', &line);
Chat_Add1("&c%s", &line);
}
}
static void Game_ExtractInitialTexturePack(void) {
String texPack; char texPackBuffer[STRING_SIZE];
Options_Get(OPT_DEFAULT_TEX_PACK, &game_defTexPack, "default.zip");
String_InitArray(texPack, texPackBuffer);
String_AppendConst(&texPack, "default.zip");
TexturePack_ExtractZip_File(&texPack);
texPack.length = 0;
/* in case the user's default texture pack doesn't have all required textures */
Game_GetDefaultTexturePack(&texPack);
if (!String_CaselessEqualsConst(&texPack, "default.zip")) {
TexturePack_ExtractZip_File(&texPack);
}
}
static void Game_LoadOptions(void) {
int method;
Game_ClassicMode = Options_GetBool(OPT_CLASSIC_MODE, false);
Game_ClassicHacks = Options_GetBool(OPT_CLASSIC_HACKS, false);
Game_AllowCustomBlocks = Options_GetBool(OPT_CUSTOM_BLOCKS, true);
Game_UseCPE = Options_GetBool(OPT_CPE, true);
Game_SimpleArmsAnim = Options_GetBool(OPT_SIMPLE_ARMS_ANIM, false);
Game_ViewBobbing = Options_GetBool(OPT_VIEW_BOBBING, true);
method = Options_GetEnum(OPT_FPS_LIMIT, 0, FpsLimit_Names, FPS_LIMIT_COUNT);
Game_SetFpsLimit(method);
Game_ViewDistance = Options_GetInt(OPT_VIEW_DISTANCE, 16, 4096, 512);
Game_UserViewDistance = Game_ViewDistance;
Game_DefaultFov = Options_GetInt(OPT_FIELD_OF_VIEW, 1, 179, 70);
Game_Fov = Game_DefaultFov;
Game_ZoomFov = Game_DefaultFov;
Game_BreakableLiquids = !Game_ClassicMode && Options_GetBool(OPT_MODIFIABLE_LIQUIDS, false);
Game_AllowServerTextures = Options_GetBool(OPT_SERVER_TEXTURES, true);
Game_RawInventoryScale = Options_GetFloat(OPT_INVENTORY_SCALE, 0.25f, 5.0f, 1.0f);
Game_RawHotbarScale = Options_GetFloat(OPT_HOTBAR_SCALE, 0.25f, 5.0f, 1.0f);
Game_RawChatScale = Options_GetFloat(OPT_CHAT_SCALE, 0.35f, 5.0f, 1.0f);
/* TODO: Do we need to support option to skip SSL */
/*bool skipSsl = Options_GetBool("skip-ssl-check", false);
if (skipSsl) {
ServicePointManager.ServerCertificateValidationCallback = delegate { return true; };
Options.Set("skip-ssl-check", false);
}*/
}
#if defined CC_BUILD_WEB
static void Game_LoadPlugins(void) { }
#else
static void Game_LoadPlugin(const String* path, void* obj) {
#if defined CC_BUILD_WIN
const static String ext = String_FromConst(".dll");
#elif defined CC_BUILD_OSX
const static String ext = String_FromConst(".dylib");
#else
const static String ext = String_FromConst(".so");
#endif
void* lib;
void* verSymbol; /* EXPORT int Plugin_ApiVersion = GAME_API_VER; */
void* compSymbol; /* EXPORT struct IGameComponent Plugin_Component = { (whatever) } */
int ver;
ReturnCode res;
/* ignore accepted.txt, deskop.ini, .pdb files, etc */
if (!String_CaselessEnds(path, &ext)) return;
res = DynamicLib_Load(path, &lib);
if (res) { Logger_DynamicLibWarn2(res, "loading plugin", path); return; }
res = DynamicLib_Get(lib, "Plugin_ApiVersion", &verSymbol);
if (res) { Logger_DynamicLibWarn2(res, "getting version of", path); return; }
res = DynamicLib_Get(lib, "Plugin_Component", &compSymbol);
if (res) { Logger_DynamicLibWarn2(res, "initing", path); return; }
ver = *((int*)verSymbol);
