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 #ifdef HAVE_TOUCHSCREENGUI
1012 bool m_cache_hold_aux1;
1013 bool m_touch_use_crosshair;
1014 inline bool isNoCrosshairAllowed() {
1015 return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
1019 bool m_android_chat_open;
1024 m_chat_log_buf(g_logger),
1025 m_game_ui(new GameUI())
1027 g_settings->registerChangedCallback("doubletap_jump",
1028 &settingChangedCallback, this);
1029 g_settings->registerChangedCallback("enable_clouds",
1030 &settingChangedCallback, this);
1031 g_settings->registerChangedCallback("doubletap_joysticks",
1032 &settingChangedCallback, this);
1033 g_settings->registerChangedCallback("enable_particles",
1034 &settingChangedCallback, this);
1035 g_settings->registerChangedCallback("enable_fog",
1036 &settingChangedCallback, this);
1037 g_settings->registerChangedCallback("mouse_sensitivity",
1038 &settingChangedCallback, this);
1039 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
1040 &settingChangedCallback, this);
1041 g_settings->registerChangedCallback("repeat_place_time",
1042 &settingChangedCallback, this);
1043 g_settings->registerChangedCallback("noclip",
1044 &settingChangedCallback, this);
1045 g_settings->registerChangedCallback("free_move",
1046 &settingChangedCallback, this);
1047 g_settings->registerChangedCallback("cinematic",
1048 &settingChangedCallback, this);
1049 g_settings->registerChangedCallback("cinematic_camera_smoothing",
1050 &settingChangedCallback, this);
1051 g_settings->registerChangedCallback("camera_smoothing",
1052 &settingChangedCallback, this);
1056 #ifdef HAVE_TOUCHSCREENGUI
1057 m_cache_hold_aux1 = false; // This is initialised properly later
1064 /****************************************************************************
1066 ****************************************************************************/
1072 if (!sound_is_dummy)
1075 delete server; // deleted first to stop all server threads
1083 delete nodedef_manager;
1084 delete itemdef_manager;
1085 delete draw_control;
1087 clearTextureNameCache();
1089 g_settings->deregisterChangedCallback("doubletap_jump",
1090 &settingChangedCallback, this);
1091 g_settings->deregisterChangedCallback("enable_clouds",
1092 &settingChangedCallback, this);
1093 g_settings->deregisterChangedCallback("enable_particles",
1094 &settingChangedCallback, this);
1095 g_settings->deregisterChangedCallback("enable_fog",
1096 &settingChangedCallback, this);
1097 g_settings->deregisterChangedCallback("mouse_sensitivity",
1098 &settingChangedCallback, this);
1099 g_settings->deregisterChangedCallback("repeat_place_time",
1100 &settingChangedCallback, this);
1101 g_settings->deregisterChangedCallback("noclip",
1102 &settingChangedCallback, this);
1103 g_settings->deregisterChangedCallback("free_move",
1104 &settingChangedCallback, this);
1105 g_settings->deregisterChangedCallback("cinematic",
1106 &settingChangedCallback, this);
1107 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1108 &settingChangedCallback, this);
1109 g_settings->deregisterChangedCallback("camera_smoothing",
1110 &settingChangedCallback, this);
1113 bool Game::startup(bool *kill,
1114 InputHandler *input,
1115 RenderingEngine *rendering_engine,
1116 const GameStartData &start_data,
1117 std::string &error_message,
1119 ChatBackend *chat_backend)
1123 m_rendering_engine = rendering_engine;
1124 device = m_rendering_engine->get_raw_device();
1126 this->error_message = &error_message;
1127 reconnect_requested = reconnect;
1128 this->input = input;
1129 this->chat_backend = chat_backend;
1130 simple_singleplayer_mode = start_data.isSinglePlayer();
1132 input->keycache.populate();
1134 driver = device->getVideoDriver();
1135 smgr = m_rendering_engine->get_scene_manager();
1137 smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1140 runData = GameRunData();
1141 runData.time_from_last_punch = 10.0;
1143 m_game_ui->initFlags();
1145 m_invert_mouse = g_settings->getBool("invert_mouse");
1146 m_first_loop_after_window_activation = true;
1148 #ifdef HAVE_TOUCHSCREENGUI
1149 m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
1152 g_client_translations->clear();
1154 // address can change if simple_singleplayer_mode
1155 if (!init(start_data.world_spec.path, start_data.address,
1156 start_data.socket_port, start_data.game_spec))
1159 if (!createClient(start_data))
1162 m_rendering_engine->initialize(client, hud);
1170 ProfilerGraph graph;
1171 RunStats stats = {};
1172 CameraOrientation cam_view_target = {};
1173 CameraOrientation cam_view = {};
1174 FpsControl draw_times;
1175 f32 dtime; // in seconds
1177 /* Clear the profiler */
1178 Profiler::GraphValues dummyvalues;
1179 g_profiler->graphGet(dummyvalues);
1183 set_light_table(g_settings->getFloat("display_gamma"));
1185 #ifdef HAVE_TOUCHSCREENGUI
1186 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1187 && client->checkPrivilege("fast");
1190 irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1191 g_settings->getU16("screen_h"));
1193 while (m_rendering_engine->run()
1194 && !(*kill || g_gamecallback->shutdown_requested
1195 || (server && server->isShutdownRequested()))) {
1197 const irr::core::dimension2d<u32> ¤t_screen_size =
1198 m_rendering_engine->get_video_driver()->getScreenSize();
1199 // Verify if window size has changed and save it if it's the case
1200 // Ensure evaluating settings->getBool after verifying screensize
1201 // First condition is cheaper
1202 if (previous_screen_size != current_screen_size &&
1203 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1204 g_settings->getBool("autosave_screensize")) {
1205 g_settings->setU16("screen_w", current_screen_size.Width);
1206 g_settings->setU16("screen_h", current_screen_size.Height);
1207 previous_screen_size = current_screen_size;
1210 // Calculate dtime =
1211 // m_rendering_engine->run() from this iteration
1212 // + Sleep time until the wanted FPS are reached
1213 draw_times.limit(device, &dtime);
1215 // Prepare render data for next iteration
1217 updateStats(&stats, draw_times, dtime);
1218 updateInteractTimers(dtime);
1220 if (!checkConnection())
1222 if (!handleCallbacks())
1227 m_game_ui->clearInfoText();
1229 updateProfilers(stats, draw_times, dtime);
1230 processUserInput(dtime);
1231 // Update camera before player movement to avoid camera lag of one frame
1232 updateCameraDirection(&cam_view_target, dtime);
1233 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1234 cam_view.camera_yaw) * m_cache_cam_smoothing;
1235 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1236 cam_view.camera_pitch) * m_cache_cam_smoothing;
1237 updatePlayerControl(cam_view);
1240 bool was_paused = m_is_paused;
1241 m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
1245 if (!was_paused && m_is_paused)
1247 else if (was_paused && !m_is_paused)
1253 processClientEvents(&cam_view_target);
1255 updateCamera(dtime);
1257 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
1258 updateFrame(&graph, &stats, dtime, cam_view);
1259 updateProfilerGraphs(&graph);
1261 // Update if minimap has been disabled by the server
1262 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1264 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1271 void Game::shutdown()
1273 m_rendering_engine->finalize();
1275 auto formspec = m_game_ui->getFormspecGUI();
1277 formspec->quitMenu();
1279 #ifdef HAVE_TOUCHSCREENGUI
1280 g_touchscreengui->hide();
1283 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1288 if (gui_chat_console)
1289 gui_chat_console->drop();
1295 while (g_menumgr.menuCount() > 0) {
1296 g_menumgr.m_stack.front()->setVisible(false);
1297 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1300 m_game_ui->deleteFormspec();
1302 chat_backend->addMessage(L"", L"# Disconnected.");
1303 chat_backend->addMessage(L"", L"");
1304 m_chat_log_buf.clear();
1308 while (!client->isShutdown()) {
1309 assert(texture_src != NULL);
1310 assert(shader_src != NULL);
1311 texture_src->processQueue();
1312 shader_src->processQueue();
1319 /****************************************************************************/
1320 /****************************************************************************
1322 ****************************************************************************/
1323 /****************************************************************************/
1326 const std::string &map_dir,
1327 const std::string &address,
1329 const SubgameSpec &gamespec)
1331 texture_src = createTextureSource();
1333 showOverlayMessage(N_("Loading..."), 0, 0);
1335 shader_src = createShaderSource();
1337 itemdef_manager = createItemDefManager();
1338 nodedef_manager = createNodeDefManager();
1340 eventmgr = new EventManager();
1341 quicktune = new QuicktuneShortcutter();
1343 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1344 && eventmgr && quicktune))
1350 // Create a server if not connecting to an existing one
1351 if (address.empty()) {
1352 if (!createSingleplayerServer(map_dir, gamespec, port))
1359 bool Game::initSound()
1362 if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1363 infostream << "Attempting to use OpenAL audio" << std::endl;
1364 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1366 infostream << "Failed to initialize OpenAL audio" << std::endl;
1368 infostream << "Sound disabled." << std::endl;
1372 infostream << "Using dummy audio." << std::endl;
1373 sound = &dummySoundManager;
1374 sound_is_dummy = true;
1377 soundmaker = new SoundMaker(sound, nodedef_manager);
1381 soundmaker->registerReceiver(eventmgr);
1386 bool Game::createSingleplayerServer(const std::string &map_dir,
1387 const SubgameSpec &gamespec, u16 port)
1389 showOverlayMessage(N_("Creating server..."), 0, 5);
1391 std::string bind_str = g_settings->get("bind_address");
1392 Address bind_addr(0, 0, 0, 0, port);
1394 if (g_settings->getBool("ipv6_server")) {
1395 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1399 bind_addr.Resolve(bind_str.c_str());
1400 } catch (ResolveError &e) {
1401 infostream << "Resolving bind address \"" << bind_str
1402 << "\" failed: " << e.what()
1403 << " -- Listening on all addresses." << std::endl;
1406 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1407 *error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled",
1408 bind_addr.serializeString().c_str());
1409 errorstream << *error_message << std::endl;
1413 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1414 false, nullptr, error_message);
1420 bool Game::createClient(const GameStartData &start_data)
1422 showOverlayMessage(N_("Creating client..."), 0, 10);
1424 draw_control = new MapDrawControl();
1428 bool could_connect, connect_aborted;
1429 #ifdef HAVE_TOUCHSCREENGUI
1430 if (g_touchscreengui) {
1431 g_touchscreengui->init(texture_src);
1432 g_touchscreengui->hide();
1435 if (!connectToServer(start_data, &could_connect, &connect_aborted))
1438 if (!could_connect) {
1439 if (error_message->empty() && !connect_aborted) {
1440 // Should not happen if error messages are set properly
1441 *error_message = gettext("Connection failed for unknown reason");
1442 errorstream << *error_message << std::endl;
1447 if (!getServerContent(&connect_aborted)) {
1448 if (error_message->empty() && !connect_aborted) {
1449 // Should not happen if error messages are set properly
1450 *error_message = gettext("Connection failed for unknown reason");
1451 errorstream << *error_message << std::endl;
1456 auto *scsf = new GameGlobalShaderConstantSetterFactory(
1457 &m_flags.force_fog_off, &runData.fog_range, client);
1458 shader_src->addShaderConstantSetterFactory(scsf);
1460 // Update cached textures, meshes and materials
1461 client->afterContentReceived();
1465 camera = new Camera(*draw_control, client, m_rendering_engine);
1466 if (client->modsLoaded())
