3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
24 #include "client/renderingengine.h"
27 #include "client/clientevent.h"
28 #include "client/gameui.h"
29 #include "client/inputhandler.h"
30 #include "client/tile.h" // For TextureSource
31 #include "client/keys.h"
32 #include "client/joystick_controller.h"
33 #include "clientmap.h"
36 #include "content_cao.h"
37 #include "content/subgames.h"
38 #include "client/event_manager.h"
39 #include "fontengine.h"
43 #include "gameparams.h"
45 #include "gui/guiChatConsole.h"
46 #include "gui/guiConfirmRegistration.h"
47 #include "gui/guiFormSpecMenu.h"
48 #include "gui/guiKeyChangeMenu.h"
49 #include "gui/guiPasswordChange.h"
50 #include "gui/guiVolumeChange.h"
51 #include "gui/mainmenumanager.h"
52 #include "gui/profilergraph.h"
55 #include "nodedef.h" // Needed for determining pointing to nodes
56 #include "nodemetadata.h"
57 #include "particles.h"
65 #include "translation.h"
66 #include "util/basic_macros.h"
67 #include "util/directiontables.h"
68 #include "util/pointedthing.h"
69 #include "util/quicktune_shortcutter.h"
70 #include "irrlicht_changes/static_text.h"
72 #include "script/scripting_client.h"
76 #include "client/sound_openal.h"
78 #include "client/sound.h"
84 struct TextDestNodeMetadata : public TextDest
86 TextDestNodeMetadata(v3s16 p, Client *client)
91 // This is deprecated I guess? -celeron55
92 void gotText(const std::wstring &text)
94 std::string ntext = wide_to_utf8(text);
95 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
96 << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
98 fields["text"] = ntext;
99 m_client->sendNodemetaFields(m_p, "", fields);
101 void gotText(const StringMap &fields)
103 m_client->sendNodemetaFields(m_p, "", fields);
110 struct TextDestPlayerInventory : public TextDest
112 TextDestPlayerInventory(Client *client)
117 TextDestPlayerInventory(Client *client, const std::string &formname)
120 m_formname = formname;
122 void gotText(const StringMap &fields)
124 m_client->sendInventoryFields(m_formname, fields);
130 struct LocalFormspecHandler : public TextDest
132 LocalFormspecHandler(const std::string &formname)
134 m_formname = formname;
137 LocalFormspecHandler(const std::string &formname, Client *client):
140 m_formname = formname;
143 void gotText(const StringMap &fields)
145 if (m_formname == "MT_PAUSE_MENU") {
146 if (fields.find("btn_sound") != fields.end()) {
147 g_gamecallback->changeVolume();
151 if (fields.find("btn_key_config") != fields.end()) {
152 g_gamecallback->keyConfig();
156 if (fields.find("btn_exit_menu") != fields.end()) {
157 g_gamecallback->disconnect();
161 if (fields.find("btn_exit_os") != fields.end()) {
162 g_gamecallback->exitToOS();
164 RenderingEngine::get_raw_device()->closeDevice();
169 if (fields.find("btn_change_password") != fields.end()) {
170 g_gamecallback->changePassword();
174 if (fields.find("quit") != fields.end()) {
178 if (fields.find("btn_continue") != fields.end()) {
183 if (m_formname == "MT_DEATH_SCREEN") {
184 assert(m_client != 0);
185 m_client->sendRespawn();
189 if (m_client && m_client->modsLoaded())
190 m_client->getScript()->on_formspec_input(m_formname, fields);
193 Client *m_client = nullptr;
196 /* Form update callback */
198 class NodeMetadataFormSource: public IFormSource
201 NodeMetadataFormSource(ClientMap *map, v3s16 p):
206 const std::string &getForm() const
208 static const std::string empty_string = "";
209 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
214 return meta->getString("formspec");
217 virtual std::string resolveText(const std::string &str)
219 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
224 return meta->resolveString(str);
231 class PlayerInventoryFormSource: public IFormSource
234 PlayerInventoryFormSource(Client *client):
239 const std::string &getForm() const
241 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
242 return player->inventory_formspec;
248 class NodeDugEvent: public MtEvent
254 NodeDugEvent(v3s16 p, MapNode n):
258 MtEvent::Type getType() const
260 return MtEvent::NODE_DUG;
266 ISoundManager *m_sound;
267 const NodeDefManager *m_ndef;
269 bool makes_footstep_sound;
270 float m_player_step_timer;
271 float m_player_jump_timer;
273 SimpleSoundSpec m_player_step_sound;
274 SimpleSoundSpec m_player_leftpunch_sound;
275 SimpleSoundSpec m_player_rightpunch_sound;
277 SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
280 makes_footstep_sound(true),
281 m_player_step_timer(0.0f),
282 m_player_jump_timer(0.0f)
286 void playPlayerStep()
288 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
289 m_player_step_timer = 0.03;
290 if (makes_footstep_sound)
291 m_sound->playSound(m_player_step_sound, false);
295 void playPlayerJump()
297 if (m_player_jump_timer <= 0.0f) {
298 m_player_jump_timer = 0.2f;
299 m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f), false);
303 static void viewBobbingStep(MtEvent *e, void *data)
305 SoundMaker *sm = (SoundMaker *)data;
306 sm->playPlayerStep();
309 static void playerRegainGround(MtEvent *e, void *data)
311 SoundMaker *sm = (SoundMaker *)data;
312 sm->playPlayerStep();
315 static void playerJump(MtEvent *e, void *data)
317 SoundMaker *sm = (SoundMaker *)data;
318 sm->playPlayerJump();
321 static void cameraPunchLeft(MtEvent *e, void *data)
323 SoundMaker *sm = (SoundMaker *)data;
324 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
327 static void cameraPunchRight(MtEvent *e, void *data)
329 SoundMaker *sm = (SoundMaker *)data;
330 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
333 static void nodeDug(MtEvent *e, void *data)
335 SoundMaker *sm = (SoundMaker *)data;
336 NodeDugEvent *nde = (NodeDugEvent *)e;
337 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
340 static void playerDamage(MtEvent *e, void *data)
342 SoundMaker *sm = (SoundMaker *)data;
343 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
346 static void playerFallingDamage(MtEvent *e, void *data)
348 SoundMaker *sm = (SoundMaker *)data;
349 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
352 void registerReceiver(MtEventManager *mgr)
354 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
355 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
356 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
357 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
358 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
359 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
360 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
361 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
364 void step(float dtime)
366 m_player_step_timer -= dtime;
367 m_player_jump_timer -= dtime;
371 // Locally stored sounds don't need to be preloaded because of this
372 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
374 std::set<std::string> m_fetched;
376 void paths_insert(std::set<std::string> &dst_paths,
377 const std::string &base,
378 const std::string &name)
380 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
381 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
382 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
383 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
384 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
385 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
386 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
387 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
388 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
389 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
390 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
393 void fetchSounds(const std::string &name,
394 std::set<std::string> &dst_paths,
395 std::set<std::string> &dst_datas)
397 if (m_fetched.count(name))
400 m_fetched.insert(name);
402 paths_insert(dst_paths, porting::path_share, name);
403 paths_insert(dst_paths, porting::path_user, name);
408 // before 1.8 there isn't a "integer interface", only float
409 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
410 typedef f32 SamplerLayer_t;
412 typedef s32 SamplerLayer_t;
416 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
419 bool *m_force_fog_off;
422 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
423 CachedPixelShaderSetting<float> m_fog_distance;
424 CachedVertexShaderSetting<float> m_animation_timer_vertex;
425 CachedPixelShaderSetting<float> m_animation_timer_pixel;
426 CachedPixelShaderSetting<float, 3> m_day_light;
427 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
428 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
429 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
430 CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
431 CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
432 CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
436 void onSettingsChange(const std::string &name)
438 if (name == "enable_fog")
439 m_fog_enabled = g_settings->getBool("enable_fog");
442 static void settingsCallback(const std::string &name, void *userdata)
444 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
447 void setSky(Sky *sky) { m_sky = sky; }
449 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
450 f32 *fog_range, Client *client) :
452 m_force_fog_off(force_fog_off),
453 m_fog_range(fog_range),
454 m_sky_bg_color("skyBgColor"),
455 m_fog_distance("fogDistance"),
456 m_animation_timer_vertex("animationTimer"),
457 m_animation_timer_pixel("animationTimer"),
458 m_day_light("dayLight"),
459 m_eye_position_pixel("eyePosition"),
460 m_eye_position_vertex("eyePosition"),
461 m_minimap_yaw("yawVec"),
462 m_camera_offset_pixel("cameraOffset"),
463 m_camera_offset_vertex("cameraOffset"),
464 m_base_texture("baseTexture"),
467 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
468 m_fog_enabled = g_settings->getBool("enable_fog");
471 ~GameGlobalShaderConstantSetter()
473 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
476 virtual void onSetConstants(video::IMaterialRendererServices *services,
483 video::SColor bgcolor = m_sky->getBgColor();
484 video::SColorf bgcolorf(bgcolor);
485 float bgcolorfa[4] = {
491 m_sky_bg_color.set(bgcolorfa, services);
494 float fog_distance = 10000 * BS;
496 if (m_fog_enabled && !*m_force_fog_off)
497 fog_distance = *m_fog_range;
499 m_fog_distance.set(&fog_distance, services);
501 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
502 video::SColorf sunlight;
503 get_sunlight_color(&sunlight, daynight_ratio);
508 m_day_light.set(dnc, services);
510 u32 animation_timer = porting::getTimeMs() % 1000000;
511 float animation_timer_f = (float)animation_timer / 100000.f;
512 m_animation_timer_vertex.set(&animation_timer_f, services);
513 m_animation_timer_pixel.set(&animation_timer_f, services);
515 float eye_position_array[3];
516 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
517 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
518 eye_position_array[0] = epos.X;
519 eye_position_array[1] = epos.Y;
520 eye_position_array[2] = epos.Z;
522 epos.getAs3Values(eye_position_array);
524 m_eye_position_pixel.set(eye_position_array, services);
525 m_eye_position_vertex.set(eye_position_array, services);
527 if (m_client->getMinimap()) {
528 float minimap_yaw_array[3];
529 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
530 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
531 minimap_yaw_array[0] = minimap_yaw.X;
532 minimap_yaw_array[1] = minimap_yaw.Y;
533 minimap_yaw_array[2] = minimap_yaw.Z;
535 minimap_yaw.getAs3Values(minimap_yaw_array);
537 m_minimap_yaw.set(minimap_yaw_array, services);
540 float camera_offset_array[3];
541 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
542 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
543 camera_offset_array[0] = offset.X;
544 camera_offset_array[1] = offset.Y;
545 camera_offset_array[2] = offset.Z;
547 offset.getAs3Values(camera_offset_array);
549 m_camera_offset_pixel.set(camera_offset_array, services);
550 m_camera_offset_vertex.set(camera_offset_array, services);
552 SamplerLayer_t base_tex = 0;
553 m_base_texture.set(&base_tex, services);
558 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
561 bool *m_force_fog_off;
564 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
566 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
567 f32 *fog_range, Client *client) :
569 m_force_fog_off(force_fog_off),
570 m_fog_range(fog_range),
574 void setSky(Sky *sky) {
576 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
577 ggscs->setSky(m_sky);
579 created_nosky.clear();
582 virtual IShaderConstantSetter* create()
584 GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
585 m_sky, m_force_fog_off, m_fog_range, m_client);
587 created_nosky.push_back(scs);
593 #define SIZE_TAG "size[11,5.5]"
595 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
598 /****************************************************************************
599 ****************************************************************************/
601 const float object_hit_delay = 0.2;
604 u32 last_time, busy_time, sleep_time;
608 /* The reason the following structs are not anonymous structs within the
609 * class is that they are not used by the majority of member functions and
610 * many functions that do require objects of thse types do not modify them
611 * (so they can be passed as a const qualified parameter)
617 PointedThing pointed_old;
620 bool btn_down_for_dig;
622 bool digging_blocked;
623 bool reset_jump_timer;
624 float nodig_delay_timer;
626 float dig_time_complete;
627 float repeat_place_timer;
628 float object_hit_delay_timer;
629 float time_from_last_punch;
630 ClientActiveObject *selected_object;
634 float update_draw_list_timer;
638 v3f update_draw_list_last_cam_dir;
640 float time_of_day_smooth;
645 struct ClientEventHandler
647 void (Game::*handler)(ClientEvent *, CameraOrientation *);
650 /****************************************************************************
652 ****************************************************************************/
654 /* This is not intended to be a public class. If a public class becomes
655 * desirable then it may be better to create another 'wrapper' class that
656 * hides most of the stuff in this class (nothing in this class is required
657 * by any other file) but exposes the public methods/data only.