if (ver < GAME_API_VER) {
Chat_Add1("&c%s plugin is outdated! Try getting a more recent version.", path);
return;
} else if (ver > GAME_API_VER) {
Chat_Add1("&cYour game is too outdated to use %s plugin! Try updating it.", path);
return;
}
Game_AddComponent((struct IGameComponent*)compSymbol);
}
static void Game_LoadPlugins(void) {
const static String dir = String_FromConst("plugins");
ReturnCode res;
res = Directory_Enum(&dir, NULL, Game_LoadPlugin);
if (res) Logger_Warn(res, "enumerating plugins directory");
}
#endif
void Game_Free(void* obj);
static void Game_Load(void) {
struct IGameComponent* comp;
Logger_WarnFunc = Game_WarnFunc;
Game_ViewDistance = 512;
Game_MaxViewDistance = 32768;
Game_UserViewDistance = 512;
Game_Fov = 70;
Gfx_Init();
Gfx_SetFpsLimit(true, 0);
Gfx_MakeApiInfo();
Gfx.Mipmaps = Options_GetBool(OPT_MIPMAPS, false);
Game_UpdateDimensions();
Game_LoadOptions();
Event_RegisterVoid(&WorldEvents.NewMap, NULL, Game_OnNewMapCore);
Event_RegisterVoid(&WorldEvents.MapLoaded, NULL, Game_OnNewMapLoadedCore);
Event_RegisterEntry(&TextureEvents.FileChanged, NULL, Game_TextureChangedCore);
Event_RegisterVoid(&GfxEvents.LowVRAMDetected, NULL, Game_OnLowVRAMDetected);
Event_RegisterVoid(&WindowEvents.Resized, NULL, Game_OnResize);
Event_RegisterVoid(&WindowEvents.Closing, NULL, Game_Free);
TextureCache_Init();
/* TODO: Survival vs Creative game mode */
InputHandler_Init();
Game_AddComponent(&Blocks_Component);
Game_AddComponent(&Drawer2D_Component);
Game_AddComponent(&Chat_Component);
Game_AddComponent(&Particles_Component);
Game_AddComponent(&TabList_Component);
Game_AddComponent(&Models_Component);
Game_AddComponent(&Entities_Component);
Game_AddComponent(&Http_Component);
Game_AddComponent(&Lighting_Component);
Game_AddComponent(&Animations_Component);
Game_AddComponent(&Inventory_Component);
World_Reset();
Game_AddComponent(&MapRenderer_Component);
Game_AddComponent(&EnvRenderer_Component);
Game_AddComponent(&Server_Component);
Camera_Init();
Game_UpdateProjection();
Game_AddComponent(&Gui_Component);
Game_AddComponent(&Selections_Component);
Game_AddComponent(&HeldBlockRenderer_Component);
Gfx_SetDepthTest(true);
Gfx_SetDepthTestFunc(COMPARE_FUNC_LESSEQUAL);
/* Gfx_SetDepthWrite(true) */
Gfx_SetAlphaBlendFunc(BLEND_FUNC_SRC_ALPHA, BLEND_FUNC_INV_SRC_ALPHA);
Gfx_SetAlphaTestFunc(COMPARE_FUNC_GREATER, 0.5f);
Game_AddComponent(&PickedPosRenderer_Component);
Game_AddComponent(&Audio_Component);
Game_AddComponent(&AxisLinesRenderer_Component);
Game_LoadPlugins();
for (comp = comps_head; comp; comp = comp->next) {
if (comp->Init) comp->Init();
}
Game_ExtractInitialTexturePack();
entTaskI = ScheduledTask_Add(GAME_DEF_TICKS, Entities_Tick);
if (Gfx_WarnIfNecessary()) EnvRenderer_SetMode(EnvRenderer_Minimal | ENV_LEGACY);
Server.BeginConnect();
}
void Game_SetFpsLimit(int method) {
float minFrameTime = 0;
Game_FpsLimit = method;
switch (method) {
case FPS_LIMIT_144: minFrameTime = 1000/144.0f; break;
case FPS_LIMIT_120: minFrameTime = 1000/120.0f; break;