1467 client->getScript()->on_camera_ready(camera);
1468 client->setCamera(camera);
1469 #ifdef HAVE_TOUCHSCREENGUI
1470 if (g_touchscreengui) {
1471 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
1477 if (m_cache_enable_clouds)
1478 clouds = new Clouds(smgr, -1, time(0));
1482 sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
1484 skybox = NULL; // This is used/set later on in the main run loop
1486 /* Pre-calculated values
1488 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1490 v2u32 size = t->getOriginalSize();
1491 crack_animation_length = size.Y / size.X;
1493 crack_animation_length = 5;
1499 /* Set window caption
1501 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1503 str += utf8_to_wide(g_version_hash);
1505 const wchar_t *text = nullptr;
1506 if (simple_singleplayer_mode)
1507 text = wgettext("Singleplayer");
1509 text = wgettext("Multiplayer");
1516 str += driver->getName();
1519 device->setWindowCaption(str.c_str());
1521 LocalPlayer *player = client->getEnv().getLocalPlayer();
1522 player->hurt_tilt_timer = 0;
1523 player->hurt_tilt_strength = 0;
1525 hud = new Hud(client, player, &player->inventory);
1527 mapper = client->getMinimap();
1529 if (mapper && client->modsLoaded())
1530 client->getScript()->on_minimap_ready(mapper);
1535 bool Game::initGui()
1539 // Remove stale "recent" chat messages from previous connections
1540 chat_backend->clearRecentChat();
1542 // Make sure the size of the recent messages buffer is right
1543 chat_backend->applySettings();
1545 // Chat backend and console
1546 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1547 -1, chat_backend, client, &g_menumgr);
1549 #ifdef HAVE_TOUCHSCREENGUI
1551 if (g_touchscreengui)
1552 g_touchscreengui->show();
1559 bool Game::connectToServer(const GameStartData &start_data,
1560 bool *connect_ok, bool *connection_aborted)
1562 *connect_ok = false; // Let's not be overly optimistic
1563 *connection_aborted = false;
1564 bool local_server_mode = false;
1566 showOverlayMessage(N_("Resolving address..."), 0, 15);
1568 Address connect_address(0, 0, 0, 0, start_data.socket_port);
1571 connect_address.Resolve(start_data.address.c_str());
1573 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1574 if (connect_address.isIPv6()) {
1575 IPv6AddressBytes addr_bytes;
1576 addr_bytes.bytes[15] = 1;
1577 connect_address.setAddress(&addr_bytes);
1579 connect_address.setAddress(127, 0, 0, 1);
1581 local_server_mode = true;
1583 } catch (ResolveError &e) {
1584 *error_message = fmtgettext("Couldn't resolve address: %s", e.what());
1586 errorstream << *error_message << std::endl;
1590 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1591 *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
1592 errorstream << *error_message << std::endl;
1597 client = new Client(start_data.name.c_str(),
1598 start_data.password, start_data.address,
1599 *draw_control, texture_src, shader_src,
1600 itemdef_manager, nodedef_manager, sound, eventmgr,
1601 m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
1602 start_data.allow_login_or_register);
1603 client->migrateModStorage();
1604 } catch (const BaseException &e) {
1605 *error_message = fmtgettext("Error creating client: %s", e.what());
1606 errorstream << *error_message << std::endl;
1610 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1612 infostream << "Connecting to server at ";
1613 connect_address.print(infostream);
1614 infostream << std::endl;
1616 client->connect(connect_address,
1617 simple_singleplayer_mode || local_server_mode);
1620 Wait for server to accept connection
1626 FpsControl fps_control;
1628 f32 wait_time = 0; // in seconds
1630 fps_control.reset();
1632 while (m_rendering_engine->run()) {
1634 fps_control.limit(device, &dtime);
1636 // Update client and server
1637 client->step(dtime);
1640 server->step(dtime);
1643 if (client->getState() == LC_Init) {
1649 if (*connection_aborted)
1652 if (client->accessDenied()) {
1653 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1654 *reconnect_requested = client->reconnectRequested();
1655 errorstream << *error_message << std::endl;
1659 if (input->cancelPressed()) {
1660 *connection_aborted = true;
1661 infostream << "Connect aborted [Escape]" << std::endl;
1666 // Only time out if we aren't waiting for the server we started
1667 if (!start_data.address.empty() && wait_time > 10) {
1668 *error_message = gettext("Connection timed out.");
1669 errorstream << *error_message << std::endl;
1674 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1676 } catch (con::PeerNotFoundException &e) {
1677 // TODO: Should something be done here? At least an info/error
1685 bool Game::getServerContent(bool *aborted)
1689 FpsControl fps_control;
1690 f32 dtime; // in seconds
1692 fps_control.reset();
1694 while (m_rendering_engine->run()) {
1696 fps_control.limit(device, &dtime);
1698 // Update client and server
1699 client->step(dtime);
1702 server->step(dtime);
1705 if (client->mediaReceived() && client->itemdefReceived() &&
1706 client->nodedefReceived()) {
1711 if (!checkConnection())
1714 if (client->getState() < LC_Init) {
1715 *error_message = gettext("Client disconnected");
1716 errorstream << *error_message << std::endl;
1720 if (input->cancelPressed()) {
1722 infostream << "Connect aborted [Escape]" << std::endl;
1729 if (!client->itemdefReceived()) {
1730 const wchar_t *text = wgettext("Item definitions...");
1732 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1735 } else if (!client->nodedefReceived()) {
1736 const wchar_t *text = wgettext("Node definitions...");
1738 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1742 std::ostringstream message;
1743 std::fixed(message);
1744 message.precision(0);
1745 float receive = client->mediaReceiveProgress() * 100;
1746 message << gettext("Media...");
1748 message << " " << receive << "%";
1749 message.precision(2);
1751 if ((USE_CURL == 0) ||
1752 (!g_settings->getBool("enable_remote_media_server"))) {
1753 float cur = client->getCurRate();
1754 std::string cur_unit = gettext("KiB/s");
1758 cur_unit = gettext("MiB/s");
1761 message << " (" << cur << ' ' << cur_unit << ")";
1764 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1765 m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
1766 texture_src, dtime, progress);
1774 /****************************************************************************/
1775 /****************************************************************************
1777 ****************************************************************************/
1778 /****************************************************************************/
1780 inline void Game::updateInteractTimers(f32 dtime)
1782 if (runData.nodig_delay_timer >= 0)
1783 runData.nodig_delay_timer -= dtime;
1785 if (runData.object_hit_delay_timer >= 0)
1786 runData.object_hit_delay_timer -= dtime;
1788 runData.time_from_last_punch += dtime;
1792 /* returns false if game should exit, otherwise true
1794 inline bool Game::checkConnection()
1796 if (client->accessDenied()) {
1797 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1798 *reconnect_requested = client->reconnectRequested();
1799 errorstream << *error_message << std::endl;
1807 /* returns false if game should exit, otherwise true
1809 inline bool Game::handleCallbacks()
1811 if (g_gamecallback->disconnect_requested) {
1812 g_gamecallback->disconnect_requested = false;
1816 if (g_gamecallback->changepassword_requested) {
1817 (new GUIPasswordChange(guienv, guiroot, -1,
1818 &g_menumgr, client, texture_src))->drop();
1819 g_gamecallback->changepassword_requested = false;
1822 if (g_gamecallback->changevolume_requested) {
1823 (new GUIVolumeChange(guienv, guiroot, -1,
1824 &g_menumgr, texture_src))->drop();
1825 g_gamecallback->changevolume_requested = false;
1828 if (g_gamecallback->keyconfig_requested) {
1829 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1830 &g_menumgr, texture_src))->drop();
1831 g_gamecallback->keyconfig_requested = false;
1834 if (g_gamecallback->keyconfig_changed) {
1835 input->keycache.populate(); // update the cache with new settings
1836 g_gamecallback->keyconfig_changed = false;
1843 void Game::processQueues()
1845 texture_src->processQueue();
1846 itemdef_manager->processQueue(client);
1847 shader_src->processQueue();
1850 void Game::updateDebugState()
1852 LocalPlayer *player = client->getEnv().getLocalPlayer();
1854 // debug UI and wireframe
1855 bool has_debug = client->checkPrivilege("debug");
1856 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
1858 if (m_game_ui->m_flags.show_basic_debug) {
1859 if (!has_basic_debug)
1860 m_game_ui->m_flags.show_basic_debug = false;
1861 } else if (m_game_ui->m_flags.show_minimal_debug) {
1862 if (has_basic_debug)
1863 m_game_ui->m_flags.show_basic_debug = true;
1865 if (!has_basic_debug)
1866 hud->disableBlockBounds();
1868 draw_control->show_wireframe = false;
1871 draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
1874 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1877 float profiler_print_interval =
1878 g_settings->getFloat("profiler_print_interval");
1879 bool print_to_log = true;
1881 if (profiler_print_interval == 0) {
1882 print_to_log = false;
1883 profiler_print_interval = 3;
1886 if (profiler_interval.step(dtime, profiler_print_interval)) {
1888 infostream << "Profiler:" << std::endl;
1889 g_profiler->print(infostream);
1892 m_game_ui->updateProfiler();
1893 g_profiler->clear();
1896 // Update update graphs
1897 g_profiler->graphAdd("Time non-rendering [us]",
1898 draw_times.busy_time - stats.drawtime);
1900 g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
1901 g_profiler->graphAdd("FPS", 1.0f / dtime);
1904 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1911 /* Time average and jitter calculation
1913 jp = &stats->dtime_jitter;
1914 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1916 jitter = dtime - jp->avg;
1918 if (jitter > jp->max)
1921 jp->counter += dtime;
1923 if (jp->counter > 0.0) {
1925 jp->max_sample = jp->max;
1926 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1930 /* Busytime average and jitter calculation
1932 jp = &stats->busy_time_jitter;
1933 jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
1935 jitter = draw_times.getBusyMs() - jp->avg;
1937 if (jitter > jp->max)
1939 if (jitter < jp->min)
1942 jp->counter += dtime;
1944 if (jp->counter > 0.0) {
1946 jp->max_sample = jp->max;
1947 jp->min_sample = jp->min;
1955 /****************************************************************************
1957 ****************************************************************************/
1959 void Game::processUserInput(f32 dtime)
1961 // Reset input if window not active or some menu is active
1962 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1964 #ifdef HAVE_TOUCHSCREENGUI
1965 g_touchscreengui->hide();
1968 #ifdef HAVE_TOUCHSCREENGUI
1969 else if (g_touchscreengui) {
1970 /* on touchscreengui step may generate own input events which ain't
1971 * what we want in case we just did clear them */
1972 g_touchscreengui->show();
1973 g_touchscreengui->step(dtime);
1977 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1978 gui_chat_console->closeConsoleAtOnce();
1981 // Input handler step() (used by the random input generator)
1985 auto formspec = m_game_ui->getFormspecGUI();
1987 formspec->getAndroidUIInput();
1989 handleAndroidChatInput();
1992 // Increase timer for double tap of "keymap_jump"
1993 if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
1994 runData.jump_timer_up += dtime;
1995 if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
1996 runData.jump_timer_down += dtime;
1999 processItemSelection(&runData.new_playeritem);
2003 void Game::processKeyInput()
2005 if (wasKeyDown(KeyType::DROP)) {
