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/guiFormSpecMenu.h"
47 #include "gui/guiKeyChangeMenu.h"
48 #include "gui/guiPasswordChange.h"
49 #include "gui/guiVolumeChange.h"
50 #include "gui/mainmenumanager.h"
51 #include "gui/profilergraph.h"
54 #include "nodedef.h" // Needed for determining pointing to nodes
55 #include "nodemetadata.h"
56 #include "particles.h"
64 #include "translation.h"
65 #include "util/basic_macros.h"
66 #include "util/directiontables.h"
67 #include "util/pointedthing.h"
68 #include "util/quicktune_shortcutter.h"
69 #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();
177 if (m_formname == "MT_DEATH_SCREEN") {
178 assert(m_client != 0);
179 m_client->sendRespawn();
183 if (m_client->modsLoaded())
184 m_client->getScript()->on_formspec_input(m_formname, fields);
187 Client *m_client = nullptr;
190 /* Form update callback */
192 class NodeMetadataFormSource: public IFormSource
195 NodeMetadataFormSource(ClientMap *map, v3s16 p):
200 const std::string &getForm() const
202 static const std::string empty_string = "";
203 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
208 return meta->getString("formspec");
211 virtual std::string resolveText(const std::string &str)
213 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
218 return meta->resolveString(str);
225 class PlayerInventoryFormSource: public IFormSource
228 PlayerInventoryFormSource(Client *client):
233 const std::string &getForm() const
235 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
236 return player->inventory_formspec;
242 class NodeDugEvent : public MtEvent
248 NodeDugEvent(v3s16 p, MapNode n):
252 Type getType() const { return NODE_DUG; }
257 ISoundManager *m_sound;
258 const NodeDefManager *m_ndef;
261 bool makes_footstep_sound;
262 float m_player_step_timer;
263 float m_player_jump_timer;
265 SimpleSoundSpec m_player_step_sound;
266 SimpleSoundSpec m_player_leftpunch_sound;
267 // Second sound made on left punch, currently used for item 'use' sound
268 SimpleSoundSpec m_player_leftpunch_sound2;
269 SimpleSoundSpec m_player_rightpunch_sound;
271 SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
274 makes_footstep_sound(true),
275 m_player_step_timer(0.0f),
276 m_player_jump_timer(0.0f)
280 void playPlayerStep()
282 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
283 m_player_step_timer = 0.03;
284 if (makes_footstep_sound)
285 m_sound->playSound(m_player_step_sound);
289 void playPlayerJump()
291 if (m_player_jump_timer <= 0.0f) {
292 m_player_jump_timer = 0.2f;
293 m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f));
297 static void viewBobbingStep(MtEvent *e, void *data)
299 SoundMaker *sm = (SoundMaker *)data;
300 sm->playPlayerStep();
303 static void playerRegainGround(MtEvent *e, void *data)
305 SoundMaker *sm = (SoundMaker *)data;
306 sm->playPlayerStep();
309 static void playerJump(MtEvent *e, void *data)
311 SoundMaker *sm = (SoundMaker *)data;
312 sm->playPlayerJump();
315 static void cameraPunchLeft(MtEvent *e, void *data)
317 SoundMaker *sm = (SoundMaker *)data;
318 sm->m_sound->playSound(sm->m_player_leftpunch_sound);
319 sm->m_sound->playSound(sm->m_player_leftpunch_sound2);
322 static void cameraPunchRight(MtEvent *e, void *data)
324 SoundMaker *sm = (SoundMaker *)data;
325 sm->m_sound->playSound(sm->m_player_rightpunch_sound);
328 static void nodeDug(MtEvent *e, void *data)
330 SoundMaker *sm = (SoundMaker *)data;
331 NodeDugEvent *nde = (NodeDugEvent *)e;
332 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug);
335 static void playerDamage(MtEvent *e, void *data)
337 SoundMaker *sm = (SoundMaker *)data;
338 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5));
341 static void playerFallingDamage(MtEvent *e, void *data)
343 SoundMaker *sm = (SoundMaker *)data;
344 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5));
347 void registerReceiver(MtEventManager *mgr)
349 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
350 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
351 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
352 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
353 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
354 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
355 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
356 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
359 void step(float dtime)
361 m_player_step_timer -= dtime;
362 m_player_jump_timer -= dtime;
366 // Locally stored sounds don't need to be preloaded because of this
367 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
369 std::set<std::string> m_fetched;
371 void paths_insert(std::set<std::string> &dst_paths,
372 const std::string &base,
373 const std::string &name)
375 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
376 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
377 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
378 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
379 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
380 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
381 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
382 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
383 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
384 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
385 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
388 void fetchSounds(const std::string &name,
389 std::set<std::string> &dst_paths,
390 std::set<std::string> &dst_datas)
392 if (m_fetched.count(name))
395 m_fetched.insert(name);
397 paths_insert(dst_paths, porting::path_share, name);
398 paths_insert(dst_paths, porting::path_user, name);
403 typedef s32 SamplerLayer_t;
406 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
410 bool *m_force_fog_off;
413 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
414 CachedPixelShaderSetting<float> m_fog_distance;
415 CachedVertexShaderSetting<float> m_animation_timer_vertex;
416 CachedPixelShaderSetting<float> m_animation_timer_pixel;
417 CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
418 CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
419 CachedPixelShaderSetting<float, 3> m_day_light;
420 CachedPixelShaderSetting<float, 4> m_star_color;
421 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
422 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
423 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
424 CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
425 CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
426 CachedPixelShaderSetting<SamplerLayer_t> m_texture0;
427 CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
428 CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
429 CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
430 CachedPixelShaderSetting<float, 2> m_texel_size0;
431 std::array<float, 2> m_texel_size0_values;
432 CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
433 float m_user_exposure_compensation;
434 bool m_bloom_enabled;
435 CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
436 float m_bloom_intensity;
437 CachedPixelShaderSetting<float> m_bloom_strength_pixel;
438 float m_bloom_strength;
439 CachedPixelShaderSetting<float> m_bloom_radius_pixel;
440 float m_bloom_radius;
441 CachedPixelShaderSetting<float> m_saturation_pixel;
444 void onSettingsChange(const std::string &name)
446 if (name == "enable_fog")
447 m_fog_enabled = g_settings->getBool("enable_fog");
448 if (name == "exposure_compensation")
449 m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
450 if (name == "bloom_intensity")
451 m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
452 if (name == "bloom_strength_factor")
453 m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
454 if (name == "bloom_radius")
455 m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
458 static void settingsCallback(const std::string &name, void *userdata)
460 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
463 void setSky(Sky *sky) { m_sky = sky; }
465 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
466 f32 *fog_range, Client *client) :
469 m_force_fog_off(force_fog_off),
470 m_fog_range(fog_range),
471 m_sky_bg_color("skyBgColor"),
472 m_fog_distance("fogDistance"),
473 m_animation_timer_vertex("animationTimer"),
474 m_animation_timer_pixel("animationTimer"),
475 m_animation_timer_delta_vertex("animationTimerDelta"),
476 m_animation_timer_delta_pixel("animationTimerDelta"),
477 m_day_light("dayLight"),
478 m_star_color("starColor"),
479 m_eye_position_pixel("eyePosition"),
480 m_eye_position_vertex("eyePosition"),
481 m_minimap_yaw("yawVec"),
482 m_camera_offset_pixel("cameraOffset"),
483 m_camera_offset_vertex("cameraOffset"),
484 m_texture0("texture0"),
485 m_texture1("texture1"),
486 m_texture2("texture2"),
487 m_texture3("texture3"),
488 m_texel_size0("texelSize0"),
489 m_exposure_params_pixel("exposureParams",
490 std::array<const char*, 7> {
491 "luminanceMin", "luminanceMax", "exposureCorrection",
492 "speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
494 m_bloom_intensity_pixel("bloomIntensity"),
495 m_bloom_strength_pixel("bloomStrength"),
496 m_bloom_radius_pixel("bloomRadius"),
497 m_saturation_pixel("saturation")
499 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
500 g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
501 g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
502 g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
503 g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
504 g_settings->registerChangedCallback("saturation", settingsCallback, this);
505 m_fog_enabled = g_settings->getBool("enable_fog");
506 m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
507 m_bloom_enabled = g_settings->getBool("enable_bloom");
508 m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
509 m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
510 m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
513 ~GameGlobalShaderConstantSetter()
515 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
518 void onSetConstants(video::IMaterialRendererServices *services) override
521 video::SColor bgcolor = m_sky->getBgColor();
522 video::SColorf bgcolorf(bgcolor);
523 float bgcolorfa[4] = {
529 m_sky_bg_color.set(bgcolorfa, services);
532 float fog_distance = 10000 * BS;
534 if (m_fog_enabled && !*m_force_fog_off)
535 fog_distance = *m_fog_range;
537 m_fog_distance.set(&fog_distance, services);
539 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
540 video::SColorf sunlight;
541 get_sunlight_color(&sunlight, daynight_ratio);
546 m_day_light.set(dnc, services);
548 video::SColorf star_color = m_sky->getCurrentStarColor();
549 float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
550 m_star_color.set(clr, services);
552 u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
553 float animation_timer_f = (float)animation_timer / 100000.f;
554 m_animation_timer_vertex.set(&animation_timer_f, services);
555 m_animation_timer_pixel.set(&animation_timer_f, services);
557 float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
558 m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
559 m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
561 float eye_position_array[3];
562 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
563 epos.getAs3Values(eye_position_array);
564 m_eye_position_pixel.set(eye_position_array, services);
565 m_eye_position_vertex.set(eye_position_array, services);
567 if (m_client->getMinimap()) {
568 float minimap_yaw_array[3];
569 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
570 minimap_yaw.getAs3Values(minimap_yaw_array);
571 m_minimap_yaw.set(minimap_yaw_array, services);
574 float camera_offset_array[3];
575 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
576 offset.getAs3Values(camera_offset_array);
577 m_camera_offset_pixel.set(camera_offset_array, services);
578 m_camera_offset_vertex.set(camera_offset_array, services);
580 SamplerLayer_t tex_id;
582 m_texture0.set(&tex_id, services);
584 m_texture1.set(&tex_id, services);
586 m_texture2.set(&tex_id, services);
588 m_texture3.set(&tex_id, services);
590 m_texel_size0.set(m_texel_size0_values.data(), services);
592 const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
593 std::array<float, 7> exposure_buffer = {
594 std::pow(2.0f, exposure_params.luminance_min),
595 std::pow(2.0f, exposure_params.luminance_max),
596 exposure_params.exposure_correction,
597 exposure_params.speed_dark_bright,
598 exposure_params.speed_bright_dark,
599 exposure_params.center_weight_power,
600 powf(2.f, m_user_exposure_compensation)
602 m_exposure_params_pixel.set(exposure_buffer.data(), services);
604 if (m_bloom_enabled) {
605 m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
606 m_bloom_radius_pixel.set(&m_bloom_radius, services);
607 m_bloom_strength_pixel.set(&m_bloom_strength, services);
609 float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
610 m_saturation_pixel.set(&saturation, services);
613 void onSetMaterial(const video::SMaterial &material)
615 video::ITexture *texture = material.getTexture(0);
617 core::dimension2du size = texture->getSize();
618 m_texel_size0_values[0] = 1.f / size.Width;
619 m_texel_size0_values[1] = 1.f / size.Height;
622 m_texel_size0_values[0] = 0.f;
623 m_texel_size0_values[1] = 0.f;
629 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
632 bool *m_force_fog_off;
635 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
637 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
638 f32 *fog_range, Client *client) :
640 m_force_fog_off(force_fog_off),
641 m_fog_range(fog_range),
645 void setSky(Sky *sky) {
647 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
648 ggscs->setSky(m_sky);
650 created_nosky.clear();
653 virtual IShaderConstantSetter* create()
655 auto *scs = new GameGlobalShaderConstantSetter(
656 m_sky, m_force_fog_off, m_fog_range, m_client);
658 created_nosky.push_back(scs);
663 #ifdef HAVE_TOUCHSCREENGUI
664 #define SIZE_TAG "size[11,5.5]"
666 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
669 /****************************************************************************
670 ****************************************************************************/
672 const static float object_hit_delay = 0.2;
675 FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
679 void limit(IrrlichtDevice *device, f32 *dtime);
681 u32 getBusyMs() const { return busy_time / 1000; }
683 // all values in microseconds (us)
684 u64 last_time, busy_time, sleep_time;
688 /* The reason the following structs are not anonymous structs within the
689 * class is that they are not used by the majority of member functions and
690 * many functions that do require objects of thse types do not modify them
691 * (so they can be passed as a const qualified parameter)
697 PointedThing pointed_old;
700 bool btn_down_for_dig;
702 bool digging_blocked;
703 bool reset_jump_timer;
704 float nodig_delay_timer;
706 float dig_time_complete;
707 float repeat_place_timer;
708 float object_hit_delay_timer;
709 float time_from_last_punch;
710 ClientActiveObject *selected_object;
712 float jump_timer_up; // from key up until key down
713 float jump_timer_down; // since last key down
714 float jump_timer_down_before; // from key down until key down again
717 float update_draw_list_timer;
718 float touch_blocks_timer;
722 v3f update_draw_list_last_cam_dir;
724 float time_of_day_smooth;
729 struct ClientEventHandler
731 void (Game::*handler)(ClientEvent *, CameraOrientation *);
734 /****************************************************************************
736 ****************************************************************************/
738 using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
740 /* This is not intended to be a public class. If a public class becomes
741 * desirable then it may be better to create another 'wrapper' class that
742 * hides most of the stuff in this class (nothing in this class is required
743 * by any other file) but exposes the public methods/data only.