664 bool startup(bool *kill,
666 const GameStartData &game_params,
667 std::string &error_message,
669 ChatBackend *chat_backend);
676 void extendedResourceCleanup();
678 // Basic initialisation
679 bool init(const std::string &map_dir, const std::string &address,
680 u16 port, const SubgameSpec &gamespec);
682 bool createSingleplayerServer(const std::string &map_dir,
683 const SubgameSpec &gamespec, u16 port);
686 bool createClient(const GameStartData &start_data);
690 bool connectToServer(const GameStartData &start_data,
691 bool *connect_ok, bool *aborted);
692 bool getServerContent(bool *aborted);
696 void updateInteractTimers(f32 dtime);
697 bool checkConnection();
698 bool handleCallbacks();
699 void processQueues();
700 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
701 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
702 void updateProfilerGraphs(ProfilerGraph *graph);
705 void processUserInput(f32 dtime);
706 void processKeyInput();
707 void processItemSelection(u16 *new_playeritem);
709 void dropSelectedItem(bool single_item = false);
710 void openInventory();
711 void openConsole(float scale, const wchar_t *line=NULL);
712 void toggleFreeMove();
713 void toggleFreeMoveAlt();
714 void togglePitchMove();
717 void toggleCinematic();
718 void toggleAutoforward();
720 void toggleMinimap(bool shift_pressed);
723 void toggleUpdateCamera();
725 void increaseViewRange();
726 void decreaseViewRange();
727 void toggleFullViewRange();
728 void checkZoomEnabled();
730 void updateCameraDirection(CameraOrientation *cam, float dtime);
731 void updateCameraOrientation(CameraOrientation *cam, float dtime);
732 void updatePlayerControl(const CameraOrientation &cam);
733 void step(f32 *dtime);
734 void processClientEvents(CameraOrientation *cam);
735 void updateCamera(u32 busy_time, f32 dtime);
736 void updateSound(f32 dtime);
737 void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
739 * Returns the object or node the player is pointing at.
740 * Also updates the selected thing in the Hud.
742 * @param[in] shootline the shootline, starting from
743 * the camera position. This also gives the maximal distance
745 * @param[in] liquids_pointable if false, liquids are ignored
746 * @param[in] look_for_object if false, objects are ignored
747 * @param[in] camera_offset offset of the camera
748 * @param[out] selected_object the selected object or
751 PointedThing updatePointedThing(
752 const core::line3d<f32> &shootline, bool liquids_pointable,
753 bool look_for_object, const v3s16 &camera_offset);
754 void handlePointingAtNothing(const ItemStack &playerItem);
755 void handlePointingAtNode(const PointedThing &pointed,
756 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
757 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
758 const v3f &player_position, bool show_debug);
759 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
760 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
761 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
762 const CameraOrientation &cam);
765 void limitFps(FpsControl *fps_timings, f32 *dtime);
767 void showOverlayMessage(const char *msg, float dtime, int percent,
768 bool draw_clouds = true);
770 static void settingChangedCallback(const std::string &setting_name, void *data);
773 inline bool isKeyDown(GameKeyType k)
775 return input->isKeyDown(k);
777 inline bool wasKeyDown(GameKeyType k)
779 return input->wasKeyDown(k);
781 inline bool wasKeyPressed(GameKeyType k)
783 return input->wasKeyPressed(k);
785 inline bool wasKeyReleased(GameKeyType k)
787 return input->wasKeyReleased(k);
791 void handleAndroidChatInput();
796 bool force_fog_off = false;
797 bool disable_camera_update = false;
800 void showDeathFormspec();
801 void showPauseMenu();
803 // ClientEvent handlers
804 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
805 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
806 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
807 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
808 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
809 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
810 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
811 CameraOrientation *cam);
812 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
813 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
814 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
815 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
816 void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
817 void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
818 void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
819 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
820 CameraOrientation *cam);
821 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
823 void updateChat(f32 dtime, const v2u32 &screensize);
825 bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
826 const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
827 const NodeMetadata *meta);
828 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
830 InputHandler *input = nullptr;
832 Client *client = nullptr;
833 Server *server = nullptr;
835 IWritableTextureSource *texture_src = nullptr;
836 IWritableShaderSource *shader_src = nullptr;
838 // When created, these will be filled with data received from the server
839 IWritableItemDefManager *itemdef_manager = nullptr;
840 NodeDefManager *nodedef_manager = nullptr;
842 GameOnDemandSoundFetcher soundfetcher; // useful when testing
843 ISoundManager *sound = nullptr;
844 bool sound_is_dummy = false;
845 SoundMaker *soundmaker = nullptr;
847 ChatBackend *chat_backend = nullptr;
848 LogOutputBuffer m_chat_log_buf;
850 EventManager *eventmgr = nullptr;
851 QuicktuneShortcutter *quicktune = nullptr;
852 bool registration_confirmation_shown = false;
854 std::unique_ptr<GameUI> m_game_ui;
855 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
856 MapDrawControl *draw_control = nullptr;
857 Camera *camera = nullptr;
858 Clouds *clouds = nullptr; // Free using ->Drop()
859 Sky *sky = nullptr; // Free using ->Drop()
861 Minimap *mapper = nullptr;
867 This class does take ownership/responsibily for cleaning up etc of any of
868 these items (e.g. device)
870 IrrlichtDevice *device;
871 video::IVideoDriver *driver;
872 scene::ISceneManager *smgr;
874 std::string *error_message;
875 bool *reconnect_requested;
876 scene::ISceneNode *skybox;
878 bool simple_singleplayer_mode;
881 /* Pre-calculated values
883 int crack_animation_length;
885 IntervalLimiter profiler_interval;
888 * TODO: Local caching of settings is not optimal and should at some stage
889 * be updated to use a global settings object for getting thse values
890 * (as opposed to the this local caching). This can be addressed in
893 bool m_cache_doubletap_jump;
894 bool m_cache_enable_clouds;
895 bool m_cache_enable_joysticks;
896 bool m_cache_enable_particles;
897 bool m_cache_enable_fog;
898 bool m_cache_enable_noclip;
899 bool m_cache_enable_free_move;
900 f32 m_cache_mouse_sensitivity;
901 f32 m_cache_joystick_frustum_sensitivity;
902 f32 m_repeat_place_time;
903 f32 m_cache_cam_smoothing;
904 f32 m_cache_fog_start;
906 bool m_invert_mouse = false;
907 bool m_first_loop_after_window_activation = false;
908 bool m_camera_offset_changed = false;
910 bool m_does_lost_focus_pause_game = false;
913 bool m_cache_hold_aux1;
914 bool m_android_chat_open;
919 m_chat_log_buf(g_logger),
920 m_game_ui(new GameUI())
922 g_settings->registerChangedCallback("doubletap_jump",
923 &settingChangedCallback, this);
924 g_settings->registerChangedCallback("enable_clouds",
925 &settingChangedCallback, this);
926 g_settings->registerChangedCallback("doubletap_joysticks",
927 &settingChangedCallback, this);
928 g_settings->registerChangedCallback("enable_particles",
929 &settingChangedCallback, this);
930 g_settings->registerChangedCallback("enable_fog",
931 &settingChangedCallback, this);
932 g_settings->registerChangedCallback("mouse_sensitivity",
933 &settingChangedCallback, this);
934 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
935 &settingChangedCallback, this);
936 g_settings->registerChangedCallback("repeat_place_time",
937 &settingChangedCallback, this);
938 g_settings->registerChangedCallback("noclip",
939 &settingChangedCallback, this);
940 g_settings->registerChangedCallback("free_move",
941 &settingChangedCallback, this);
942 g_settings->registerChangedCallback("cinematic",
943 &settingChangedCallback, this);
944 g_settings->registerChangedCallback("cinematic_camera_smoothing",
945 &settingChangedCallback, this);
946 g_settings->registerChangedCallback("camera_smoothing",
947 &settingChangedCallback, this);
952 m_cache_hold_aux1 = false; // This is initialised properly later
959 /****************************************************************************
961 ****************************************************************************/
970 delete server; // deleted first to stop all server threads
978 delete nodedef_manager;
979 delete itemdef_manager;
982 extendedResourceCleanup();
984 g_settings->deregisterChangedCallback("doubletap_jump",
985 &settingChangedCallback, this);
986 g_settings->deregisterChangedCallback("enable_clouds",
987 &settingChangedCallback, this);
988 g_settings->deregisterChangedCallback("enable_particles",
989 &settingChangedCallback, this);
990 g_settings->deregisterChangedCallback("enable_fog",
991 &settingChangedCallback, this);
992 g_settings->deregisterChangedCallback("mouse_sensitivity",
993 &settingChangedCallback, this);
994 g_settings->deregisterChangedCallback("repeat_place_time",
995 &settingChangedCallback, this);
996 g_settings->deregisterChangedCallback("noclip",
997 &settingChangedCallback, this);
998 g_settings->deregisterChangedCallback("free_move",
999 &settingChangedCallback, this);
1000 g_settings->deregisterChangedCallback("cinematic",
1001 &settingChangedCallback, this);
1002 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1003 &settingChangedCallback, this);
1004 g_settings->deregisterChangedCallback("camera_smoothing",
1005 &settingChangedCallback, this);
1008 bool Game::startup(bool *kill,
1009 InputHandler *input,
1010 const GameStartData &start_data,
1011 std::string &error_message,
1013 ChatBackend *chat_backend)
1017 this->device = RenderingEngine::get_raw_device();
1019 this->error_message = &error_message;
1020 this->reconnect_requested = reconnect;
1021 this->input = input;
1022 this->chat_backend = chat_backend;
1023 this->simple_singleplayer_mode = start_data.isSinglePlayer();
1025 input->keycache.populate();
1027 driver = device->getVideoDriver();
1028 smgr = RenderingEngine::get_scene_manager();
1030 RenderingEngine::get_scene_manager()->getParameters()->
1031 setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1034 runData = GameRunData();
1035 runData.time_from_last_punch = 10.0;
1037 m_game_ui->initFlags();
1039 m_invert_mouse = g_settings->getBool("invert_mouse");
1040 m_first_loop_after_window_activation = true;
1042 g_client_translations->clear();
1044 // address can change if simple_singleplayer_mode
1045 if (!init(start_data.world_spec.path, start_data.address,
1046 start_data.socket_port, start_data.game_spec))
1049 if (!createClient(start_data))
1052 RenderingEngine::initialize(client, hud);
1060 ProfilerGraph graph;
1061 RunStats stats = { 0 };
1062 CameraOrientation cam_view_target = { 0 };
1063 CameraOrientation cam_view = { 0 };
1064 FpsControl draw_times = { 0 };
1065 f32 dtime; // in seconds
1067 /* Clear the profiler */
1068 Profiler::GraphValues dummyvalues;
1069 g_profiler->graphGet(dummyvalues);
1071 draw_times.last_time = RenderingEngine::get_timer_time();
1073 set_light_table(g_settings->getFloat("display_gamma"));
1076 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1077 && client->checkPrivilege("fast");
1080 irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1081 g_settings->getU16("screen_h"));
1083 while (RenderingEngine::run()
1084 && !(*kill || g_gamecallback->shutdown_requested
1085 || (server && server->isShutdownRequested()))) {
1087 const irr::core::dimension2d<u32> ¤t_screen_size =
1088 RenderingEngine::get_video_driver()->getScreenSize();
1089 // Verify if window size has changed and save it if it's the case
1090 // Ensure evaluating settings->getBool after verifying screensize
1091 // First condition is cheaper
1092 if (previous_screen_size != current_screen_size &&
1093 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1094 g_settings->getBool("autosave_screensize")) {
1095 g_settings->setU16("screen_w", current_screen_size.Width);
1096 g_settings->setU16("screen_h", current_screen_size.Height);
1097 previous_screen_size = current_screen_size;
1100 // Calculate dtime =
1101 // RenderingEngine::run() from this iteration
1102 // + Sleep time until the wanted FPS are reached
1103 limitFps(&draw_times, &dtime);
1105 // Prepare render data for next iteration
1107 updateStats(&stats, draw_times, dtime);
1108 updateInteractTimers(dtime);
1110 if (!checkConnection())
1112 if (!handleCallbacks())
1117 m_game_ui->clearInfoText();
1118 hud->resizeHotbar();
1120 updateProfilers(stats, draw_times, dtime);
1121 processUserInput(dtime);
1122 // Update camera before player movement to avoid camera lag of one frame
1123 updateCameraDirection(&cam_view_target, dtime);
1124 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1125 cam_view.camera_yaw) * m_cache_cam_smoothing;
1126 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1127 cam_view.camera_pitch) * m_cache_cam_smoothing;
1128 updatePlayerControl(cam_view);
1130 processClientEvents(&cam_view_target);
1131 updateCamera(draw_times.busy_time, dtime);
1133 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
1134 m_game_ui->m_flags.show_debug);
1135 updateFrame(&graph, &stats, dtime, cam_view);
1136 updateProfilerGraphs(&graph);
1138 // Update if minimap has been disabled by the server
1139 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1141 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1148 void Game::shutdown()
1150 RenderingEngine::finalize();
1151 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1152 if (g_settings->get("3d_mode") == "pageflip") {
1153 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1156 auto formspec = m_game_ui->getFormspecGUI();
1158 formspec->quitMenu();
1160 #ifdef HAVE_TOUCHSCREENGUI
1161 g_touchscreengui->hide();
1164 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1169 if (gui_chat_console)
1170 gui_chat_console->drop();
1176 while (g_menumgr.menuCount() > 0) {
1177 g_menumgr.m_stack.front()->setVisible(false);
1178 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1181 m_game_ui->deleteFormspec();
1183 chat_backend->addMessage(L"", L"# Disconnected.");
1184 chat_backend->addMessage(L"", L"");
1185 m_chat_log_buf.clear();
1189 while (!client->isShutdown()) {
1190 assert(texture_src != NULL);
1191 assert(shader_src != NULL);
1192 texture_src->processQueue();
1193 shader_src->processQueue();
1200 /****************************************************************************/