2006 dropSelectedItem(isKeyDown(KeyType::SNEAK));
2007 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
2008 toggleAutoforward();
2009 } else if (wasKeyDown(KeyType::BACKWARD)) {
2010 if (g_settings->getBool("continuous_forward"))
2011 toggleAutoforward();
2012 } else if (wasKeyDown(KeyType::INVENTORY)) {
2014 } else if (input->cancelPressed()) {
2016 m_android_chat_open = false;
2018 if (!gui_chat_console->isOpenInhibited()) {
2021 } else if (wasKeyDown(KeyType::CHAT)) {
2022 openConsole(0.2, L"");
2023 } else if (wasKeyDown(KeyType::CMD)) {
2024 openConsole(0.2, L"/");
2025 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
2026 if (client->modsLoaded())
2027 openConsole(0.2, L".");
2029 m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
2030 } else if (wasKeyDown(KeyType::CONSOLE)) {
2031 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
2032 } else if (wasKeyDown(KeyType::FREEMOVE)) {
2034 } else if (wasKeyDown(KeyType::JUMP)) {
2035 toggleFreeMoveAlt();
2036 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
2038 } else if (wasKeyDown(KeyType::FASTMOVE)) {
2040 } else if (wasKeyDown(KeyType::NOCLIP)) {
2043 } else if (wasKeyDown(KeyType::MUTE)) {
2044 if (g_settings->getBool("enable_sound")) {
2045 bool new_mute_sound = !g_settings->getBool("mute_sound");
2046 g_settings->setBool("mute_sound", new_mute_sound);
2048 m_game_ui->showTranslatedStatusText("Sound muted");
2050 m_game_ui->showTranslatedStatusText("Sound unmuted");
2052 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2054 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
2055 if (g_settings->getBool("enable_sound")) {
2056 float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
2057 g_settings->setFloat("sound_volume", new_volume);
2058 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2059 m_game_ui->showStatusText(msg);
2061 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2063 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
2064 if (g_settings->getBool("enable_sound")) {
2065 float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
2066 g_settings->setFloat("sound_volume", new_volume);
2067 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2068 m_game_ui->showStatusText(msg);
2070 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2073 } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
2074 || wasKeyDown(KeyType::DEC_VOLUME)) {
2075 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
2077 } else if (wasKeyDown(KeyType::CINEMATIC)) {
2079 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
2080 client->makeScreenshot();
2081 } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
2082 toggleBlockBounds();
2083 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
2084 m_game_ui->toggleHud();
2085 } else if (wasKeyDown(KeyType::MINIMAP)) {
2086 toggleMinimap(isKeyDown(KeyType::SNEAK));
2087 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
2088 m_game_ui->toggleChat(client);
2089 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
2091 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
2092 toggleUpdateCamera();
2093 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
2095 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
2096 m_game_ui->toggleProfiler();
2097 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
2098 increaseViewRange();
2099 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
2100 decreaseViewRange();
2101 } else if (wasKeyDown(KeyType::RANGESELECT)) {
2102 toggleFullViewRange();
2103 } else if (wasKeyDown(KeyType::ZOOM)) {
2105 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
2107 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
2109 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
2111 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
2115 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
2116 runData.reset_jump_timer = false;
2117 runData.jump_timer_up = 0.0f;
2120 if (quicktune->hasMessage()) {
2121 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
2125 void Game::processItemSelection(u16 *new_playeritem)
2127 LocalPlayer *player = client->getEnv().getLocalPlayer();
2129 /* Item selection using mouse wheel
2131 *new_playeritem = player->getWieldIndex();
2132 s32 wheel = input->getMouseWheel();
2133 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2134 player->hud_hotbar_itemcount - 1);
2138 if (wasKeyDown(KeyType::HOTBAR_NEXT))
2141 if (wasKeyDown(KeyType::HOTBAR_PREV))
2145 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2147 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2150 /* Item selection using hotbar slot keys
2152 for (u16 i = 0; i <= max_item; i++) {
2153 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2154 *new_playeritem = i;
2159 // Clamp selection again in case it wasn't changed but max_item was
2160 *new_playeritem = MYMIN(*new_playeritem, max_item);
2164 void Game::dropSelectedItem(bool single_item)
2166 IDropAction *a = new IDropAction();
2167 a->count = single_item ? 1 : 0;
2168 a->from_inv.setCurrentPlayer();
2169 a->from_list = "main";
2170 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2171 client->inventoryAction(a);
2175 void Game::openInventory()
2178 * Don't permit to open inventory is CAO or player doesn't exists.
2179 * This prevent showing an empty inventory at player load
2182 LocalPlayer *player = client->getEnv().getLocalPlayer();
2183 if (!player || !player->getCAO())
2186 infostream << "Game: Launching inventory" << std::endl;
2188 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2190 InventoryLocation inventoryloc;
2191 inventoryloc.setCurrentPlayer();
2193 if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2198 if (fs_src->getForm().empty()) {
2203 TextDest *txt_dst = new TextDestPlayerInventory(client);
2204 auto *&formspec = m_game_ui->updateFormspec("");
2205 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2206 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2208 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2212 void Game::openConsole(float scale, const wchar_t *line)
2214 assert(scale > 0.0f && scale <= 1.0f);
2217 porting::showInputDialog(gettext("ok"), "", "", 2);
2218 m_android_chat_open = true;
2220 if (gui_chat_console->isOpenInhibited())
2222 gui_chat_console->openConsole(scale);
2224 gui_chat_console->setCloseOnEnter(true);
2225 gui_chat_console->replaceAndAddToHistory(line);
2231 void Game::handleAndroidChatInput()
2233 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2234 std::string text = porting::getInputDialogValue();
2235 client->typeChatMessage(utf8_to_wide(text));
2236 m_android_chat_open = false;
2242 void Game::toggleFreeMove()
2244 bool free_move = !g_settings->getBool("free_move");
2245 g_settings->set("free_move", bool_to_cstr(free_move));
2248 if (client->checkPrivilege("fly")) {
2249 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2251 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2254 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2258 void Game::toggleFreeMoveAlt()
2260 if (!runData.reset_jump_timer) {
2261 runData.jump_timer_down_before = runData.jump_timer_down;
2262 runData.jump_timer_down = 0.0f;
2265 // key down (0.2 s max.), then key up (0.2 s max.), then key down
2266 if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
2267 runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
2270 runData.reset_jump_timer = true;
2274 void Game::togglePitchMove()
2276 bool pitch_move = !g_settings->getBool("pitch_move");
2277 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2280 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2282 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2287 void Game::toggleFast()
2289 bool fast_move = !g_settings->getBool("fast_move");
2290 bool has_fast_privs = client->checkPrivilege("fast");
2291 g_settings->set("fast_move", bool_to_cstr(fast_move));
2294 if (has_fast_privs) {
2295 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2297 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2300 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2303 #ifdef HAVE_TOUCHSCREENGUI
2304 m_cache_hold_aux1 = fast_move && has_fast_privs;
2309 void Game::toggleNoClip()
2311 bool noclip = !g_settings->getBool("noclip");
2312 g_settings->set("noclip", bool_to_cstr(noclip));
2315 if (client->checkPrivilege("noclip")) {
2316 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2318 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2321 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2325 void Game::toggleCinematic()
2327 bool cinematic = !g_settings->getBool("cinematic");
2328 g_settings->set("cinematic", bool_to_cstr(cinematic));
2331 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2333 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2336 void Game::toggleBlockBounds()
2338 LocalPlayer *player = client->getEnv().getLocalPlayer();
2339 if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
2340 m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
2343 enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
2345 case Hud::BLOCK_BOUNDS_OFF:
2346 m_game_ui->showTranslatedStatusText("Block bounds hidden");
2348 case Hud::BLOCK_BOUNDS_CURRENT:
2349 m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
2351 case Hud::BLOCK_BOUNDS_NEAR:
2352 m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
2354 case Hud::BLOCK_BOUNDS_MAX:
2355 m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
2362 // Autoforward by toggling continuous forward.
2363 void Game::toggleAutoforward()
2365 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2366 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2368 if (autorun_enabled)
2369 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2371 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2374 void Game::toggleMinimap(bool shift_pressed)
2376 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2380 mapper->toggleMinimapShape();
2384 // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2386 // Not so satisying code to keep compatibility with old fixed mode system
2388 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2390 if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2391 m_game_ui->m_flags.show_minimap = false;
2394 // If radar is disabled, try to find a non radar mode or fall back to 0
2395 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2396 while (mapper->getModeIndex() &&
2397 mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2400 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2404 // End of 'not so satifying code'
2405 if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2406 (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2407 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2409 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2412 void Game::toggleFog()
2414 bool fog_enabled = g_settings->getBool("enable_fog");
2415 g_settings->setBool("enable_fog", !fog_enabled);
2417 m_game_ui->showTranslatedStatusText("Fog disabled");
2419 m_game_ui->showTranslatedStatusText("Fog enabled");
2423 void Game::toggleDebug()
2425 LocalPlayer *player = client->getEnv().getLocalPlayer();
2426 bool has_debug = client->checkPrivilege("debug");
2427 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
2428 // Initial: No debug info
2429 // 1x toggle: Debug text
2430 // 2x toggle: Debug text with profiler graph
2431 // 3x toggle: Debug text and wireframe (needs "debug" priv)
2432 // Next toggle: Back to initial
2434 // The debug text can be in 2 modes: minimal and basic.
2435 // * Minimal: Only technical client info that not gameplay-relevant
2436 // * Basic: Info that might give gameplay advantage, e.g. pos, angle
2437 // Basic mode is used when player has the debug HUD flag set,
2438 // otherwise the Minimal mode is used.