750 bool startup(bool *kill,
752 RenderingEngine *rendering_engine,
753 const GameStartData &game_params,
754 std::string &error_message,
756 ChatBackend *chat_backend);
763 // Basic initialisation
764 bool init(const std::string &map_dir, const std::string &address,
765 u16 port, const SubgameSpec &gamespec);
767 bool createSingleplayerServer(const std::string &map_dir,
768 const SubgameSpec &gamespec, u16 port);
771 bool createClient(const GameStartData &start_data);
775 bool connectToServer(const GameStartData &start_data,
776 bool *connect_ok, bool *aborted);
777 bool getServerContent(bool *aborted);
781 void updateInteractTimers(f32 dtime);
782 bool checkConnection();
783 bool handleCallbacks();
784 void processQueues();
785 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
786 void updateDebugState();
787 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
788 void updateProfilerGraphs(ProfilerGraph *graph);
791 void processUserInput(f32 dtime);
792 void processKeyInput();
793 void processItemSelection(u16 *new_playeritem);
795 void dropSelectedItem(bool single_item = false);
796 void openInventory();
797 void openConsole(float scale, const wchar_t *line=NULL);
798 void toggleFreeMove();
799 void toggleFreeMoveAlt();
800 void togglePitchMove();
803 void toggleCinematic();
804 void toggleBlockBounds();
805 void toggleAutoforward();
807 void toggleMinimap(bool shift_pressed);
810 void toggleUpdateCamera();
812 void increaseViewRange();
813 void decreaseViewRange();
814 void toggleFullViewRange();
815 void checkZoomEnabled();
817 void updateCameraDirection(CameraOrientation *cam, float dtime);
818 void updateCameraOrientation(CameraOrientation *cam, float dtime);
819 void updatePlayerControl(const CameraOrientation &cam);
820 void step(f32 dtime);
821 void processClientEvents(CameraOrientation *cam);
822 void updateCamera(f32 dtime);
823 void updateSound(f32 dtime);
824 void processPlayerInteraction(f32 dtime, bool show_hud);
826 * Returns the object or node the player is pointing at.
827 * Also updates the selected thing in the Hud.
829 * @param[in] shootline the shootline, starting from
830 * the camera position. This also gives the maximal distance
832 * @param[in] liquids_pointable if false, liquids are ignored
833 * @param[in] look_for_object if false, objects are ignored
834 * @param[in] camera_offset offset of the camera
835 * @param[out] selected_object the selected object or
838 PointedThing updatePointedThing(
839 const core::line3d<f32> &shootline, bool liquids_pointable,
840 bool look_for_object, const v3s16 &camera_offset);
841 void handlePointingAtNothing(const ItemStack &playerItem);
842 void handlePointingAtNode(const PointedThing &pointed,
843 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
844 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
845 const v3f &player_position, bool show_debug);
846 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
847 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
848 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
849 const CameraOrientation &cam);
850 void updateShadows();
853 void showOverlayMessage(const char *msg, float dtime, int percent,
854 bool draw_clouds = true);
856 static void settingChangedCallback(const std::string &setting_name, void *data);
859 inline bool isKeyDown(GameKeyType k)
861 return input->isKeyDown(k);
863 inline bool wasKeyDown(GameKeyType k)
865 return input->wasKeyDown(k);
867 inline bool wasKeyPressed(GameKeyType k)
869 return input->wasKeyPressed(k);
871 inline bool wasKeyReleased(GameKeyType k)
873 return input->wasKeyReleased(k);
877 void handleAndroidChatInput();
882 bool force_fog_off = false;
883 bool disable_camera_update = false;
886 void showDeathFormspec();
887 void showPauseMenu();
889 void pauseAnimation();
890 void resumeAnimation();
892 // ClientEvent handlers
893 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
894 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
895 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
896 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
897 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
898 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
899 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
900 CameraOrientation *cam);
901 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
902 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
903 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
904 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
905 void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
906 void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
907 void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
908 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
909 CameraOrientation *cam);
910 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
912 void updateChat(f32 dtime);
914 bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
915 const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
916 const NodeMetadata *meta);
917 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
919 f32 getSensitivityScaleFactor() const;
921 InputHandler *input = nullptr;
923 Client *client = nullptr;
924 Server *server = nullptr;
926 IWritableTextureSource *texture_src = nullptr;
927 IWritableShaderSource *shader_src = nullptr;
929 // When created, these will be filled with data received from the server
930 IWritableItemDefManager *itemdef_manager = nullptr;
931 NodeDefManager *nodedef_manager = nullptr;
933 GameOnDemandSoundFetcher soundfetcher; // useful when testing
934 ISoundManager *sound = nullptr;
935 bool sound_is_dummy = false;
936 SoundMaker *soundmaker = nullptr;
938 ChatBackend *chat_backend = nullptr;
939 LogOutputBuffer m_chat_log_buf;
941 EventManager *eventmgr = nullptr;
942 QuicktuneShortcutter *quicktune = nullptr;
944 std::unique_ptr<GameUI> m_game_ui;
945 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
946 MapDrawControl *draw_control = nullptr;
947 Camera *camera = nullptr;
948 Clouds *clouds = nullptr; // Free using ->Drop()
949 Sky *sky = nullptr; // Free using ->Drop()
951 Minimap *mapper = nullptr;
953 // Map server hud ids to client hud ids
954 std::unordered_map<u32, u32> m_hud_server_to_client;
960 This class does take ownership/responsibily for cleaning up etc of any of
961 these items (e.g. device)
963 IrrlichtDevice *device;
964 RenderingEngine *m_rendering_engine;
965 video::IVideoDriver *driver;
966 scene::ISceneManager *smgr;
968 std::string *error_message;
969 bool *reconnect_requested;
970 scene::ISceneNode *skybox;
971 PausedNodesList paused_animated_nodes;
973 bool simple_singleplayer_mode;
976 /* Pre-calculated values
978 int crack_animation_length;
980 IntervalLimiter profiler_interval;
983 * TODO: Local caching of settings is not optimal and should at some stage
984 * be updated to use a global settings object for getting thse values
985 * (as opposed to the this local caching). This can be addressed in
988 bool m_cache_doubletap_jump;
989 bool m_cache_enable_clouds;
990 bool m_cache_enable_joysticks;
991 bool m_cache_enable_particles;
992 bool m_cache_enable_fog;
993 bool m_cache_enable_noclip;
994 bool m_cache_enable_free_move;
995 f32 m_cache_mouse_sensitivity;
996 f32 m_cache_joystick_frustum_sensitivity;
997 f32 m_repeat_place_time;
998 f32 m_cache_cam_smoothing;
999 f32 m_cache_fog_start;
1001 bool m_invert_mouse = false;
1002 bool m_first_loop_after_window_activation = false;
1003 bool m_camera_offset_changed = false;
1005 bool m_does_lost_focus_pause_game = false;
1007 // if true, (almost) the whole game is paused
1008 // this happens in pause menu in singleplayer
1009 bool m_is_paused = false;
1011 #if IRRLICHT_VERSION_MT_REVISION < 5
1012 int m_reset_HW_buffer_counter = 0;
1015 #ifdef HAVE_TOUCHSCREENGUI
1016 bool m_cache_hold_aux1;
1017 bool m_touch_use_crosshair;
1018 inline bool isNoCrosshairAllowed() {
1019 return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
1023 bool m_android_chat_open;
1028 m_chat_log_buf(g_logger),
1029 m_game_ui(new GameUI())
1031 g_settings->registerChangedCallback("doubletap_jump",
1032 &settingChangedCallback, this);
1033 g_settings->registerChangedCallback("enable_clouds",
1034 &settingChangedCallback, this);
1035 g_settings->registerChangedCallback("doubletap_joysticks",
1036 &settingChangedCallback, this);
1037 g_settings->registerChangedCallback("enable_particles",
1038 &settingChangedCallback, this);
1039 g_settings->registerChangedCallback("enable_fog",
1040 &settingChangedCallback, this);
1041 g_settings->registerChangedCallback("mouse_sensitivity",
1042 &settingChangedCallback, this);
1043 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
1044 &settingChangedCallback, this);
1045 g_settings->registerChangedCallback("repeat_place_time",
1046 &settingChangedCallback, this);
1047 g_settings->registerChangedCallback("noclip",
1048 &settingChangedCallback, this);
1049 g_settings->registerChangedCallback("free_move",
1050 &settingChangedCallback, this);
1051 g_settings->registerChangedCallback("cinematic",
1052 &settingChangedCallback, this);
1053 g_settings->registerChangedCallback("cinematic_camera_smoothing",
1054 &settingChangedCallback, this);
1055 g_settings->registerChangedCallback("camera_smoothing",
1056 &settingChangedCallback, this);
1060 #ifdef HAVE_TOUCHSCREENGUI
1061 m_cache_hold_aux1 = false; // This is initialised properly later
1068 /****************************************************************************
1070 ****************************************************************************/
1076 if (!sound_is_dummy)
1079 delete server; // deleted first to stop all server threads
1087 delete nodedef_manager;
1088 delete itemdef_manager;
1089 delete draw_control;
1091 clearTextureNameCache();
1093 g_settings->deregisterChangedCallback("doubletap_jump",
1094 &settingChangedCallback, this);
1095 g_settings->deregisterChangedCallback("enable_clouds",
1096 &settingChangedCallback, this);
1097 g_settings->deregisterChangedCallback("enable_particles",
1098 &settingChangedCallback, this);
1099 g_settings->deregisterChangedCallback("enable_fog",
1100 &settingChangedCallback, this);
1101 g_settings->deregisterChangedCallback("mouse_sensitivity",
1102 &settingChangedCallback, this);
1103 g_settings->deregisterChangedCallback("repeat_place_time",
1104 &settingChangedCallback, this);
1105 g_settings->deregisterChangedCallback("noclip",
1106 &settingChangedCallback, this);
1107 g_settings->deregisterChangedCallback("free_move",
1108 &settingChangedCallback, this);
1109 g_settings->deregisterChangedCallback("cinematic",
1110 &settingChangedCallback, this);
1111 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1112 &settingChangedCallback, this);
1113 g_settings->deregisterChangedCallback("camera_smoothing",
1114 &settingChangedCallback, this);
1117 bool Game::startup(bool *kill,
1118 InputHandler *input,
1119 RenderingEngine *rendering_engine,
1120 const GameStartData &start_data,
1121 std::string &error_message,
1123 ChatBackend *chat_backend)
1127 m_rendering_engine = rendering_engine;
1128 device = m_rendering_engine->get_raw_device();
1130 this->error_message = &error_message;
1131 reconnect_requested = reconnect;
1132 this->input = input;
1133 this->chat_backend = chat_backend;
1134 simple_singleplayer_mode = start_data.isSinglePlayer();
1136 input->keycache.populate();
1138 driver = device->getVideoDriver();
1139 smgr = m_rendering_engine->get_scene_manager();
1141 smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1144 runData = GameRunData();
1145 runData.time_from_last_punch = 10.0;
1147 m_game_ui->initFlags();
1149 m_invert_mouse = g_settings->getBool("invert_mouse");
1150 m_first_loop_after_window_activation = true;
1152 #ifdef HAVE_TOUCHSCREENGUI
1153 m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
1156 g_client_translations->clear();
1158 // address can change if simple_singleplayer_mode
1159 if (!init(start_data.world_spec.path, start_data.address,
1160 start_data.socket_port, start_data.game_spec))
1163 if (!createClient(start_data))
1166 m_rendering_engine->initialize(client, hud);
1174 ProfilerGraph graph;
1175 RunStats stats = {};
1176 CameraOrientation cam_view_target = {};
1177 CameraOrientation cam_view = {};
1178 FpsControl draw_times;
1179 f32 dtime; // in seconds
1181 /* Clear the profiler */
1182 Profiler::GraphValues dummyvalues;
1183 g_profiler->graphGet(dummyvalues);
1187 set_light_table(g_settings->getFloat("display_gamma"));
1189 #ifdef HAVE_TOUCHSCREENGUI
1190 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1191 && client->checkPrivilege("fast");
1194 irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1195 g_settings->getU16("screen_h"));
1197 while (m_rendering_engine->run()
1198 && !(*kill || g_gamecallback->shutdown_requested
1199 || (server && server->isShutdownRequested()))) {
1201 const irr::core::dimension2d<u32> ¤t_screen_size =
1202 m_rendering_engine->get_video_driver()->getScreenSize();
1203 // Verify if window size has changed and save it if it's the case
1204 // Ensure evaluating settings->getBool after verifying screensize
1205 // First condition is cheaper
1206 if (previous_screen_size != current_screen_size &&
1207 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1208 g_settings->getBool("autosave_screensize")) {
1209 g_settings->setU16("screen_w", current_screen_size.Width);
1210 g_settings->setU16("screen_h", current_screen_size.Height);
1211 previous_screen_size = current_screen_size;
1214 // Calculate dtime =
1215 // m_rendering_engine->run() from this iteration
1216 // + Sleep time until the wanted FPS are reached
1217 draw_times.limit(device, &dtime);
1219 // Prepare render data for next iteration
1221 updateStats(&stats, draw_times, dtime);
1222 updateInteractTimers(dtime);
1224 if (!checkConnection())
1226 if (!handleCallbacks())
1231 m_game_ui->clearInfoText();
1233 updateProfilers(stats, draw_times, dtime);
1234 processUserInput(dtime);
1235 // Update camera before player movement to avoid camera lag of one frame
1236 updateCameraDirection(&cam_view_target, dtime);
1237 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1238 cam_view.camera_yaw) * m_cache_cam_smoothing;
1239 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1240 cam_view.camera_pitch) * m_cache_cam_smoothing;
