3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
24 #include "client/renderingengine.h"
27 #include "client/clientevent.h"
28 #include "client/gameui.h"
29 #include "client/inputhandler.h"
30 #include "client/tile.h" // For TextureSource
31 #include "client/keys.h"
32 #include "client/joystick_controller.h"
33 #include "clientmap.h"
36 #include "content_cao.h"
37 #include "content/subgames.h"
38 #include "client/event_manager.h"
39 #include "fontengine.h"
43 #include "gameparams.h"
45 #include "gui/guiChatConsole.h"
46 #include "gui/guiConfirmRegistration.h"
47 #include "gui/guiFormSpecMenu.h"
48 #include "gui/guiKeyChangeMenu.h"
49 #include "gui/guiPasswordChange.h"
50 #include "gui/guiVolumeChange.h"
51 #include "gui/mainmenumanager.h"
52 #include "gui/profilergraph.h"
55 #include "nodedef.h" // Needed for determining pointing to nodes
56 #include "nodemetadata.h"
57 #include "particles.h"
65 #include "translation.h"
66 #include "util/basic_macros.h"
67 #include "util/directiontables.h"
68 #include "util/pointedthing.h"
69 #include "util/quicktune_shortcutter.h"
70 #include "irrlicht_changes/static_text.h"
73 #include "script/scripting_client.h"
77 #include "client/sound_openal.h"
79 #include "client/sound.h"
85 struct TextDestNodeMetadata : public TextDest
87 TextDestNodeMetadata(v3s16 p, Client *client)
92 // This is deprecated I guess? -celeron55
93 void gotText(const std::wstring &text)
95 std::string ntext = wide_to_utf8(text);
96 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
97 << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
99 fields["text"] = ntext;
100 m_client->sendNodemetaFields(m_p, "", fields);
102 void gotText(const StringMap &fields)
104 m_client->sendNodemetaFields(m_p, "", fields);
111 struct TextDestPlayerInventory : public TextDest
113 TextDestPlayerInventory(Client *client)
118 TextDestPlayerInventory(Client *client, const std::string &formname)
121 m_formname = formname;
123 void gotText(const StringMap &fields)
125 m_client->sendInventoryFields(m_formname, fields);
131 struct LocalFormspecHandler : public TextDest
133 LocalFormspecHandler(const std::string &formname)
135 m_formname = formname;
138 LocalFormspecHandler(const std::string &formname, Client *client):
141 m_formname = formname;
144 void gotText(const StringMap &fields)
146 if (m_formname == "MT_PAUSE_MENU") {
147 if (fields.find("btn_sound") != fields.end()) {
148 g_gamecallback->changeVolume();
152 if (fields.find("btn_key_config") != fields.end()) {
153 g_gamecallback->keyConfig();
157 if (fields.find("btn_exit_menu") != fields.end()) {
158 g_gamecallback->disconnect();
162 if (fields.find("btn_exit_os") != fields.end()) {
163 g_gamecallback->exitToOS();
165 RenderingEngine::get_raw_device()->closeDevice();
170 if (fields.find("btn_change_password") != fields.end()) {
171 g_gamecallback->changePassword();
178 if (m_formname == "MT_DEATH_SCREEN") {
179 assert(m_client != 0);
180 m_client->sendRespawn();
184 if (m_client->modsLoaded())
185 m_client->getScript()->on_formspec_input(m_formname, fields);
188 Client *m_client = nullptr;
191 /* Form update callback */
193 class NodeMetadataFormSource: public IFormSource
196 NodeMetadataFormSource(ClientMap *map, v3s16 p):
201 const std::string &getForm() const
203 static const std::string empty_string = "";
204 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
209 return meta->getString("formspec");
212 virtual std::string resolveText(const std::string &str)
214 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
219 return meta->resolveString(str);
226 class PlayerInventoryFormSource: public IFormSource
229 PlayerInventoryFormSource(Client *client):
234 const std::string &getForm() const
236 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
237 return player->inventory_formspec;
243 class NodeDugEvent: public MtEvent
249 NodeDugEvent(v3s16 p, MapNode n):
253 MtEvent::Type getType() const
255 return MtEvent::NODE_DUG;
261 ISoundManager *m_sound;
262 const NodeDefManager *m_ndef;
264 bool makes_footstep_sound;
265 float m_player_step_timer;
266 float m_player_jump_timer;
268 SimpleSoundSpec m_player_step_sound;
269 SimpleSoundSpec m_player_leftpunch_sound;
270 SimpleSoundSpec m_player_rightpunch_sound;
272 SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
275 makes_footstep_sound(true),
276 m_player_step_timer(0.0f),
277 m_player_jump_timer(0.0f)
281 void playPlayerStep()
283 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
284 m_player_step_timer = 0.03;
285 if (makes_footstep_sound)
286 m_sound->playSound(m_player_step_sound, false);
290 void playPlayerJump()
292 if (m_player_jump_timer <= 0.0f) {
293 m_player_jump_timer = 0.2f;
294 m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f), false);
298 static void viewBobbingStep(MtEvent *e, void *data)
300 SoundMaker *sm = (SoundMaker *)data;
301 sm->playPlayerStep();
304 static void playerRegainGround(MtEvent *e, void *data)
306 SoundMaker *sm = (SoundMaker *)data;
307 sm->playPlayerStep();
310 static void playerJump(MtEvent *e, void *data)
312 SoundMaker *sm = (SoundMaker *)data;
313 sm->playPlayerJump();
316 static void cameraPunchLeft(MtEvent *e, void *data)
318 SoundMaker *sm = (SoundMaker *)data;
319 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
322 static void cameraPunchRight(MtEvent *e, void *data)
324 SoundMaker *sm = (SoundMaker *)data;
325 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
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, false);
335 static void playerDamage(MtEvent *e, void *data)
337 SoundMaker *sm = (SoundMaker *)data;
338 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
341 static void playerFallingDamage(MtEvent *e, void *data)
343 SoundMaker *sm = (SoundMaker *)data;
344 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
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
409 bool *m_force_fog_off;
412 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
413 CachedPixelShaderSetting<float> m_fog_distance;
414 CachedVertexShaderSetting<float> m_animation_timer_vertex;
415 CachedPixelShaderSetting<float> m_animation_timer_pixel;
416 CachedPixelShaderSetting<float, 3> m_day_light;
417 CachedPixelShaderSetting<float, 4> m_star_color;
418 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
419 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
420 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
421 CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
422 CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
423 CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
424 CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
428 void onSettingsChange(const std::string &name)
430 if (name == "enable_fog")
431 m_fog_enabled = g_settings->getBool("enable_fog");
434 static void settingsCallback(const std::string &name, void *userdata)
436 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
439 void setSky(Sky *sky) { m_sky = sky; }
441 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
442 f32 *fog_range, Client *client) :