2439 if (!m_game_ui->m_flags.show_minimal_debug) {
2440 m_game_ui->m_flags.show_minimal_debug = true;
2441 if (has_basic_debug)
2442 m_game_ui->m_flags.show_basic_debug = true;
2443 m_game_ui->m_flags.show_profiler_graph = false;
2444 draw_control->show_wireframe = false;
2445 m_game_ui->showTranslatedStatusText("Debug info shown");
2446 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2447 if (has_basic_debug)
2448 m_game_ui->m_flags.show_basic_debug = true;
2449 m_game_ui->m_flags.show_profiler_graph = true;
2450 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2451 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2452 if (has_basic_debug)
2453 m_game_ui->m_flags.show_basic_debug = true;
2454 m_game_ui->m_flags.show_profiler_graph = false;
2455 draw_control->show_wireframe = true;
2456 m_game_ui->showTranslatedStatusText("Wireframe shown");
2458 m_game_ui->m_flags.show_minimal_debug = false;
2459 m_game_ui->m_flags.show_basic_debug = false;
2460 m_game_ui->m_flags.show_profiler_graph = false;
2461 draw_control->show_wireframe = false;
2463 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2465 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2471 void Game::toggleUpdateCamera()
2473 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2474 if (m_flags.disable_camera_update)
2475 m_game_ui->showTranslatedStatusText("Camera update disabled");
2477 m_game_ui->showTranslatedStatusText("Camera update enabled");
2481 void Game::increaseViewRange()
2483 s16 range = g_settings->getS16("viewing_range");
2484 s16 range_new = range + 10;
2486 if (range_new > 4000) {
2488 std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
2489 m_game_ui->showStatusText(msg);
2491 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2492 m_game_ui->showStatusText(msg);
2494 g_settings->set("viewing_range", itos(range_new));
2498 void Game::decreaseViewRange()
2500 s16 range = g_settings->getS16("viewing_range");
2501 s16 range_new = range - 10;
2503 if (range_new < 20) {
2505 std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
2506 m_game_ui->showStatusText(msg);
2508 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2509 m_game_ui->showStatusText(msg);
2511 g_settings->set("viewing_range", itos(range_new));
2515 void Game::toggleFullViewRange()
2517 draw_control->range_all = !draw_control->range_all;
2518 if (draw_control->range_all)
2519 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2521 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2525 void Game::checkZoomEnabled()
2527 LocalPlayer *player = client->getEnv().getLocalPlayer();
2528 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2529 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2532 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2534 #if !defined(__ANDROID__) && IRRLICHT_VERSION_MT_REVISION >= 9
2536 device->getCursorControl()->setRelativeMode(false);
2538 device->getCursorControl()->setRelativeMode(true);
2541 if ((device->isWindowActive() && device->isWindowFocused()
2542 && !isMenuActive()) || input->isRandom()) {
2545 if (!input->isRandom()) {
2546 // Mac OSX gets upset if this is set every frame
2547 if (device->getCursorControl()->isVisible())
2548 device->getCursorControl()->setVisible(false);
2552 if (m_first_loop_after_window_activation) {
2553 m_first_loop_after_window_activation = false;
2555 input->setMousePos(driver->getScreenSize().Width / 2,
2556 driver->getScreenSize().Height / 2);
2558 updateCameraOrientation(cam, dtime);
2564 // Mac OSX gets upset if this is set every frame
2565 if (!device->getCursorControl()->isVisible())
2566 device->getCursorControl()->setVisible(true);
2569 m_first_loop_after_window_activation = true;
2574 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2575 // responsiveness independently of FOV.
2576 f32 Game::getSensitivityScaleFactor() const
2578 f32 fov_y = client->getCamera()->getFovY();
2580 // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2581 // 16:9 aspect ratio to minimize disruption of existing sensitivity
2583 return tan(fov_y / 2.0f) * 1.3763818698f;
2586 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2588 #ifdef HAVE_TOUCHSCREENGUI
2589 if (g_touchscreengui) {
2590 cam->camera_yaw += g_touchscreengui->getYawChange();
2591 cam->camera_pitch = g_touchscreengui->getPitch();
2594 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2595 v2s32 dist = input->getMousePos() - center;
2597 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2601 f32 sens_scale = getSensitivityScaleFactor();
2602 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2603 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2605 if (dist.X != 0 || dist.Y != 0)
2606 input->setMousePos(center.X, center.Y);
2607 #ifdef HAVE_TOUCHSCREENGUI
2611 if (m_cache_enable_joysticks) {
2612 f32 sens_scale = getSensitivityScaleFactor();
2613 f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
2614 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2615 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2618 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2622 void Game::updatePlayerControl(const CameraOrientation &cam)
2624 LocalPlayer *player = client->getEnv().getLocalPlayer();
2626 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2628 PlayerControl control(
2629 isKeyDown(KeyType::FORWARD),
2630 isKeyDown(KeyType::BACKWARD),
2631 isKeyDown(KeyType::LEFT),
2632 isKeyDown(KeyType::RIGHT),
2633 isKeyDown(KeyType::JUMP) || player->getAutojump(),
2634 isKeyDown(KeyType::AUX1),
2635 isKeyDown(KeyType::SNEAK),
2636 isKeyDown(KeyType::ZOOM),
2637 isKeyDown(KeyType::DIG),
2638 isKeyDown(KeyType::PLACE),
2641 input->getMovementSpeed(),
2642 input->getMovementDirection()
2645 // autoforward if set: move at maximum speed
2646 if (player->getPlayerSettings().continuous_forward &&
2647 client->activeObjectsReceived() && !player->isDead()) {
2648 control.movement_speed = 1.0f;
2649 // sideways movement only
2650 float dx = sin(control.movement_direction);
2651 control.movement_direction = atan2(dx, 1.0f);
2654 #ifdef HAVE_TOUCHSCREENGUI
2655 /* For touch, simulate holding down AUX1 (fast move) if the user has
2656 * the fast_move setting toggled on. If there is an aux1 key defined for
2657 * touch then its meaning is inverted (i.e. holding aux1 means walk and
2660 if (m_cache_hold_aux1) {
2661 control.aux1 = control.aux1 ^ true;
2665 client->setPlayerControl(control);
2671 inline void Game::step(f32 dtime)
2674 server->step(dtime);
2676 client->step(dtime);
2679 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2682 for (auto &&child: node->getChildren())
2683 pauseNodeAnimation(paused, child);
2684 if (node->getType() != scene::ESNT_ANIMATED_MESH)
2686 auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2687 float speed = animated_node->getAnimationSpeed();
2690 paused.push_back({grab(animated_node), speed});
2691 animated_node->setAnimationSpeed(0.0f);
2694 void Game::pauseAnimation()
2696 pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2699 void Game::resumeAnimation()
2701 for (auto &&pair: paused_animated_nodes)
2702 pair.first->setAnimationSpeed(pair.second);
2703 paused_animated_nodes.clear();
2706 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2707 {&Game::handleClientEvent_None},
2708 {&Game::handleClientEvent_PlayerDamage},
2709 {&Game::handleClientEvent_PlayerForceMove},
2710 {&Game::handleClientEvent_Deathscreen},
2711 {&Game::handleClientEvent_ShowFormSpec},
2712 {&Game::handleClientEvent_ShowLocalFormSpec},
2713 {&Game::handleClientEvent_HandleParticleEvent},
2714 {&Game::handleClientEvent_HandleParticleEvent},
2715 {&Game::handleClientEvent_HandleParticleEvent},
2716 {&Game::handleClientEvent_HudAdd},
2717 {&Game::handleClientEvent_HudRemove},
2718 {&Game::handleClientEvent_HudChange},
2719 {&Game::handleClientEvent_SetSky},
2720 {&Game::handleClientEvent_SetSun},
2721 {&Game::handleClientEvent_SetMoon},
2722 {&Game::handleClientEvent_SetStars},
2723 {&Game::handleClientEvent_OverrideDayNigthRatio},
2724 {&Game::handleClientEvent_CloudParams},
2727 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2729 FATAL_ERROR("ClientEvent type None received");
2732 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2734 if (client->modsLoaded())
2735 client->getScript()->on_damage_taken(event->player_damage.amount);
2737 if (!event->player_damage.effect)
2740 // Damage flash and hurt tilt are not used at death
2741 if (client->getHP() > 0) {
2742 LocalPlayer *player = client->getEnv().getLocalPlayer();
2744 f32 hp_max = player->getCAO() ?
2745 player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2746 f32 damage_ratio = event->player_damage.amount / hp_max;
2748 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2749 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2751 player->hurt_tilt_timer = 1.5f;
2752 player->hurt_tilt_strength =
2753 rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2756 // Play damage sound
2757 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2760 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2762 cam->camera_yaw = event->player_force_move.yaw;
2763 cam->camera_pitch = event->player_force_move.pitch;
2766 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2768 // If client scripting is enabled, deathscreen is handled by CSM code in
2769 // builtin/client/init.lua
2770 if (client->modsLoaded())
2771 client->getScript()->on_death();
2773 showDeathFormspec();
2775 /* Handle visualization */
2776 LocalPlayer *player = client->getEnv().getLocalPlayer();
2777 runData.damage_flash = 0;
2778 player->hurt_tilt_timer = 0;
2779 player->hurt_tilt_strength = 0;
2782 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2784 if (event->show_formspec.formspec->empty()) {
2785 auto formspec = m_game_ui->getFormspecGUI();
2786 if (formspec && (event->show_formspec.formname->empty()
2787 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2788 formspec->quitMenu();
2791 FormspecFormSource *fs_src =
2792 new FormspecFormSource(*(event->show_formspec.formspec));
2793 TextDestPlayerInventory *txt_dst =
2794 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2796 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2797 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2798 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2801 delete event->show_formspec.formspec;
2802 delete event->show_formspec.formname;
2805 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2807 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2808 LocalFormspecHandler *txt_dst =
2809 new LocalFormspecHandler(*event->show_formspec.formname, client);
2810 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2811 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2813 delete event->show_formspec.formspec;
2814 delete event->show_formspec.formname;
2817 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2818 CameraOrientation *cam)
2820 LocalPlayer *player = client->getEnv().getLocalPlayer();
2821 client->getParticleManager()->handleParticleEvent(event, client, player);
2824 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2826 LocalPlayer *player = client->getEnv().getLocalPlayer();
2828 u32 server_id = event->hudadd->server_id;
2829 // ignore if we already have a HUD with that ID
2830 auto i = m_hud_server_to_client.find(server_id);
2831 if (i != m_hud_server_to_client.end()) {
2832 delete event->hudadd;
2836 HudElement *e = new HudElement;
2837 e->type = static_cast<HudElementType>(event->hudadd->type);
2838 e->pos = event->hudadd->pos;
2839 e->name = event->hudadd->name;
2840 e->scale = event->hudadd->scale;
2841 e->text = event->hudadd->text;
2842 e->number = event->hudadd->number;
2843 e->item = event->hudadd->item;
2844 e->dir = event->hudadd->dir;
2845 e->align = event->hudadd->align;
2846 e->offset = event->hudadd->offset;
2847 e->world_pos = event->hudadd->world_pos;
2848 e->size = event->hudadd->size;
2849 e->z_index = event->hudadd->z_index;
2850 e->text2 = event->hudadd->text2;
2851 e->style = event->hudadd->style;
2852 m_hud_server_to_client[server_id] = player->addHud(e);
2854 delete event->hudadd;
2857 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2859 LocalPlayer *player = client->getEnv().getLocalPlayer();
2861 auto i = m_hud_server_to_client.find(event->hudrm.id);
2862 if (i != m_hud_server_to_client.end()) {
2863 HudElement *e = player->removeHud(i->second);
2865 m_hud_server_to_client.erase(i);
2870 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2872 LocalPlayer *player = client->getEnv().getLocalPlayer();
2874 HudElement *e = nullptr;
2876 auto i = m_hud_server_to_client.find(event->hudchange->id);
2877 if (i != m_hud_server_to_client.end()) {
2878 e = player->getHud(i->second);
2882 delete event->hudchange;
2886 #define CASE_SET(statval, prop, dataprop) \
2888 e->prop = event->hudchange->dataprop; \
2891 switch (event->hudchange->stat) {
2892 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2894 CASE_SET(HUD_STAT_NAME, name, sdata);
2896 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2898 CASE_SET(HUD_STAT_TEXT, text, sdata);
2900 CASE_SET(HUD_STAT_NUMBER, number, data);
2902 CASE_SET(HUD_STAT_ITEM, item, data);
2904 CASE_SET(HUD_STAT_DIR, dir, data);
2906 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2908 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2910 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2912 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2914 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2916 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2918 CASE_SET(HUD_STAT_STYLE, style, data);
2923 delete event->hudchange;
2926 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2928 sky->setVisible(false);
2929 // Whether clouds are visible in front of a custom skybox.