case FPS_LIMIT_60: minFrameTime = 1000/60.0f; break;
case FPS_LIMIT_30: minFrameTime = 1000/30.0f; break;
}
Gfx_SetFpsLimit(method == FPS_LIMIT_VSYNC, minFrameTime);
}
static void Game_UpdateViewMatrix(void) {
Camera.Active->GetView(&Gfx.View);
Gfx_LoadMatrix(MATRIX_VIEW, &Gfx.View);
FrustumCulling_CalcFrustumEquations(&Gfx.Projection, &Gfx.View);
}
static void Game_Render3D(double delta, float t) {
Vector3 pos;
bool left, middle, right;
if (EnvRenderer_ShouldRenderSkybox()) EnvRenderer_RenderSkybox(delta);
AxisLinesRenderer_Render(delta);
Entities_RenderModels(delta, t);
Entities_RenderNames(delta);
Particles_Render(delta, t);
Camera.Active->GetPickedBlock(&Game_SelectedPos); /* TODO: only pick when necessary */
EnvRenderer_UpdateFog();
EnvRenderer_RenderSky(delta);
EnvRenderer_RenderClouds(delta);
MapRenderer_Update(delta);
MapRenderer_RenderNormal(delta);
EnvRenderer_RenderMapSides(delta);
Entities_DrawShadows();
if (Game_SelectedPos.Valid && !Game_HideGui) {
PickedPosRenderer_Update(&Game_SelectedPos);
PickedPosRenderer_Render(delta);
}
/* Render water over translucent blocks when underwater for proper alpha blending */
pos = LocalPlayer_Instance.Base.Position;
if (Camera.CurrentPos.Y < Env.EdgeHeight && (pos.X < 0 || pos.Z < 0 || pos.X > World.Width || pos.Z > World.Length)) {
MapRenderer_RenderTranslucent(delta);
EnvRenderer_RenderMapEdges(delta);
} else {
EnvRenderer_RenderMapEdges(delta);
MapRenderer_RenderTranslucent(delta);
}
/* Need to render again over top of translucent block, as the selection outline */
/* is drawn without writing to the depth buffer */
if (Game_SelectedPos.Valid && !Game_HideGui && Blocks.Draw[Game_SelectedPos.Block] == DRAW_TRANSLUCENT) {
PickedPosRenderer_Render(delta);
}
Selections_Render(delta);
Entities_RenderHoveredNames(delta);
left = InputHandler_IsMousePressed(MOUSE_LEFT);
middle = InputHandler_IsMousePressed(MOUSE_MIDDLE);
right = InputHandler_IsMousePressed(MOUSE_RIGHT);
InputHandler_PickBlocks(true, left, middle, right);
if (!Game_HideGui) HeldBlockRenderer_Render(delta);
}
static void Game_DoScheduledTasks(double time) {
struct ScheduledTask task;
int i;
for (i = 0; i < Game_TasksCount; i++) {
task = Game_Tasks[i];
task.Accumulator += time;
while (task.Accumulator >= task.Interval) {
task.Callback(&task);
task.Accumulator -= task.Interval;
}
Game_Tasks[i] = task;
}
}
void Game_TakeScreenshot(void) {
#ifndef CC_BUILD_WEB
String filename; char fileBuffer[STRING_SIZE];
String path; char pathBuffer[FILENAME_SIZE];
struct DateTime now;
struct Stream stream;
ReturnCode res;
Game_ScreenshotRequested = false;
if (!Utils_EnsureDirectory("screenshots")) return;
DateTime_CurrentLocal(&now);
String_InitArray(filename, fileBuffer);
String_Format3(&filename, "screenshot_%p2-%p2-%p4", &now.Day, &now.Month, &now.Year);
String_Format3(&filename, "-%p2-%p2-%p2.png", &now.Hour, &now.Minute, &now.Second);
String_InitArray(path, pathBuffer);
String_Format1(&path, "screenshots/%s", &filename);
res = Stream_CreateFile(&stream, &path);