444 m_force_fog_off(force_fog_off),
445 m_fog_range(fog_range),
446 m_sky_bg_color("skyBgColor"),
447 m_fog_distance("fogDistance"),
448 m_animation_timer_vertex("animationTimer"),
449 m_animation_timer_pixel("animationTimer"),
450 m_day_light("dayLight"),
451 m_star_color("starColor"),
452 m_eye_position_pixel("eyePosition"),
453 m_eye_position_vertex("eyePosition"),
454 m_minimap_yaw("yawVec"),
455 m_camera_offset_pixel("cameraOffset"),
456 m_camera_offset_vertex("cameraOffset"),
457 m_base_texture("baseTexture"),
458 m_normal_texture("normalTexture"),
461 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
462 m_fog_enabled = g_settings->getBool("enable_fog");
465 ~GameGlobalShaderConstantSetter()
467 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
470 void onSetConstants(video::IMaterialRendererServices *services) override
473 video::SColor bgcolor = m_sky->getBgColor();
474 video::SColorf bgcolorf(bgcolor);
475 float bgcolorfa[4] = {
481 m_sky_bg_color.set(bgcolorfa, services);
484 float fog_distance = 10000 * BS;
486 if (m_fog_enabled && !*m_force_fog_off)
487 fog_distance = *m_fog_range;
489 m_fog_distance.set(&fog_distance, services);
491 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
492 video::SColorf sunlight;
493 get_sunlight_color(&sunlight, daynight_ratio);
498 m_day_light.set(dnc, services);
500 video::SColorf star_color = m_sky->getCurrentStarColor();
501 float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
502 m_star_color.set(clr, services);
504 u32 animation_timer = porting::getTimeMs() % 1000000;
505 float animation_timer_f = (float)animation_timer / 100000.f;
506 m_animation_timer_vertex.set(&animation_timer_f, services);
507 m_animation_timer_pixel.set(&animation_timer_f, services);
509 float eye_position_array[3];
510 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
511 epos.getAs3Values(eye_position_array);
512 m_eye_position_pixel.set(eye_position_array, services);
513 m_eye_position_vertex.set(eye_position_array, services);
515 if (m_client->getMinimap()) {
516 float minimap_yaw_array[3];
517 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
518 minimap_yaw.getAs3Values(minimap_yaw_array);
519 m_minimap_yaw.set(minimap_yaw_array, services);
522 float camera_offset_array[3];
523 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
524 offset.getAs3Values(camera_offset_array);
525 m_camera_offset_pixel.set(camera_offset_array, services);
526 m_camera_offset_vertex.set(camera_offset_array, services);
528 SamplerLayer_t base_tex = 0, normal_tex = 1;
529 m_base_texture.set(&base_tex, services);
530 m_normal_texture.set(&normal_tex, services);
535 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
538 bool *m_force_fog_off;
541 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
543 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
544 f32 *fog_range, Client *client) :
546 m_force_fog_off(force_fog_off),
547 m_fog_range(fog_range),
551 void setSky(Sky *sky) {
553 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
554 ggscs->setSky(m_sky);
556 created_nosky.clear();
559 virtual IShaderConstantSetter* create()
561 auto *scs = new GameGlobalShaderConstantSetter(
562 m_sky, m_force_fog_off, m_fog_range, m_client);
564 created_nosky.push_back(scs);
570 #define SIZE_TAG "size[11,5.5]"
572 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
575 /****************************************************************************
576 ****************************************************************************/
578 const float object_hit_delay = 0.2;
581 u32 last_time, busy_time, sleep_time;
585 /* The reason the following structs are not anonymous structs within the
586 * class is that they are not used by the majority of member functions and
587 * many functions that do require objects of thse types do not modify them
588 * (so they can be passed as a const qualified parameter)
594 PointedThing pointed_old;
597 bool btn_down_for_dig;
599 bool digging_blocked;
600 bool reset_jump_timer;
601 float nodig_delay_timer;
603 float dig_time_complete;
604 float repeat_place_timer;
605 float object_hit_delay_timer;
606 float time_from_last_punch;
607 ClientActiveObject *selected_object;
611 float update_draw_list_timer;
615 v3f update_draw_list_last_cam_dir;
617 float time_of_day_smooth;
622 struct ClientEventHandler
624 void (Game::*handler)(ClientEvent *, CameraOrientation *);
627 /****************************************************************************
629 ****************************************************************************/
631 using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
633 /* This is not intended to be a public class. If a public class becomes
634 * desirable then it may be better to create another 'wrapper' class that
635 * hides most of the stuff in this class (nothing in this class is required
636 * by any other file) but exposes the public methods/data only.
643 bool startup(bool *kill,
645 RenderingEngine *rendering_engine,
646 const GameStartData &game_params,
647 std::string &error_message,
649 ChatBackend *chat_backend);
656 // Basic initialisation
657 bool init(const std::string &map_dir, const std::string &address,
658 u16 port, const SubgameSpec &gamespec);
660 bool createSingleplayerServer(const std::string &map_dir,
661 const SubgameSpec &gamespec, u16 port);
664 bool createClient(const GameStartData &start_data);
668 bool connectToServer(const GameStartData &start_data,
669 bool *connect_ok, bool *aborted);
670 bool getServerContent(bool *aborted);
674 void updateInteractTimers(f32 dtime);
675 bool checkConnection();
676 bool handleCallbacks();
677 void processQueues();
678 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
679 void updateDebugState();
680 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
681 void updateProfilerGraphs(ProfilerGraph *graph);
684 void processUserInput(f32 dtime);
685 void processKeyInput();
686 void processItemSelection(u16 *new_playeritem);
688 void dropSelectedItem(bool single_item = false);
689 void openInventory();
690 void openConsole(float scale, const wchar_t *line=NULL);
691 void toggleFreeMove();
692 void toggleFreeMoveAlt();
693 void togglePitchMove();
696 void toggleCinematic();
697 void toggleBlockBounds();
698 void toggleAutoforward();
700 void toggleMinimap(bool shift_pressed);
703 void toggleUpdateCamera();
705 void increaseViewRange();
706 void decreaseViewRange();
707 void toggleFullViewRange();
708 void checkZoomEnabled();
710 void updateCameraDirection(CameraOrientation *cam, float dtime);
711 void updateCameraOrientation(CameraOrientation *cam, float dtime);
712 void updatePlayerControl(const CameraOrientation &cam);
713 void step(f32 *dtime);
714 void processClientEvents(CameraOrientation *cam);
715 void updateCamera(u32 busy_time, f32 dtime);
716 void updateSound(f32 dtime);
717 void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
719 * Returns the object or node the player is pointing at.
720 * Also updates the selected thing in the Hud.