1241 updatePlayerControl(cam_view);
1244 bool was_paused = m_is_paused;
1245 m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
1249 if (!was_paused && m_is_paused)
1251 else if (was_paused && !m_is_paused)
1257 processClientEvents(&cam_view_target);
1259 updateCamera(dtime);
1261 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
1262 updateFrame(&graph, &stats, dtime, cam_view);
1263 updateProfilerGraphs(&graph);
1265 // Update if minimap has been disabled by the server
1266 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1268 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1275 void Game::shutdown()
1277 m_rendering_engine->finalize();
1279 auto formspec = m_game_ui->getFormspecGUI();
1281 formspec->quitMenu();
1283 #ifdef HAVE_TOUCHSCREENGUI
1284 g_touchscreengui->hide();
1287 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1292 if (gui_chat_console)
1293 gui_chat_console->drop();
1299 while (g_menumgr.menuCount() > 0) {
1300 g_menumgr.m_stack.front()->setVisible(false);
1301 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1304 m_game_ui->deleteFormspec();
1306 chat_backend->addMessage(L"", L"# Disconnected.");
1307 chat_backend->addMessage(L"", L"");
1308 m_chat_log_buf.clear();
1312 while (!client->isShutdown()) {
1313 assert(texture_src != NULL);
1314 assert(shader_src != NULL);
1315 texture_src->processQueue();
1316 shader_src->processQueue();
1323 /****************************************************************************/
1324 /****************************************************************************
1326 ****************************************************************************/
1327 /****************************************************************************/
1330 const std::string &map_dir,
1331 const std::string &address,
1333 const SubgameSpec &gamespec)
1335 texture_src = createTextureSource();
1337 showOverlayMessage(N_("Loading..."), 0, 0);
1339 shader_src = createShaderSource();
1341 itemdef_manager = createItemDefManager();
1342 nodedef_manager = createNodeDefManager();
1344 eventmgr = new EventManager();
1345 quicktune = new QuicktuneShortcutter();
1347 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1348 && eventmgr && quicktune))
1354 // Create a server if not connecting to an existing one
1355 if (address.empty()) {
1356 if (!createSingleplayerServer(map_dir, gamespec, port))
1363 bool Game::initSound()
1366 if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1367 infostream << "Attempting to use OpenAL audio" << std::endl;
1368 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1370 infostream << "Failed to initialize OpenAL audio" << std::endl;
1372 infostream << "Sound disabled." << std::endl;
1376 infostream << "Using dummy audio." << std::endl;
1377 sound = &dummySoundManager;
1378 sound_is_dummy = true;
1381 soundmaker = new SoundMaker(sound, nodedef_manager);
1385 soundmaker->registerReceiver(eventmgr);
1390 bool Game::createSingleplayerServer(const std::string &map_dir,
1391 const SubgameSpec &gamespec, u16 port)
1393 showOverlayMessage(N_("Creating server..."), 0, 5);
1395 std::string bind_str = g_settings->get("bind_address");
1396 Address bind_addr(0, 0, 0, 0, port);
1398 if (g_settings->getBool("ipv6_server")) {
1399 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1403 bind_addr.Resolve(bind_str.c_str());
1404 } catch (ResolveError &e) {
1405 infostream << "Resolving bind address \"" << bind_str
1406 << "\" failed: " << e.what()
1407 << " -- Listening on all addresses." << std::endl;
1410 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1411 *error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled",
1412 bind_addr.serializeString().c_str());
1413 errorstream << *error_message << std::endl;
1417 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1418 false, nullptr, error_message);
1424 bool Game::createClient(const GameStartData &start_data)
1426 showOverlayMessage(N_("Creating client..."), 0, 10);
1428 draw_control = new MapDrawControl();
1432 bool could_connect, connect_aborted;
1433 #ifdef HAVE_TOUCHSCREENGUI
1434 if (g_touchscreengui) {
1435 g_touchscreengui->init(texture_src);
1436 g_touchscreengui->hide();
1439 if (!connectToServer(start_data, &could_connect, &connect_aborted))
1442 if (!could_connect) {
1443 if (error_message->empty() && !connect_aborted) {
1444 // Should not happen if error messages are set properly
1445 *error_message = gettext("Connection failed for unknown reason");
1446 errorstream << *error_message << std::endl;
1451 if (!getServerContent(&connect_aborted)) {
1452 if (error_message->empty() && !connect_aborted) {
1453 // Should not happen if error messages are set properly
1454 *error_message = gettext("Connection failed for unknown reason");
1455 errorstream << *error_message << std::endl;
1460 auto *scsf = new GameGlobalShaderConstantSetterFactory(
1461 &m_flags.force_fog_off, &runData.fog_range, client);
1462 shader_src->addShaderConstantSetterFactory(scsf);
1464 // Update cached textures, meshes and materials
1465 client->afterContentReceived();
1469 camera = new Camera(*draw_control, client, m_rendering_engine);
1470 if (client->modsLoaded())
1471 client->getScript()->on_camera_ready(camera);
1472 client->setCamera(camera);
1473 #ifdef HAVE_TOUCHSCREENGUI
1474 if (g_touchscreengui) {
1475 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
1481 if (m_cache_enable_clouds)
1482 clouds = new Clouds(smgr, -1, time(0));
1486 sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
1488 skybox = NULL; // This is used/set later on in the main run loop
1490 /* Pre-calculated values
1492 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1494 v2u32 size = t->getOriginalSize();
1495 crack_animation_length = size.Y / size.X;
1497 crack_animation_length = 5;
1503 /* Set window caption
1505 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1507 str += utf8_to_wide(g_version_hash);
1509 const wchar_t *text = nullptr;
1510 if (simple_singleplayer_mode)
1511 text = wgettext("Singleplayer");
1513 text = wgettext("Multiplayer");
1520 str += driver->getName();
1523 device->setWindowCaption(str.c_str());
1525 LocalPlayer *player = client->getEnv().getLocalPlayer();
1526 player->hurt_tilt_timer = 0;
1527 player->hurt_tilt_strength = 0;
1529 hud = new Hud(client, player, &player->inventory);
1531 mapper = client->getMinimap();
1533 if (mapper && client->modsLoaded())
1534 client->getScript()->on_minimap_ready(mapper);
1539 bool Game::initGui()
1543 // Remove stale "recent" chat messages from previous connections
1544 chat_backend->clearRecentChat();
1546 // Make sure the size of the recent messages buffer is right
1547 chat_backend->applySettings();
1549 // Chat backend and console
1550 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1551 -1, chat_backend, client, &g_menumgr);
1553 #ifdef HAVE_TOUCHSCREENGUI
1555 if (g_touchscreengui)
1556 g_touchscreengui->show();
1563 bool Game::connectToServer(const GameStartData &start_data,
1564 bool *connect_ok, bool *connection_aborted)
1566 *connect_ok = false; // Let's not be overly optimistic
1567 *connection_aborted = false;
1568 bool local_server_mode = false;
1570 showOverlayMessage(N_("Resolving address..."), 0, 15);
1572 Address connect_address(0, 0, 0, 0, start_data.socket_port);
1575 connect_address.Resolve(start_data.address.c_str());
1577 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1578 if (connect_address.isIPv6()) {
1579 IPv6AddressBytes addr_bytes;
1580 addr_bytes.bytes[15] = 1;
1581 connect_address.setAddress(&addr_bytes);
1583 connect_address.setAddress(127, 0, 0, 1);
1585 local_server_mode = true;
1587 } catch (ResolveError &e) {
1588 *error_message = fmtgettext("Couldn't resolve address: %s", e.what());
1590 errorstream << *error_message << std::endl;
1594 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1595 *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
1596 errorstream << *error_message << std::endl;
1601 client = new Client(start_data.name.c_str(),
1602 start_data.password, start_data.address,
1603 *draw_control, texture_src, shader_src,
1604 itemdef_manager, nodedef_manager, sound, eventmgr,
1605 m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
1606 start_data.allow_login_or_register);
1607 client->migrateModStorage();
1608 } catch (const BaseException &e) {
1609 *error_message = fmtgettext("Error creating client: %s", e.what());
1610 errorstream << *error_message << std::endl;
1614 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1616 infostream << "Connecting to server at ";
1617 connect_address.print(infostream);
1618 infostream << std::endl;
1620 client->connect(connect_address,
1621 simple_singleplayer_mode || local_server_mode);
1624 Wait for server to accept connection
1630 FpsControl fps_control;
1632 f32 wait_time = 0; // in seconds
1634 fps_control.reset();
1636 while (m_rendering_engine->run()) {
1638 fps_control.limit(device, &dtime);
1640 // Update client and server
1641 client->step(dtime);
1644 server->step(dtime);
1647 if (client->getState() == LC_Init) {
1653 if (*connection_aborted)
1656 if (client->accessDenied()) {
1657 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1658 *reconnect_requested = client->reconnectRequested();
1659 errorstream << *error_message << std::endl;
1663 if (input->cancelPressed()) {
1664 *connection_aborted = true;
1665 infostream << "Connect aborted [Escape]" << std::endl;
1670 // Only time out if we aren't waiting for the server we started
1671 if (!start_data.address.empty() && wait_time > 10) {
1672 *error_message = gettext("Connection timed out.");
1673 errorstream << *error_message << std::endl;
1678 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1680 } catch (con::PeerNotFoundException &e) {
1681 // TODO: Should something be done here? At least an info/error
1689 bool Game::getServerContent(bool *aborted)
1693 FpsControl fps_control;
1694 f32 dtime; // in seconds
1696 fps_control.reset();
1698 while (m_rendering_engine->run()) {
1700 fps_control.limit(device, &dtime);
1702 // Update client and server
1703 client->step(dtime);
1706 server->step(dtime);
1709 if (client->mediaReceived() && client->itemdefReceived() &&
1710 client->nodedefReceived()) {
1715 if (!checkConnection())
1718 if (client->getState() < LC_Init) {
1719 *error_message = gettext("Client disconnected");
1720 errorstream << *error_message << std::endl;
1724 if (input->cancelPressed()) {
1726 infostream << "Connect aborted [Escape]" << std::endl;
1733 if (!client->itemdefReceived()) {
1734 const wchar_t *text = wgettext("Item definitions...");
1736 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1739 } else if (!client->nodedefReceived()) {
1740 const wchar_t *text = wgettext("Node definitions...");
1742 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1746 std::ostringstream message;
1747 std::fixed(message);
1748 message.precision(0);
1749 float receive = client->mediaReceiveProgress() * 100;
1750 message << gettext("Media...");
1752 message << " " << receive << "%";
1753 message.precision(2);
1755 if ((USE_CURL == 0) ||
1756 (!g_settings->getBool("enable_remote_media_server"))) {
1757 float cur = client->getCurRate();
1758 std::string cur_unit = gettext("KiB/s");
1762 cur_unit = gettext("MiB/s");
1765 message << " (" << cur << ' ' << cur_unit << ")";
1768 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1769 m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
1770 texture_src, dtime, progress);
1778 /****************************************************************************/
1779 /****************************************************************************
1781 ****************************************************************************/
1782 /****************************************************************************/
1784 inline void Game::updateInteractTimers(f32 dtime)
1786 if (runData.nodig_delay_timer >= 0)
1787 runData.nodig_delay_timer -= dtime;
1789 if (runData.object_hit_delay_timer >= 0)
1790 runData.object_hit_delay_timer -= dtime;
1792 runData.time_from_last_punch += dtime;
1796 /* returns false if game should exit, otherwise true
1798 inline bool Game::checkConnection()
1800 if (client->accessDenied()) {
1801 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1802 *reconnect_requested = client->reconnectRequested();
1803 errorstream << *error_message << std::endl;
1811 /* returns false if game should exit, otherwise true
1813 inline bool Game::handleCallbacks()
1815 if (g_gamecallback->disconnect_requested) {
1816 g_gamecallback->disconnect_requested = false;
1820 if (g_gamecallback->changepassword_requested) {
1821 (new GUIPasswordChange(guienv, guiroot, -1,
1822 &g_menumgr, client, texture_src))->drop();
1823 g_gamecallback->changepassword_requested = false;
1826 if (g_gamecallback->changevolume_requested) {
1827 (new GUIVolumeChange(guienv, guiroot, -1,
1828 &g_menumgr, texture_src))->drop();
1829 g_gamecallback->changevolume_requested = false;
1832 if (g_gamecallback->keyconfig_requested) {
1833 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1834 &g_menumgr, texture_src))->drop();
1835 g_gamecallback->keyconfig_requested = false;
1838 if (g_gamecallback->keyconfig_changed) {
1839 input->keycache.populate(); // update the cache with new settings
1840 g_gamecallback->keyconfig_changed = false;
1847 void Game::processQueues()
1849 texture_src->processQueue();
1850 itemdef_manager->processQueue(client);
1851 shader_src->processQueue();
1854 void Game::updateDebugState()
1856 LocalPlayer *player = client->getEnv().getLocalPlayer();
1858 // debug UI and wireframe
1859 bool has_debug = client->checkPrivilege("debug");
1860 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
1862 if (m_game_ui->m_flags.show_basic_debug) {
1863 if (!has_basic_debug)
1864 m_game_ui->m_flags.show_basic_debug = false;
1865 } else if (m_game_ui->m_flags.show_minimal_debug) {
1866 if (has_basic_debug)
1867 m_game_ui->m_flags.show_basic_debug = true;
1869 if (!has_basic_debug)
1870 hud->disableBlockBounds();
1872 draw_control->show_wireframe = false;
1875 draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
1878 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1881 float profiler_print_interval =
1882 g_settings->getFloat("profiler_print_interval");
1883 bool print_to_log = true;
1885 if (profiler_print_interval == 0) {