1201 /****************************************************************************
1203 ****************************************************************************/
1204 /****************************************************************************/
1207 const std::string &map_dir,
1208 const std::string &address,
1210 const SubgameSpec &gamespec)
1212 texture_src = createTextureSource();
1214 showOverlayMessage(N_("Loading..."), 0, 0);
1216 shader_src = createShaderSource();
1218 itemdef_manager = createItemDefManager();
1219 nodedef_manager = createNodeDefManager();
1221 eventmgr = new EventManager();
1222 quicktune = new QuicktuneShortcutter();
1224 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1225 && eventmgr && quicktune))
1231 // Create a server if not connecting to an existing one
1232 if (address.empty()) {
1233 if (!createSingleplayerServer(map_dir, gamespec, port))
1240 bool Game::initSound()
1243 if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1244 infostream << "Attempting to use OpenAL audio" << std::endl;
1245 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1247 infostream << "Failed to initialize OpenAL audio" << std::endl;
1249 infostream << "Sound disabled." << std::endl;
1253 infostream << "Using dummy audio." << std::endl;
1254 sound = &dummySoundManager;
1255 sound_is_dummy = true;
1258 soundmaker = new SoundMaker(sound, nodedef_manager);
1262 soundmaker->registerReceiver(eventmgr);
1267 bool Game::createSingleplayerServer(const std::string &map_dir,
1268 const SubgameSpec &gamespec, u16 port)
1270 showOverlayMessage(N_("Creating server..."), 0, 5);
1272 std::string bind_str = g_settings->get("bind_address");
1273 Address bind_addr(0, 0, 0, 0, port);
1275 if (g_settings->getBool("ipv6_server")) {
1276 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1280 bind_addr.Resolve(bind_str.c_str());
1281 } catch (ResolveError &e) {
1282 infostream << "Resolving bind address \"" << bind_str
1283 << "\" failed: " << e.what()
1284 << " -- Listening on all addresses." << std::endl;
1287 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1288 *error_message = "Unable to listen on " +
1289 bind_addr.serializeString() +
1290 " because IPv6 is disabled";
1291 errorstream << *error_message << std::endl;
1295 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1296 false, nullptr, error_message);
1302 bool Game::createClient(const GameStartData &start_data)
1304 showOverlayMessage(N_("Creating client..."), 0, 10);
1306 draw_control = new MapDrawControl;
1310 bool could_connect, connect_aborted;
1311 #ifdef HAVE_TOUCHSCREENGUI
1312 if (g_touchscreengui) {
1313 g_touchscreengui->init(texture_src);
1314 g_touchscreengui->hide();
1317 if (!connectToServer(start_data, &could_connect, &connect_aborted))
1320 if (!could_connect) {
1321 if (error_message->empty() && !connect_aborted) {
1322 // Should not happen if error messages are set properly
1323 *error_message = "Connection failed for unknown reason";
1324 errorstream << *error_message << std::endl;
1329 if (!getServerContent(&connect_aborted)) {
1330 if (error_message->empty() && !connect_aborted) {
1331 // Should not happen if error messages are set properly
1332 *error_message = "Connection failed for unknown reason";
1333 errorstream << *error_message << std::endl;
1338 GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
1339 &m_flags.force_fog_off, &runData.fog_range, client);
1340 shader_src->addShaderConstantSetterFactory(scsf);
1342 // Update cached textures, meshes and materials
1343 client->afterContentReceived();
1347 camera = new Camera(*draw_control, client);
1348 if (!camera || !camera->successfullyCreated(*error_message))
1350 client->setCamera(camera);
1354 if (m_cache_enable_clouds) {
1355 clouds = new Clouds(smgr, -1, time(0));
1357 *error_message = "Memory allocation error (clouds)";
1358 errorstream << *error_message << std::endl;
1365 sky = new Sky(-1, texture_src);
1367 skybox = NULL; // This is used/set later on in the main run loop
1370 *error_message = "Memory allocation error sky";
1371 errorstream << *error_message << std::endl;
1375 /* Pre-calculated values
1377 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1379 v2u32 size = t->getOriginalSize();
1380 crack_animation_length = size.Y / size.X;
1382 crack_animation_length = 5;
1388 /* Set window caption
1390 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1392 str += utf8_to_wide(g_version_hash);
1394 str += driver->getName();
1396 device->setWindowCaption(str.c_str());
1398 LocalPlayer *player = client->getEnv().getLocalPlayer();
1399 player->hurt_tilt_timer = 0;
1400 player->hurt_tilt_strength = 0;
1402 hud = new Hud(guienv, client, player, &player->inventory);
1405 *error_message = "Memory error: could not create HUD";
1406 errorstream << *error_message << std::endl;
1410 mapper = client->getMinimap();
1412 if (mapper && client->modsLoaded())
1413 client->getScript()->on_minimap_ready(mapper);
1418 bool Game::initGui()
1422 // Remove stale "recent" chat messages from previous connections
1423 chat_backend->clearRecentChat();
1425 // Make sure the size of the recent messages buffer is right
1426 chat_backend->applySettings();
1428 // Chat backend and console
1429 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1430 -1, chat_backend, client, &g_menumgr);
1431 if (!gui_chat_console) {
1432 *error_message = "Could not allocate memory for chat console";
1433 errorstream << *error_message << std::endl;
1437 #ifdef HAVE_TOUCHSCREENGUI
1439 if (g_touchscreengui)
1440 g_touchscreengui->show();
1447 bool Game::connectToServer(const GameStartData &start_data,
1448 bool *connect_ok, bool *connection_aborted)
1450 *connect_ok = false; // Let's not be overly optimistic
1451 *connection_aborted = false;
1452 bool local_server_mode = false;
1454 showOverlayMessage(N_("Resolving address..."), 0, 15);
1456 Address connect_address(0, 0, 0, 0, start_data.socket_port);
1459 connect_address.Resolve(start_data.address.c_str());
1461 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1462 //connect_address.Resolve("localhost");
1463 if (connect_address.isIPv6()) {
1464 IPv6AddressBytes addr_bytes;
1465 addr_bytes.bytes[15] = 1;
1466 connect_address.setAddress(&addr_bytes);
1468 connect_address.setAddress(127, 0, 0, 1);
1470 local_server_mode = true;
1472 } catch (ResolveError &e) {
1473 *error_message = std::string("Couldn't resolve address: ") + e.what();
1474 errorstream << *error_message << std::endl;
1478 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1479 *error_message = "Unable to connect to " +
1480 connect_address.serializeString() +
1481 " because IPv6 is disabled";
1482 errorstream << *error_message << std::endl;
1486 client = new Client(start_data.name.c_str(),
1487 start_data.password, start_data.address,
1488 *draw_control, texture_src, shader_src,
1489 itemdef_manager, nodedef_manager, sound, eventmgr,
1490 connect_address.isIPv6(), m_game_ui.get());
1495 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1497 infostream << "Connecting to server at ";
1498 connect_address.print(&infostream);
1499 infostream << std::endl;
1501 client->connect(connect_address,
1502 simple_singleplayer_mode || local_server_mode);
1505 Wait for server to accept connection
1511 FpsControl fps_control = { 0 };
1513 f32 wait_time = 0; // in seconds
1515 fps_control.last_time = RenderingEngine::get_timer_time();
1517 while (RenderingEngine::run()) {
1519 limitFps(&fps_control, &dtime);
1521 // Update client and server
1522 client->step(dtime);
1525 server->step(dtime);
1528 if (client->getState() == LC_Init) {
1534 if (*connection_aborted)
1537 if (client->accessDenied()) {
1538 *error_message = "Access denied. Reason: "
1539 + client->accessDeniedReason();
1540 *reconnect_requested = client->reconnectRequested();
1541 errorstream << *error_message << std::endl;
1545 if (input->cancelPressed()) {
1546 *connection_aborted = true;
1547 infostream << "Connect aborted [Escape]" << std::endl;
1551 if (client->m_is_registration_confirmation_state) {
1552 if (registration_confirmation_shown) {
1553 // Keep drawing the GUI
1554 RenderingEngine::draw_menu_scene(guienv, dtime, true);
1556 registration_confirmation_shown = true;
1557 (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
1558 &g_menumgr, client, start_data.name, start_data.password,
1559 connection_aborted, texture_src))->drop();
1563 // Only time out if we aren't waiting for the server we started
1564 if (!start_data.isSinglePlayer() && wait_time > 10) {
1565 *error_message = "Connection timed out.";
1566 errorstream << *error_message << std::endl;
1571 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1574 } catch (con::PeerNotFoundException &e) {
1575 // TODO: Should something be done here? At least an info/error
1583 bool Game::getServerContent(bool *aborted)
1587 FpsControl fps_control = { 0 };
1588 f32 dtime; // in seconds
1590 fps_control.last_time = RenderingEngine::get_timer_time();
1592 while (RenderingEngine::run()) {
1594 limitFps(&fps_control, &dtime);
1596 // Update client and server
1597 client->step(dtime);
1600 server->step(dtime);
1603 if (client->mediaReceived() && client->itemdefReceived() &&
1604 client->nodedefReceived()) {
1609 if (!checkConnection())
1612 if (client->getState() < LC_Init) {
1613 *error_message = "Client disconnected";
1614 errorstream << *error_message << std::endl;
1618 if (input->cancelPressed()) {
1620 infostream << "Connect aborted [Escape]" << std::endl;
1627 if (!client->itemdefReceived()) {
1628 const wchar_t *text = wgettext("Item definitions...");
1630 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1633 } else if (!client->nodedefReceived()) {
1634 const wchar_t *text = wgettext("Node definitions...");
1636 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1640 std::stringstream message;
1641 std::fixed(message);
1642 message.precision(0);
1643 message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
1644 message.precision(2);
1646 if ((USE_CURL == 0) ||
1647 (!g_settings->getBool("enable_remote_media_server"))) {
1648 float cur = client->getCurRate();
1649 std::string cur_unit = gettext("KiB/s");
1653 cur_unit = gettext("MiB/s");
1656 message << " (" << cur << ' ' << cur_unit << ")";
1659 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1660 RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
1661 texture_src, dtime, progress);
1669 /****************************************************************************/
1670 /****************************************************************************
1672 ****************************************************************************/
1673 /****************************************************************************/
1675 inline void Game::updateInteractTimers(f32 dtime)
1677 if (runData.nodig_delay_timer >= 0)
1678 runData.nodig_delay_timer -= dtime;
1680 if (runData.object_hit_delay_timer >= 0)
1681 runData.object_hit_delay_timer -= dtime;
1683 runData.time_from_last_punch += dtime;
1687 /* returns false if game should exit, otherwise true
1689 inline bool Game::checkConnection()
1691 if (client->accessDenied()) {
1692 *error_message = "Access denied. Reason: "
1693 + client->accessDeniedReason();
1694 *reconnect_requested = client->reconnectRequested();
1695 errorstream << *error_message << std::endl;
1703 /* returns false if game should exit, otherwise true
1705 inline bool Game::handleCallbacks()
1707 if (g_gamecallback->disconnect_requested) {
1708 g_gamecallback->disconnect_requested = false;
1712 if (g_gamecallback->changepassword_requested) {
1713 (new GUIPasswordChange(guienv, guiroot, -1,
1714 &g_menumgr, client, texture_src))->drop();
1715 g_gamecallback->changepassword_requested = false;
1718 if (g_gamecallback->changevolume_requested) {
1719 (new GUIVolumeChange(guienv, guiroot, -1,
1720 &g_menumgr, texture_src))->drop();
1721 g_gamecallback->changevolume_requested = false;
1724 if (g_gamecallback->keyconfig_requested) {
1725 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1726 &g_menumgr, texture_src))->drop();
1727 g_gamecallback->keyconfig_requested = false;
1730 if (g_gamecallback->keyconfig_changed) {
1731 input->keycache.populate(); // update the cache with new settings
1732 g_gamecallback->keyconfig_changed = false;
1739 void Game::processQueues()
1741 texture_src->processQueue();
1742 itemdef_manager->processQueue(client);
1743 shader_src->processQueue();
1747 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1750 float profiler_print_interval =
1751 g_settings->getFloat("profiler_print_interval");
1752 bool print_to_log = true;
1754 if (profiler_print_interval == 0) {
1755 print_to_log = false;
1756 profiler_print_interval = 3;
1759 if (profiler_interval.step(dtime, profiler_print_interval)) {
1761 infostream << "Profiler:" << std::endl;
1762 g_profiler->print(infostream);
1765 m_game_ui->updateProfiler();
1766 g_profiler->clear();
1769 // Update update graphs
1770 g_profiler->graphAdd("Time non-rendering [ms]",
1771 draw_times.busy_time - stats.drawtime);
1773 g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
1774 g_profiler->graphAdd("FPS", 1.0f / dtime);
1777 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1784 /* Time average and jitter calculation
1786 jp = &stats->dtime_jitter;
1787 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1789 jitter = dtime - jp->avg;
1791 if (jitter > jp->max)
1794 jp->counter += dtime;
1796 if (jp->counter > 0.0) {
1798 jp->max_sample = jp->max;
1799 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1803 /* Busytime average and jitter calculation
1805 jp = &stats->busy_time_jitter;
1806 jp->avg = jp->avg + draw_times.busy_time * 0.02;
1808 jitter = draw_times.busy_time - jp->avg;
1810 if (jitter > jp->max)
1812 if (jitter < jp->min)
1815 jp->counter += dtime;
1817 if (jp->counter > 0.0) {
1819 jp->max_sample = jp->max;
1820 jp->min_sample = jp->min;
1828 /****************************************************************************
1830 ****************************************************************************/
1832 void Game::processUserInput(f32 dtime)
1834 // Reset input if window not active or some menu is active
1835 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1837 #ifdef HAVE_TOUCHSCREENGUI
1838 g_touchscreengui->hide();
1841 #ifdef HAVE_TOUCHSCREENGUI
1842 else if (g_touchscreengui) {
1843 /* on touchscreengui step may generate own input events which ain't
1844 * what we want in case we just did clear them */
1845 g_touchscreengui->step(dtime);
1849 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1850 gui_chat_console->closeConsoleAtOnce();
1853 // Input handler step() (used by the random input generator)
1857 auto formspec = m_game_ui->getFormspecGUI();
1859 formspec->getAndroidUIInput();
1861 handleAndroidChatInput();
1864 // Increase timer for double tap of "keymap_jump"
1865 if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1866 runData.jump_timer += dtime;
1869 processItemSelection(&runData.new_playeritem);