722 * @param[in] shootline the shootline, starting from
723 * the camera position. This also gives the maximal distance
725 * @param[in] liquids_pointable if false, liquids are ignored
726 * @param[in] look_for_object if false, objects are ignored
727 * @param[in] camera_offset offset of the camera
728 * @param[out] selected_object the selected object or
731 PointedThing updatePointedThing(
732 const core::line3d<f32> &shootline, bool liquids_pointable,
733 bool look_for_object, const v3s16 &camera_offset);
734 void handlePointingAtNothing(const ItemStack &playerItem);
735 void handlePointingAtNode(const PointedThing &pointed,
736 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
737 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
738 const v3f &player_position, bool show_debug);
739 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
740 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
741 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
742 const CameraOrientation &cam);
743 void updateShadows();
746 void limitFps(FpsControl *fps_timings, f32 *dtime);
748 void showOverlayMessage(const char *msg, float dtime, int percent,
749 bool draw_clouds = true);
751 static void settingChangedCallback(const std::string &setting_name, void *data);
754 inline bool isKeyDown(GameKeyType k)
756 return input->isKeyDown(k);
758 inline bool wasKeyDown(GameKeyType k)
760 return input->wasKeyDown(k);
762 inline bool wasKeyPressed(GameKeyType k)
764 return input->wasKeyPressed(k);
766 inline bool wasKeyReleased(GameKeyType k)
768 return input->wasKeyReleased(k);
772 void handleAndroidChatInput();
777 bool force_fog_off = false;
778 bool disable_camera_update = false;
781 void showDeathFormspec();
782 void showPauseMenu();
784 void pauseAnimation();
785 void resumeAnimation();
787 // ClientEvent handlers
788 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
789 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
790 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
791 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
792 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
793 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
794 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
795 CameraOrientation *cam);
796 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
797 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
798 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
799 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
800 void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
801 void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
802 void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
803 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
804 CameraOrientation *cam);
805 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
807 void updateChat(f32 dtime, const v2u32 &screensize);
809 bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
810 const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
811 const NodeMetadata *meta);
812 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
814 f32 getSensitivityScaleFactor() const;
816 InputHandler *input = nullptr;
818 Client *client = nullptr;
819 Server *server = nullptr;
821 IWritableTextureSource *texture_src = nullptr;
822 IWritableShaderSource *shader_src = nullptr;
824 // When created, these will be filled with data received from the server
825 IWritableItemDefManager *itemdef_manager = nullptr;
826 NodeDefManager *nodedef_manager = nullptr;
828 GameOnDemandSoundFetcher soundfetcher; // useful when testing
829 ISoundManager *sound = nullptr;
830 bool sound_is_dummy = false;
831 SoundMaker *soundmaker = nullptr;
833 ChatBackend *chat_backend = nullptr;
834 LogOutputBuffer m_chat_log_buf;
836 EventManager *eventmgr = nullptr;
837 QuicktuneShortcutter *quicktune = nullptr;
838 bool registration_confirmation_shown = false;
840 std::unique_ptr<GameUI> m_game_ui;
841 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
842 MapDrawControl *draw_control = nullptr;
843 Camera *camera = nullptr;
844 Clouds *clouds = nullptr; // Free using ->Drop()
845 Sky *sky = nullptr; // Free using ->Drop()
847 Minimap *mapper = nullptr;
849 // Map server hud ids to client hud ids
850 std::unordered_map<u32, u32> m_hud_server_to_client;
856 This class does take ownership/responsibily for cleaning up etc of any of
857 these items (e.g. device)
859 IrrlichtDevice *device;
860 RenderingEngine *m_rendering_engine;
861 video::IVideoDriver *driver;
862 scene::ISceneManager *smgr;
864 std::string *error_message;
865 bool *reconnect_requested;
866 scene::ISceneNode *skybox;
867 PausedNodesList paused_animated_nodes;
869 bool simple_singleplayer_mode;
872 /* Pre-calculated values
874 int crack_animation_length;
876 IntervalLimiter profiler_interval;
879 * TODO: Local caching of settings is not optimal and should at some stage
880 * be updated to use a global settings object for getting thse values
881 * (as opposed to the this local caching). This can be addressed in
884 bool m_cache_doubletap_jump;
885 bool m_cache_enable_clouds;
886 bool m_cache_enable_joysticks;
887 bool m_cache_enable_particles;
888 bool m_cache_enable_fog;
889 bool m_cache_enable_noclip;
890 bool m_cache_enable_free_move;
891 f32 m_cache_mouse_sensitivity;
892 f32 m_cache_joystick_frustum_sensitivity;
893 f32 m_repeat_place_time;
894 f32 m_cache_cam_smoothing;
895 f32 m_cache_fog_start;
897 bool m_invert_mouse = false;
898 bool m_first_loop_after_window_activation = false;
899 bool m_camera_offset_changed = false;
901 bool m_does_lost_focus_pause_game = false;
903 int m_reset_HW_buffer_counter = 0;
905 bool m_cache_hold_aux1;
906 bool m_android_chat_open;
911 m_chat_log_buf(g_logger),
912 m_game_ui(new GameUI())
914 g_settings->registerChangedCallback("doubletap_jump",
915 &settingChangedCallback, this);
916 g_settings->registerChangedCallback("enable_clouds",
917 &settingChangedCallback, this);
918 g_settings->registerChangedCallback("doubletap_joysticks",
919 &settingChangedCallback, this);
920 g_settings->registerChangedCallback("enable_particles",
921 &settingChangedCallback, this);
922 g_settings->registerChangedCallback("enable_fog",
923 &settingChangedCallback, this);
924 g_settings->registerChangedCallback("mouse_sensitivity",
925 &settingChangedCallback, this);
926 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
927 &settingChangedCallback, this);
928 g_settings->registerChangedCallback("repeat_place_time",
929 &settingChangedCallback, this);
930 g_settings->registerChangedCallback("noclip",
931 &settingChangedCallback, this);
932 g_settings->registerChangedCallback("free_move",
933 &settingChangedCallback, this);
934 g_settings->registerChangedCallback("cinematic",
935 &settingChangedCallback, this);
936 g_settings->registerChangedCallback("cinematic_camera_smoothing",
937 &settingChangedCallback, this);
938 g_settings->registerChangedCallback("camera_smoothing",
939 &settingChangedCallback, this);
944 m_cache_hold_aux1 = false; // This is initialised properly later
951 /****************************************************************************
953 ****************************************************************************/
962 delete server; // deleted first to stop all server threads
970 delete nodedef_manager;
971 delete itemdef_manager;
974 clearTextureNameCache();
976 g_settings->deregisterChangedCallback("doubletap_jump",
977 &settingChangedCallback, this);
978 g_settings->deregisterChangedCallback("enable_clouds",
979 &settingChangedCallback, this);
980 g_settings->deregisterChangedCallback("enable_particles",
981 &settingChangedCallback, this);
982 g_settings->deregisterChangedCallback("enable_fog",
983 &settingChangedCallback, this);
984 g_settings->deregisterChangedCallback("mouse_sensitivity",
985 &settingChangedCallback, this);
986 g_settings->deregisterChangedCallback("repeat_place_time",
987 &settingChangedCallback, this);
988 g_settings->deregisterChangedCallback("noclip",
989 &settingChangedCallback, this);
990 g_settings->deregisterChangedCallback("free_move",
991 &settingChangedCallback, this);
992 g_settings->deregisterChangedCallback("cinematic",
993 &settingChangedCallback, this);
994 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
995 &settingChangedCallback, this);
996 g_settings->deregisterChangedCallback("camera_smoothing",
997 &settingChangedCallback, this);
1000 bool Game::startup(bool *kill,
1001 InputHandler *input,