1886 print_to_log = false;
1887 profiler_print_interval = 3;
1890 if (profiler_interval.step(dtime, profiler_print_interval)) {
1892 infostream << "Profiler:" << std::endl;
1893 g_profiler->print(infostream);
1896 m_game_ui->updateProfiler();
1897 g_profiler->clear();
1900 // Update update graphs
1901 g_profiler->graphAdd("Time non-rendering [us]",
1902 draw_times.busy_time - stats.drawtime);
1904 g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
1905 g_profiler->graphAdd("FPS", 1.0f / dtime);
1908 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1915 /* Time average and jitter calculation
1917 jp = &stats->dtime_jitter;
1918 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1920 jitter = dtime - jp->avg;
1922 if (jitter > jp->max)
1925 jp->counter += dtime;
1927 if (jp->counter > 0.0) {
1929 jp->max_sample = jp->max;
1930 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1934 /* Busytime average and jitter calculation
1936 jp = &stats->busy_time_jitter;
1937 jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
1939 jitter = draw_times.getBusyMs() - jp->avg;
1941 if (jitter > jp->max)
1943 if (jitter < jp->min)
1946 jp->counter += dtime;
1948 if (jp->counter > 0.0) {
1950 jp->max_sample = jp->max;
1951 jp->min_sample = jp->min;
1959 /****************************************************************************
1961 ****************************************************************************/
1963 void Game::processUserInput(f32 dtime)
1965 // Reset input if window not active or some menu is active
1966 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1968 #ifdef HAVE_TOUCHSCREENGUI
1969 g_touchscreengui->hide();
1972 #ifdef HAVE_TOUCHSCREENGUI
1973 else if (g_touchscreengui) {
1974 /* on touchscreengui step may generate own input events which ain't
1975 * what we want in case we just did clear them */
1976 g_touchscreengui->show();
1977 g_touchscreengui->step(dtime);
1981 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1982 gui_chat_console->closeConsoleAtOnce();
1985 // Input handler step() (used by the random input generator)
1989 auto formspec = m_game_ui->getFormspecGUI();
1991 formspec->getAndroidUIInput();
1993 handleAndroidChatInput();
1996 // Increase timer for double tap of "keymap_jump"
1997 if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
1998 runData.jump_timer_up += dtime;
1999 if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
2000 runData.jump_timer_down += dtime;
2003 processItemSelection(&runData.new_playeritem);
2007 void Game::processKeyInput()
2009 if (wasKeyDown(KeyType::DROP)) {
2010 dropSelectedItem(isKeyDown(KeyType::SNEAK));
2011 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
2012 toggleAutoforward();
2013 } else if (wasKeyDown(KeyType::BACKWARD)) {
2014 if (g_settings->getBool("continuous_forward"))
2015 toggleAutoforward();
2016 } else if (wasKeyDown(KeyType::INVENTORY)) {
2018 } else if (input->cancelPressed()) {
2020 m_android_chat_open = false;
2022 if (!gui_chat_console->isOpenInhibited()) {
2025 } else if (wasKeyDown(KeyType::CHAT)) {
2026 openConsole(0.2, L"");
2027 } else if (wasKeyDown(KeyType::CMD)) {
2028 openConsole(0.2, L"/");
2029 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
2030 if (client->modsLoaded())
2031 openConsole(0.2, L".");
2033 m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
2034 } else if (wasKeyDown(KeyType::CONSOLE)) {
2035 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
2036 } else if (wasKeyDown(KeyType::FREEMOVE)) {
2038 } else if (wasKeyDown(KeyType::JUMP)) {
2039 toggleFreeMoveAlt();
2040 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
2042 } else if (wasKeyDown(KeyType::FASTMOVE)) {
2044 } else if (wasKeyDown(KeyType::NOCLIP)) {
2047 } else if (wasKeyDown(KeyType::MUTE)) {
2048 if (g_settings->getBool("enable_sound")) {
2049 bool new_mute_sound = !g_settings->getBool("mute_sound");
2050 g_settings->setBool("mute_sound", new_mute_sound);
2052 m_game_ui->showTranslatedStatusText("Sound muted");
2054 m_game_ui->showTranslatedStatusText("Sound unmuted");
2056 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2058 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
2059 if (g_settings->getBool("enable_sound")) {
2060 float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
2061 g_settings->setFloat("sound_volume", new_volume);
2062 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2063 m_game_ui->showStatusText(msg);
2065 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2067 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
2068 if (g_settings->getBool("enable_sound")) {
2069 float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
2070 g_settings->setFloat("sound_volume", new_volume);
2071 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2072 m_game_ui->showStatusText(msg);
2074 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2077 } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
2078 || wasKeyDown(KeyType::DEC_VOLUME)) {
2079 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
2081 } else if (wasKeyDown(KeyType::CINEMATIC)) {
2083 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
2084 client->makeScreenshot();
2085 } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
2086 toggleBlockBounds();
2087 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
2088 m_game_ui->toggleHud();
2089 } else if (wasKeyDown(KeyType::MINIMAP)) {
2090 toggleMinimap(isKeyDown(KeyType::SNEAK));
2091 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
2092 m_game_ui->toggleChat();
2093 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
2095 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
2096 toggleUpdateCamera();
2097 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
2099 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
2100 m_game_ui->toggleProfiler();
2101 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
2102 increaseViewRange();
2103 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
2104 decreaseViewRange();
2105 } else if (wasKeyDown(KeyType::RANGESELECT)) {
2106 toggleFullViewRange();
2107 } else if (wasKeyDown(KeyType::ZOOM)) {
2109 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
2111 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
2113 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
2115 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
2119 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
2120 runData.reset_jump_timer = false;
2121 runData.jump_timer_up = 0.0f;
2124 if (quicktune->hasMessage()) {
2125 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
2129 void Game::processItemSelection(u16 *new_playeritem)
2131 LocalPlayer *player = client->getEnv().getLocalPlayer();
2133 /* Item selection using mouse wheel
2135 *new_playeritem = player->getWieldIndex();
2136 s32 wheel = input->getMouseWheel();
2137 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2138 player->hud_hotbar_itemcount - 1);
2142 if (wasKeyDown(KeyType::HOTBAR_NEXT))
2145 if (wasKeyDown(KeyType::HOTBAR_PREV))
2149 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2151 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2154 /* Item selection using hotbar slot keys
2156 for (u16 i = 0; i <= max_item; i++) {
2157 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2158 *new_playeritem = i;
2163 // Clamp selection again in case it wasn't changed but max_item was
2164 *new_playeritem = MYMIN(*new_playeritem, max_item);
2168 void Game::dropSelectedItem(bool single_item)
2170 IDropAction *a = new IDropAction();
2171 a->count = single_item ? 1 : 0;
2172 a->from_inv.setCurrentPlayer();
2173 a->from_list = "main";
2174 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2175 client->inventoryAction(a);
2179 void Game::openInventory()
2182 * Don't permit to open inventory is CAO or player doesn't exists.
2183 * This prevent showing an empty inventory at player load
2186 LocalPlayer *player = client->getEnv().getLocalPlayer();
2187 if (!player || !player->getCAO())
2190 infostream << "Game: Launching inventory" << std::endl;
2192 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2194 InventoryLocation inventoryloc;
2195 inventoryloc.setCurrentPlayer();
2197 if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2202 if (fs_src->getForm().empty()) {
2207 TextDest *txt_dst = new TextDestPlayerInventory(client);
2208 auto *&formspec = m_game_ui->updateFormspec("");
2209 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2210 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2212 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2216 void Game::openConsole(float scale, const wchar_t *line)
2218 assert(scale > 0.0f && scale <= 1.0f);
2221 porting::showInputDialog(gettext("ok"), "", "", 2);
2222 m_android_chat_open = true;
2224 if (gui_chat_console->isOpenInhibited())
2226 gui_chat_console->openConsole(scale);
2228 gui_chat_console->setCloseOnEnter(true);
2229 gui_chat_console->replaceAndAddToHistory(line);
2235 void Game::handleAndroidChatInput()
2237 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2238 std::string text = porting::getInputDialogValue();
2239 client->typeChatMessage(utf8_to_wide(text));
2240 m_android_chat_open = false;
2246 void Game::toggleFreeMove()
2248 bool free_move = !g_settings->getBool("free_move");
2249 g_settings->set("free_move", bool_to_cstr(free_move));
2252 if (client->checkPrivilege("fly")) {
2253 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2255 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2258 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2262 void Game::toggleFreeMoveAlt()
2264 if (!runData.reset_jump_timer) {
2265 runData.jump_timer_down_before = runData.jump_timer_down;
2266 runData.jump_timer_down = 0.0f;
2269 // key down (0.2 s max.), then key up (0.2 s max.), then key down
2270 if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
2271 runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
2274 runData.reset_jump_timer = true;
2278 void Game::togglePitchMove()
2280 bool pitch_move = !g_settings->getBool("pitch_move");
2281 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2284 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2286 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2291 void Game::toggleFast()
2293 bool fast_move = !g_settings->getBool("fast_move");
2294 bool has_fast_privs = client->checkPrivilege("fast");
2295 g_settings->set("fast_move", bool_to_cstr(fast_move));
2298 if (has_fast_privs) {
2299 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2301 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2304 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2307 #ifdef HAVE_TOUCHSCREENGUI
2308 m_cache_hold_aux1 = fast_move && has_fast_privs;
2313 void Game::toggleNoClip()
2315 bool noclip = !g_settings->getBool("noclip");
2316 g_settings->set("noclip", bool_to_cstr(noclip));
2319 if (client->checkPrivilege("noclip")) {
2320 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2322 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2325 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2329 void Game::toggleCinematic()
2331 bool cinematic = !g_settings->getBool("cinematic");
2332 g_settings->set("cinematic", bool_to_cstr(cinematic));
2335 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2337 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2340 void Game::toggleBlockBounds()
2342 LocalPlayer *player = client->getEnv().getLocalPlayer();
2343 if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
2344 m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
2347 enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
2349 case Hud::BLOCK_BOUNDS_OFF:
2350 m_game_ui->showTranslatedStatusText("Block bounds hidden");
2352 case Hud::BLOCK_BOUNDS_CURRENT:
2353 m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
2355 case Hud::BLOCK_BOUNDS_NEAR:
2356 m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
2358 case Hud::BLOCK_BOUNDS_MAX:
2359 m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
2366 // Autoforward by toggling continuous forward.
2367 void Game::toggleAutoforward()
2369 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2370 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2372 if (autorun_enabled)
2373 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2375 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2378 void Game::toggleMinimap(bool shift_pressed)
2380 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2384 mapper->toggleMinimapShape();
2388 // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2390 // Not so satisying code to keep compatibility with old fixed mode system
2392 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2394 if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2395 m_game_ui->m_flags.show_minimap = false;
2398 // If radar is disabled, try to find a non radar mode or fall back to 0
2399 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2400 while (mapper->getModeIndex() &&
2401 mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2404 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2408 // End of 'not so satifying code'
2409 if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2410 (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2411 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2413 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2416 void Game::toggleFog()
2418 bool fog_enabled = g_settings->getBool("enable_fog");
2419 g_settings->setBool("enable_fog", !fog_enabled);
2421 m_game_ui->showTranslatedStatusText("Fog disabled");
2423 m_game_ui->showTranslatedStatusText("Fog enabled");
2427 void Game::toggleDebug()
2429 LocalPlayer *player = client->getEnv().getLocalPlayer();
2430 bool has_debug = client->checkPrivilege("debug");
2431 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
2432 // Initial: No debug info
2433 // 1x toggle: Debug text
2434 // 2x toggle: Debug text with profiler graph
2435 // 3x toggle: Debug text and wireframe (needs "debug" priv)
2436 // Next toggle: Back to initial
2438 // The debug text can be in 2 modes: minimal and basic.
2439 // * Minimal: Only technical client info that not gameplay-relevant
2440 // * Basic: Info that might give gameplay advantage, e.g. pos, angle
2441 // Basic mode is used when player has the debug HUD flag set,
2442 // otherwise the Minimal mode is used.