2930 sky->setCloudsEnabled(event->set_sky->clouds);
2936 // Clear the old textures out in case we switch rendering type.
2937 sky->clearSkyboxTextures();
2938 // Handle according to type
2939 if (event->set_sky->type == "regular") {
2940 // Shows the mesh skybox
2941 sky->setVisible(true);
2942 // Update mesh based skybox colours if applicable.
2943 sky->setSkyColors(event->set_sky->sky_color);
2944 sky->setHorizonTint(
2945 event->set_sky->fog_sun_tint,
2946 event->set_sky->fog_moon_tint,
2947 event->set_sky->fog_tint_type
2949 } else if (event->set_sky->type == "skybox" &&
2950 event->set_sky->textures.size() == 6) {
2951 // Disable the dyanmic mesh skybox:
2952 sky->setVisible(false);
2954 sky->setFallbackBgColor(event->set_sky->bgcolor);
2955 // Set sunrise and sunset fog tinting:
2956 sky->setHorizonTint(
2957 event->set_sky->fog_sun_tint,
2958 event->set_sky->fog_moon_tint,
2959 event->set_sky->fog_tint_type
2961 // Add textures to skybox.
2962 for (int i = 0; i < 6; i++)
2963 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2965 // Handle everything else as plain color.
2966 if (event->set_sky->type != "plain")
2967 infostream << "Unknown sky type: "
2968 << (event->set_sky->type) << std::endl;
2969 sky->setVisible(false);
2970 sky->setFallbackBgColor(event->set_sky->bgcolor);
2971 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2972 sky->setHorizonTint(
2973 event->set_sky->bgcolor,
2974 event->set_sky->bgcolor,
2979 delete event->set_sky;
2982 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2984 sky->setSunVisible(event->sun_params->visible);
2985 sky->setSunTexture(event->sun_params->texture,
2986 event->sun_params->tonemap, texture_src);
2987 sky->setSunScale(event->sun_params->scale);
2988 sky->setSunriseVisible(event->sun_params->sunrise_visible);
2989 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2990 delete event->sun_params;
2993 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2995 sky->setMoonVisible(event->moon_params->visible);
2996 sky->setMoonTexture(event->moon_params->texture,
2997 event->moon_params->tonemap, texture_src);
2998 sky->setMoonScale(event->moon_params->scale);
2999 delete event->moon_params;
3002 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
3004 sky->setStarsVisible(event->star_params->visible);
3005 sky->setStarCount(event->star_params->count);
3006 sky->setStarColor(event->star_params->starcolor);
3007 sky->setStarScale(event->star_params->scale);
3008 sky->setStarDayOpacity(event->star_params->day_opacity);
3009 delete event->star_params;
3012 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
3013 CameraOrientation *cam)
3015 client->getEnv().setDayNightRatioOverride(
3016 event->override_day_night_ratio.do_override,
3017 event->override_day_night_ratio.ratio_f * 1000.0f);
3020 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
3025 clouds->setDensity(event->cloud_params.density);
3026 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
3027 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
3028 clouds->setHeight(event->cloud_params.height);
3029 clouds->setThickness(event->cloud_params.thickness);
3030 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
3033 void Game::processClientEvents(CameraOrientation *cam)
3035 while (client->hasClientEvents()) {
3036 std::unique_ptr<ClientEvent> event(client->getClientEvent());
3037 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
3038 const ClientEventHandler& evHandler = clientEventHandler[event->type];
3039 (this->*evHandler.handler)(event.get(), cam);
3043 void Game::updateChat(f32 dtime)
3045 // Get new messages from error log buffer
3046 while (!m_chat_log_buf.empty())
3047 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
3049 // Get new messages from client
3050 std::wstring message;
3051 while (client->getChatMessage(message)) {
3052 chat_backend->addUnparsedMessage(message);
3055 // Remove old messages
3056 chat_backend->step(dtime);
3058 // Display all messages in a static text element
3059 auto &buf = chat_backend->getRecentBuffer();
3060 if (buf.getLinesModified()) {
3061 buf.resetLinesModified();
3062 m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
3065 // Make sure that the size is still correct
3066 m_game_ui->updateChatSize();
3069 void Game::updateCamera(f32 dtime)
3071 LocalPlayer *player = client->getEnv().getLocalPlayer();
3074 For interaction purposes, get info about the held item
3076 - Is it a usable item?
3077 - Can it point to liquids?
3079 ItemStack playeritem;
3081 ItemStack selected, hand;
3082 playeritem = player->getWieldedItem(&selected, &hand);
3085 ToolCapabilities playeritem_toolcap =
3086 playeritem.getToolCapabilities(itemdef_manager);
3088 v3s16 old_camera_offset = camera->getOffset();
3090 if (wasKeyDown(KeyType::CAMERA_MODE)) {
3091 GenericCAO *playercao = player->getCAO();
3093 // If playercao not loaded, don't change camera
3097 camera->toggleCameraMode();
3099 #ifdef HAVE_TOUCHSCREENGUI
3100 if (g_touchscreengui)
3101 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
3104 // Make the player visible depending on camera mode.
3105 playercao->updateMeshCulling();
3106 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3109 float full_punch_interval = playeritem_toolcap.full_punch_interval;
3110 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
3112 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3113 camera->update(player, dtime, tool_reload_ratio);
3114 camera->step(dtime);
3116 f32 camera_fov = camera->getFovMax();
3117 v3s16 camera_offset = camera->getOffset();
3119 m_camera_offset_changed = (camera_offset != old_camera_offset);
3121 if (!m_flags.disable_camera_update) {
3122 v3f camera_position = camera->getPosition();
3123 v3f camera_direction = camera->getDirection();
3125 client->getEnv().getClientMap().updateCamera(camera_position,
3126 camera_direction, camera_fov, camera_offset);
3128 if (m_camera_offset_changed) {
3129 client->updateCameraOffset(camera_offset);
3130 client->getEnv().updateCameraOffset(camera_offset);
3133 clouds->updateCameraOffset(camera_offset);
3139 void Game::updateSound(f32 dtime)
3141 // Update sound listener
3142 v3s16 camera_offset = camera->getOffset();
3143 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3144 v3f(0, 0, 0), // velocity
3145 camera->getDirection(),
3146 camera->getCameraNode()->getUpVector());
3148 bool mute_sound = g_settings->getBool("mute_sound");
3150 sound->setListenerGain(0.0f);
3152 // Check if volume is in the proper range, else fix it.
3153 float old_volume = g_settings->getFloat("sound_volume");
3154 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3155 sound->setListenerGain(new_volume);
3157 if (old_volume != new_volume) {
3158 g_settings->setFloat("sound_volume", new_volume);
3162 LocalPlayer *player = client->getEnv().getLocalPlayer();
3164 // Tell the sound maker whether to make footstep sounds
3165 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3167 // Update sound maker
3168 if (player->makes_footstep_sound)
3169 soundmaker->step(dtime);
3171 ClientMap &map = client->getEnv().getClientMap();
3172 MapNode n = map.getNode(player->getFootstepNodePos());
3173 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3177 void Game::processPlayerInteraction(f32 dtime, bool show_hud)
3179 LocalPlayer *player = client->getEnv().getLocalPlayer();
3181 const v3f camera_direction = camera->getDirection();
3182 const v3s16 camera_offset = camera->getOffset();
3185 Calculate what block is the crosshair pointing to
3188 ItemStack selected_item, hand_item;
3189 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3191 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3192 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3194 core::line3d<f32> shootline;
3196 switch (camera->getCameraMode()) {
3197 case CAMERA_MODE_FIRST:
3198 // Shoot from camera position, with bobbing
3199 shootline.start = camera->getPosition();
3201 case CAMERA_MODE_THIRD:
3202 // Shoot from player head, no bobbing
3203 shootline.start = camera->getHeadPosition();
3205 case CAMERA_MODE_THIRD_FRONT:
3206 shootline.start = camera->getHeadPosition();
3207 // prevent player pointing anything in front-view
3211 shootline.end = shootline.start + camera_direction * BS * d;
3213 #ifdef HAVE_TOUCHSCREENGUI
3214 if (g_touchscreengui && isNoCrosshairAllowed()) {
3215 shootline = g_touchscreengui->getShootline();
3216 // Scale shootline to the acual distance the player can reach
3217 shootline.end = shootline.start +
3218 shootline.getVector().normalize() * BS * d;
3219 shootline.start += intToFloat(camera_offset, BS);
3220 shootline.end += intToFloat(camera_offset, BS);
3224 PointedThing pointed = updatePointedThing(shootline,
3225 selected_def.liquids_pointable,
3226 !runData.btn_down_for_dig,
3229 if (pointed != runData.pointed_old)
3230 infostream << "Pointing at " << pointed.dump() << std::endl;
3232 // Note that updating the selection mesh every frame is not particularly efficient,
3233 // but the halo rendering code is already inefficient so there's no point in optimizing it here
3234 hud->updateSelectionMesh(camera_offset);
3236 // Allow digging again if button is not pressed
3237 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3238 runData.digging_blocked = false;
3242 - releasing dig button
3243 - pointing away from node
3245 if (runData.digging) {
3246 if (wasKeyReleased(KeyType::DIG)) {
3247 infostream << "Dig button released (stopped digging)" << std::endl;
3248 runData.digging = false;
3249 } else if (pointed != runData.pointed_old) {
3250 if (pointed.type == POINTEDTHING_NODE
3251 && runData.pointed_old.type == POINTEDTHING_NODE
3252 && pointed.node_undersurface
3253 == runData.pointed_old.node_undersurface) {
3254 // Still pointing to the same node, but a different face.