1002 RenderingEngine *rendering_engine,
1003 const GameStartData &start_data,
1004 std::string &error_message,
1006 ChatBackend *chat_backend)
1010 m_rendering_engine = rendering_engine;
1011 device = m_rendering_engine->get_raw_device();
1013 this->error_message = &error_message;
1014 reconnect_requested = reconnect;
1015 this->input = input;
1016 this->chat_backend = chat_backend;
1017 simple_singleplayer_mode = start_data.isSinglePlayer();
1019 input->keycache.populate();
1021 driver = device->getVideoDriver();
1022 smgr = m_rendering_engine->get_scene_manager();
1024 smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1027 runData = GameRunData();
1028 runData.time_from_last_punch = 10.0;
1030 m_game_ui->initFlags();
1032 m_invert_mouse = g_settings->getBool("invert_mouse");
1033 m_first_loop_after_window_activation = true;
1035 g_client_translations->clear();
1037 // address can change if simple_singleplayer_mode
1038 if (!init(start_data.world_spec.path, start_data.address,
1039 start_data.socket_port, start_data.game_spec))
1042 if (!createClient(start_data))
1045 m_rendering_engine->initialize(client, hud);
1053 ProfilerGraph graph;
1054 RunStats stats = { 0 };
1055 CameraOrientation cam_view_target = { 0 };
1056 CameraOrientation cam_view = { 0 };
1057 FpsControl draw_times = { 0 };
1058 f32 dtime; // in seconds
1060 /* Clear the profiler */
1061 Profiler::GraphValues dummyvalues;
1062 g_profiler->graphGet(dummyvalues);
1064 draw_times.last_time = m_rendering_engine->get_timer_time();
1066 set_light_table(g_settings->getFloat("display_gamma"));
1069 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1070 && client->checkPrivilege("fast");
1073 irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1074 g_settings->getU16("screen_h"));
1076 while (m_rendering_engine->run()
1077 && !(*kill || g_gamecallback->shutdown_requested
1078 || (server && server->isShutdownRequested()))) {
1080 const irr::core::dimension2d<u32> ¤t_screen_size =
1081 m_rendering_engine->get_video_driver()->getScreenSize();
1082 // Verify if window size has changed and save it if it's the case
1083 // Ensure evaluating settings->getBool after verifying screensize
1084 // First condition is cheaper
1085 if (previous_screen_size != current_screen_size &&
1086 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1087 g_settings->getBool("autosave_screensize")) {
1088 g_settings->setU16("screen_w", current_screen_size.Width);
1089 g_settings->setU16("screen_h", current_screen_size.Height);
1090 previous_screen_size = current_screen_size;
1093 // Calculate dtime =
1094 // m_rendering_engine->run() from this iteration
1095 // + Sleep time until the wanted FPS are reached
1096 limitFps(&draw_times, &dtime);
1098 // Prepare render data for next iteration
1100 updateStats(&stats, draw_times, dtime);
1101 updateInteractTimers(dtime);
1103 if (!checkConnection())
1105 if (!handleCallbacks())
1110 m_game_ui->clearInfoText();
1111 hud->resizeHotbar();
1114 updateProfilers(stats, draw_times, dtime);
1115 processUserInput(dtime);
1116 // Update camera before player movement to avoid camera lag of one frame
1117 updateCameraDirection(&cam_view_target, dtime);
1118 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1119 cam_view.camera_yaw) * m_cache_cam_smoothing;
1120 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1121 cam_view.camera_pitch) * m_cache_cam_smoothing;
1122 updatePlayerControl(cam_view);
1124 processClientEvents(&cam_view_target);
1126 updateCamera(draw_times.busy_time, dtime);
1128 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
1129 m_game_ui->m_flags.show_basic_debug);
1130 updateFrame(&graph, &stats, dtime, cam_view);
1131 updateProfilerGraphs(&graph);
1133 // Update if minimap has been disabled by the server
1134 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1136 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1143 void Game::shutdown()
1145 m_rendering_engine->finalize();
1146 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1147 if (g_settings->get("3d_mode") == "pageflip") {
1148 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1151 auto formspec = m_game_ui->getFormspecGUI();
1153 formspec->quitMenu();
1155 #ifdef HAVE_TOUCHSCREENGUI
1156 g_touchscreengui->hide();
1159 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1164 if (gui_chat_console)
1165 gui_chat_console->drop();
1171 while (g_menumgr.menuCount() > 0) {
1172 g_menumgr.m_stack.front()->setVisible(false);
1173 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1176 m_game_ui->deleteFormspec();
1178 chat_backend->addMessage(L"", L"# Disconnected.");
1179 chat_backend->addMessage(L"", L"");
1180 m_chat_log_buf.clear();
1184 while (!client->isShutdown()) {
1185 assert(texture_src != NULL);
1186 assert(shader_src != NULL);
1187 texture_src->processQueue();
1188 shader_src->processQueue();
1195 /****************************************************************************/
1196 /****************************************************************************
1198 ****************************************************************************/
1199 /****************************************************************************/
1202 const std::string &map_dir,
1203 const std::string &address,
1205 const SubgameSpec &gamespec)
1207 texture_src = createTextureSource();
1209 showOverlayMessage(N_("Loading..."), 0, 0);
1211 shader_src = createShaderSource();
1213 itemdef_manager = createItemDefManager();
1214 nodedef_manager = createNodeDefManager();
1216 eventmgr = new EventManager();
1217 quicktune = new QuicktuneShortcutter();
1219 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1220 && eventmgr && quicktune))
1226 // Create a server if not connecting to an existing one
1227 if (address.empty()) {
1228 if (!createSingleplayerServer(map_dir, gamespec, port))
1235 bool Game::initSound()
1238 if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1239 infostream << "Attempting to use OpenAL audio" << std::endl;
1240 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1242 infostream << "Failed to initialize OpenAL audio" << std::endl;
1244 infostream << "Sound disabled." << std::endl;
1248 infostream << "Using dummy audio." << std::endl;
1249 sound = &dummySoundManager;
1250 sound_is_dummy = true;
1253 soundmaker = new SoundMaker(sound, nodedef_manager);
1257 soundmaker->registerReceiver(eventmgr);
1262 bool Game::createSingleplayerServer(const std::string &map_dir,
1263 const SubgameSpec &gamespec, u16 port)
1265 showOverlayMessage(N_("Creating server..."), 0, 5);
1267 std::string bind_str = g_settings->get("bind_address");
1268 Address bind_addr(0, 0, 0, 0, port);
1270 if (g_settings->getBool("ipv6_server")) {
1271 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1275 bind_addr.Resolve(bind_str.c_str());
1276 } catch (ResolveError &e) {
1277 infostream << "Resolving bind address \"" << bind_str
1278 << "\" failed: " << e.what()
1279 << " -- Listening on all addresses." << std::endl;
1282 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1283 *error_message = "Unable to listen on " +
1284 bind_addr.serializeString() +
1285 " because IPv6 is disabled";
1286 errorstream << *error_message << std::endl;
1290 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1291 false, nullptr, error_message);
1297 bool Game::createClient(const GameStartData &start_data)
1299 showOverlayMessage(N_("Creating client..."), 0, 10);
1301 draw_control = new MapDrawControl();
1305 bool could_connect, connect_aborted;
1306 #ifdef HAVE_TOUCHSCREENGUI
1307 if (g_touchscreengui) {
1308 g_touchscreengui->init(texture_src);
1309 g_touchscreengui->hide();
1312 if (!connectToServer(start_data, &could_connect, &connect_aborted))
1315 if (!could_connect) {
1316 if (error_message->empty() && !connect_aborted) {
1317 // Should not happen if error messages are set properly
1318 *error_message = "Connection failed for unknown reason";
1319 errorstream << *error_message << std::endl;
1324 if (!getServerContent(&connect_aborted)) {
1325 if (error_message->empty() && !connect_aborted) {
1326 // Should not happen if error messages are set properly
1327 *error_message = "Connection failed for unknown reason";
1328 errorstream << *error_message << std::endl;
1333 auto *scsf = new GameGlobalShaderConstantSetterFactory(
1334 &m_flags.force_fog_off, &runData.fog_range, client);
1335 shader_src->addShaderConstantSetterFactory(scsf);
1337 // Update cached textures, meshes and materials