2443 if (!m_game_ui->m_flags.show_minimal_debug) {
2444 m_game_ui->m_flags.show_minimal_debug = true;
2445 if (has_basic_debug)
2446 m_game_ui->m_flags.show_basic_debug = true;
2447 m_game_ui->m_flags.show_profiler_graph = false;
2448 draw_control->show_wireframe = false;
2449 m_game_ui->showTranslatedStatusText("Debug info shown");
2450 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2451 if (has_basic_debug)
2452 m_game_ui->m_flags.show_basic_debug = true;
2453 m_game_ui->m_flags.show_profiler_graph = true;
2454 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2455 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2456 if (has_basic_debug)
2457 m_game_ui->m_flags.show_basic_debug = true;
2458 m_game_ui->m_flags.show_profiler_graph = false;
2459 draw_control->show_wireframe = true;
2460 m_game_ui->showTranslatedStatusText("Wireframe shown");
2462 m_game_ui->m_flags.show_minimal_debug = false;
2463 m_game_ui->m_flags.show_basic_debug = false;
2464 m_game_ui->m_flags.show_profiler_graph = false;
2465 draw_control->show_wireframe = false;
2467 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2469 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2475 void Game::toggleUpdateCamera()
2477 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2478 if (m_flags.disable_camera_update)
2479 m_game_ui->showTranslatedStatusText("Camera update disabled");
2481 m_game_ui->showTranslatedStatusText("Camera update enabled");
2485 void Game::increaseViewRange()
2487 s16 range = g_settings->getS16("viewing_range");
2488 s16 range_new = range + 10;
2490 if (range_new > 4000) {
2492 std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
2493 m_game_ui->showStatusText(msg);
2495 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2496 m_game_ui->showStatusText(msg);
2498 g_settings->set("viewing_range", itos(range_new));
2502 void Game::decreaseViewRange()
2504 s16 range = g_settings->getS16("viewing_range");
2505 s16 range_new = range - 10;
2507 if (range_new < 20) {
2509 std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
2510 m_game_ui->showStatusText(msg);
2512 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2513 m_game_ui->showStatusText(msg);
2515 g_settings->set("viewing_range", itos(range_new));
2519 void Game::toggleFullViewRange()
2521 draw_control->range_all = !draw_control->range_all;
2522 if (draw_control->range_all)
2523 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2525 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2529 void Game::checkZoomEnabled()
2531 LocalPlayer *player = client->getEnv().getLocalPlayer();
2532 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2533 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2536 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2538 #if IRRLICHT_VERSION_MT_REVISION >= 9
2540 device->getCursorControl()->setRelativeMode(false);
2542 device->getCursorControl()->setRelativeMode(true);
2544 if ((device->isWindowActive() && device->isWindowFocused()
2545 && !isMenuActive()) || input->isRandom()) {
2548 if (!input->isRandom()) {
2549 // Mac OSX gets upset if this is set every frame
2550 if (device->getCursorControl()->isVisible())
2551 device->getCursorControl()->setVisible(false);
2555 if (m_first_loop_after_window_activation) {
2556 m_first_loop_after_window_activation = false;
2558 input->setMousePos(driver->getScreenSize().Width / 2,
2559 driver->getScreenSize().Height / 2);
2561 updateCameraOrientation(cam, dtime);
2567 // Mac OSX gets upset if this is set every frame
2568 if (!device->getCursorControl()->isVisible())
2569 device->getCursorControl()->setVisible(true);
2572 m_first_loop_after_window_activation = true;
2577 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2578 // responsiveness independently of FOV.
2579 f32 Game::getSensitivityScaleFactor() const
2581 f32 fov_y = client->getCamera()->getFovY();
2583 // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2584 // 16:9 aspect ratio to minimize disruption of existing sensitivity
2586 return tan(fov_y / 2.0f) * 1.3763818698f;
2589 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2591 #ifdef HAVE_TOUCHSCREENGUI
2592 if (g_touchscreengui) {
2593 cam->camera_yaw += g_touchscreengui->getYawChange();
2594 cam->camera_pitch = g_touchscreengui->getPitch();
2597 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2598 v2s32 dist = input->getMousePos() - center;
2600 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2604 f32 sens_scale = getSensitivityScaleFactor();
2605 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2606 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2608 if (dist.X != 0 || dist.Y != 0)
2609 input->setMousePos(center.X, center.Y);
2610 #ifdef HAVE_TOUCHSCREENGUI
2614 if (m_cache_enable_joysticks) {
2615 f32 sens_scale = getSensitivityScaleFactor();
2616 f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
2617 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2618 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2621 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2625 void Game::updatePlayerControl(const CameraOrientation &cam)
2627 LocalPlayer *player = client->getEnv().getLocalPlayer();
2629 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2631 PlayerControl control(
2632 isKeyDown(KeyType::FORWARD),
2633 isKeyDown(KeyType::BACKWARD),
2634 isKeyDown(KeyType::LEFT),
2635 isKeyDown(KeyType::RIGHT),
2636 isKeyDown(KeyType::JUMP) || player->getAutojump(),
2637 isKeyDown(KeyType::AUX1),
2638 isKeyDown(KeyType::SNEAK),
2639 isKeyDown(KeyType::ZOOM),
2640 isKeyDown(KeyType::DIG),
2641 isKeyDown(KeyType::PLACE),
2644 input->getMovementSpeed(),
2645 input->getMovementDirection()
2648 // autoforward if set: move at maximum speed
2649 if (player->getPlayerSettings().continuous_forward &&
2650 client->activeObjectsReceived() && !player->isDead()) {
2651 control.movement_speed = 1.0f;
2652 // sideways movement only
2653 float dx = sin(control.movement_direction);
2654 control.movement_direction = atan2(dx, 1.0f);
2657 #ifdef HAVE_TOUCHSCREENGUI
2658 /* For touch, simulate holding down AUX1 (fast move) if the user has
2659 * the fast_move setting toggled on. If there is an aux1 key defined for
2660 * touch then its meaning is inverted (i.e. holding aux1 means walk and
2663 if (m_cache_hold_aux1) {
2664 control.aux1 = control.aux1 ^ true;
2668 client->setPlayerControl(control);
2674 inline void Game::step(f32 dtime)
2677 server->step(dtime);
2679 client->step(dtime);
2682 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2685 for (auto &&child: node->getChildren())
2686 pauseNodeAnimation(paused, child);
2687 if (node->getType() != scene::ESNT_ANIMATED_MESH)
2689 auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2690 float speed = animated_node->getAnimationSpeed();
2693 paused.push_back({grab(animated_node), speed});
2694 animated_node->setAnimationSpeed(0.0f);
2697 void Game::pauseAnimation()
2699 pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2702 void Game::resumeAnimation()
2704 for (auto &&pair: paused_animated_nodes)
2705 pair.first->setAnimationSpeed(pair.second);
2706 paused_animated_nodes.clear();
2709 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2710 {&Game::handleClientEvent_None},
2711 {&Game::handleClientEvent_PlayerDamage},
2712 {&Game::handleClientEvent_PlayerForceMove},
2713 {&Game::handleClientEvent_Deathscreen},
2714 {&Game::handleClientEvent_ShowFormSpec},
2715 {&Game::handleClientEvent_ShowLocalFormSpec},
2716 {&Game::handleClientEvent_HandleParticleEvent},
2717 {&Game::handleClientEvent_HandleParticleEvent},
2718 {&Game::handleClientEvent_HandleParticleEvent},
2719 {&Game::handleClientEvent_HudAdd},
2720 {&Game::handleClientEvent_HudRemove},
2721 {&Game::handleClientEvent_HudChange},
2722 {&Game::handleClientEvent_SetSky},
2723 {&Game::handleClientEvent_SetSun},
2724 {&Game::handleClientEvent_SetMoon},
2725 {&Game::handleClientEvent_SetStars},
2726 {&Game::handleClientEvent_OverrideDayNigthRatio},
2727 {&Game::handleClientEvent_CloudParams},
2730 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2732 FATAL_ERROR("ClientEvent type None received");
2735 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2737 if (client->modsLoaded())
2738 client->getScript()->on_damage_taken(event->player_damage.amount);
2740 if (!event->player_damage.effect)
2743 // Damage flash and hurt tilt are not used at death
2744 if (client->getHP() > 0) {
2745 LocalPlayer *player = client->getEnv().getLocalPlayer();
2747 f32 hp_max = player->getCAO() ?
2748 player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2749 f32 damage_ratio = event->player_damage.amount / hp_max;
2751 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2752 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2754 player->hurt_tilt_timer = 1.5f;
2755 player->hurt_tilt_strength =
2756 rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2759 // Play damage sound
2760 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2763 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2765 cam->camera_yaw = event->player_force_move.yaw;
2766 cam->camera_pitch = event->player_force_move.pitch;
2769 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2771 // If client scripting is enabled, deathscreen is handled by CSM code in
2772 // builtin/client/init.lua
2773 if (client->modsLoaded())
2774 client->getScript()->on_death();
2776 showDeathFormspec();
2778 /* Handle visualization */
2779 LocalPlayer *player = client->getEnv().getLocalPlayer();
2780 runData.damage_flash = 0;
2781 player->hurt_tilt_timer = 0;
2782 player->hurt_tilt_strength = 0;
2785 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2787 if (event->show_formspec.formspec->empty()) {
2788 auto formspec = m_game_ui->getFormspecGUI();
2789 if (formspec && (event->show_formspec.formname->empty()
2790 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2791 formspec->quitMenu();
2794 FormspecFormSource *fs_src =
2795 new FormspecFormSource(*(event->show_formspec.formspec));
2796 TextDestPlayerInventory *txt_dst =
2797 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2799 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2800 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2801 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2804 delete event->show_formspec.formspec;
2805 delete event->show_formspec.formname;
2808 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2810 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2811 LocalFormspecHandler *txt_dst =
2812 new LocalFormspecHandler(*event->show_formspec.formname, client);
2813 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2814 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2816 delete event->show_formspec.formspec;
2817 delete event->show_formspec.formname;
2820 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2821 CameraOrientation *cam)
2823 LocalPlayer *player = client->getEnv().getLocalPlayer();
2824 client->getParticleManager()->handleParticleEvent(event, client, player);
2827 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2829 LocalPlayer *player = client->getEnv().getLocalPlayer();
2831 u32 server_id = event->hudadd->server_id;
2832 // ignore if we already have a HUD with that ID
2833 auto i = m_hud_server_to_client.find(server_id);
2834 if (i != m_hud_server_to_client.end()) {
2835 delete event->hudadd;
2839 HudElement *e = new HudElement;
2840 e->type = static_cast<HudElementType>(event->hudadd->type);
2841 e->pos = event->hudadd->pos;
2842 e->name = event->hudadd->name;
2843 e->scale = event->hudadd->scale;
2844 e->text = event->hudadd->text;
2845 e->number = event->hudadd->number;
2846 e->item = event->hudadd->item;
2847 e->dir = event->hudadd->dir;
2848 e->align = event->hudadd->align;
2849 e->offset = event->hudadd->offset;
2850 e->world_pos = event->hudadd->world_pos;
2851 e->size = event->hudadd->size;
2852 e->z_index = event->hudadd->z_index;
2853 e->text2 = event->hudadd->text2;
2854 e->style = event->hudadd->style;
2855 m_hud_server_to_client[server_id] = player->addHud(e);
2857 delete event->hudadd;
2860 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2862 LocalPlayer *player = client->getEnv().getLocalPlayer();
2864 auto i = m_hud_server_to_client.find(event->hudrm.id);
2865 if (i != m_hud_server_to_client.end()) {
2866 HudElement *e = player->removeHud(i->second);
2868 m_hud_server_to_client.erase(i);
2873 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2875 LocalPlayer *player = client->getEnv().getLocalPlayer();
2877 HudElement *e = nullptr;
2879 auto i = m_hud_server_to_client.find(event->hudchange->id);
2880 if (i != m_hud_server_to_client.end()) {
2881 e = player->getHud(i->second);
2885 delete event->hudchange;
2889 #define CASE_SET(statval, prop, dataprop) \
2891 e->prop = event->hudchange->dataprop; \
2894 switch (event->hudchange->stat) {
2895 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2897 CASE_SET(HUD_STAT_NAME, name, sdata);
2899 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2901 CASE_SET(HUD_STAT_TEXT, text, sdata);
2903 CASE_SET(HUD_STAT_NUMBER, number, data);
2905 CASE_SET(HUD_STAT_ITEM, item, data);
2907 CASE_SET(HUD_STAT_DIR, dir, data);
2909 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2911 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2913 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2915 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2917 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2919 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2921 CASE_SET(HUD_STAT_STYLE, style, data);
2926 delete event->hudchange;
2929 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2931 sky->setVisible(false);
2932 // Whether clouds are visible in front of a custom skybox.
2933 sky->setCloudsEnabled(event->set_sky->clouds);
2939 // Clear the old textures out in case we switch rendering type.
2940 sky->clearSkyboxTextures();
2941 // Handle according to type
2942 if (event->set_sky->type == "regular") {
2943 // Shows the mesh skybox
2944 sky->setVisible(true);
2945 // Update mesh based skybox colours if applicable.
2946 sky->setSkyColors(event->set_sky->sky_color);
2947 sky->setHorizonTint(
2948 event->set_sky->fog_sun_tint,
2949 event->set_sky->fog_moon_tint,
2950 event->set_sky->fog_tint_type
2952 } else if (event->set_sky->type == "skybox" &&
2953 event->set_sky->textures.size() == 6) {
2954 // Disable the dyanmic mesh skybox:
2955 sky->setVisible(false);
2957 sky->setFallbackBgColor(event->set_sky->bgcolor);
2958 // Set sunrise and sunset fog tinting:
2959 sky->setHorizonTint(
2960 event->set_sky->fog_sun_tint,
2961 event->set_sky->fog_moon_tint,
2962 event->set_sky->fog_tint_type
2964 // Add textures to skybox.
2965 for (int i = 0; i < 6; i++)
2966 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2968 // Handle everything else as plain color.