3257 infostream << "Pointing away from node (stopped digging)" << std::endl;
3258 runData.digging = false;
3259 hud->updateSelectionMesh(camera_offset);
3263 if (!runData.digging) {
3264 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3265 client->setCrack(-1, v3s16(0, 0, 0));
3266 runData.dig_time = 0.0;
3268 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3269 // Remove e.g. torches faster when clicking instead of holding dig button
3270 runData.nodig_delay_timer = 0;
3271 runData.dig_instantly = false;
3274 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3275 runData.btn_down_for_dig = false;
3277 runData.punching = false;
3279 soundmaker->m_player_leftpunch_sound = SimpleSoundSpec();
3280 soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
3281 selected_def.sound_use : selected_def.sound_use_air;
3283 // Prepare for repeating, unless we're not supposed to
3284 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3285 runData.repeat_place_timer += dtime;
3287 runData.repeat_place_timer = 0;
3289 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3290 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3291 !client->getScript()->on_item_use(selected_item, pointed)))
3292 client->interact(INTERACT_USE, pointed);
3293 } else if (pointed.type == POINTEDTHING_NODE) {
3294 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3295 } else if (pointed.type == POINTEDTHING_OBJECT) {
3296 v3f player_position = player->getPosition();
3297 bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
3298 handlePointingAtObject(pointed, tool_item, player_position,
3299 m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
3300 } else if (isKeyDown(KeyType::DIG)) {
3301 // When button is held down in air, show continuous animation
3302 runData.punching = true;
3303 // Run callback even though item is not usable
3304 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3305 client->getScript()->on_item_use(selected_item, pointed);
3306 } else if (wasKeyPressed(KeyType::PLACE)) {
3307 handlePointingAtNothing(selected_item);
3310 runData.pointed_old = pointed;
3312 if (runData.punching || wasKeyPressed(KeyType::DIG))
3313 camera->setDigging(0); // dig animation
3315 input->clearWasKeyPressed();
3316 input->clearWasKeyReleased();
3317 // Ensure DIG & PLACE are marked as handled
3318 wasKeyDown(KeyType::DIG);
3319 wasKeyDown(KeyType::PLACE);
3321 input->joystick.clearWasKeyPressed(KeyType::DIG);
3322 input->joystick.clearWasKeyPressed(KeyType::PLACE);
3324 input->joystick.clearWasKeyReleased(KeyType::DIG);
3325 input->joystick.clearWasKeyReleased(KeyType::PLACE);
3329 PointedThing Game::updatePointedThing(
3330 const core::line3d<f32> &shootline,
3331 bool liquids_pointable,
3332 bool look_for_object,
3333 const v3s16 &camera_offset)
3335 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3336 selectionboxes->clear();
3337 hud->setSelectedFaceNormal(v3f());
3338 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3339 "show_entity_selectionbox");
3341 ClientEnvironment &env = client->getEnv();
3342 ClientMap &map = env.getClientMap();
3343 const NodeDefManager *nodedef = map.getNodeDefManager();
3345 runData.selected_object = NULL;
3346 hud->pointing_at_object = false;
3348 RaycastState s(shootline, look_for_object, liquids_pointable);
3349 PointedThing result;
3350 env.continueRaycast(&s, &result);
3351 if (result.type == POINTEDTHING_OBJECT) {
3352 hud->pointing_at_object = true;
3354 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3355 aabb3f selection_box;
3356 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3357 runData.selected_object->getSelectionBox(&selection_box)) {
3358 v3f pos = runData.selected_object->getPosition();
3359 selectionboxes->push_back(aabb3f(selection_box));
3360 hud->setSelectionPos(pos, camera_offset);
3361 GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
3362 if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
3363 hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
3365 hud->setSelectionRotation(v3f());
3367 hud->setSelectedFaceNormal(result.raw_intersection_normal);
3368 } else if (result.type == POINTEDTHING_NODE) {
3369 // Update selection boxes
3370 MapNode n = map.getNode(result.node_undersurface);
3371 std::vector<aabb3f> boxes;
3372 n.getSelectionBoxes(nodedef, &boxes,
3373 n.getNeighbors(result.node_undersurface, &map));
3376 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3377 i != boxes.end(); ++i) {
3379 box.MinEdge -= v3f(d, d, d);
3380 box.MaxEdge += v3f(d, d, d);
3381 selectionboxes->push_back(box);
3383 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3385 hud->setSelectionRotation(v3f());
3386 hud->setSelectedFaceNormal(result.intersection_normal);
3389 // Update selection mesh light level and vertex colors
3390 if (!selectionboxes->empty()) {
3391 v3f pf = hud->getSelectionPos();
3392 v3s16 p = floatToInt(pf, BS);
3394 // Get selection mesh light level
3395 MapNode n = map.getNode(p);
3396 u16 node_light = getInteriorLight(n, -1, nodedef);
3397 u16 light_level = node_light;
3399 for (const v3s16 &dir : g_6dirs) {
3400 n = map.getNode(p + dir);
3401 node_light = getInteriorLight(n, -1, nodedef);
3402 if (node_light > light_level)
3403 light_level = node_light;
3406 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3408 final_color_blend(&c, light_level, daynight_ratio);
3410 // Modify final color a bit with time
3411 u32 timer = client->getEnv().getFrameTime() % 5000;
3412 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3413 float sin_r = 0.08f * std::sin(timerf);
3414 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3415 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3416 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3417 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3418 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3420 // Set mesh final color
3421 hud->setSelectionMeshColor(c);
3427 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3429 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3430 PointedThing fauxPointed;
3431 fauxPointed.type = POINTEDTHING_NOTHING;
3432 client->interact(INTERACT_ACTIVATE, fauxPointed);
3436 void Game::handlePointingAtNode(const PointedThing &pointed,
3437 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3439 v3s16 nodepos = pointed.node_undersurface;
3440 v3s16 neighborpos = pointed.node_abovesurface;
3443 Check information text of node
3446 ClientMap &map = client->getEnv().getClientMap();
3448 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3449 && !runData.digging_blocked
3450 && client->checkPrivilege("interact")) {
3451 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3454 // This should be done after digging handling
3455 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3458 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3459 meta->getString("infotext"))));
3461 MapNode n = map.getNode(nodepos);
3463 if (nodedef_manager->get(n).name == "unknown") {
3464 m_game_ui->setInfoText(L"Unknown node");
3468 if ((wasKeyPressed(KeyType::PLACE) ||
3469 runData.repeat_place_timer >= m_repeat_place_time) &&
3470 client->checkPrivilege("interact")) {
3471 runData.repeat_place_timer = 0;
3472 infostream << "Place button pressed while looking at ground" << std::endl;
3474 // Placing animation (always shown for feedback)
3475 camera->setDigging(1);
3477 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3479 // If the wielded item has node placement prediction,
3481 // And also set the sound and send the interact
3482 // But first check for meta formspec and rightclickable
3483 auto &def = selected_item.getDefinition(itemdef_manager);
3484 bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
3487 if (placed && client->modsLoaded())
3488 client->getScript()->on_placenode(pointed, def);
3492 bool Game::nodePlacement(const ItemDefinition &selected_def,
3493 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
3494 const PointedThing &pointed, const NodeMetadata *meta)
3496 const auto &prediction = selected_def.node_placement_prediction;
3498 const NodeDefManager *nodedef = client->ndef();
3499 ClientMap &map = client->getEnv().getClientMap();
3501 bool is_valid_position;
3503 node = map.getNode(nodepos, &is_valid_position);
3504 if (!is_valid_position) {
3505 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3510 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3511 && !isKeyDown(KeyType::SNEAK)) {
3512 // on_rightclick callbacks are called anyway
3513 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3514 client->interact(INTERACT_PLACE, pointed);
3516 infostream << "Launching custom inventory view" << std::endl;
3518 InventoryLocation inventoryloc;
3519 inventoryloc.setNodeMeta(nodepos);
3521 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3522 &client->getEnv().getClientMap(), nodepos);
3523 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3525 auto *&formspec = m_game_ui->updateFormspec("");
3526 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3527 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3529 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3533 // on_rightclick callback
3534 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3535 !isKeyDown(KeyType::SNEAK))) {
3537 client->interact(INTERACT_PLACE, pointed);
3541 verbosestream << "Node placement prediction for "
3542 << selected_def.name << " is " << prediction << std::endl;
3543 v3s16 p = neighborpos;
3545 // Place inside node itself if buildable_to
3546 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3547 if (is_valid_position) {
3548 if (nodedef->get(n_under).buildable_to) {
3551 node = map.getNode(p, &is_valid_position);
3552 if (is_valid_position && !nodedef->get(node).buildable_to) {
3553 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3555 client->interact(INTERACT_PLACE, pointed);
3561 // Find id of predicted node
3563 bool found = nodedef->getId(prediction, id);
3566 errorstream << "Node placement prediction failed for "
3567 << selected_def.name << " (places " << prediction
3568 << ") - Name not known" << std::endl;
3569 // Handle this as if prediction was empty
3571 client->interact(INTERACT_PLACE, pointed);
3575 const ContentFeatures &predicted_f = nodedef->get(id);
3577 // Compare core.item_place_node() for what the server does with param2
3578 MapNode predicted_node(id, 0, 0);
3580 const u8 place_param2 = selected_def.place_param2;
3583 predicted_node.setParam2(place_param2);
3584 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3585 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3586 v3s16 dir = nodepos - neighborpos;
3588 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3589 predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
3590 } else if (abs(dir.X) > abs(dir.Z)) {
3591 predicted_node.setParam2(dir.X < 0 ? 3 : 2);
3593 predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
3595 } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3596 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3597 predicted_f.param_type_2 == CPT2_4DIR ||
3598 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3599 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3601 if (abs(dir.X) > abs(dir.Z)) {
3602 predicted_node.setParam2(dir.X < 0 ? 3 : 1);
3604 predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
3608 // Check attachment if node is in group attached_node
3609 int an = itemgroup_get(predicted_f.groups, "attached_node");
3614 pp = p + v3s16(0, -1, 0);
3615 } else if (an == 4) {
3616 pp = p + v3s16(0, 1, 0);
3617 } else if (an == 2) {
3618 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3619 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3620 predicted_f.param_type_2 == CPT2_4DIR ||
3621 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3622 pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
3626 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3627 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3628 pp = p + predicted_node.getWallMountedDir(nodedef);
3630 pp = p + v3s16(0, -1, 0);
3633 if (!nodedef->get(map.getNode(pp)).walkable) {
3634 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3636 client->interact(INTERACT_PLACE, pointed);
3642 if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3643 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3644 || predicted_f.param_type_2 == CPT2_COLORED_4DIR
3645 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3646 const auto &indexstr = selected_item.metadata.