1338 client->afterContentReceived();
1342 camera = new Camera(*draw_control, client, m_rendering_engine);
1343 if (!camera->successfullyCreated(*error_message))
1345 client->setCamera(camera);
1349 if (m_cache_enable_clouds)
1350 clouds = new Clouds(smgr, -1, time(0));
1354 sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
1356 skybox = NULL; // This is used/set later on in the main run loop
1358 /* Pre-calculated values
1360 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1362 v2u32 size = t->getOriginalSize();
1363 crack_animation_length = size.Y / size.X;
1365 crack_animation_length = 5;
1371 /* Set window caption
1373 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1375 str += utf8_to_wide(g_version_hash);
1377 const wchar_t *text = nullptr;
1378 if (simple_singleplayer_mode)
1379 text = wgettext("Singleplayer");
1381 text = wgettext("Multiplayer");
1388 str += driver->getName();
1391 device->setWindowCaption(str.c_str());
1393 LocalPlayer *player = client->getEnv().getLocalPlayer();
1394 player->hurt_tilt_timer = 0;
1395 player->hurt_tilt_strength = 0;
1397 hud = new Hud(client, player, &player->inventory);
1399 mapper = client->getMinimap();
1401 if (mapper && client->modsLoaded())
1402 client->getScript()->on_minimap_ready(mapper);
1407 bool Game::initGui()
1411 // Remove stale "recent" chat messages from previous connections
1412 chat_backend->clearRecentChat();
1414 // Make sure the size of the recent messages buffer is right
1415 chat_backend->applySettings();
1417 // Chat backend and console
1418 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1419 -1, chat_backend, client, &g_menumgr);
1421 #ifdef HAVE_TOUCHSCREENGUI
1423 if (g_touchscreengui)
1424 g_touchscreengui->show();
1431 bool Game::connectToServer(const GameStartData &start_data,
1432 bool *connect_ok, bool *connection_aborted)
1434 *connect_ok = false; // Let's not be overly optimistic
1435 *connection_aborted = false;
1436 bool local_server_mode = false;
1438 showOverlayMessage(N_("Resolving address..."), 0, 15);
1440 Address connect_address(0, 0, 0, 0, start_data.socket_port);
1443 connect_address.Resolve(start_data.address.c_str());
1445 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1446 //connect_address.Resolve("localhost");
1447 if (connect_address.isIPv6()) {
1448 IPv6AddressBytes addr_bytes;
1449 addr_bytes.bytes[15] = 1;
1450 connect_address.setAddress(&addr_bytes);
1452 connect_address.setAddress(127, 0, 0, 1);
1454 local_server_mode = true;
1456 } catch (ResolveError &e) {
1457 *error_message = std::string("Couldn't resolve address: ") + e.what();
1458 errorstream << *error_message << std::endl;
1462 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1463 *error_message = "Unable to connect to " +
1464 connect_address.serializeString() +
1465 " because IPv6 is disabled";
1466 errorstream << *error_message << std::endl;
1470 client = new Client(start_data.name.c_str(),
1471 start_data.password, start_data.address,
1472 *draw_control, texture_src, shader_src,
1473 itemdef_manager, nodedef_manager, sound, eventmgr,
1474 m_rendering_engine, connect_address.isIPv6(), m_game_ui.get());
1476 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1478 infostream << "Connecting to server at ";
1479 connect_address.print(&infostream);
1480 infostream << std::endl;
1482 client->connect(connect_address,
1483 simple_singleplayer_mode || local_server_mode);
1486 Wait for server to accept connection
1492 FpsControl fps_control = { 0 };
1494 f32 wait_time = 0; // in seconds
1496 fps_control.last_time = m_rendering_engine->get_timer_time();
1498 while (m_rendering_engine->run()) {
1500 limitFps(&fps_control, &dtime);
1502 // Update client and server
1503 client->step(dtime);
1506 server->step(dtime);
1509 if (client->getState() == LC_Init) {
1515 if (*connection_aborted)
1518 if (client->accessDenied()) {
1519 *error_message = "Access denied. Reason: "
1520 + client->accessDeniedReason();
1521 *reconnect_requested = client->reconnectRequested();
1522 errorstream << *error_message << std::endl;
1526 if (input->cancelPressed()) {
1527 *connection_aborted = true;
1528 infostream << "Connect aborted [Escape]" << std::endl;
1532 if (client->m_is_registration_confirmation_state) {
1533 if (registration_confirmation_shown) {
1534 // Keep drawing the GUI
1535 m_rendering_engine->draw_menu_scene(guienv, dtime, true);
1537 registration_confirmation_shown = true;
1538 (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
1539 &g_menumgr, client, start_data.name, start_data.password,
1540 connection_aborted, texture_src))->drop();
1544 // Only time out if we aren't waiting for the server we started
1545 if (!start_data.address.empty() && wait_time > 10) {
1546 *error_message = "Connection timed out.";
1547 errorstream << *error_message << std::endl;
1552 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1555 } catch (con::PeerNotFoundException &e) {
1556 // TODO: Should something be done here? At least an info/error
1564 bool Game::getServerContent(bool *aborted)
1568 FpsControl fps_control = { 0 };
1569 f32 dtime; // in seconds
1571 fps_control.last_time = m_rendering_engine->get_timer_time();
1573 while (m_rendering_engine->run()) {
1575 limitFps(&fps_control, &dtime);
1577 // Update client and server
1578 client->step(dtime);
1581 server->step(dtime);
1584 if (client->mediaReceived() && client->itemdefReceived() &&
1585 client->nodedefReceived()) {
1590 if (!checkConnection())
1593 if (client->getState() < LC_Init) {
1594 *error_message = "Client disconnected";
1595 errorstream << *error_message << std::endl;
1599 if (input->cancelPressed()) {
1601 infostream << "Connect aborted [Escape]" << std::endl;
1608 if (!client->itemdefReceived()) {
1609 const wchar_t *text = wgettext("Item definitions...");
1611 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1614 } else if (!client->nodedefReceived()) {
1615 const wchar_t *text = wgettext("Node definitions...");
1617 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1621 std::stringstream message;
1622 std::fixed(message);
1623 message.precision(0);
1624 float receive = client->mediaReceiveProgress() * 100;
1625 message << gettext("Media...");
1627 message << " " << receive << "%";
1628 message.precision(2);
1630 if ((USE_CURL == 0) ||
1631 (!g_settings->getBool("enable_remote_media_server"))) {
1632 float cur = client->getCurRate();
1633 std::string cur_unit = gettext("KiB/s");
1637 cur_unit = gettext("MiB/s");
1640 message << " (" << cur << ' ' << cur_unit << ")";
1643 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1644 m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
1645 texture_src, dtime, progress);
1653 /****************************************************************************/
1654 /****************************************************************************
1656 ****************************************************************************/
1657 /****************************************************************************/
1659 inline void Game::updateInteractTimers(f32 dtime)
1661 if (runData.nodig_delay_timer >= 0)
1662 runData.nodig_delay_timer -= dtime;
1664 if (runData.object_hit_delay_timer >= 0)
1665 runData.object_hit_delay_timer -= dtime;
1667 runData.time_from_last_punch += dtime;
1671 /* returns false if game should exit, otherwise true
1673 inline bool Game::checkConnection()
1675 if (client->accessDenied()) {
1676 *error_message = "Access denied. Reason: "
1677 + client->accessDeniedReason();
1678 *reconnect_requested = client->reconnectRequested();
1679 errorstream << *error_message << std::endl;
1687 /* returns false if game should exit, otherwise true
1689 inline bool Game::handleCallbacks()
1691 if (g_gamecallback->disconnect_requested) {
1692 g_gamecallback->disconnect_requested = false;
1696 if (g_gamecallback->changepassword_requested) {
1697 (new GUIPasswordChange(guienv, guiroot, -1,
1698 &g_menumgr, client, texture_src))->drop();
1699 g_gamecallback->changepassword_requested = false;
1702 if (g_gamecallback->changevolume_requested) {
1703 (new GUIVolumeChange(guienv, guiroot, -1,
1704 &g_menumgr, texture_src))->drop();
1705 g_gamecallback->changevolume_requested = false;
1708 if (g_gamecallback->keyconfig_requested) {
1709 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1710 &g_menumgr, texture_src))->drop();
1711 g_gamecallback->keyconfig_requested = false;
1714 if (g_gamecallback->keyconfig_changed) {
1715 input->keycache.populate(); // update the cache with new settings