2969 if (event->set_sky->type != "plain")
2970 infostream << "Unknown sky type: "
2971 << (event->set_sky->type) << std::endl;
2972 sky->setVisible(false);
2973 sky->setFallbackBgColor(event->set_sky->bgcolor);
2974 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2975 sky->setHorizonTint(
2976 event->set_sky->bgcolor,
2977 event->set_sky->bgcolor,
2982 delete event->set_sky;
2985 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2987 sky->setSunVisible(event->sun_params->visible);
2988 sky->setSunTexture(event->sun_params->texture,
2989 event->sun_params->tonemap, texture_src);
2990 sky->setSunScale(event->sun_params->scale);
2991 sky->setSunriseVisible(event->sun_params->sunrise_visible);
2992 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2993 delete event->sun_params;
2996 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2998 sky->setMoonVisible(event->moon_params->visible);
2999 sky->setMoonTexture(event->moon_params->texture,
3000 event->moon_params->tonemap, texture_src);
3001 sky->setMoonScale(event->moon_params->scale);
3002 delete event->moon_params;
3005 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
3007 sky->setStarsVisible(event->star_params->visible);
3008 sky->setStarCount(event->star_params->count);
3009 sky->setStarColor(event->star_params->starcolor);
3010 sky->setStarScale(event->star_params->scale);
3011 sky->setStarDayOpacity(event->star_params->day_opacity);
3012 delete event->star_params;
3015 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
3016 CameraOrientation *cam)
3018 client->getEnv().setDayNightRatioOverride(
3019 event->override_day_night_ratio.do_override,
3020 event->override_day_night_ratio.ratio_f * 1000.0f);
3023 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
3028 clouds->setDensity(event->cloud_params.density);
3029 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
3030 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
3031 clouds->setHeight(event->cloud_params.height);
3032 clouds->setThickness(event->cloud_params.thickness);
3033 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
3036 void Game::processClientEvents(CameraOrientation *cam)
3038 while (client->hasClientEvents()) {
3039 std::unique_ptr<ClientEvent> event(client->getClientEvent());
3040 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
3041 const ClientEventHandler& evHandler = clientEventHandler[event->type];
3042 (this->*evHandler.handler)(event.get(), cam);
3046 void Game::updateChat(f32 dtime)
3048 // Get new messages from error log buffer
3049 while (!m_chat_log_buf.empty())
3050 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
3052 // Get new messages from client
3053 std::wstring message;
3054 while (client->getChatMessage(message)) {
3055 chat_backend->addUnparsedMessage(message);
3058 // Remove old messages
3059 chat_backend->step(dtime);
3061 // Display all messages in a static text element
3062 auto &buf = chat_backend->getRecentBuffer();
3063 if (buf.getLinesModified()) {
3064 buf.resetLinesModified();
3065 m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
3068 // Make sure that the size is still correct
3069 m_game_ui->updateChatSize();
3072 void Game::updateCamera(f32 dtime)
3074 LocalPlayer *player = client->getEnv().getLocalPlayer();
3077 For interaction purposes, get info about the held item
3079 - Is it a usable item?
3080 - Can it point to liquids?
3082 ItemStack playeritem;
3084 ItemStack selected, hand;
3085 playeritem = player->getWieldedItem(&selected, &hand);
3088 ToolCapabilities playeritem_toolcap =
3089 playeritem.getToolCapabilities(itemdef_manager);
3091 v3s16 old_camera_offset = camera->getOffset();
3093 if (wasKeyDown(KeyType::CAMERA_MODE)) {
3094 GenericCAO *playercao = player->getCAO();
3096 // If playercao not loaded, don't change camera
3100 camera->toggleCameraMode();
3102 #ifdef HAVE_TOUCHSCREENGUI
3103 if (g_touchscreengui)
3104 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
3107 // Make the player visible depending on camera mode.
3108 playercao->updateMeshCulling();
3109 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3112 float full_punch_interval = playeritem_toolcap.full_punch_interval;
3113 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
3115 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3116 camera->update(player, dtime, tool_reload_ratio);
3117 camera->step(dtime);
3119 f32 camera_fov = camera->getFovMax();
3120 v3s16 camera_offset = camera->getOffset();
3122 m_camera_offset_changed = (camera_offset != old_camera_offset);
3124 if (!m_flags.disable_camera_update) {
3125 v3f camera_position = camera->getPosition();
3126 v3f camera_direction = camera->getDirection();
3128 client->getEnv().getClientMap().updateCamera(camera_position,
3129 camera_direction, camera_fov, camera_offset);
3131 if (m_camera_offset_changed) {
3132 client->updateCameraOffset(camera_offset);
3133 client->getEnv().updateCameraOffset(camera_offset);
3136 clouds->updateCameraOffset(camera_offset);
3142 void Game::updateSound(f32 dtime)
3144 // Update sound listener
3145 v3s16 camera_offset = camera->getOffset();
3146 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3147 v3f(0, 0, 0), // velocity
3148 camera->getDirection(),
3149 camera->getCameraNode()->getUpVector());
3151 bool mute_sound = g_settings->getBool("mute_sound");
3153 sound->setListenerGain(0.0f);
3155 // Check if volume is in the proper range, else fix it.
3156 float old_volume = g_settings->getFloat("sound_volume");
3157 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3158 sound->setListenerGain(new_volume);
3160 if (old_volume != new_volume) {
3161 g_settings->setFloat("sound_volume", new_volume);
3165 LocalPlayer *player = client->getEnv().getLocalPlayer();
3167 // Tell the sound maker whether to make footstep sounds
3168 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3170 // Update sound maker
3171 if (player->makes_footstep_sound)
3172 soundmaker->step(dtime);
3174 ClientMap &map = client->getEnv().getClientMap();
3175 MapNode n = map.getNode(player->getFootstepNodePos());
3176 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3180 void Game::processPlayerInteraction(f32 dtime, bool show_hud)
3182 LocalPlayer *player = client->getEnv().getLocalPlayer();
3184 const v3f camera_direction = camera->getDirection();
3185 const v3s16 camera_offset = camera->getOffset();
3188 Calculate what block is the crosshair pointing to
3191 ItemStack selected_item, hand_item;
3192 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3194 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3195 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3197 core::line3d<f32> shootline;
3199 switch (camera->getCameraMode()) {
3200 case CAMERA_MODE_FIRST:
3201 // Shoot from camera position, with bobbing
3202 shootline.start = camera->getPosition();
3204 case CAMERA_MODE_THIRD:
3205 // Shoot from player head, no bobbing
3206 shootline.start = camera->getHeadPosition();
3208 case CAMERA_MODE_THIRD_FRONT:
3209 shootline.start = camera->getHeadPosition();
3210 // prevent player pointing anything in front-view
3214 shootline.end = shootline.start + camera_direction * BS * d;
3216 #ifdef HAVE_TOUCHSCREENGUI
3217 if (g_touchscreengui && isNoCrosshairAllowed()) {
3218 shootline = g_touchscreengui->getShootline();
3219 // Scale shootline to the acual distance the player can reach
3220 shootline.end = shootline.start +
3221 shootline.getVector().normalize() * BS * d;
3222 shootline.start += intToFloat(camera_offset, BS);
3223 shootline.end += intToFloat(camera_offset, BS);
3227 PointedThing pointed = updatePointedThing(shootline,
3228 selected_def.liquids_pointable,
3229 !runData.btn_down_for_dig,
3232 if (pointed != runData.pointed_old)
3233 infostream << "Pointing at " << pointed.dump() << std::endl;
3235 // Note that updating the selection mesh every frame is not particularly efficient,
3236 // but the halo rendering code is already inefficient so there's no point in optimizing it here
3237 hud->updateSelectionMesh(camera_offset);
3239 // Allow digging again if button is not pressed
3240 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3241 runData.digging_blocked = false;
3245 - releasing dig button
3246 - pointing away from node
3248 if (runData.digging) {
3249 if (wasKeyReleased(KeyType::DIG)) {
3250 infostream << "Dig button released (stopped digging)" << std::endl;
3251 runData.digging = false;
3252 } else if (pointed != runData.pointed_old) {
3253 if (pointed.type == POINTEDTHING_NODE
3254 && runData.pointed_old.type == POINTEDTHING_NODE
3255 && pointed.node_undersurface
3256 == runData.pointed_old.node_undersurface) {
3257 // Still pointing to the same node, but a different face.
3260 infostream << "Pointing away from node (stopped digging)" << std::endl;
3261 runData.digging = false;
3262 hud->updateSelectionMesh(camera_offset);
3266 if (!runData.digging) {
3267 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3268 client->setCrack(-1, v3s16(0, 0, 0));
3269 runData.dig_time = 0.0;
3271 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3272 // Remove e.g. torches faster when clicking instead of holding dig button
3273 runData.nodig_delay_timer = 0;
3274 runData.dig_instantly = false;
3277 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3278 runData.btn_down_for_dig = false;
3280 runData.punching = false;
3282 soundmaker->m_player_leftpunch_sound = SimpleSoundSpec();
3283 soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
3284 selected_def.sound_use : selected_def.sound_use_air;
3286 // Prepare for repeating, unless we're not supposed to
3287 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3288 runData.repeat_place_timer += dtime;
3290 runData.repeat_place_timer = 0;
3292 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3293 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3294 !client->getScript()->on_item_use(selected_item, pointed)))
3295 client->interact(INTERACT_USE, pointed);
3296 } else if (pointed.type == POINTEDTHING_NODE) {
3297 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3298 } else if (pointed.type == POINTEDTHING_OBJECT) {
3299 v3f player_position = player->getPosition();
3300 bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
3301 handlePointingAtObject(pointed, tool_item, player_position,
3302 m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
3303 } else if (isKeyDown(KeyType::DIG)) {
3304 // When button is held down in air, show continuous animation
3305 runData.punching = true;
3306 // Run callback even though item is not usable
3307 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3308 client->getScript()->on_item_use(selected_item, pointed);
3309 } else if (wasKeyPressed(KeyType::PLACE)) {
3310 handlePointingAtNothing(selected_item);
3313 runData.pointed_old = pointed;
3315 if (runData.punching || wasKeyPressed(KeyType::DIG))
3316 camera->setDigging(0); // dig animation
3318 input->clearWasKeyPressed();
3319 input->clearWasKeyReleased();
3320 // Ensure DIG & PLACE are marked as handled
3321 wasKeyDown(KeyType::DIG);
3322 wasKeyDown(KeyType::PLACE);
3324 input->joystick.clearWasKeyPressed(KeyType::DIG);
3325 input->joystick.clearWasKeyPressed(KeyType::PLACE);
3327 input->joystick.clearWasKeyReleased(KeyType::DIG);
3328 input->joystick.clearWasKeyReleased(KeyType::PLACE);
3332 PointedThing Game::updatePointedThing(
3333 const core::line3d<f32> &shootline,
3334 bool liquids_pointable,
3335 bool look_for_object,
3336 const v3s16 &camera_offset)
3338 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3339 selectionboxes->clear();
3340 hud->setSelectedFaceNormal(v3f());
3341 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3342 "show_entity_selectionbox");
3344 ClientEnvironment &env = client->getEnv();
3345 ClientMap &map = env.getClientMap();
3346 const NodeDefManager *nodedef = map.getNodeDefManager();
3348 runData.selected_object = NULL;
3349 hud->pointing_at_object = false;
3351 RaycastState s(shootline, look_for_object, liquids_pointable);
3352 PointedThing result;
3353 env.continueRaycast(&s, &result);
3354 if (result.type == POINTEDTHING_OBJECT) {
3355 hud->pointing_at_object = true;
3357 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3358 aabb3f selection_box;
3359 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3360 runData.selected_object->getSelectionBox(&selection_box)) {
3361 v3f pos = runData.selected_object->getPosition();
3362 selectionboxes->push_back(aabb3f(selection_box));
3363 hud->setSelectionPos(pos, camera_offset);
3364 GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
3365 if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
3366 hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
3368 hud->setSelectionRotation(v3f());
3370 hud->setSelectedFaceNormal(result.raw_intersection_normal);
3371 } else if (result.type == POINTEDTHING_NODE) {
3372 // Update selection boxes
3373 MapNode n = map.getNode(result.node_undersurface);
3374 std::vector<aabb3f> boxes;
3375 n.getSelectionBoxes(nodedef, &boxes,
3376 n.getNeighbors(result.node_undersurface, &map));
3379 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3380 i != boxes.end(); ++i) {
3382 box.MinEdge -= v3f(d, d, d);
3383 box.MaxEdge += v3f(d, d, d);
3384 selectionboxes->push_back(box);
3386 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3388 hud->setSelectionRotation(v3f());
3389 hud->setSelectedFaceNormal(result.intersection_normal);
3392 // Update selection mesh light level and vertex colors