3647 getString("palette_index", 0);
3648 if (!indexstr.empty()) {
3649 s32 index = mystoi(indexstr);
3650 if (predicted_f.param_type_2 == CPT2_COLOR) {
3651 predicted_node.setParam2(index);
3652 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3653 // param2 = pure palette index + other
3654 predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
3655 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3656 // param2 = pure palette index + other
3657 predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
3658 } else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3659 // param2 = pure palette index + other
3660 predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
3665 // Add node to client map
3667 LocalPlayer *player = client->getEnv().getLocalPlayer();
3669 // Don't place node when player would be inside new node
3670 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3671 if (!predicted_f.walkable ||
3672 g_settings->getBool("enable_build_where_you_stand") ||
3673 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3674 (predicted_f.walkable &&
3675 neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3676 neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3677 // This triggers the required mesh update too
3678 client->addNode(p, predicted_node);
3680 client->interact(INTERACT_PLACE, pointed);
3681 // A node is predicted, also play a sound
3682 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3685 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3688 } catch (const InvalidPositionException &e) {
3689 errorstream << "Node placement prediction failed for "
3690 << selected_def.name << " (places "
3691 << prediction << ") - Position not loaded" << std::endl;
3692 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3697 void Game::handlePointingAtObject(const PointedThing &pointed,
3698 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3700 std::wstring infotext = unescape_translate(
3701 utf8_to_wide(runData.selected_object->infoText()));
3704 if (!infotext.empty()) {
3707 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3710 m_game_ui->setInfoText(infotext);
3712 if (isKeyDown(KeyType::DIG)) {
3713 bool do_punch = false;
3714 bool do_punch_damage = false;
3716 if (runData.object_hit_delay_timer <= 0.0) {
3718 do_punch_damage = true;
3719 runData.object_hit_delay_timer = object_hit_delay;
3722 if (wasKeyPressed(KeyType::DIG))
3726 infostream << "Punched object" << std::endl;
3727 runData.punching = true;
3730 if (do_punch_damage) {
3731 // Report direct punch
3732 v3f objpos = runData.selected_object->getPosition();
3733 v3f dir = (objpos - player_position).normalize();
3735 bool disable_send = runData.selected_object->directReportPunch(
3736 dir, &tool_item, runData.time_from_last_punch);
3737 runData.time_from_last_punch = 0;
3740 client->interact(INTERACT_START_DIGGING, pointed);
3742 } else if (wasKeyDown(KeyType::PLACE)) {
3743 infostream << "Pressed place button while pointing at object" << std::endl;
3744 client->interact(INTERACT_PLACE, pointed); // place
3749 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3750 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3752 // See also: serverpackethandle.cpp, action == 2
3753 LocalPlayer *player = client->getEnv().getLocalPlayer();
3754 ClientMap &map = client->getEnv().getClientMap();
3755 MapNode n = map.getNode(nodepos);
3756 const auto &features = nodedef_manager->get(n);
3758 // NOTE: Similar piece of code exists on the server side for
3760 // Get digging parameters
3761 DigParams params = getDigParams(features.groups,
3762 &selected_item.getToolCapabilities(itemdef_manager),
3763 selected_item.wear);
3765 // If can't dig, try hand
3766 if (!params.diggable) {
3767 params = getDigParams(features.groups,
3768 &hand_item.getToolCapabilities(itemdef_manager));
3771 if (!params.diggable) {
3772 // I guess nobody will wait for this long
3773 runData.dig_time_complete = 10000000.0;
3775 runData.dig_time_complete = params.time;
3777 if (m_cache_enable_particles) {
3778 client->getParticleManager()->addNodeParticle(client,
3779 player, nodepos, n, features);
3783 if (!runData.digging) {
3784 infostream << "Started digging" << std::endl;
3785 runData.dig_instantly = runData.dig_time_complete == 0;
3786 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3789 client->interact(INTERACT_START_DIGGING, pointed);
3790 runData.digging = true;
3791 runData.btn_down_for_dig = true;
3794 if (!runData.dig_instantly) {
3795 runData.dig_index = (float)crack_animation_length
3797 / runData.dig_time_complete;
3799 // This is for e.g. torches
3800 runData.dig_index = crack_animation_length;
3803 const auto &sound_dig = features.sound_dig;
3805 if (sound_dig.exists() && params.diggable) {
3806 if (sound_dig.name == "__group") {
3807 if (!params.main_group.empty()) {
3808 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3809 soundmaker->m_player_leftpunch_sound.name =
3810 std::string("default_dig_") +
3814 soundmaker->m_player_leftpunch_sound = sound_dig;
3818 // Don't show cracks if not diggable
3819 if (runData.dig_time_complete >= 100000.0) {
3820 } else if (runData.dig_index < crack_animation_length) {
3821 client->setCrack(runData.dig_index, nodepos);
3823 infostream << "Digging completed" << std::endl;
3824 client->setCrack(-1, v3s16(0, 0, 0));
3826 runData.dig_time = 0;
3827 runData.digging = false;
3828 // we successfully dug, now block it from repeating if we want to be safe
3829 if (g_settings->getBool("safe_dig_and_place"))
3830 runData.digging_blocked = true;
3832 runData.nodig_delay_timer =
3833 runData.dig_time_complete / (float)crack_animation_length;
3835 // We don't want a corresponding delay to very time consuming nodes
3836 // and nodes without digging time (e.g. torches) get a fixed delay.
3837 if (runData.nodig_delay_timer > 0.3)
3838 runData.nodig_delay_timer = 0.3;
3839 else if (runData.dig_instantly)
3840 runData.nodig_delay_timer = 0.15;
3842 if (client->modsLoaded() &&
3843 client->getScript()->on_dignode(nodepos, n)) {
3847 if (features.node_dig_prediction == "air") {
3848 client->removeNode(nodepos);
3849 } else if (!features.node_dig_prediction.empty()) {
3851 bool found = nodedef_manager->getId(features.node_dig_prediction, id);
3853 client->addNode(nodepos, id, true);
3855 // implicit else: no prediction
3857 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3859 if (m_cache_enable_particles) {
3860 client->getParticleManager()->addDiggingParticles(client,
3861 player, nodepos, n, features);
3865 // Send event to trigger sound
3866 client->getEventManager()->put(new NodeDugEvent(nodepos, n));
3869 if (runData.dig_time_complete < 100000.0) {
3870 runData.dig_time += dtime;
3872 runData.dig_time = 0;
3873 client->setCrack(-1, nodepos);
3876 camera->setDigging(0); // Dig animation
3879 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3880 const CameraOrientation &cam)
3882 TimeTaker tt_update("Game::updateFrame()");
3883 LocalPlayer *player = client->getEnv().getLocalPlayer();
3889 client->getEnv().updateFrameTime(m_is_paused);
3895 if (draw_control->range_all) {
3896 runData.fog_range = 100000 * BS;
3898 runData.fog_range = draw_control->wanted_range * BS;
3902 Calculate general brightness
3904 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3905 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3906 float direct_brightness;
3909 // When in noclip mode force same sky brightness as above ground so you
3911 if (draw_control->allow_noclip && m_cache_enable_free_move &&
3912 client->checkPrivilege("fly")) {
3913 direct_brightness = time_brightness;
3914 sunlight_seen = true;
3916 float old_brightness = sky->getBrightness();
3917 direct_brightness = client->getEnv().getClientMap()
3918 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3919 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3923 float time_of_day_smooth = runData.time_of_day_smooth;
3924 float time_of_day = client->getEnv().getTimeOfDayF();
3926 static const float maxsm = 0.05f;
3927 static const float todsm = 0.05f;
3929 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3930 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3931 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3932 time_of_day_smooth = time_of_day;
3934 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3935 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3936 + (time_of_day + 1.0) * todsm;
3938 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3939 + time_of_day * todsm;
3941 runData.time_of_day_smooth = time_of_day_smooth;
3943 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3944 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3945 player->getPitch());
3951 if (sky->getCloudsVisible()) {
3952 clouds->setVisible(true);
3953 clouds->step(dtime);
3954 // camera->getPosition is not enough for 3rd person views
3955 v3f camera_node_position = camera->getCameraNode()->getPosition();
3956 v3s16 camera_offset = camera->getOffset();
3957 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3958 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3959 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3960 clouds->update(camera_node_position,
3961 sky->getCloudColor());
3962 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3963 // if inside clouds, and fog enabled, use that as sky
3965 video::SColor clouds_dark = clouds->getColor()
3966 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3967 sky->overrideColors(clouds_dark, clouds->getColor());
3968 sky->setInClouds(true);
3969 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3970 // do not draw clouds after all
3971 clouds->setVisible(false);
3974 clouds->setVisible(false);
3981 client->getParticleManager()->step(dtime);
3987 if (m_cache_enable_fog) {
3990 video::EFT_FOG_LINEAR,
3991 runData.fog_range * m_cache_fog_start,
3992 runData.fog_range * 1.0,
4000 video::EFT_FOG_LINEAR,
4012 if (player->hurt_tilt_timer > 0.0f) {
4013 player->hurt_tilt_timer -= dtime * 6.0f;
4015 if (player->hurt_tilt_timer < 0.0f)
4016 player->hurt_tilt_strength = 0.0f;
4020 Update minimap pos and rotation
4022 if (mapper && m_game_ui->m_flags.show_hud) {
4023 mapper->setPos(floatToInt(player->getPosition(), BS));
4024 mapper->setAngle(player->getYaw());
4028 Get chat messages from client
4037 if (player->getWieldIndex() != runData.new_playeritem)
4038 client->setPlayerItem(runData.new_playeritem);
4040 if (client->updateWieldedItem()) {
4041 // Update wielded tool
4042 ItemStack selected_item, hand_item;
4043 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
4044 camera->wield(tool_item);
4048 Update block draw list every 200ms or when camera direction has
4051 runData.update_draw_list_timer += dtime;
4052 runData.touch_blocks_timer += dtime;
4054 bool draw_list_updated = false;
4056 float update_draw_list_delta = 0.2f;
4058 v3f camera_direction = camera->getDirection();
4059 if (runData.update_draw_list_timer >= update_draw_list_delta
4060 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4061 || m_camera_offset_changed
4062 || client->getEnv().getClientMap().needsUpdateDrawList()) {
4063 runData.update_draw_list_timer = 0;
4064 client->getEnv().getClientMap().updateDrawList();
4065 runData.update_draw_list_last_cam_dir = camera_direction;
4066 draw_list_updated = true;
4069 if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
4070 client->getEnv().getClientMap().touchMapBlocks();
4071 runData.touch_blocks_timer = 0;
4074 if (RenderingEngine::get_shadow_renderer()) {
4078 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
4081 make sure menu is on top
4082 1. Delete formspec menu reference if menu was removed
4083 2. Else, make sure formspec menu is on top
4085 auto formspec = m_game_ui->getFormspecGUI();
4086 do { // breakable. only runs for one iteration
4090 if (formspec->getReferenceCount() == 1) {
4091 m_game_ui->deleteFormspec();
4095 auto &loc = formspec->getFormspecLocation();
4096 if (loc.type == InventoryLocation::NODEMETA) {
4097 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
4098 if (!meta || meta->getString("formspec").empty()) {
4099 formspec->quitMenu();