1716 g_gamecallback->keyconfig_changed = false;
1723 void Game::processQueues()
1725 texture_src->processQueue();
1726 itemdef_manager->processQueue(client);
1727 shader_src->processQueue();
1730 void Game::updateDebugState()
1732 bool has_basic_debug = client->checkPrivilege("basic_debug");
1733 bool has_debug = client->checkPrivilege("debug");
1735 if (m_game_ui->m_flags.show_basic_debug) {
1736 if (!has_basic_debug) {
1737 m_game_ui->m_flags.show_basic_debug = false;
1739 } else if (m_game_ui->m_flags.show_minimal_debug) {
1740 if (has_basic_debug) {
1741 m_game_ui->m_flags.show_basic_debug = true;
1744 if (!has_basic_debug)
1745 hud->disableBlockBounds();
1747 draw_control->show_wireframe = false;
1750 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1753 float profiler_print_interval =
1754 g_settings->getFloat("profiler_print_interval");
1755 bool print_to_log = true;
1757 if (profiler_print_interval == 0) {
1758 print_to_log = false;
1759 profiler_print_interval = 3;
1762 if (profiler_interval.step(dtime, profiler_print_interval)) {
1764 infostream << "Profiler:" << std::endl;
1765 g_profiler->print(infostream);
1768 m_game_ui->updateProfiler();
1769 g_profiler->clear();
1772 // Update update graphs
1773 g_profiler->graphAdd("Time non-rendering [ms]",
1774 draw_times.busy_time - stats.drawtime);
1776 g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
1777 g_profiler->graphAdd("FPS", 1.0f / dtime);
1780 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1787 /* Time average and jitter calculation
1789 jp = &stats->dtime_jitter;
1790 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1792 jitter = dtime - jp->avg;
1794 if (jitter > jp->max)
1797 jp->counter += dtime;
1799 if (jp->counter > 0.0) {
1801 jp->max_sample = jp->max;
1802 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1806 /* Busytime average and jitter calculation
1808 jp = &stats->busy_time_jitter;
1809 jp->avg = jp->avg + draw_times.busy_time * 0.02;
1811 jitter = draw_times.busy_time - jp->avg;
1813 if (jitter > jp->max)
1815 if (jitter < jp->min)
1818 jp->counter += dtime;
1820 if (jp->counter > 0.0) {
1822 jp->max_sample = jp->max;
1823 jp->min_sample = jp->min;
1831 /****************************************************************************
1833 ****************************************************************************/
1835 void Game::processUserInput(f32 dtime)
1837 // Reset input if window not active or some menu is active
1838 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1840 #ifdef HAVE_TOUCHSCREENGUI
1841 g_touchscreengui->hide();
1844 #ifdef HAVE_TOUCHSCREENGUI
1845 else if (g_touchscreengui) {
1846 /* on touchscreengui step may generate own input events which ain't
1847 * what we want in case we just did clear them */
1848 g_touchscreengui->step(dtime);
1852 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1853 gui_chat_console->closeConsoleAtOnce();
1856 // Input handler step() (used by the random input generator)
1860 auto formspec = m_game_ui->getFormspecGUI();
1862 formspec->getAndroidUIInput();
1864 handleAndroidChatInput();
1867 // Increase timer for double tap of "keymap_jump"
1868 if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1869 runData.jump_timer += dtime;
1872 processItemSelection(&runData.new_playeritem);
1876 void Game::processKeyInput()
1878 if (wasKeyDown(KeyType::DROP)) {
1879 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1880 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1881 toggleAutoforward();
1882 } else if (wasKeyDown(KeyType::BACKWARD)) {
1883 if (g_settings->getBool("continuous_forward"))
1884 toggleAutoforward();
1885 } else if (wasKeyDown(KeyType::INVENTORY)) {
1887 } else if (input->cancelPressed()) {
1889 m_android_chat_open = false;
1891 if (!gui_chat_console->isOpenInhibited()) {
1894 } else if (wasKeyDown(KeyType::CHAT)) {
1895 openConsole(0.2, L"");
1896 } else if (wasKeyDown(KeyType::CMD)) {
1897 openConsole(0.2, L"/");
1898 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1899 if (client->modsLoaded())
1900 openConsole(0.2, L".");
1902 m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
1903 } else if (wasKeyDown(KeyType::CONSOLE)) {
1904 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1905 } else if (wasKeyDown(KeyType::FREEMOVE)) {
1907 } else if (wasKeyDown(KeyType::JUMP)) {
1908 toggleFreeMoveAlt();
1909 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
1911 } else if (wasKeyDown(KeyType::FASTMOVE)) {
1913 } else if (wasKeyDown(KeyType::NOCLIP)) {
1916 } else if (wasKeyDown(KeyType::MUTE)) {
1917 if (g_settings->getBool("enable_sound")) {
1918 bool new_mute_sound = !g_settings->getBool("mute_sound");
1919 g_settings->setBool("mute_sound", new_mute_sound);
1921 m_game_ui->showTranslatedStatusText("Sound muted");
1923 m_game_ui->showTranslatedStatusText("Sound unmuted");
1925 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1927 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1928 if (g_settings->getBool("enable_sound")) {
1929 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1930 g_settings->setFloat("sound_volume", new_volume);
1931 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
1932 m_game_ui->showStatusText(msg);
1934 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1936 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1937 if (g_settings->getBool("enable_sound")) {
1938 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1939 g_settings->setFloat("sound_volume", new_volume);
1940 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
1941 m_game_ui->showStatusText(msg);
1943 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1946 } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
1947 || wasKeyDown(KeyType::DEC_VOLUME)) {
1948 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
1950 } else if (wasKeyDown(KeyType::CINEMATIC)) {
1952 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
1953 client->makeScreenshot();
1954 } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
1955 toggleBlockBounds();
1956 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
1957 m_game_ui->toggleHud();
1958 } else if (wasKeyDown(KeyType::MINIMAP)) {
1959 toggleMinimap(isKeyDown(KeyType::SNEAK));
1960 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
1961 m_game_ui->toggleChat();
1962 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
1964 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
1965 toggleUpdateCamera();
1966 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
1968 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
1969 m_game_ui->toggleProfiler();
1970 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
1971 increaseViewRange();
1972 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
1973 decreaseViewRange();
1974 } else if (wasKeyDown(KeyType::RANGESELECT)) {
1975 toggleFullViewRange();
1976 } else if (wasKeyDown(KeyType::ZOOM)) {
1978 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
1980 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
1982 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
1984 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
1988 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
1989 runData.reset_jump_timer = false;
1990 runData.jump_timer = 0.0f;
1993 if (quicktune->hasMessage()) {
1994 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
1998 void Game::processItemSelection(u16 *new_playeritem)
2000 LocalPlayer *player = client->getEnv().getLocalPlayer();
2002 /* Item selection using mouse wheel
2004 *new_playeritem = player->getWieldIndex();
2006 s32 wheel = input->getMouseWheel();
2007 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2008 player->hud_hotbar_itemcount - 1);
2012 if (wasKeyDown(KeyType::HOTBAR_NEXT))
2015 if (wasKeyDown(KeyType::HOTBAR_PREV))
2019 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2021 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2024 /* Item selection using hotbar slot keys
2026 for (u16 i = 0; i <= max_item; i++) {
2027 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2028 *new_playeritem = i;
2035 void Game::dropSelectedItem(bool single_item)
2037 IDropAction *a = new IDropAction();
2038 a->count = single_item ? 1 : 0;
2039 a->from_inv.setCurrentPlayer();
2040 a->from_list = "main";
2041 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2042 client->inventoryAction(a);
2046 void Game::openInventory()
2049 * Don't permit to open inventory is CAO or player doesn't exists.