3393 if (!selectionboxes->empty()) {
3394 v3f pf = hud->getSelectionPos();
3395 v3s16 p = floatToInt(pf, BS);
3397 // Get selection mesh light level
3398 MapNode n = map.getNode(p);
3399 u16 node_light = getInteriorLight(n, -1, nodedef);
3400 u16 light_level = node_light;
3402 for (const v3s16 &dir : g_6dirs) {
3403 n = map.getNode(p + dir);
3404 node_light = getInteriorLight(n, -1, nodedef);
3405 if (node_light > light_level)
3406 light_level = node_light;
3409 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3411 final_color_blend(&c, light_level, daynight_ratio);
3413 // Modify final color a bit with time
3414 u32 timer = client->getEnv().getFrameTime() % 5000;
3415 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3416 float sin_r = 0.08f * std::sin(timerf);
3417 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3418 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3419 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3420 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3421 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3423 // Set mesh final color
3424 hud->setSelectionMeshColor(c);
3430 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3432 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3433 PointedThing fauxPointed;
3434 fauxPointed.type = POINTEDTHING_NOTHING;
3435 client->interact(INTERACT_ACTIVATE, fauxPointed);
3439 void Game::handlePointingAtNode(const PointedThing &pointed,
3440 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3442 v3s16 nodepos = pointed.node_undersurface;
3443 v3s16 neighborpos = pointed.node_abovesurface;
3446 Check information text of node
3449 ClientMap &map = client->getEnv().getClientMap();
3451 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3452 && !runData.digging_blocked
3453 && client->checkPrivilege("interact")) {
3454 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3457 // This should be done after digging handling
3458 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3461 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3462 meta->getString("infotext"))));
3464 MapNode n = map.getNode(nodepos);
3466 if (nodedef_manager->get(n).name == "unknown") {
3467 m_game_ui->setInfoText(L"Unknown node");
3471 if ((wasKeyPressed(KeyType::PLACE) ||
3472 runData.repeat_place_timer >= m_repeat_place_time) &&
3473 client->checkPrivilege("interact")) {
3474 runData.repeat_place_timer = 0;
3475 infostream << "Place button pressed while looking at ground" << std::endl;
3477 // Placing animation (always shown for feedback)
3478 camera->setDigging(1);
3480 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3482 // If the wielded item has node placement prediction,
3484 // And also set the sound and send the interact
3485 // But first check for meta formspec and rightclickable
3486 auto &def = selected_item.getDefinition(itemdef_manager);
3487 bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
3490 if (placed && client->modsLoaded())
3491 client->getScript()->on_placenode(pointed, def);
3495 bool Game::nodePlacement(const ItemDefinition &selected_def,
3496 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
3497 const PointedThing &pointed, const NodeMetadata *meta)
3499 const auto &prediction = selected_def.node_placement_prediction;
3501 const NodeDefManager *nodedef = client->ndef();
3502 ClientMap &map = client->getEnv().getClientMap();
3504 bool is_valid_position;
3506 node = map.getNode(nodepos, &is_valid_position);
3507 if (!is_valid_position) {
3508 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3513 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3514 && !isKeyDown(KeyType::SNEAK)) {
3515 // on_rightclick callbacks are called anyway
3516 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3517 client->interact(INTERACT_PLACE, pointed);
3519 infostream << "Launching custom inventory view" << std::endl;
3521 InventoryLocation inventoryloc;
3522 inventoryloc.setNodeMeta(nodepos);
3524 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3525 &client->getEnv().getClientMap(), nodepos);
3526 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3528 auto *&formspec = m_game_ui->updateFormspec("");
3529 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3530 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3532 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3536 // on_rightclick callback
3537 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3538 !isKeyDown(KeyType::SNEAK))) {
3540 client->interact(INTERACT_PLACE, pointed);
3544 verbosestream << "Node placement prediction for "
3545 << selected_def.name << " is " << prediction << std::endl;
3546 v3s16 p = neighborpos;
3548 // Place inside node itself if buildable_to
3549 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3550 if (is_valid_position) {
3551 if (nodedef->get(n_under).buildable_to) {
3554 node = map.getNode(p, &is_valid_position);
3555 if (is_valid_position && !nodedef->get(node).buildable_to) {
3556 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3558 client->interact(INTERACT_PLACE, pointed);
3564 // Find id of predicted node
3566 bool found = nodedef->getId(prediction, id);
3569 errorstream << "Node placement prediction failed for "
3570 << selected_def.name << " (places " << prediction
3571 << ") - Name not known" << std::endl;
3572 // Handle this as if prediction was empty
3574 client->interact(INTERACT_PLACE, pointed);
3578 const ContentFeatures &predicted_f = nodedef->get(id);
3580 // Compare core.item_place_node() for what the server does with param2
3581 MapNode predicted_node(id, 0, 0);
3583 const u8 place_param2 = selected_def.place_param2;
3586 predicted_node.setParam2(place_param2);
3587 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3588 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3589 v3s16 dir = nodepos - neighborpos;
3591 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3592 predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
3593 } else if (abs(dir.X) > abs(dir.Z)) {
3594 predicted_node.setParam2(dir.X < 0 ? 3 : 2);
3596 predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
3598 } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3599 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3600 predicted_f.param_type_2 == CPT2_4DIR ||
3601 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3602 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3604 if (abs(dir.X) > abs(dir.Z)) {
3605 predicted_node.setParam2(dir.X < 0 ? 3 : 1);
3607 predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
3611 // Check attachment if node is in group attached_node
3612 int an = itemgroup_get(predicted_f.groups, "attached_node");
3617 pp = p + v3s16(0, -1, 0);
3618 } else if (an == 4) {
3619 pp = p + v3s16(0, 1, 0);
3620 } else if (an == 2) {
3621 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3622 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3623 predicted_f.param_type_2 == CPT2_4DIR ||
3624 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3625 pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
3629 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3630 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3631 pp = p + predicted_node.getWallMountedDir(nodedef);
3633 pp = p + v3s16(0, -1, 0);
3636 if (!nodedef->get(map.getNode(pp)).walkable) {
3637 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3639 client->interact(INTERACT_PLACE, pointed);
3645 if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3646 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3647 || predicted_f.param_type_2 == CPT2_COLORED_4DIR
3648 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3649 const auto &indexstr = selected_item.metadata.
3650 getString("palette_index", 0);
3651 if (!indexstr.empty()) {
3652 s32 index = mystoi(indexstr);
3653 if (predicted_f.param_type_2 == CPT2_COLOR) {
3654 predicted_node.setParam2(index);
3655 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3656 // param2 = pure palette index + other
3657 predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
3658 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3659 // param2 = pure palette index + other
3660 predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
3661 } else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3662 // param2 = pure palette index + other
3663 predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
3668 // Add node to client map
3670 LocalPlayer *player = client->getEnv().getLocalPlayer();
3672 // Don't place node when player would be inside new node
3673 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3674 if (!predicted_f.walkable ||
3675 g_settings->getBool("enable_build_where_you_stand") ||
3676 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3677 (predicted_f.walkable &&
3678 neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3679 neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3680 // This triggers the required mesh update too
3681 client->addNode(p, predicted_node);
3683 client->interact(INTERACT_PLACE, pointed);
3684 // A node is predicted, also play a sound
3685 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3688 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3691 } catch (const InvalidPositionException &e) {
3692 errorstream << "Node placement prediction failed for "
3693 << selected_def.name << " (places "
3694 << prediction << ") - Position not loaded" << std::endl;
3695 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3700 void Game::handlePointingAtObject(const PointedThing &pointed,
3701 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3703 std::wstring infotext = unescape_translate(
3704 utf8_to_wide(runData.selected_object->infoText()));
3707 if (!infotext.empty()) {
3710 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3713 m_game_ui->setInfoText(infotext);
3715 if (isKeyDown(KeyType::DIG)) {
3716 bool do_punch = false;
3717 bool do_punch_damage = false;
3719 if (runData.object_hit_delay_timer <= 0.0) {
3721 do_punch_damage = true;
3722 runData.object_hit_delay_timer = object_hit_delay;
3725 if (wasKeyPressed(KeyType::DIG))
3729 infostream << "Punched object" << std::endl;
3730 runData.punching = true;
3733 if (do_punch_damage) {
3734 // Report direct punch
3735 v3f objpos = runData.selected_object->getPosition();
3736 v3f dir = (objpos - player_position).normalize();
3738 bool disable_send = runData.selected_object->directReportPunch(
3739 dir, &tool_item, runData.time_from_last_punch);
3740 runData.time_from_last_punch = 0;
3743 client->interact(INTERACT_START_DIGGING, pointed);
3745 } else if (wasKeyDown(KeyType::PLACE)) {
3746 infostream << "Pressed place button while pointing at object" << std::endl;
3747 client->interact(INTERACT_PLACE, pointed); // place
3752 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3753 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3755 // See also: serverpackethandle.cpp, action == 2
3756 LocalPlayer *player = client->getEnv().getLocalPlayer();
3757 ClientMap &map = client->getEnv().getClientMap();
3758 MapNode n = map.getNode(nodepos);
3759 const auto &features = nodedef_manager->get(n);
3761 // NOTE: Similar piece of code exists on the server side for
3763 // Get digging parameters
3764 DigParams params = getDigParams(features.groups,
3765 &selected_item.getToolCapabilities(itemdef_manager),
3766 selected_item.wear);
3768 // If can't dig, try hand
3769 if (!params.diggable) {
3770 params = getDigParams(features.groups,
3771 &hand_item.getToolCapabilities(itemdef_manager));
3774 if (!params.diggable) {
3775 // I guess nobody will wait for this long
3776 runData.dig_time_complete = 10000000.0;
3778 runData.dig_time_complete = params.time;
3780 if (m_cache_enable_particles) {
3781 client->getParticleManager()->addNodeParticle(client,
3782 player, nodepos, n, features);
3786 if (!runData.digging) {
3787 infostream << "Started digging" << std::endl;
3788 runData.dig_instantly = runData.dig_time_complete == 0;
3789 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3792 client->interact(INTERACT_START_DIGGING, pointed);
3793 runData.digging = true;
3794 runData.btn_down_for_dig = true;
3797 if (!runData.dig_instantly) {
3798 runData.dig_index = (float)crack_animation_length
3800 / runData.dig_time_complete;
3802 // This is for e.g. torches
3803 runData.dig_index = crack_animation_length;
3806 const auto &sound_dig = features.sound_dig;
3808 if (sound_dig.exists() && params.diggable) {
3809 if (sound_dig.name == "__group") {
3810 if (!params.main_group.empty()) {
3811 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3812 soundmaker->m_player_leftpunch_sound.name =
3813 std::string("default_dig_") +
3817 soundmaker->m_player_leftpunch_sound = sound_dig;
3821 // Don't show cracks if not diggable
3822 if (runData.dig_time_complete >= 100000.0) {
3823 } else if (runData.dig_index < crack_animation_length) {
3824 client->setCrack(runData.dig_index, nodepos);
3826 infostream << "Digging completed" << std::endl;
3827 client->setCrack(-1, v3s16(0, 0, 0));
3829 runData.dig_time = 0;
3830 runData.digging = false;
3831 // we successfully dug, now block it from repeating if we want to be safe
3832 if (g_settings->getBool("safe_dig_and_place"))
3833 runData.digging_blocked = true;
3835 runData.nodig_delay_timer =
3836 runData.dig_time_complete / (float)crack_animation_length;
3838 // We don't want a corresponding delay to very time consuming nodes
3839 // and nodes without digging time (e.g. torches) get a fixed delay.