1873 void Game::processKeyInput()
1875 if (wasKeyDown(KeyType::DROP)) {
1876 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1877 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1878 toggleAutoforward();
1879 } else if (wasKeyDown(KeyType::BACKWARD)) {
1880 if (g_settings->getBool("continuous_forward"))
1881 toggleAutoforward();
1882 } else if (wasKeyDown(KeyType::INVENTORY)) {
1884 } else if (input->cancelPressed()) {
1886 m_android_chat_open = false;
1888 if (!gui_chat_console->isOpenInhibited()) {
1891 } else if (wasKeyDown(KeyType::CHAT)) {
1892 openConsole(0.2, L"");
1893 } else if (wasKeyDown(KeyType::CMD)) {
1894 openConsole(0.2, L"/");
1895 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1896 if (client->modsLoaded())
1897 openConsole(0.2, L".");
1899 m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
1900 } else if (wasKeyDown(KeyType::CONSOLE)) {
1901 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1902 } else if (wasKeyDown(KeyType::FREEMOVE)) {
1904 } else if (wasKeyDown(KeyType::JUMP)) {
1905 toggleFreeMoveAlt();
1906 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
1908 } else if (wasKeyDown(KeyType::FASTMOVE)) {
1910 } else if (wasKeyDown(KeyType::NOCLIP)) {
1913 } else if (wasKeyDown(KeyType::MUTE)) {
1914 if (g_settings->getBool("enable_sound")) {
1915 bool new_mute_sound = !g_settings->getBool("mute_sound");
1916 g_settings->setBool("mute_sound", new_mute_sound);
1918 m_game_ui->showTranslatedStatusText("Sound muted");
1920 m_game_ui->showTranslatedStatusText("Sound unmuted");
1922 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1924 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1925 if (g_settings->getBool("enable_sound")) {
1926 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1928 g_settings->setFloat("sound_volume", new_volume);
1929 const wchar_t *str = wgettext("Volume changed to %d%%");
1930 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1932 m_game_ui->showStatusText(buf);
1934 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1936 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1937 if (g_settings->getBool("enable_sound")) {
1938 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1940 g_settings->setFloat("sound_volume", new_volume);
1941 const wchar_t *str = wgettext("Volume changed to %d%%");
1942 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1944 m_game_ui->showStatusText(buf);
1946 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1949 } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
1950 || wasKeyDown(KeyType::DEC_VOLUME)) {
1951 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
1953 } else if (wasKeyDown(KeyType::CINEMATIC)) {
1955 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
1956 client->makeScreenshot();
1957 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
1958 m_game_ui->toggleHud();
1959 } else if (wasKeyDown(KeyType::MINIMAP)) {
1960 toggleMinimap(isKeyDown(KeyType::SNEAK));
1961 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
1962 m_game_ui->toggleChat();
1963 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
1965 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
1966 toggleUpdateCamera();
1967 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
1969 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
1970 m_game_ui->toggleProfiler();
1971 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
1972 increaseViewRange();
1973 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
1974 decreaseViewRange();
1975 } else if (wasKeyDown(KeyType::RANGESELECT)) {
1976 toggleFullViewRange();
1977 } else if (wasKeyDown(KeyType::ZOOM)) {
1979 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
1981 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
1983 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
1985 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
1989 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
1990 runData.reset_jump_timer = false;
1991 runData.jump_timer = 0.0f;
1994 if (quicktune->hasMessage()) {
1995 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
1999 void Game::processItemSelection(u16 *new_playeritem)
2001 LocalPlayer *player = client->getEnv().getLocalPlayer();
2003 /* Item selection using mouse wheel
2005 *new_playeritem = player->getWieldIndex();
2007 s32 wheel = input->getMouseWheel();
2008 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2009 player->hud_hotbar_itemcount - 1);
2013 if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
2014 wasKeyDown(KeyType::HOTBAR_NEXT)) {
2018 if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
2019 wasKeyDown(KeyType::HOTBAR_PREV)) {
2024 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2026 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2029 /* Item selection using hotbar slot keys
2031 for (u16 i = 0; i <= max_item; i++) {
2032 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2033 *new_playeritem = i;
2040 void Game::dropSelectedItem(bool single_item)
2042 IDropAction *a = new IDropAction();
2043 a->count = single_item ? 1 : 0;
2044 a->from_inv.setCurrentPlayer();
2045 a->from_list = "main";
2046 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2047 client->inventoryAction(a);
2051 void Game::openInventory()
2054 * Don't permit to open inventory is CAO or player doesn't exists.
2055 * This prevent showing an empty inventory at player load
2058 LocalPlayer *player = client->getEnv().getLocalPlayer();
2059 if (!player || !player->getCAO())
2062 infostream << "Game: Launching inventory" << std::endl;
2064 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2066 InventoryLocation inventoryloc;
2067 inventoryloc.setCurrentPlayer();
2069 if (!client->modsLoaded()
2070 || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2071 TextDest *txt_dst = new TextDestPlayerInventory(client);
2072 auto *&formspec = m_game_ui->updateFormspec("");
2073 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
2074 txt_dst, client->getFormspecPrepend());
2076 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2081 void Game::openConsole(float scale, const wchar_t *line)
2083 assert(scale > 0.0f && scale <= 1.0f);
2086 porting::showInputDialog(gettext("ok"), "", "", 2);
2087 m_android_chat_open = true;
2089 if (gui_chat_console->isOpenInhibited())
2091 gui_chat_console->openConsole(scale);
2093 gui_chat_console->setCloseOnEnter(true);
2094 gui_chat_console->replaceAndAddToHistory(line);
2100 void Game::handleAndroidChatInput()
2102 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2103 std::string text = porting::getInputDialogValue();
2104 client->typeChatMessage(utf8_to_wide(text));
2105 m_android_chat_open = false;
2111 void Game::toggleFreeMove()
2113 bool free_move = !g_settings->getBool("free_move");
2114 g_settings->set("free_move", bool_to_cstr(free_move));
2117 if (client->checkPrivilege("fly")) {
2118 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2120 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2123 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2127 void Game::toggleFreeMoveAlt()
2129 if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2132 runData.reset_jump_timer = true;
2136 void Game::togglePitchMove()
2138 bool pitch_move = !g_settings->getBool("pitch_move");
2139 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2142 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2144 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2149 void Game::toggleFast()
2151 bool fast_move = !g_settings->getBool("fast_move");
2152 bool has_fast_privs = client->checkPrivilege("fast");
2153 g_settings->set("fast_move", bool_to_cstr(fast_move));
2156 if (has_fast_privs) {
2157 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2159 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2162 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2166 m_cache_hold_aux1 = fast_move && has_fast_privs;
2171 void Game::toggleNoClip()
2173 bool noclip = !g_settings->getBool("noclip");
2174 g_settings->set("noclip", bool_to_cstr(noclip));
2177 if (client->checkPrivilege("noclip")) {
2178 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2180 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2183 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2187 void Game::toggleCinematic()
2189 bool cinematic = !g_settings->getBool("cinematic");
2190 g_settings->set("cinematic", bool_to_cstr(cinematic));
2193 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2195 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2198 // Autoforward by toggling continuous forward.
2199 void Game::toggleAutoforward()
2201 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2202 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2204 if (autorun_enabled)
2205 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2207 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2210 void Game::toggleMinimap(bool shift_pressed)
2212 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2216 mapper->toggleMinimapShape();
2220 // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2222 // Not so satisying code to keep compatibility with old fixed mode system
2224 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2226 if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2227 m_game_ui->m_flags.show_minimap = false;
2230 // If radar is disabled, try to find a non radar mode or fall back to 0
2231 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2232 while (mapper->getModeIndex() &&
2233 mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2236 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2240 // End of 'not so satifying code'
2241 if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2242 (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2243 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2245 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2248 void Game::toggleFog()
2250 bool fog_enabled = g_settings->getBool("enable_fog");
2251 g_settings->setBool("enable_fog", !fog_enabled);
2253 m_game_ui->showTranslatedStatusText("Fog disabled");
2255 m_game_ui->showTranslatedStatusText("Fog enabled");
2259 void Game::toggleDebug()
2261 // Initial / 4x toggle: Chat only
2262 // 1x toggle: Debug text with chat
2263 // 2x toggle: Debug text with profiler graph
2264 // 3x toggle: Debug text and wireframe
2265 if (!m_game_ui->m_flags.show_debug) {
2266 m_game_ui->m_flags.show_debug = true;
2267 m_game_ui->m_flags.show_profiler_graph = false;
2268 draw_control->show_wireframe = false;
2269 m_game_ui->showTranslatedStatusText("Debug info shown");
2270 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2271 m_game_ui->m_flags.show_profiler_graph = true;
2272 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2273 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2274 m_game_ui->m_flags.show_profiler_graph = false;
2275 draw_control->show_wireframe = true;
2276 m_game_ui->showTranslatedStatusText("Wireframe shown");
2278 m_game_ui->m_flags.show_debug = false;
2279 m_game_ui->m_flags.show_profiler_graph = false;
2280 draw_control->show_wireframe = false;
2281 if (client->checkPrivilege("debug")) {
2282 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2284 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2290 void Game::toggleUpdateCamera()
2292 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2293 if (m_flags.disable_camera_update)
2294 m_game_ui->showTranslatedStatusText("Camera update disabled");
2296 m_game_ui->showTranslatedStatusText("Camera update enabled");
2300 void Game::increaseViewRange()
2302 s16 range = g_settings->getS16("viewing_range");
2303 s16 range_new = range + 10;
2307 if (range_new > 4000) {
2309 str = wgettext("Viewing range is at maximum: %d");
2310 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2312 m_game_ui->showStatusText(buf);
2315 str = wgettext("Viewing range changed to %d");
2316 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2318 m_game_ui->showStatusText(buf);
2320 g_settings->set("viewing_range", itos(range_new));
2324 void Game::decreaseViewRange()
2326 s16 range = g_settings->getS16("viewing_range");
2327 s16 range_new = range - 10;
2331 if (range_new < 20) {
2333 str = wgettext("Viewing range is at minimum: %d");
2334 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2336 m_game_ui->showStatusText(buf);
2338 str = wgettext("Viewing range changed to %d");
2339 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2341 m_game_ui->showStatusText(buf);
2343 g_settings->set("viewing_range", itos(range_new));
2347 void Game::toggleFullViewRange()
2349 draw_control->range_all = !draw_control->range_all;
2350 if (draw_control->range_all)
2351 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2353 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2357 void Game::checkZoomEnabled()
2359 LocalPlayer *player = client->getEnv().getLocalPlayer();
2360 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2361 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2365 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2367 if ((device->isWindowActive() && device->isWindowFocused()
2368 && !isMenuActive()) || input->isRandom()) {
2371 if (!input->isRandom()) {
2372 // Mac OSX gets upset if this is set every frame
2373 if (device->getCursorControl()->isVisible())
2374 device->getCursorControl()->setVisible(false);
2378 if (m_first_loop_after_window_activation) {
2379 m_first_loop_after_window_activation = false;
2381 input->setMousePos(driver->getScreenSize().Width / 2,
2382 driver->getScreenSize().Height / 2);
2384 updateCameraOrientation(cam, dtime);
2390 // Mac OSX gets upset if this is set every frame
2391 if (!device->getCursorControl()->isVisible())
2392 device->getCursorControl()->setVisible(true);
2395 m_first_loop_after_window_activation = true;
2400 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2402 #ifdef HAVE_TOUCHSCREENGUI
2403 if (g_touchscreengui) {
2404 cam->camera_yaw += g_touchscreengui->getYawChange();
2405 cam->camera_pitch = g_touchscreengui->getPitch();
2408 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2409 v2s32 dist = input->getMousePos() - center;
2411 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2415 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity;
2416 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
2418 if (dist.X != 0 || dist.Y != 0)
2419 input->setMousePos(center.X, center.Y);
2420 #ifdef HAVE_TOUCHSCREENGUI
2424 if (m_cache_enable_joysticks) {
2425 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
2426 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2427 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2430 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2434 void Game::updatePlayerControl(const CameraOrientation &cam)
2436 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2438 // DO NOT use the isKeyDown method for the forward, backward, left, right
2439 // buttons, as the code that uses the controls needs to be able to
2440 // distinguish between the two in order to know when to use joysticks.