if (res) { Logger_Warn2(res, "creating", &path); return; }
res = Gfx_TakeScreenshot(&stream);
if (res) {
Logger_Warn2(res, "saving to", &path); stream.Close(&stream); return;
}
res = stream.Close(&stream);
if (res) { Logger_Warn2(res, "closing", &path); return; }
Chat_Add1("&eTaken screenshot as: %s", &filename);
#endif
}
static void Game_RenderFrame(double delta) {
struct ScheduledTask entTask;
bool allowZoom, visible;
float t;
Gfx_BeginFrame();
Gfx_BindIb(Gfx_defaultIb);
Game.Time += delta;
Game_Vertices = 0;
Camera.Active->UpdateMouse(delta);
if (!Window_Focused && !Gui_GetActiveScreen()->handlesAllInput) {
Gui_FreeActive();
Gui_SetActive(PauseScreen_MakeInstance());
}
allowZoom = !Gui_Active && !Gui_HUD->handlesAllInput;
if (allowZoom && KeyBind_IsPressed(KEYBIND_ZOOM_SCROLL)) {
InputHandler_SetFOV(Game_ZoomFov);
}
Game_DoScheduledTasks(delta);
entTask = Game_Tasks[entTaskI];
t = (float)(entTask.Accumulator / entTask.Interval);
LocalPlayer_SetInterpPosition(t);
Gfx_Clear();
Camera.CurrentPos = Camera.Active->GetPosition(t);
Game_UpdateViewMatrix();
visible = !Gui_Active || !Gui_Active->blocksWorld;
if (visible && World.Blocks) {
Game_Render3D(delta, t);
} else {
PickedPos_SetAsInvalid(&Game_SelectedPos);
}
Gui_RenderGui(delta);
if (Game_ScreenshotRequested) Game_TakeScreenshot();
Gfx_EndFrame();
}
void Game_Free(void* obj) {
struct IGameComponent* comp;
Atlas_Free();
Event_UnregisterVoid(&WorldEvents.NewMap, NULL, Game_OnNewMapCore);
Event_UnregisterVoid(&WorldEvents.MapLoaded, NULL, Game_OnNewMapLoadedCore);
Event_UnregisterEntry(&TextureEvents.FileChanged, NULL, Game_TextureChangedCore);
Event_UnregisterVoid(&GfxEvents.LowVRAMDetected, NULL, Game_OnLowVRAMDetected);
Event_UnregisterVoid(&WindowEvents.Resized, NULL, Game_OnResize);
Event_UnregisterVoid(&WindowEvents.Closing, NULL, Game_Free);
for (comp = comps_head; comp; comp = comp->next) {
if (comp->Free) comp->Free();
}
Logger_WarnFunc = Logger_DialogWarn;
Gfx_Free();
if (!Options_ChangedCount()) return;
Options_Load();
Options_Save();
}
#define Game_DoFrameBody() \
Window_ProcessEvents();\
if (!Window_Exists) return;\
\
render = Stopwatch_Measure();\
time = Stopwatch_ElapsedMicroseconds(lastRender, render) / (1000.0 * 1000.0);\
\
if (time > 1.0) time = 1.0; /* avoid large delta with suspended process */ \
if (time > 0.0) { lastRender = Stopwatch_Measure(); Game_RenderFrame(time); }
#ifdef CC_BUILD_WEB
#include <emscripten.h>
static uint64_t lastRender;
static void Game_DoFrame(void) {
uint64_t render;
double time;
Game_DoFrameBody()
}
static void Game_RunLoop(void) {
lastRender = Stopwatch_Measure();
emscripten_set_main_loop(Game_DoFrame, 0, false);
}
#else
static void Game_RunLoop(void) {
uint64_t lastRender, render;
double time;
lastRender = Stopwatch_Measure();
for (;;) { Game_DoFrameBody() }
}
#endif
void Game_Run(int width, int height, const String* title) {
Window_CreateSimple(width, height);
Window_SetTitle(title);
Window_SetVisible(true);
Game_Load();
Event_RaiseVoid(&WindowEvents.Resized);
Game_RunLoop();
}