4105 guiroot->bringToFront(formspec);
4109 ==================== Drawing begins ====================
4111 const video::SColor skycolor = sky->getSkyColor();
4113 TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
4114 driver->beginScene(true, true, skycolor);
4116 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
4117 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
4118 (camera->getCameraMode() == CAMERA_MODE_FIRST));
4119 bool draw_crosshair = (
4120 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
4121 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
4122 #ifdef HAVE_TOUCHSCREENGUI
4123 if (isNoCrosshairAllowed())
4124 draw_crosshair = false;
4126 m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
4127 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
4132 v2u32 screensize = driver->getScreenSize();
4134 if (m_game_ui->m_flags.show_profiler_graph)
4135 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4140 if (runData.damage_flash > 0.0f) {
4141 video::SColor color(runData.damage_flash, 180, 0, 0);
4142 driver->draw2DRectangle(color,
4143 core::rect<s32>(0, 0, screensize.X, screensize.Y),
4146 runData.damage_flash -= 384.0f * dtime;
4150 ==================== End scene ====================
4155 stats->drawtime = tt_draw.stop(true);
4156 g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
4157 g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
4160 /* Log times and stuff for visualization */
4161 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4163 Profiler::GraphValues values;
4164 g_profiler->graphGet(values);
4168 /****************************************************************************
4170 *****************************************************************************/
4171 void Game::updateShadows()
4173 ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4177 float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4179 float timeoftheday = getWickedTimeOfDay(in_timeofday);
4180 bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
4181 bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
4182 shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
4184 timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
4185 const float offset_constant = 10000.0f;
4187 v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
4189 v3f sun_pos = light * offset_constant;
4191 if (shadow->getDirectionalLightCount() == 0)
4192 shadow->addDirectionalLight();
4193 shadow->getDirectionalLight().setDirection(sun_pos);
4194 shadow->setTimeOfDay(in_timeofday);
4196 shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
4199 /****************************************************************************
4201 ****************************************************************************/
4203 void FpsControl::reset()
4205 last_time = porting::getTimeUs();
4209 * On some computers framerate doesn't seem to be automatically limited
4211 void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
4213 const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
4214 ? g_settings->getFloat("fps_max")
4215 : g_settings->getFloat("fps_max_unfocused");
4216 const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
4218 u64 time = porting::getTimeUs();
4220 if (time > last_time) // Make sure time hasn't overflowed
4221 busy_time = time - last_time;
4225 if (busy_time < frametime_min) {
4226 sleep_time = frametime_min - busy_time;
4227 if (sleep_time > 1000)
4228 sleep_ms(sleep_time / 1000);
4233 // Read the timer again to accurately determine how long we actually slept,
4234 // rather than calculating it by adding sleep_time to time.
4235 time = porting::getTimeUs();
4237 if (time > last_time) // Make sure last_time hasn't overflowed
4238 *dtime = (time - last_time) / 1000000.0f;
4245 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4247 const wchar_t *wmsg = wgettext(msg);
4248 m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4253 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4255 ((Game *)data)->readSettings();
4258 void Game::readSettings()
4260 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4261 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4262 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4263 m_cache_enable_particles = g_settings->getBool("enable_particles");
4264 m_cache_enable_fog = g_settings->getBool("enable_fog");
4265 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
4266 m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
4267 m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
4269 m_cache_enable_noclip = g_settings->getBool("noclip");
4270 m_cache_enable_free_move = g_settings->getBool("free_move");
4272 m_cache_fog_start = g_settings->getFloat("fog_start");
4274 m_cache_cam_smoothing = 0;
4275 if (g_settings->getBool("cinematic"))
4276 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4278 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4280 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4281 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4282 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4284 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4287 /****************************************************************************/
4288 /****************************************************************************
4290 ****************************************************************************/
4291 /****************************************************************************/
4293 void Game::showDeathFormspec()
4295 static std::string formspec_str =
4296 std::string("formspec_version[1]") +
4298 "bgcolor[#320000b4;true]"
4299 "label[4.85,1.35;" + gettext("You died") + "]"
4300 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4304 /* Note: FormspecFormSource and LocalFormspecHandler *
4305 * are deleted by guiFormSpecMenu */
4306 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4307 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4309 auto *&formspec = m_game_ui->getFormspecGUI();
4310 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4311 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4312 formspec->setFocus("btn_respawn");
4315 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4316 void Game::showPauseMenu()
4318 #ifdef HAVE_TOUCHSCREENGUI
4319 static const std::string control_text = strgettext("Default Controls:\n"
4320 "No menu visible:\n"
4321 "- single tap: button activate\n"
4322 "- double tap: place/use\n"
4323 "- slide finger: look around\n"
4324 "Menu/Inventory visible:\n"
4325 "- double tap (outside):\n"
4327 "- touch stack, touch slot:\n"
4329 "- touch&drag, tap 2nd finger\n"
4330 " --> place single item to slot\n"
4333 static const std::string control_text_template = strgettext("Controls:\n"
4334 "- %s: move forwards\n"
4335 "- %s: move backwards\n"
4337 "- %s: move right\n"
4338 "- %s: jump/climb up\n"
4341 "- %s: sneak/climb down\n"
4344 "- Mouse: turn/look\n"
4345 "- Mouse wheel: select item\n"
4349 char control_text_buf[600];
4351 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4352 GET_KEY_NAME(keymap_forward),
4353 GET_KEY_NAME(keymap_backward),
4354 GET_KEY_NAME(keymap_left),
4355 GET_KEY_NAME(keymap_right),
4356 GET_KEY_NAME(keymap_jump),
4357 GET_KEY_NAME(keymap_dig),
4358 GET_KEY_NAME(keymap_place),
4359 GET_KEY_NAME(keymap_sneak),
4360 GET_KEY_NAME(keymap_drop),
4361 GET_KEY_NAME(keymap_inventory),
4362 GET_KEY_NAME(keymap_chat)
4365 std::string control_text = std::string(control_text_buf);
4366 str_formspec_escape(control_text);
4369 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4370 std::ostringstream os;
4372 os << "formspec_version[1]" << SIZE_TAG
4373 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4374 << strgettext("Continue") << "]";
4376 if (!simple_singleplayer_mode) {
4377 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4378 << strgettext("Change Password") << "]";
4380 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4385 if (g_settings->getBool("enable_sound")) {
4386 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4387 << strgettext("Sound Volume") << "]";
4390 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4391 << strgettext("Change Keys") << "]";
4393 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4394 << strgettext("Exit to Menu") << "]";
4395 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4396 << strgettext("Exit to OS") << "]"
4397 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4398 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4400 << strgettext("Game info:") << "\n";
4401 const std::string &address = client->getAddressName();
4402 static const std::string mode = strgettext("- Mode: ");
4403 if (!simple_singleplayer_mode) {
4404 Address serverAddress = client->getServerAddress();
4405 if (!address.empty()) {
4406 os << mode << strgettext("Remote server") << "\n"
4407 << strgettext("- Address: ") << address;
4409 os << mode << strgettext("Hosting server");
4411 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4413 os << mode << strgettext("Singleplayer") << "\n";
4415 if (simple_singleplayer_mode || address.empty()) {
4416 static const std::string on = strgettext("On");
4417 static const std::string off = strgettext("Off");
4418 // Note: Status of enable_damage and creative_mode settings is intentionally
4419 // NOT shown here because the game might roll its own damage system and/or do
4420 // a per-player Creative Mode, in which case writing it here would mislead.
4421 bool damage = g_settings->getBool("enable_damage");
4422 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4423 if (!simple_singleplayer_mode) {
4425 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4426 //~ PvP = Player versus Player
4427 os << strgettext("- PvP: ") << pvp << "\n";
4429 os << strgettext("- Public: ") << announced << "\n";
4430 std::string server_name = g_settings->get("server_name");
4431 str_formspec_escape(server_name);
4432 if (announced == on && !server_name.empty())
4433 os << strgettext("- Server Name: ") << server_name;
4440 /* Note: FormspecFormSource and LocalFormspecHandler *
4441 * are deleted by guiFormSpecMenu */
4442 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4443 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4445 auto *&formspec = m_game_ui->getFormspecGUI();
4446 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4447 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4448 formspec->setFocus("btn_continue");
4449 // game will be paused in next step, if in singleplayer (see m_is_paused)
4450 formspec->doPause = true;
4453 /****************************************************************************/
4454 /****************************************************************************
4455 extern function for launching the game
4456 ****************************************************************************/
4457 /****************************************************************************/
4459 void the_game(bool *kill,
4460 InputHandler *input,
4461 RenderingEngine *rendering_engine,
4462 const GameStartData &start_data,
4463 std::string &error_message,
4464 ChatBackend &chat_backend,
4465 bool *reconnect_requested) // Used for local game
4469 /* Make a copy of the server address because if a local singleplayer server
4470 * is created then this is updated and we don't want to change the value
4471 * passed to us by the calling function
4476 if (game.startup(kill, input, rendering_engine, start_data,
4477 error_message, reconnect_requested, &chat_backend)) {
4481 } catch (SerializationError &e) {
4482 const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
4483 error_message = strgettext("A serialization error occurred:") +"\n"
4484 + e.what() + "\n\n" + ver_err;
4485 errorstream << error_message << std::endl;
4486 } catch (ServerError &e) {
4487 error_message = e.what();
4488 errorstream << "ServerError: " << error_message << std::endl;
4489 } catch (ModError &e) {
4490 // DO NOT TRANSLATE the `ModError`, it's used by ui.lua
4491 error_message = std::string("ModError: ") + e.what() +
4492 strgettext("\nCheck debug.txt for details.");
4493 errorstream << error_message << std::endl;