2442 PlayerControl control(
2443 input->isKeyDown(KeyType::FORWARD),
2444 input->isKeyDown(KeyType::BACKWARD),
2445 input->isKeyDown(KeyType::LEFT),
2446 input->isKeyDown(KeyType::RIGHT),
2447 isKeyDown(KeyType::JUMP),
2448 isKeyDown(KeyType::SPECIAL1),
2449 isKeyDown(KeyType::SNEAK),
2450 isKeyDown(KeyType::ZOOM),
2451 isKeyDown(KeyType::DIG),
2452 isKeyDown(KeyType::PLACE),
2455 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2456 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2459 u32 keypress_bits = (
2460 ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
2461 ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
2462 ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
2463 ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
2464 ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
2465 ( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) |
2466 ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
2467 ( (u32)(isKeyDown(KeyType::DIG) & 0x1) << 7) |
2468 ( (u32)(isKeyDown(KeyType::PLACE) & 0x1) << 8) |
2469 ( (u32)(isKeyDown(KeyType::ZOOM) & 0x1) << 9)
2473 /* For Android, simulate holding down AUX1 (fast move) if the user has
2474 * the fast_move setting toggled on. If there is an aux1 key defined for
2475 * Android then its meaning is inverted (i.e. holding aux1 means walk and
2478 if (m_cache_hold_aux1) {
2479 control.aux1 = control.aux1 ^ true;
2480 keypress_bits ^= ((u32)(1U << 5));
2484 LocalPlayer *player = client->getEnv().getLocalPlayer();
2486 // autojump if set: simulate "jump" key
2487 if (player->getAutojump()) {
2488 control.jump = true;
2489 keypress_bits |= 1U << 4;
2492 // autoforward if set: simulate "up" key
2493 if (player->getPlayerSettings().continuous_forward &&
2494 client->activeObjectsReceived() && !player->isDead()) {
2496 keypress_bits |= 1U << 0;
2499 client->setPlayerControl(control);
2500 player->keyPressed = keypress_bits;
2506 inline void Game::step(f32 *dtime)
2508 bool can_be_and_is_paused =
2509 (simple_singleplayer_mode && g_menumgr.pausesGame());
2511 if (can_be_and_is_paused) { // This is for a singleplayer server
2512 *dtime = 0; // No time passes
2515 server->step(*dtime);
2517 client->step(*dtime);
2521 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2522 {&Game::handleClientEvent_None},
2523 {&Game::handleClientEvent_PlayerDamage},
2524 {&Game::handleClientEvent_PlayerForceMove},
2525 {&Game::handleClientEvent_Deathscreen},
2526 {&Game::handleClientEvent_ShowFormSpec},
2527 {&Game::handleClientEvent_ShowLocalFormSpec},
2528 {&Game::handleClientEvent_HandleParticleEvent},
2529 {&Game::handleClientEvent_HandleParticleEvent},
2530 {&Game::handleClientEvent_HandleParticleEvent},
2531 {&Game::handleClientEvent_HudAdd},
2532 {&Game::handleClientEvent_HudRemove},
2533 {&Game::handleClientEvent_HudChange},
2534 {&Game::handleClientEvent_SetSky},
2535 {&Game::handleClientEvent_SetSun},
2536 {&Game::handleClientEvent_SetMoon},
2537 {&Game::handleClientEvent_SetStars},
2538 {&Game::handleClientEvent_OverrideDayNigthRatio},
2539 {&Game::handleClientEvent_CloudParams},
2542 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2544 FATAL_ERROR("ClientEvent type None received");
2547 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2549 if (client->modsLoaded())
2550 client->getScript()->on_damage_taken(event->player_damage.amount);
2552 // Damage flash and hurt tilt are not used at death
2553 if (client->getHP() > 0) {
2554 runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount;
2555 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2557 LocalPlayer *player = client->getEnv().getLocalPlayer();
2559 player->hurt_tilt_timer = 1.5f;
2560 player->hurt_tilt_strength =
2561 rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
2564 // Play damage sound
2565 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2568 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2570 cam->camera_yaw = event->player_force_move.yaw;
2571 cam->camera_pitch = event->player_force_move.pitch;
2574 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2576 // If client scripting is enabled, deathscreen is handled by CSM code in
2577 // builtin/client/init.lua
2578 if (client->modsLoaded())
2579 client->getScript()->on_death();
2581 showDeathFormspec();
2583 /* Handle visualization */
2584 LocalPlayer *player = client->getEnv().getLocalPlayer();
2585 runData.damage_flash = 0;
2586 player->hurt_tilt_timer = 0;
2587 player->hurt_tilt_strength = 0;
2590 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2592 if (event->show_formspec.formspec->empty()) {
2593 auto formspec = m_game_ui->getFormspecGUI();
2594 if (formspec && (event->show_formspec.formname->empty()
2595 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2596 formspec->quitMenu();
2599 FormspecFormSource *fs_src =
2600 new FormspecFormSource(*(event->show_formspec.formspec));
2601 TextDestPlayerInventory *txt_dst =
2602 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2604 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2605 GUIFormSpecMenu::create(formspec, client, &input->joystick,
2606 fs_src, txt_dst, client->getFormspecPrepend());
2609 delete event->show_formspec.formspec;
2610 delete event->show_formspec.formname;
2613 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2615 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2616 LocalFormspecHandler *txt_dst =
2617 new LocalFormspecHandler(*event->show_formspec.formname, client);
2618 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, &input->joystick,
2619 fs_src, txt_dst, client->getFormspecPrepend());
2621 delete event->show_formspec.formspec;
2622 delete event->show_formspec.formname;
2625 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2626 CameraOrientation *cam)
2628 LocalPlayer *player = client->getEnv().getLocalPlayer();
2629 client->getParticleManager()->handleParticleEvent(event, client, player);
2632 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2634 LocalPlayer *player = client->getEnv().getLocalPlayer();
2635 auto &hud_server_to_client = client->getHUDTranslationMap();
2637 u32 server_id = event->hudadd.server_id;
2638 // ignore if we already have a HUD with that ID
2639 auto i = hud_server_to_client.find(server_id);
2640 if (i != hud_server_to_client.end()) {
2641 delete event->hudadd.pos;
2642 delete event->hudadd.name;
2643 delete event->hudadd.scale;
2644 delete event->hudadd.text;
2645 delete event->hudadd.align;
2646 delete event->hudadd.offset;
2647 delete event->hudadd.world_pos;
2648 delete event->hudadd.size;
2649 delete event->hudadd.text2;
2653 HudElement *e = new HudElement;
2654 e->type = (HudElementType)event->hudadd.type;
2655 e->pos = *event->hudadd.pos;
2656 e->name = *event->hudadd.name;
2657 e->scale = *event->hudadd.scale;
2658 e->text = *event->hudadd.text;
2659 e->number = event->hudadd.number;
2660 e->item = event->hudadd.item;
2661 e->dir = event->hudadd.dir;
2662 e->align = *event->hudadd.align;
2663 e->offset = *event->hudadd.offset;
2664 e->world_pos = *event->hudadd.world_pos;
2665 e->size = *event->hudadd.size;
2666 e->z_index = event->hudadd.z_index;
2667 e->text2 = *event->hudadd.text2;
2668 hud_server_to_client[server_id] = player->addHud(e);
2670 delete event->hudadd.pos;
2671 delete event->hudadd.name;
2672 delete event->hudadd.scale;
2673 delete event->hudadd.text;
2674 delete event->hudadd.align;
2675 delete event->hudadd.offset;
2676 delete event->hudadd.world_pos;
2677 delete event->hudadd.size;
2678 delete event->hudadd.text2;
2681 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2683 LocalPlayer *player = client->getEnv().getLocalPlayer();
2684 HudElement *e = player->removeHud(event->hudrm.id);
2688 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2690 LocalPlayer *player = client->getEnv().getLocalPlayer();
2692 u32 id = event->hudchange.id;
2693 HudElement *e = player->getHud(id);
2696 delete event->hudchange.v3fdata;
2697 delete event->hudchange.v2fdata;
2698 delete event->hudchange.sdata;
2699 delete event->hudchange.v2s32data;
2703 switch (event->hudchange.stat) {
2705 e->pos = *event->hudchange.v2fdata;
2709 e->name = *event->hudchange.sdata;
2712 case HUD_STAT_SCALE:
2713 e->scale = *event->hudchange.v2fdata;
2717 e->text = *event->hudchange.sdata;
2720 case HUD_STAT_NUMBER:
2721 e->number = event->hudchange.data;
2725 e->item = event->hudchange.data;
2729 e->dir = event->hudchange.data;
2732 case HUD_STAT_ALIGN:
2733 e->align = *event->hudchange.v2fdata;
2736 case HUD_STAT_OFFSET:
2737 e->offset = *event->hudchange.v2fdata;
2740 case HUD_STAT_WORLD_POS:
2741 e->world_pos = *event->hudchange.v3fdata;
2745 e->size = *event->hudchange.v2s32data;
2748 case HUD_STAT_Z_INDEX:
2749 e->z_index = event->hudchange.data;
2752 case HUD_STAT_TEXT2:
2753 e->text2 = *event->hudchange.sdata;
2757 delete event->hudchange.v3fdata;
2758 delete event->hudchange.v2fdata;
2759 delete event->hudchange.sdata;
2760 delete event->hudchange.v2s32data;
2763 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2765 sky->setVisible(false);
2766 // Whether clouds are visible in front of a custom skybox.
2767 sky->setCloudsEnabled(event->set_sky->clouds);
2773 // Clear the old textures out in case we switch rendering type.
2774 sky->clearSkyboxTextures();
2775 // Handle according to type
2776 if (event->set_sky->type == "regular") {
2777 // Shows the mesh skybox
2778 sky->setVisible(true);
2779 // Update mesh based skybox colours if applicable.
2780 sky->setSkyColors(event->set_sky->sky_color);
2781 sky->setHorizonTint(
2782 event->set_sky->fog_sun_tint,
2783 event->set_sky->fog_moon_tint,
2784 event->set_sky->fog_tint_type
2786 } else if (event->set_sky->type == "skybox" &&
2787 event->set_sky->textures.size() == 6) {
2788 // Disable the dyanmic mesh skybox:
2789 sky->setVisible(false);
2791 sky->setFallbackBgColor(event->set_sky->bgcolor);
2792 // Set sunrise and sunset fog tinting:
2793 sky->setHorizonTint(
2794 event->set_sky->fog_sun_tint,
2795 event->set_sky->fog_moon_tint,
2796 event->set_sky->fog_tint_type
2798 // Add textures to skybox.