3840 if (runData.nodig_delay_timer > 0.3)
3841 runData.nodig_delay_timer = 0.3;
3842 else if (runData.dig_instantly)
3843 runData.nodig_delay_timer = 0.15;
3845 if (client->modsLoaded() &&
3846 client->getScript()->on_dignode(nodepos, n)) {
3850 if (features.node_dig_prediction == "air") {
3851 client->removeNode(nodepos);
3852 } else if (!features.node_dig_prediction.empty()) {
3854 bool found = nodedef_manager->getId(features.node_dig_prediction, id);
3856 client->addNode(nodepos, id, true);
3858 // implicit else: no prediction
3860 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3862 if (m_cache_enable_particles) {
3863 client->getParticleManager()->addDiggingParticles(client,
3864 player, nodepos, n, features);
3868 // Send event to trigger sound
3869 client->getEventManager()->put(new NodeDugEvent(nodepos, n));
3872 if (runData.dig_time_complete < 100000.0) {
3873 runData.dig_time += dtime;
3875 runData.dig_time = 0;
3876 client->setCrack(-1, nodepos);
3879 camera->setDigging(0); // Dig animation
3882 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3883 const CameraOrientation &cam)
3885 TimeTaker tt_update("Game::updateFrame()");
3886 LocalPlayer *player = client->getEnv().getLocalPlayer();
3892 client->getEnv().updateFrameTime(m_is_paused);
3898 if (draw_control->range_all) {
3899 runData.fog_range = 100000 * BS;
3901 runData.fog_range = draw_control->wanted_range * BS;
3905 Calculate general brightness
3907 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3908 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3909 float direct_brightness;
3912 // When in noclip mode force same sky brightness as above ground so you
3914 if (draw_control->allow_noclip && m_cache_enable_free_move &&
3915 client->checkPrivilege("fly")) {
3916 direct_brightness = time_brightness;
3917 sunlight_seen = true;
3919 float old_brightness = sky->getBrightness();
3920 direct_brightness = client->getEnv().getClientMap()
3921 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3922 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3926 float time_of_day_smooth = runData.time_of_day_smooth;
3927 float time_of_day = client->getEnv().getTimeOfDayF();
3929 static const float maxsm = 0.05f;
3930 static const float todsm = 0.05f;
3932 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3933 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3934 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3935 time_of_day_smooth = time_of_day;
3937 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3938 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3939 + (time_of_day + 1.0) * todsm;
3941 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3942 + time_of_day * todsm;
3944 runData.time_of_day_smooth = time_of_day_smooth;
3946 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3947 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3948 player->getPitch());
3954 if (sky->getCloudsVisible()) {
3955 clouds->setVisible(true);
3956 clouds->step(dtime);
3957 // camera->getPosition is not enough for 3rd person views
3958 v3f camera_node_position = camera->getCameraNode()->getPosition();
3959 v3s16 camera_offset = camera->getOffset();
3960 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3961 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3962 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3963 clouds->update(camera_node_position,
3964 sky->getCloudColor());
3965 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3966 // if inside clouds, and fog enabled, use that as sky
3968 video::SColor clouds_dark = clouds->getColor()
3969 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3970 sky->overrideColors(clouds_dark, clouds->getColor());
3971 sky->setInClouds(true);
3972 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3973 // do not draw clouds after all
3974 clouds->setVisible(false);
3977 clouds->setVisible(false);
3984 client->getParticleManager()->step(dtime);
3990 if (m_cache_enable_fog) {
3993 video::EFT_FOG_LINEAR,
3994 runData.fog_range * m_cache_fog_start,
3995 runData.fog_range * 1.0,
4003 video::EFT_FOG_LINEAR,
4015 if (player->hurt_tilt_timer > 0.0f) {
4016 player->hurt_tilt_timer -= dtime * 6.0f;
4018 if (player->hurt_tilt_timer < 0.0f)
4019 player->hurt_tilt_strength = 0.0f;
4023 Update minimap pos and rotation
4025 if (mapper && m_game_ui->m_flags.show_hud) {
4026 mapper->setPos(floatToInt(player->getPosition(), BS));
4027 mapper->setAngle(player->getYaw());
4031 Get chat messages from client
4040 if (player->getWieldIndex() != runData.new_playeritem)
4041 client->setPlayerItem(runData.new_playeritem);
4043 if (client->updateWieldedItem()) {
4044 // Update wielded tool
4045 ItemStack selected_item, hand_item;
4046 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
4047 camera->wield(tool_item);
4051 Update block draw list every 200ms or when camera direction has
4054 runData.update_draw_list_timer += dtime;
4055 runData.touch_blocks_timer += dtime;
4057 bool draw_list_updated = false;
4059 float update_draw_list_delta = 0.2f;
4061 v3f camera_direction = camera->getDirection();
4062 if (runData.update_draw_list_timer >= update_draw_list_delta
4063 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4064 || m_camera_offset_changed
4065 || client->getEnv().getClientMap().needsUpdateDrawList()) {
4066 runData.update_draw_list_timer = 0;
4067 client->getEnv().getClientMap().updateDrawList();
4068 runData.update_draw_list_last_cam_dir = camera_direction;
4069 draw_list_updated = true;
4072 if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
4073 client->getEnv().getClientMap().touchMapBlocks();
4074 runData.touch_blocks_timer = 0;
4077 if (RenderingEngine::get_shadow_renderer()) {
4081 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
4084 make sure menu is on top
4085 1. Delete formspec menu reference if menu was removed
4086 2. Else, make sure formspec menu is on top
4088 auto formspec = m_game_ui->getFormspecGUI();
4089 do { // breakable. only runs for one iteration
4093 if (formspec->getReferenceCount() == 1) {
4094 m_game_ui->deleteFormspec();
4098 auto &loc = formspec->getFormspecLocation();
4099 if (loc.type == InventoryLocation::NODEMETA) {
4100 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
4101 if (!meta || meta->getString("formspec").empty()) {
4102 formspec->quitMenu();
4108 guiroot->bringToFront(formspec);
4112 ==================== Drawing begins ====================
4114 const video::SColor skycolor = sky->getSkyColor();
4116 TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
4117 driver->beginScene(true, true, skycolor);
4119 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
4120 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
4121 (camera->getCameraMode() == CAMERA_MODE_FIRST));
4122 bool draw_crosshair = (
4123 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
4124 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
4125 #ifdef HAVE_TOUCHSCREENGUI
4126 if (isNoCrosshairAllowed())
4127 draw_crosshair = false;
4129 m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
4130 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
4135 v2u32 screensize = driver->getScreenSize();
4137 if (m_game_ui->m_flags.show_profiler_graph)
4138 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4143 if (runData.damage_flash > 0.0f) {
4144 video::SColor color(runData.damage_flash, 180, 0, 0);
4145 driver->draw2DRectangle(color,
4146 core::rect<s32>(0, 0, screensize.X, screensize.Y),
4149 runData.damage_flash -= 384.0f * dtime;
4153 ==================== End scene ====================
4155 #if IRRLICHT_VERSION_MT_REVISION < 5
4156 if (++m_reset_HW_buffer_counter > 500) {
4158 Periodically remove all mesh HW buffers.
4160 Work around for a quirk in Irrlicht where a HW buffer is only
4161 released after 20000 iterations (triggered from endScene()).
4163 Without this, all loaded but unused meshes will retain their HW
4164 buffers for at least 5 minutes, at which point looking up the HW buffers
4165 becomes a bottleneck and the framerate drops (as much as 30%).
4167 Tests showed that numbers between 50 and 1000 are good, so picked 500.
4168 There are no other public Irrlicht APIs that allow interacting with the
4169 HW buffers without tracking the status of every individual mesh.
4171 The HW buffers for _visible_ meshes will be reinitialized in the next frame.
4173 infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
4174 driver->removeAllHardwareBuffers();
4175 m_reset_HW_buffer_counter = 0;
4181 stats->drawtime = tt_draw.stop(true);
4182 g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
4183 g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
4186 /* Log times and stuff for visualization */
4187 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4189 Profiler::GraphValues values;
4190 g_profiler->graphGet(values);
4194 /****************************************************************************
4196 *****************************************************************************/
4197 void Game::updateShadows()
4199 ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4203 float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4205 float timeoftheday = getWickedTimeOfDay(in_timeofday);
4206 bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
4207 bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
4208 shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
4210 timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
4211 const float offset_constant = 10000.0f;
4213 v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
4215 v3f sun_pos = light * offset_constant;
4217 if (shadow->getDirectionalLightCount() == 0)
4218 shadow->addDirectionalLight();
4219 shadow->getDirectionalLight().setDirection(sun_pos);
4220 shadow->setTimeOfDay(in_timeofday);
4222 shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
4225 /****************************************************************************
4227 ****************************************************************************/
4229 void FpsControl::reset()
4231 last_time = porting::getTimeUs();
4235 * On some computers framerate doesn't seem to be automatically limited
4237 void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
4239 const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
4240 ? g_settings->getFloat("fps_max")
4241 : g_settings->getFloat("fps_max_unfocused");
4242 const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
4244 u64 time = porting::getTimeUs();
4246 if (time > last_time) // Make sure time hasn't overflowed
4247 busy_time = time - last_time;
4251 if (busy_time < frametime_min) {
4252 sleep_time = frametime_min - busy_time;
4253 if (sleep_time > 1000)
4254 sleep_ms(sleep_time / 1000);
4259 // Read the timer again to accurately determine how long we actually slept,
4260 // rather than calculating it by adding sleep_time to time.
4261 time = porting::getTimeUs();
4263 if (time > last_time) // Make sure last_time hasn't overflowed
4264 *dtime = (time - last_time) / 1000000.0f;
4271 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4273 const wchar_t *wmsg = wgettext(msg);
4274 m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4279 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4281 ((Game *)data)->readSettings();
4284 void Game::readSettings()
4286 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4287 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4288 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4289 m_cache_enable_particles = g_settings->getBool("enable_particles");
4290 m_cache_enable_fog = g_settings->getBool("enable_fog");
4291 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
4292 m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
4293 m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.25f, 2.0);
4295 m_cache_enable_noclip = g_settings->getBool("noclip");
4296 m_cache_enable_free_move = g_settings->getBool("free_move");
4298 m_cache_fog_start = g_settings->getFloat("fog_start");
4300 m_cache_cam_smoothing = 0;
4301 if (g_settings->getBool("cinematic"))
4302 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4304 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4306 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4307 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4308 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4310 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4313 /****************************************************************************/
4314 /****************************************************************************
4316 ****************************************************************************/
4317 /****************************************************************************/
4319 void Game::showDeathFormspec()
4321 static std::string formspec_str =
4322 std::string("formspec_version[1]") +
4324 "bgcolor[#320000b4;true]"
4325 "label[4.85,1.35;" + gettext("You died") + "]"
4326 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4330 /* Note: FormspecFormSource and LocalFormspecHandler *
4331 * are deleted by guiFormSpecMenu */
4332 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4333 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4335 auto *&formspec = m_game_ui->getFormspecGUI();
4336 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4337 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4338 formspec->setFocus("btn_respawn");
4341 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4342 void Game::showPauseMenu()
4344 #ifdef HAVE_TOUCHSCREENGUI
4345 static const std::string control_text = strgettext("Default Controls:\n"
4346 "No menu visible:\n"
4347 "- single tap: button activate\n"
4348 "- double tap: place/use\n"
4349 "- slide finger: look around\n"
4350 "Menu/Inventory visible:\n"
4351 "- double tap (outside):\n"
4353 "- touch stack, touch slot:\n"
4355 "- touch&drag, tap 2nd finger\n"
4356 " --> place single item to slot\n"
4359 static const std::string control_text_template = strgettext("Controls:\n"
4360 "- %s: move forwards\n"
4361 "- %s: move backwards\n"
4363 "- %s: move right\n"
4364 "- %s: jump/climb up\n"
4367 "- %s: sneak/climb down\n"
4370 "- Mouse: turn/look\n"
4371 "- Mouse wheel: select item\n"
4375 char control_text_buf[600];
4377 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4378 GET_KEY_NAME(keymap_forward),
4379 GET_KEY_NAME(keymap_backward),
4380 GET_KEY_NAME(keymap_left),
4381 GET_KEY_NAME(keymap_right),
4382 GET_KEY_NAME(keymap_jump),
4383 GET_KEY_NAME(keymap_dig),
4384 GET_KEY_NAME(keymap_place),
4385 GET_KEY_NAME(keymap_sneak),
4386 GET_KEY_NAME(keymap_drop),
4387 GET_KEY_NAME(keymap_inventory),
4388 GET_KEY_NAME(keymap_chat)
4391 std::string control_text = std::string(control_text_buf);
4392 str_formspec_escape(control_text);
4395 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4396 std::ostringstream os;
4398 os << "formspec_version[1]" << SIZE_TAG
4399 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4400 << strgettext("Continue") << "]";
4402 if (!simple_singleplayer_mode) {
4403 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4404 << strgettext("Change Password") << "]";
4406 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4411 if (g_settings->getBool("enable_sound")) {
4412 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4413 << strgettext("Sound Volume") << "]";
4416 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4417 << strgettext("Change Keys") << "]";
4419 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4420 << strgettext("Exit to Menu") << "]";
4421 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4422 << strgettext("Exit to OS") << "]"
4423 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4424 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4426 << strgettext("Game info:") << "\n";
4427 const std::string &address = client->getAddressName();
4428 static const std::string mode = strgettext("- Mode: ");
4429 if (!simple_singleplayer_mode) {
4430 Address serverAddress = client->getServerAddress();
4431 if (!address.empty()) {
4432 os << mode << strgettext("Remote server") << "\n"
4433 << strgettext("- Address: ") << address;
4435 os << mode << strgettext("Hosting server");
4437 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4439 os << mode << strgettext("Singleplayer") << "\n";
4441 if (simple_singleplayer_mode || address.empty()) {
4442 static const std::string on = strgettext("On");
4443 static const std::string off = strgettext("Off");
4444 // Note: Status of enable_damage and creative_mode settings is intentionally
4445 // NOT shown here because the game might roll its own damage system and/or do
4446 // a per-player Creative Mode, in which case writing it here would mislead.
4447 bool damage = g_settings->getBool("enable_damage");
4448 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4449 if (!simple_singleplayer_mode) {
4451 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4452 //~ PvP = Player versus Player
4453 os << strgettext("- PvP: ") << pvp << "\n";
4455 os << strgettext("- Public: ") << announced << "\n";
4456 std::string server_name = g_settings->get("server_name");
4457 str_formspec_escape(server_name);
4458 if (announced == on && !server_name.empty())
4459 os << strgettext("- Server Name: ") << server_name;
4466 /* Note: FormspecFormSource and LocalFormspecHandler *
4467 * are deleted by guiFormSpecMenu */
4468 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4469 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4471 auto *&formspec = m_game_ui->getFormspecGUI();
4472 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4473 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4474 formspec->setFocus("btn_continue");
4475 // game will be paused in next step, if in singleplayer (see m_is_paused)
4476 formspec->doPause = true;
4479 /****************************************************************************/
4480 /****************************************************************************
4481 extern function for launching the game
4482 ****************************************************************************/
4483 /****************************************************************************/
4485 void the_game(bool *kill,
4486 InputHandler *input,
4487 RenderingEngine *rendering_engine,
4488 const GameStartData &start_data,
4489 std::string &error_message,
4490 ChatBackend &chat_backend,
4491 bool *reconnect_requested) // Used for local game
4495 /* Make a copy of the server address because if a local singleplayer server
4496 * is created then this is updated and we don't want to change the value
4497 * passed to us by the calling function
4502 if (game.startup(kill, input, rendering_engine, start_data,
4503 error_message, reconnect_requested, &chat_backend)) {
4507 } catch (SerializationError &e) {
4508 const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
4509 error_message = strgettext("A serialization error occurred:") +"\n"
4510 + e.what() + "\n\n" + ver_err;
4511 errorstream << error_message << std::endl;
4512 } catch (ServerError &e) {
4513 error_message = e.what();
4514 errorstream << "ServerError: " << error_message << std::endl;
4515 } catch (ModError &e) {
4516 // DO NOT TRANSLATE the `ModError`, it's used by ui.lua
4517 error_message = std::string("ModError: ") + e.what() +
4518 strgettext("\nCheck debug.txt for details.");
4519 errorstream << error_message << std::endl;