2050 * This prevent showing an empty inventory at player load
2053 LocalPlayer *player = client->getEnv().getLocalPlayer();
2054 if (!player || !player->getCAO())
2057 infostream << "Game: Launching inventory" << std::endl;
2059 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2061 InventoryLocation inventoryloc;
2062 inventoryloc.setCurrentPlayer();
2064 if (!client->modsLoaded()
2065 || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2066 TextDest *txt_dst = new TextDestPlayerInventory(client);
2067 auto *&formspec = m_game_ui->updateFormspec("");
2068 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2069 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2071 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2076 void Game::openConsole(float scale, const wchar_t *line)
2078 assert(scale > 0.0f && scale <= 1.0f);
2081 porting::showInputDialog(gettext("ok"), "", "", 2);
2082 m_android_chat_open = true;
2084 if (gui_chat_console->isOpenInhibited())
2086 gui_chat_console->openConsole(scale);
2088 gui_chat_console->setCloseOnEnter(true);
2089 gui_chat_console->replaceAndAddToHistory(line);
2095 void Game::handleAndroidChatInput()
2097 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2098 std::string text = porting::getInputDialogValue();
2099 client->typeChatMessage(utf8_to_wide(text));
2100 m_android_chat_open = false;
2106 void Game::toggleFreeMove()
2108 bool free_move = !g_settings->getBool("free_move");
2109 g_settings->set("free_move", bool_to_cstr(free_move));
2112 if (client->checkPrivilege("fly")) {
2113 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2115 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2118 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2122 void Game::toggleFreeMoveAlt()
2124 if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2127 runData.reset_jump_timer = true;
2131 void Game::togglePitchMove()
2133 bool pitch_move = !g_settings->getBool("pitch_move");
2134 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2137 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2139 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2144 void Game::toggleFast()
2146 bool fast_move = !g_settings->getBool("fast_move");
2147 bool has_fast_privs = client->checkPrivilege("fast");
2148 g_settings->set("fast_move", bool_to_cstr(fast_move));
2151 if (has_fast_privs) {
2152 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2154 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2157 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2161 m_cache_hold_aux1 = fast_move && has_fast_privs;
2166 void Game::toggleNoClip()
2168 bool noclip = !g_settings->getBool("noclip");
2169 g_settings->set("noclip", bool_to_cstr(noclip));
2172 if (client->checkPrivilege("noclip")) {
2173 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2175 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2178 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2182 void Game::toggleCinematic()
2184 bool cinematic = !g_settings->getBool("cinematic");
2185 g_settings->set("cinematic", bool_to_cstr(cinematic));
2188 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2190 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2193 void Game::toggleBlockBounds()
2195 if (client->checkPrivilege("basic_debug")) {
2196 hud->toggleBlockBounds();
2198 m_game_ui->showTranslatedStatusText("Can't show block bounds (need 'basic_debug' privilege)");
2202 // Autoforward by toggling continuous forward.
2203 void Game::toggleAutoforward()
2205 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2206 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2208 if (autorun_enabled)
2209 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2211 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2214 void Game::toggleMinimap(bool shift_pressed)
2216 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2220 mapper->toggleMinimapShape();
2224 // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2226 // Not so satisying code to keep compatibility with old fixed mode system
2228 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2230 if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2231 m_game_ui->m_flags.show_minimap = false;
2234 // If radar is disabled, try to find a non radar mode or fall back to 0
2235 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2236 while (mapper->getModeIndex() &&
2237 mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2240 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2244 // End of 'not so satifying code'
2245 if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2246 (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2247 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2249 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2252 void Game::toggleFog()
2254 bool fog_enabled = g_settings->getBool("enable_fog");
2255 g_settings->setBool("enable_fog", !fog_enabled);
2257 m_game_ui->showTranslatedStatusText("Fog disabled");
2259 m_game_ui->showTranslatedStatusText("Fog enabled");
2263 void Game::toggleDebug()
2265 // Initial: No debug info
2266 // 1x toggle: Debug text
2267 // 2x toggle: Debug text with profiler graph
2268 // 3x toggle: Debug text and wireframe (needs "debug" priv)
2269 // Next toggle: Back to initial
2271 // The debug text can be in 2 modes: minimal and basic.
2272 // * Minimal: Only technical client info that not gameplay-relevant
2273 // * Basic: Info that might give gameplay advantage, e.g. pos, angle
2274 // Basic mode is used when player has "basic_debug" priv,
2275 // otherwise the Minimal mode is used.