2799 for (int i = 0; i < 6; i++)
2800 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2802 // Handle everything else as plain color.
2803 if (event->set_sky->type != "plain")
2804 infostream << "Unknown sky type: "
2805 << (event->set_sky->type) << std::endl;
2806 sky->setVisible(false);
2807 sky->setFallbackBgColor(event->set_sky->bgcolor);
2808 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2809 sky->setHorizonTint(
2810 event->set_sky->bgcolor,
2811 event->set_sky->bgcolor,
2815 delete event->set_sky;
2818 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2820 sky->setSunVisible(event->sun_params->visible);
2821 sky->setSunTexture(event->sun_params->texture,
2822 event->sun_params->tonemap, texture_src);
2823 sky->setSunScale(event->sun_params->scale);
2824 sky->setSunriseVisible(event->sun_params->sunrise_visible);
2825 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2826 delete event->sun_params;
2829 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2831 sky->setMoonVisible(event->moon_params->visible);
2832 sky->setMoonTexture(event->moon_params->texture,
2833 event->moon_params->tonemap, texture_src);
2834 sky->setMoonScale(event->moon_params->scale);
2835 delete event->moon_params;
2838 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
2840 sky->setStarsVisible(event->star_params->visible);
2841 sky->setStarCount(event->star_params->count, false);
2842 sky->setStarColor(event->star_params->starcolor);
2843 sky->setStarScale(event->star_params->scale);
2844 delete event->star_params;
2847 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2848 CameraOrientation *cam)
2850 client->getEnv().setDayNightRatioOverride(
2851 event->override_day_night_ratio.do_override,
2852 event->override_day_night_ratio.ratio_f * 1000.0f);
2855 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2860 clouds->setDensity(event->cloud_params.density);
2861 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2862 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2863 clouds->setHeight(event->cloud_params.height);
2864 clouds->setThickness(event->cloud_params.thickness);
2865 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2868 void Game::processClientEvents(CameraOrientation *cam)
2870 while (client->hasClientEvents()) {
2871 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2872 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2873 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2874 (this->*evHandler.handler)(event.get(), cam);
2878 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2880 // Get new messages from error log buffer
2881 while (!m_chat_log_buf.empty())
2882 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
2884 // Get new messages from client
2885 std::wstring message;
2886 while (client->getChatMessage(message)) {
2887 chat_backend->addUnparsedMessage(message);
2890 // Remove old messages
2891 chat_backend->step(dtime);
2893 // Display all messages in a static text element
2894 m_game_ui->setChatText(chat_backend->getRecentChat(),
2895 chat_backend->getRecentBuffer().getLineCount());
2898 void Game::updateCamera(u32 busy_time, f32 dtime)
2900 LocalPlayer *player = client->getEnv().getLocalPlayer();
2903 For interaction purposes, get info about the held item
2905 - Is it a usable item?
2906 - Can it point to liquids?
2908 ItemStack playeritem;
2910 ItemStack selected, hand;
2911 playeritem = player->getWieldedItem(&selected, &hand);
2914 ToolCapabilities playeritem_toolcap =
2915 playeritem.getToolCapabilities(itemdef_manager);
2917 v3s16 old_camera_offset = camera->getOffset();
2919 if (wasKeyDown(KeyType::CAMERA_MODE)) {
2920 GenericCAO *playercao = player->getCAO();
2922 // If playercao not loaded, don't change camera
2926 camera->toggleCameraMode();
2928 // Make the player visible depending on camera mode.
2929 playercao->updateMeshCulling();
2930 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2933 float full_punch_interval = playeritem_toolcap.full_punch_interval;
2934 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2936 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2937 camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2938 camera->step(dtime);
2940 v3f camera_position = camera->getPosition();
2941 v3f camera_direction = camera->getDirection();
2942 f32 camera_fov = camera->getFovMax();
2943 v3s16 camera_offset = camera->getOffset();
2945 m_camera_offset_changed = (camera_offset != old_camera_offset);
2947 if (!m_flags.disable_camera_update) {
2948 client->getEnv().getClientMap().updateCamera(camera_position,
2949 camera_direction, camera_fov, camera_offset);
2951 if (m_camera_offset_changed) {
2952 client->updateCameraOffset(camera_offset);
2953 client->getEnv().updateCameraOffset(camera_offset);
2956 clouds->updateCameraOffset(camera_offset);
2962 void Game::updateSound(f32 dtime)
2964 // Update sound listener
2965 v3s16 camera_offset = camera->getOffset();
2966 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
2967 v3f(0, 0, 0), // velocity
2968 camera->getDirection(),
2969 camera->getCameraNode()->getUpVector());
2971 bool mute_sound = g_settings->getBool("mute_sound");
2973 sound->setListenerGain(0.0f);
2975 // Check if volume is in the proper range, else fix it.
2976 float old_volume = g_settings->getFloat("sound_volume");
2977 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
2978 sound->setListenerGain(new_volume);
2980 if (old_volume != new_volume) {
2981 g_settings->setFloat("sound_volume", new_volume);
2985 LocalPlayer *player = client->getEnv().getLocalPlayer();
2987 // Tell the sound maker whether to make footstep sounds
2988 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
2990 // Update sound maker
2991 if (player->makes_footstep_sound)
2992 soundmaker->step(dtime);
2994 ClientMap &map = client->getEnv().getClientMap();
2995 MapNode n = map.getNode(player->getFootstepNodePos());
2996 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3000 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
3002 LocalPlayer *player = client->getEnv().getLocalPlayer();
3004 const v3f camera_direction = camera->getDirection();
3005 const v3s16 camera_offset = camera->getOffset();
3008 Calculate what block is the crosshair pointing to
3011 ItemStack selected_item, hand_item;
3012 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3014 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3015 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3017 core::line3d<f32> shootline;
3019 switch (camera->getCameraMode()) {
3020 case CAMERA_MODE_FIRST:
3021 // Shoot from camera position, with bobbing
3022 shootline.start = camera->getPosition();
3024 case CAMERA_MODE_THIRD:
3025 // Shoot from player head, no bobbing
3026 shootline.start = camera->getHeadPosition();
3028 case CAMERA_MODE_THIRD_FRONT:
3029 shootline.start = camera->getHeadPosition();
3030 // prevent player pointing anything in front-view
3034 shootline.end = shootline.start + camera_direction * BS * d;
3036 #ifdef HAVE_TOUCHSCREENGUI
3038 if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3039 shootline = g_touchscreengui->getShootline();
3040 // Scale shootline to the acual distance the player can reach
3041 shootline.end = shootline.start
3042 + shootline.getVector().normalize() * BS * d;
3043 shootline.start += intToFloat(camera_offset, BS);
3044 shootline.end += intToFloat(camera_offset, BS);
3049 PointedThing pointed = updatePointedThing(shootline,
3050 selected_def.liquids_pointable,
3051 !runData.btn_down_for_dig,
3054 if (pointed != runData.pointed_old) {
3055 infostream << "Pointing at " << pointed.dump() << std::endl;
3056 hud->updateSelectionMesh(camera_offset);
3059 // Allow digging again if button is not pressed
3060 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3061 runData.digging_blocked = false;
3065 - releasing dig button
3066 - pointing away from node
3068 if (runData.digging) {
3069 if (wasKeyReleased(KeyType::DIG)) {
3070 infostream << "Dig button released (stopped digging)" << std::endl;
3071 runData.digging = false;
3072 } else if (pointed != runData.pointed_old) {
3073 if (pointed.type == POINTEDTHING_NODE
3074 && runData.pointed_old.type == POINTEDTHING_NODE
3075 && pointed.node_undersurface
3076 == runData.pointed_old.node_undersurface) {
3077 // Still pointing to the same node, but a different face.
3080 infostream << "Pointing away from node (stopped digging)" << std::endl;
3081 runData.digging = false;
3082 hud->updateSelectionMesh(camera_offset);
3086 if (!runData.digging) {
3087 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3088 client->setCrack(-1, v3s16(0, 0, 0));
3089 runData.dig_time = 0.0;
3091 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3092 // Remove e.g. torches faster when clicking instead of holding dig button
3093 runData.nodig_delay_timer = 0;
3094 runData.dig_instantly = false;
3097 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3098 runData.btn_down_for_dig = false;
3100 runData.punching = false;
3102 soundmaker->m_player_leftpunch_sound.name = "";
3104 // Prepare for repeating, unless we're not supposed to
3105 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3106 runData.repeat_place_timer += dtime;
3108 runData.repeat_place_timer = 0;
3110 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3111 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3112 !client->getScript()->on_item_use(selected_item, pointed)))
3113 client->interact(INTERACT_USE, pointed);
3114 } else if (pointed.type == POINTEDTHING_NODE) {
3115 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3116 } else if (pointed.type == POINTEDTHING_OBJECT) {
3117 v3f player_position = player->getPosition();
3118 handlePointingAtObject(pointed, tool_item, player_position, show_debug);
3119 } else if (isKeyDown(KeyType::DIG)) {
3120 // When button is held down in air, show continuous animation
3121 runData.punching = true;
3122 // Run callback even though item is not usable
3123 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3124 client->getScript()->on_item_use(selected_item, pointed);
3125 } else if (wasKeyPressed(KeyType::PLACE)) {
3126 handlePointingAtNothing(selected_item);
3129 runData.pointed_old = pointed;
3131 if (runData.punching || wasKeyPressed(KeyType::DIG))
3132 camera->setDigging(0); // dig animation
3134 input->clearWasKeyPressed();
3135 input->clearWasKeyReleased();
3137 input->joystick.clearWasKeyDown(KeyType::MOUSE_L);
3138 input->joystick.clearWasKeyDown(KeyType::MOUSE_R);
3140 input->joystick.clearWasKeyReleased(KeyType::MOUSE_L);
3141 input->joystick.clearWasKeyReleased(KeyType::MOUSE_R);
3145 PointedThing Game::updatePointedThing(
3146 const core::line3d<f32> &shootline,
3147 bool liquids_pointable,
3148 bool look_for_object,
3149 const v3s16 &camera_offset)
3151 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3152 selectionboxes->clear();
3153 hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3154 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3155 "show_entity_selectionbox");
3157 ClientEnvironment &env = client->getEnv();
3158 ClientMap &map = env.getClientMap();
3159 const NodeDefManager *nodedef = map.getNodeDefManager();
3161 runData.selected_object = NULL;
3162 hud->pointing_at_object = false;
3164 RaycastState s(shootline, look_for_object, liquids_pointable);
3165 PointedThing result;
3166 env.continueRaycast(&s, &result);
3167 if (result.type == POINTEDTHING_OBJECT) {
3168 hud->pointing_at_object = true;
3170 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3171 aabb3f selection_box;
3172 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3173 runData.selected_object->getSelectionBox(&selection_box)) {
3174 v3f pos = runData.selected_object->getPosition();
3175 selectionboxes->push_back(aabb3f(selection_box));
3176 hud->setSelectionPos(pos, camera_offset);
3178 } else if (result.type == POINTEDTHING_NODE) {
3179 // Update selection boxes
3180 MapNode n = map.getNode(result.node_undersurface);
3181 std::vector<aabb3f> boxes;
3182 n.getSelectionBoxes(nodedef, &boxes,
3183 n.getNeighbors(result.node_undersurface, &map));
3186 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3187 i != boxes.end(); ++i) {
3189 box.MinEdge -= v3f(d, d, d);
3190 box.MaxEdge += v3f(d, d, d);
3191 selectionboxes->push_back(box);
3193 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3195 hud->setSelectedFaceNormal(v3f(
3196 result.intersection_normal.X,
3197 result.intersection_normal.Y,
3198 result.intersection_normal.Z));
3201 // Update selection mesh light level and vertex colors
3202 if (!selectionboxes->empty()) {
3203 v3f pf = hud->getSelectionPos();
3204 v3s16 p = floatToInt(pf, BS);
3206 // Get selection mesh light level
3207 MapNode n = map.getNode(p);
3208 u16 node_light = getInteriorLight(n, -1, nodedef);
3209 u16 light_level = node_light;
3211 for (const v3s16 &dir : g_6dirs) {
3212 n = map.getNode(p + dir);
3213 node_light = getInteriorLight(n, -1, nodedef);
3214 if (node_light > light_level)
3215 light_level = node_light;
3218 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3220 final_color_blend(&c, light_level, daynight_ratio);
3222 // Modify final color a bit with time
3223 u32 timer = porting::getTimeMs() % 5000;
3224 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3225 float sin_r = 0.08f * std::sin(timerf);
3226 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3227 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3228 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3229 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3230 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3232 // Set mesh final color
3233 hud->setSelectionMeshColor(c);
3239 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3241 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3242 PointedThing fauxPointed;
3243 fauxPointed.type = POINTEDTHING_NOTHING;
3244 client->interact(INTERACT_ACTIVATE, fauxPointed);
3248 void Game::handlePointingAtNode(const PointedThing &pointed,
3249 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3251 v3s16 nodepos = pointed.node_undersurface;
3252 v3s16 neighbourpos = pointed.node_abovesurface;
3255 Check information text of node
3258 ClientMap &map = client->getEnv().getClientMap();
3260 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3261 && !runData.digging_blocked
3262 && client->checkPrivilege("interact")) {
3263 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3266 // This should be done after digging handling
3267 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3270 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3271 meta->getString("infotext"))));
3273 MapNode n = map.getNode(nodepos);
3275 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3276 m_game_ui->setInfoText(L"Unknown node: " +
3277 utf8_to_wide(nodedef_manager->get(n).name));
3281 if ((wasKeyPressed(KeyType::PLACE) ||
3282 runData.repeat_place_timer >= m_repeat_place_time) &&
3283 client->checkPrivilege("interact")) {
3284 runData.repeat_place_timer = 0;
3285 infostream << "Place button pressed while looking at ground" << std::endl;
3287 // Placing animation (always shown for feedback)
3288 camera->setDigging(1);
3290 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3292 // If the wielded item has node placement prediction,
3294 // And also set the sound and send the interact
3295 // But first check for meta formspec and rightclickable
3296 auto &def = selected_item.getDefinition(itemdef_manager);
3297 bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
3300 if (placed && client->modsLoaded())
3301 client->getScript()->on_placenode(pointed, def);
3305 bool Game::nodePlacement(const ItemDefinition &selected_def,
3306 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
3307 const PointedThing &pointed, const NodeMetadata *meta)
3309 std::string prediction = selected_def.node_placement_prediction;
3310 const NodeDefManager *nodedef = client->ndef();
3311 ClientMap &map = client->getEnv().getClientMap();
3313 bool is_valid_position;
3315 node = map.getNode(nodepos, &is_valid_position);
3316 if (!is_valid_position) {
3317 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3322 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3323 && !isKeyDown(KeyType::SNEAK)) {
3324 // on_rightclick callbacks are called anyway
3325 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3326 client->interact(INTERACT_PLACE, pointed);
3328 infostream << "Launching custom inventory view" << std::endl;
3330 InventoryLocation inventoryloc;
3331 inventoryloc.setNodeMeta(nodepos);
3333 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3334 &client->getEnv().getClientMap(), nodepos);
3335 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3337 auto *&formspec = m_game_ui->updateFormspec("");
3338 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
3339 txt_dst, client->getFormspecPrepend());
3341 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3345 // on_rightclick callback
3346 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3347 !isKeyDown(KeyType::SNEAK))) {
3349 client->interact(INTERACT_PLACE, pointed);
3353 verbosestream << "Node placement prediction for "
3354 << selected_def.name << " is " << prediction << std::endl;
3355 v3s16 p = neighbourpos;
3357 // Place inside node itself if buildable_to
3358 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3359 if (is_valid_position) {
3360 if (nodedef->get(n_under).buildable_to) {
3363 node = map.getNode(p, &is_valid_position);
3364 if (is_valid_position && !nodedef->get(node).buildable_to) {
3365 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3367 client->interact(INTERACT_PLACE, pointed);
3373 // Find id of predicted node
3375 bool found = nodedef->getId(prediction, id);
3378 errorstream << "Node placement prediction failed for "
3379 << selected_def.name << " (places "
3381 << ") - Name not known" << std::endl;
3382 // Handle this as if prediction was empty
3384 client->interact(INTERACT_PLACE, pointed);
3388 const ContentFeatures &predicted_f = nodedef->get(id);
3390 // Predict param2 for facedir and wallmounted nodes
3393 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3394 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3395 v3s16 dir = nodepos - neighbourpos;
3397 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3398 param2 = dir.Y < 0 ? 1 : 0;
3399 } else if (abs(dir.X) > abs(dir.Z)) {
3400 param2 = dir.X < 0 ? 3 : 2;
3402 param2 = dir.Z < 0 ? 5 : 4;
3406 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3407 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3408 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3410 if (abs(dir.X) > abs(dir.Z)) {
3411 param2 = dir.X < 0 ? 3 : 1;
3413 param2 = dir.Z < 0 ? 2 : 0;
3417 assert(param2 <= 5);
3419 //Check attachment if node is in group attached_node
3420 if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
3421 static v3s16 wallmounted_dirs[8] = {
3431 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3432 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3433 pp = p + wallmounted_dirs[param2];
3435 pp = p + v3s16(0, -1, 0);
3437 if (!nodedef->get(map.getNode(pp)).walkable) {
3438 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3440 client->interact(INTERACT_PLACE, pointed);
3446 if ((predicted_f.param_type_2 == CPT2_COLOR
3447 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3448 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3449 const std::string &indexstr = selected_item.metadata.getString(
3450 "palette_index", 0);
3451 if (!indexstr.empty()) {
3452 s32 index = mystoi(indexstr);
3453 if (predicted_f.param_type_2 == CPT2_COLOR) {
3455 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3456 // param2 = pure palette index + other
3457 param2 = (index & 0xf8) | (param2 & 0x07);
3458 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3459 // param2 = pure palette index + other
3460 param2 = (index & 0xe0) | (param2 & 0x1f);
3465 // Add node to client map
3466 MapNode n(id, 0, param2);
3469 LocalPlayer *player = client->getEnv().getLocalPlayer();
3471 // Dont place node when player would be inside new node
3472 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3473 if (!nodedef->get(n).walkable ||
3474 g_settings->getBool("enable_build_where_you_stand") ||
3475 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3476 (nodedef->get(n).walkable &&
3477 neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3478 neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3479 // This triggers the required mesh update too
3480 client->addNode(p, n);
3482 client->interact(INTERACT_PLACE, pointed);
3483 // A node is predicted, also play a sound
3484 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3487 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3490 } catch (InvalidPositionException &e) {
3491 errorstream << "Node placement prediction failed for "
3492 << selected_def.name << " (places "
3494 << ") - Position not loaded" << std::endl;
3495 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3500 void Game::handlePointingAtObject(const PointedThing &pointed,
3501 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3503 std::wstring infotext = unescape_translate(
3504 utf8_to_wide(runData.selected_object->infoText()));
3507 if (!infotext.empty()) {
3510 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3513 m_game_ui->setInfoText(infotext);
3515 if (isKeyDown(KeyType::DIG)) {
3516 bool do_punch = false;
3517 bool do_punch_damage = false;
3519 if (runData.object_hit_delay_timer <= 0.0) {
3521 do_punch_damage = true;
3522 runData.object_hit_delay_timer = object_hit_delay;
3525 if (wasKeyPressed(KeyType::DIG))
3529 infostream << "Punched object" << std::endl;
3530 runData.punching = true;
3533 if (do_punch_damage) {
3534 // Report direct punch
3535 v3f objpos = runData.selected_object->getPosition();
3536 v3f dir = (objpos - player_position).normalize();
3538 bool disable_send = runData.selected_object->directReportPunch(
3539 dir, &tool_item, runData.time_from_last_punch);
3540 runData.time_from_last_punch = 0;
3543 client->interact(INTERACT_START_DIGGING, pointed);
3545 } else if (wasKeyDown(KeyType::PLACE)) {
3546 infostream << "Pressed place button while pointing at object" << std::endl;
3547 client->interact(INTERACT_PLACE, pointed); // place
3552 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3553 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3555 // See also: serverpackethandle.cpp, action == 2
3556 LocalPlayer *player = client->getEnv().getLocalPlayer();
3557 ClientMap &map = client->getEnv().getClientMap();
3558 MapNode n = client->getEnv().getClientMap().getNode(nodepos);
3560 // NOTE: Similar piece of code exists on the server side for
3562 // Get digging parameters
3563 DigParams params = getDigParams(nodedef_manager->get(n).groups,
3564 &selected_item.getToolCapabilities(itemdef_manager));
3566 // If can't dig, try hand
3567 if (!params.diggable) {
3568 params = getDigParams(nodedef_manager->get(n).groups,
3569 &hand_item.getToolCapabilities(itemdef_manager));
3572 if (!params.diggable) {
3573 // I guess nobody will wait for this long
3574 runData.dig_time_complete = 10000000.0;
3576 runData.dig_time_complete = params.time;
3578 if (m_cache_enable_particles) {
3579 const ContentFeatures &features = client->getNodeDefManager()->get(n);
3580 client->getParticleManager()->addNodeParticle(client,
3581 player, nodepos, n, features);
3585 if (!runData.digging) {
3586 infostream << "Started digging" << std::endl;
3587 runData.dig_instantly = runData.dig_time_complete == 0;
3588 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3590 client->interact(INTERACT_START_DIGGING, pointed);
3591 runData.digging = true;
3592 runData.btn_down_for_dig = true;
3595 if (!runData.dig_instantly) {
3596 runData.dig_index = (float)crack_animation_length
3598 / runData.dig_time_complete;
3600 // This is for e.g. torches
3601 runData.dig_index = crack_animation_length;
3604 SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3606 if (sound_dig.exists() && params.diggable) {
3607 if (sound_dig.name == "__group") {
3608 if (!params.main_group.empty()) {
3609 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3610 soundmaker->m_player_leftpunch_sound.name =
3611 std::string("default_dig_") +
3615 soundmaker->m_player_leftpunch_sound = sound_dig;
3619 // Don't show cracks if not diggable
3620 if (runData.dig_time_complete >= 100000.0) {
3621 } else if (runData.dig_index < crack_animation_length) {
3622 //TimeTaker timer("client.setTempMod");
3623 //infostream<<"dig_index="<<dig_index<<std::endl;
3624 client->setCrack(runData.dig_index, nodepos);
3626 infostream << "Digging completed" << std::endl;
3627 client->setCrack(-1, v3s16(0, 0, 0));
3629 runData.dig_time = 0;
3630 runData.digging = false;
3631 // we successfully dug, now block it from repeating if we want to be safe
3632 if (g_settings->getBool("safe_dig_and_place"))
3633 runData.digging_blocked = true;
3635 runData.nodig_delay_timer =
3636 runData.dig_time_complete / (float)crack_animation_length;
3638 // We don't want a corresponding delay to very time consuming nodes
3639 // and nodes without digging time (e.g. torches) get a fixed delay.
3640 if (runData.nodig_delay_timer > 0.3)
3641 runData.nodig_delay_timer = 0.3;
3642 else if (runData.dig_instantly)
3643 runData.nodig_delay_timer = 0.15;
3645 bool is_valid_position;
3646 MapNode wasnode = map.getNode(nodepos, &is_valid_position);
3647 if (is_valid_position) {
3648 if (client->modsLoaded() &&
3649 client->getScript()->on_dignode(nodepos, wasnode)) {
3653 const ContentFeatures &f = client->ndef()->get(wasnode);
3654 if (f.node_dig_prediction == "air") {
3655 client->removeNode(nodepos);
3656 } else if (!f.node_dig_prediction.empty()) {
3658 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3660 client->addNode(nodepos, id, true);
3662 // implicit else: no prediction
3665 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3667 if (m_cache_enable_particles) {
3668 const ContentFeatures &features =
3669 client->getNodeDefManager()->get(wasnode);
3670 client->getParticleManager()->addDiggingParticles(client,
3671 player, nodepos, wasnode, features);
3675 // Send event to trigger sound
3676 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3679 if (runData.dig_time_complete < 100000.0) {
3680 runData.dig_time += dtime;
3682 runData.dig_time = 0;
3683 client->setCrack(-1, nodepos);
3686 camera->setDigging(0); // Dig animation
3690 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3691 const CameraOrientation &cam)
3693 TimeTaker tt_update("Game::updateFrame()");
3694 LocalPlayer *player = client->getEnv().getLocalPlayer();
3700 if (draw_control->range_all) {
3701 runData.fog_range = 100000 * BS;
3703 runData.fog_range = draw_control->wanted_range * BS;
3707 Calculate general brightness
3709 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3710 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3711 float direct_brightness;
3714 if (m_cache_enable_noclip && m_cache_enable_free_move) {
3715 direct_brightness = time_brightness;
3716 sunlight_seen = true;
3718 float old_brightness = sky->getBrightness();
3719 direct_brightness = client->getEnv().getClientMap()
3720 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3721 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3725 float time_of_day_smooth = runData.time_of_day_smooth;
3726 float time_of_day = client->getEnv().getTimeOfDayF();
3728 static const float maxsm = 0.05f;
3729 static const float todsm = 0.05f;
3731 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3732 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3733 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3734 time_of_day_smooth = time_of_day;
3736 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3737 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3738 + (time_of_day + 1.0) * todsm;
3740 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3741 + time_of_day * todsm;
3743 runData.time_of_day_smooth = time_of_day_smooth;
3745 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3746 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3747 player->getPitch());
3753 if (sky->getCloudsVisible()) {
3754 clouds->setVisible(true);
3755 clouds->step(dtime);
3756 // camera->getPosition is not enough for 3rd person views
3757 v3f camera_node_position = camera->getCameraNode()->getPosition();
3758 v3s16 camera_offset = camera->getOffset();
3759 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3760 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3761 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3762 clouds->update(camera_node_position,
3763 sky->getCloudColor());
3764 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3765 // if inside clouds, and fog enabled, use that as sky
3767 video::SColor clouds_dark = clouds->getColor()
3768 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3769 sky->overrideColors(clouds_dark, clouds->getColor());
3770 sky->setInClouds(true);
3771 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3772 // do not draw clouds after all
3773 clouds->setVisible(false);
3776 clouds->setVisible(false);
3783 client->getParticleManager()->step(dtime);
3789 if (m_cache_enable_fog) {
3792 video::EFT_FOG_LINEAR,
3793 runData.fog_range * m_cache_fog_start,
3794 runData.fog_range * 1.0,
3802 video::EFT_FOG_LINEAR,
3812 Get chat messages from client
3815 v2u32 screensize = driver->getScreenSize();
3817 updateChat(dtime, screensize);
3823 if (player->getWieldIndex() != runData.new_playeritem)
3824 client->setPlayerItem(runData.new_playeritem);
3826 if (client->updateWieldedItem()) {
3827 // Update wielded tool
3828 ItemStack selected_item, hand_item;
3829 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3830 camera->wield(tool_item);
3834 Update block draw list every 200ms or when camera direction has
3837 runData.update_draw_list_timer += dtime;
3839 v3f camera_direction = camera->getDirection();
3840 if (runData.update_draw_list_timer >= 0.2
3841 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3842 || m_camera_offset_changed) {
3843 runData.update_draw_list_timer = 0;
3844 client->getEnv().getClientMap().updateDrawList();
3845 runData.update_draw_list_last_cam_dir = camera_direction;
3848 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
3851 make sure menu is on top
3852 1. Delete formspec menu reference if menu was removed
3853 2. Else, make sure formspec menu is on top
3855 auto formspec = m_game_ui->getFormspecGUI();
3856 do { // breakable. only runs for one iteration
3860 if (formspec->getReferenceCount() == 1) {
3861 m_game_ui->deleteFormspec();
3865 auto &loc = formspec->getFormspecLocation();
3866 if (loc.type == InventoryLocation::NODEMETA) {
3867 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
3868 if (!meta || meta->getString("formspec").empty()) {
3869 formspec->quitMenu();
3875 guiroot->bringToFront(formspec);
3881 const video::SColor &skycolor = sky->getSkyColor();
3883 TimeTaker tt_draw("Draw scene");
3884 driver->beginScene(true, true, skycolor);
3886 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3887 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3888 (camera->getCameraMode() == CAMERA_MODE_FIRST));
3889 bool draw_crosshair = (
3890 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3891 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3892 #ifdef HAVE_TOUCHSCREENGUI
3894 draw_crosshair = !g_settings->getBool("touchtarget");
3895 } catch (SettingNotFoundException) {
3898 RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3899 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3904 if (m_game_ui->m_flags.show_profiler_graph)
3905 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3910 if (runData.damage_flash > 0.0f) {
3911 video::SColor color(runData.damage_flash, 180, 0, 0);
3912 driver->draw2DRectangle(color,
3913 core::rect<s32>(0, 0, screensize.X, screensize.Y),
3916 runData.damage_flash -= 384.0f * dtime;
3922 if (player->hurt_tilt_timer > 0.0f) {
3923 player->hurt_tilt_timer -= dtime * 6.0f;
3925 if (player->hurt_tilt_timer < 0.0f)
3926 player->hurt_tilt_strength = 0.0f;
3930 Update minimap pos and rotation
3932 if (mapper && m_game_ui->m_flags.show_hud) {
3933 mapper->setPos(floatToInt(player->getPosition(), BS));
3934 mapper->setAngle(player->getYaw());
3942 stats->drawtime = tt_draw.stop(true);
3943 g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
3944 g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
3947 /* Log times and stuff for visualization */
3948 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
3950 Profiler::GraphValues values;
3951 g_profiler->graphGet(values);
3957 /****************************************************************************
3959 ****************************************************************************/
3961 /* On some computers framerate doesn't seem to be automatically limited
3963 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
3965 // not using getRealTime is necessary for wine
3966 device->getTimer()->tick(); // Maker sure device time is up-to-date
3967 u32 time = device->getTimer()->getTime();
3968 u32 last_time = fps_timings->last_time;
3970 if (time > last_time) // Make sure time hasn't overflowed
3971 fps_timings->busy_time = time - last_time;
3973 fps_timings->busy_time = 0;
3975 u32 frametime_min = 1000 / (
3976 device->isWindowFocused() && !g_menumgr.pausesGame()
3977 ? g_settings->getFloat("fps_max")
3978 : g_settings->getFloat("fps_max_unfocused"));
3980 if (fps_timings->busy_time < frametime_min) {
3981 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
3982 device->sleep(fps_timings->sleep_time);
3984 fps_timings->sleep_time = 0;
3987 /* Get the new value of the device timer. Note that device->sleep() may
3988 * not sleep for the entire requested time as sleep may be interrupted and
3989 * therefore it is arguably more accurate to get the new time from the
3990 * device rather than calculating it by adding sleep_time to time.
3993 device->getTimer()->tick(); // Update device timer
3994 time = device->getTimer()->getTime();
3996 if (time > last_time) // Make sure last_time hasn't overflowed
3997 *dtime = (time - last_time) / 1000.0;
4001 fps_timings->last_time = time;
4004 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4006 const wchar_t *wmsg = wgettext(msg);
4007 RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4012 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4014 ((Game *)data)->readSettings();
4017 void Game::readSettings()
4019 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4020 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4021 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4022 m_cache_enable_particles = g_settings->getBool("enable_particles");
4023 m_cache_enable_fog = g_settings->getBool("enable_fog");
4024 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
4025 m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
4026 m_repeat_place_time = g_settings->getFloat("repeat_place_time");
4028 m_cache_enable_noclip = g_settings->getBool("noclip");
4029 m_cache_enable_free_move = g_settings->getBool("free_move");
4031 m_cache_fog_start = g_settings->getFloat("fog_start");
4033 m_cache_cam_smoothing = 0;
4034 if (g_settings->getBool("cinematic"))
4035 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4037 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4039 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4040 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4041 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4043 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4046 /****************************************************************************/
4047 /****************************************************************************
4049 ****************************************************************************/
4050 /****************************************************************************/
4052 void Game::extendedResourceCleanup()
4054 // Extended resource accounting
4055 infostream << "Irrlicht resources after cleanup:" << std::endl;
4056 infostream << "\tRemaining meshes : "
4057 << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
4058 infostream << "\tRemaining textures : "
4059 << driver->getTextureCount() << std::endl;
4061 for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
4062 irr::video::ITexture *texture = driver->getTextureByIndex(i);
4063 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
4067 clearTextureNameCache();
4068 infostream << "\tRemaining materials: "
4069 << driver-> getMaterialRendererCount()
4070 << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4073 void Game::showDeathFormspec()
4075 static std::string formspec_str =
4076 std::string("formspec_version[1]") +
4078 "bgcolor[#320000b4;true]"
4079 "label[4.85,1.35;" + gettext("You died") + "]"
4080 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4084 /* Note: FormspecFormSource and LocalFormspecHandler *
4085 * are deleted by guiFormSpecMenu */
4086 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4087 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4089 auto *&formspec = m_game_ui->getFormspecGUI();
4090 GUIFormSpecMenu::create(formspec, client, &input->joystick,
4091 fs_src, txt_dst, client->getFormspecPrepend());
4092 formspec->setFocus("btn_respawn");
4095 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4096 void Game::showPauseMenu()
4099 static const std::string control_text = strgettext("Default Controls:\n"
4100 "No menu visible:\n"
4101 "- single tap: button activate\n"
4102 "- double tap: place/use\n"
4103 "- slide finger: look around\n"
4104 "Menu/Inventory visible:\n"
4105 "- double tap (outside):\n"
4107 "- touch stack, touch slot:\n"
4109 "- touch&drag, tap 2nd finger\n"
4110 " --> place single item to slot\n"
4113 static const std::string control_text_template = strgettext("Controls:\n"
4114 "- %s: move forwards\n"
4115 "- %s: move backwards\n"
4117 "- %s: move right\n"
4118 "- %s: jump/climb up\n"
4121 "- %s: sneak/climb down\n"
4124 "- Mouse: turn/look\n"
4125 "- Mouse wheel: select item\n"
4129 char control_text_buf[600];
4131 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4132 GET_KEY_NAME(keymap_forward),
4133 GET_KEY_NAME(keymap_backward),
4134 GET_KEY_NAME(keymap_left),
4135 GET_KEY_NAME(keymap_right),
4136 GET_KEY_NAME(keymap_jump),
4137 GET_KEY_NAME(keymap_dig),
4138 GET_KEY_NAME(keymap_place),
4139 GET_KEY_NAME(keymap_sneak),
4140 GET_KEY_NAME(keymap_drop),
4141 GET_KEY_NAME(keymap_inventory),
4142 GET_KEY_NAME(keymap_chat)
4145 std::string control_text = std::string(control_text_buf);
4146 str_formspec_escape(control_text);
4149 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4150 std::ostringstream os;
4152 os << "formspec_version[1]" << SIZE_TAG
4153 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4154 << strgettext("Continue") << "]";
4156 if (!simple_singleplayer_mode) {
4157 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4158 << strgettext("Change Password") << "]";
4160 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4165 if (g_settings->getBool("enable_sound")) {
4166 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4167 << strgettext("Sound Volume") << "]";
4170 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4171 << strgettext("Change Keys") << "]";
4173 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4174 << strgettext("Exit to Menu") << "]";
4175 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4176 << strgettext("Exit to OS") << "]"
4177 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4178 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4180 << strgettext("Game info:") << "\n";
4181 const std::string &address = client->getAddressName();
4182 static const std::string mode = strgettext("- Mode: ");
4183 if (!simple_singleplayer_mode) {
4184 Address serverAddress = client->getServerAddress();
4185 if (!address.empty()) {
4186 os << mode << strgettext("Remote server") << "\n"
4187 << strgettext("- Address: ") << address;
4189 os << mode << strgettext("Hosting server");
4191 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4193 os << mode << strgettext("Singleplayer") << "\n";
4195 if (simple_singleplayer_mode || address.empty()) {
4196 static const std::string on = strgettext("On");
4197 static const std::string off = strgettext("Off");
4198 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4199 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4200 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4201 os << strgettext("- Damage: ") << damage << "\n"
4202 << strgettext("- Creative Mode: ") << creative << "\n";
4203 if (!simple_singleplayer_mode) {
4204 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4205 //~ PvP = Player versus Player
4206 os << strgettext("- PvP: ") << pvp << "\n"
4207 << strgettext("- Public: ") << announced << "\n";
4208 std::string server_name = g_settings->get("server_name");
4209 str_formspec_escape(server_name);
4210 if (announced == on && !server_name.empty())
4211 os << strgettext("- Server Name: ") << server_name;
4218 /* Note: FormspecFormSource and LocalFormspecHandler *
4219 * are deleted by guiFormSpecMenu */
4220 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4221 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4223 auto *&formspec = m_game_ui->getFormspecGUI();
4224 GUIFormSpecMenu::create(formspec, client, &input->joystick,
4225 fs_src, txt_dst, client->getFormspecPrepend());
4226 formspec->setFocus("btn_continue");
4227 formspec->doPause = true;
4230 /****************************************************************************/
4231 /****************************************************************************
4232 extern function for launching the game
4233 ****************************************************************************/
4234 /****************************************************************************/
4236 void the_game(bool *kill,
4237 InputHandler *input,
4238 const GameStartData &start_data,
4239 std::string &error_message,
4240 ChatBackend &chat_backend,
4241 bool *reconnect_requested) // Used for local game
4245 /* Make a copy of the server address because if a local singleplayer server
4246 * is created then this is updated and we don't want to change the value
4247 * passed to us by the calling function
4252 if (game.startup(kill, input, start_data, error_message,
4253 reconnect_requested, &chat_backend)) {
4257 } catch (SerializationError &e) {
4258 error_message = std::string("A serialization error occurred:\n")
4259 + e.what() + "\n\nThe server is probably "
4260 " running a different version of " PROJECT_NAME_C ".";
4261 errorstream << error_message << std::endl;
4262 } catch (ServerError &e) {
4263 error_message = e.what();
4264 errorstream << "ServerError: " << error_message << std::endl;
4265 } catch (ModError &e) {
4266 error_message = std::string("ModError: ") + e.what() +
4267 strgettext("\nCheck debug.txt for details.");
4268 errorstream << error_message << std::endl;