2276 if (!m_game_ui->m_flags.show_minimal_debug) {
2277 m_game_ui->m_flags.show_minimal_debug = true;
2278 if (client->checkPrivilege("basic_debug")) {
2279 m_game_ui->m_flags.show_basic_debug = true;
2281 m_game_ui->m_flags.show_profiler_graph = false;
2282 draw_control->show_wireframe = false;
2283 m_game_ui->showTranslatedStatusText("Debug info shown");
2284 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2285 if (client->checkPrivilege("basic_debug")) {
2286 m_game_ui->m_flags.show_basic_debug = true;
2288 m_game_ui->m_flags.show_profiler_graph = true;
2289 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2290 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2291 if (client->checkPrivilege("basic_debug")) {
2292 m_game_ui->m_flags.show_basic_debug = true;
2294 m_game_ui->m_flags.show_profiler_graph = false;
2295 draw_control->show_wireframe = true;
2296 m_game_ui->showTranslatedStatusText("Wireframe shown");
2298 m_game_ui->m_flags.show_minimal_debug = false;
2299 m_game_ui->m_flags.show_basic_debug = false;
2300 m_game_ui->m_flags.show_profiler_graph = false;
2301 draw_control->show_wireframe = false;
2302 if (client->checkPrivilege("debug")) {
2303 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2305 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2311 void Game::toggleUpdateCamera()
2313 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2314 if (m_flags.disable_camera_update)
2315 m_game_ui->showTranslatedStatusText("Camera update disabled");
2317 m_game_ui->showTranslatedStatusText("Camera update enabled");
2321 void Game::increaseViewRange()
2323 s16 range = g_settings->getS16("viewing_range");
2324 s16 range_new = range + 10;
2326 if (range_new > 4000) {
2328 std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
2329 m_game_ui->showStatusText(msg);
2331 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2332 m_game_ui->showStatusText(msg);
2334 g_settings->set("viewing_range", itos(range_new));
2338 void Game::decreaseViewRange()
2340 s16 range = g_settings->getS16("viewing_range");
2341 s16 range_new = range - 10;
2343 if (range_new < 20) {
2345 std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
2346 m_game_ui->showStatusText(msg);
2348 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2349 m_game_ui->showStatusText(msg);
2351 g_settings->set("viewing_range", itos(range_new));
2355 void Game::toggleFullViewRange()
2357 draw_control->range_all = !draw_control->range_all;
2358 if (draw_control->range_all)
2359 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2361 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2365 void Game::checkZoomEnabled()
2367 LocalPlayer *player = client->getEnv().getLocalPlayer();
2368 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2369 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2372 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2374 if ((device->isWindowActive() && device->isWindowFocused()
2375 && !isMenuActive()) || input->isRandom()) {
2378 if (!input->isRandom()) {
2379 // Mac OSX gets upset if this is set every frame
2380 if (device->getCursorControl()->isVisible())
2381 device->getCursorControl()->setVisible(false);
2385 if (m_first_loop_after_window_activation) {
2386 m_first_loop_after_window_activation = false;
2388 input->setMousePos(driver->getScreenSize().Width / 2,
2389 driver->getScreenSize().Height / 2);
2391 updateCameraOrientation(cam, dtime);
2397 // Mac OSX gets upset if this is set every frame
2398 if (!device->getCursorControl()->isVisible())
2399 device->getCursorControl()->setVisible(true);
2402 m_first_loop_after_window_activation = true;
2407 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2408 // responsiveness independently of FOV.
2409 f32 Game::getSensitivityScaleFactor() const
2411 f32 fov_y = client->getCamera()->getFovY();
2413 // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2414 // 16:9 aspect ratio to minimize disruption of existing sensitivity
2416 return tan(fov_y / 2.0f) * 1.3763818698f;
2419 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2421 #ifdef HAVE_TOUCHSCREENGUI
2422 if (g_touchscreengui) {
2423 cam->camera_yaw += g_touchscreengui->getYawChange();
2424 cam->camera_pitch = g_touchscreengui->getPitch();
2427 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2428 v2s32 dist = input->getMousePos() - center;
2430 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2434 f32 sens_scale = getSensitivityScaleFactor();
2435 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2436 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2438 if (dist.X != 0 || dist.Y != 0)
2439 input->setMousePos(center.X, center.Y);
2440 #ifdef HAVE_TOUCHSCREENGUI
2444 if (m_cache_enable_joysticks) {
2445 f32 sens_scale = getSensitivityScaleFactor();
2446 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime * sens_scale;
2447 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2448 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2451 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2455 void Game::updatePlayerControl(const CameraOrientation &cam)
2457 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2459 // DO NOT use the isKeyDown method for the forward, backward, left, right
2460 // buttons, as the code that uses the controls needs to be able to
2461 // distinguish between the two in order to know when to use joysticks.
2463 PlayerControl control(
2464 input->isKeyDown(KeyType::FORWARD),
2465 input->isKeyDown(KeyType::BACKWARD),
2466 input->isKeyDown(KeyType::LEFT),
2467 input->isKeyDown(KeyType::RIGHT),
2468 isKeyDown(KeyType::JUMP),
2469 isKeyDown(KeyType::AUX1),
2470 isKeyDown(KeyType::SNEAK),
2471 isKeyDown(KeyType::ZOOM),
2472 isKeyDown(KeyType::DIG),
2473 isKeyDown(KeyType::PLACE),
2476 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2477 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2480 u32 keypress_bits = (
2481 ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
2482 ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
2483 ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
2484 ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
2485 ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
2486 ( (u32)(isKeyDown(KeyType::AUX1) & 0x1) << 5) |
2487 ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
2488 ( (u32)(isKeyDown(KeyType::DIG) & 0x1) << 7) |
2489 ( (u32)(isKeyDown(KeyType::PLACE) & 0x1) << 8) |
2490 ( (u32)(isKeyDown(KeyType::ZOOM) & 0x1) << 9)
2494 /* For Android, simulate holding down AUX1 (fast move) if the user has
2495 * the fast_move setting toggled on. If there is an aux1 key defined for
2496 * Android then its meaning is inverted (i.e. holding aux1 means walk and
2499 if (m_cache_hold_aux1) {
2500 control.aux1 = control.aux1 ^ true;
2501 keypress_bits ^= ((u32)(1U << 5));
2505 LocalPlayer *player = client->getEnv().getLocalPlayer();
2507 // autojump if set: simulate "jump" key
2508 if (player->getAutojump()) {
2509 control.jump = true;
2510 keypress_bits |= 1U << 4;
2513 // autoforward if set: simulate "up" key
2514 if (player->getPlayerSettings().continuous_forward &&
2515 client->activeObjectsReceived() && !player->isDead()) {
2517 keypress_bits |= 1U << 0;
2520 client->setPlayerControl(control);
2521 player->keyPressed = keypress_bits;
2527 inline void Game::step(f32 *dtime)
2529 bool can_be_and_is_paused =
2530 (simple_singleplayer_mode && g_menumgr.pausesGame());
2532 if (can_be_and_is_paused) { // This is for a singleplayer server
2533 *dtime = 0; // No time passes
2535 if (simple_singleplayer_mode && !paused_animated_nodes.empty())
2539 server->step(*dtime);
2541 client->step(*dtime);
2545 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2548 for (auto &&child: node->getChildren())
2549 pauseNodeAnimation(paused, child);
2550 if (node->getType() != scene::ESNT_ANIMATED_MESH)
2552 auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2553 float speed = animated_node->getAnimationSpeed();
2556 paused.push_back({grab(animated_node), speed});
2557 animated_node->setAnimationSpeed(0.0f);
2560 void Game::pauseAnimation()
2562 pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2565 void Game::resumeAnimation()
2567 for (auto &&pair: paused_animated_nodes)
2568 pair.first->setAnimationSpeed(pair.second);
2569 paused_animated_nodes.clear();
2572 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2573 {&Game::handleClientEvent_None},
2574 {&Game::handleClientEvent_PlayerDamage},
2575 {&Game::handleClientEvent_PlayerForceMove},
2576 {&Game::handleClientEvent_Deathscreen},
2577 {&Game::handleClientEvent_ShowFormSpec},
2578 {&Game::handleClientEvent_ShowLocalFormSpec},
2579 {&Game::handleClientEvent_HandleParticleEvent},
2580 {&Game::handleClientEvent_HandleParticleEvent},
2581 {&Game::handleClientEvent_HandleParticleEvent},
2582 {&Game::handleClientEvent_HudAdd},
2583 {&Game::handleClientEvent_HudRemove},
2584 {&Game::handleClientEvent_HudChange},
2585 {&Game::handleClientEvent_SetSky},
2586 {&Game::handleClientEvent_SetSun},
2587 {&Game::handleClientEvent_SetMoon},
2588 {&Game::handleClientEvent_SetStars},
2589 {&Game::handleClientEvent_OverrideDayNigthRatio},
2590 {&Game::handleClientEvent_CloudParams},
2593 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2595 FATAL_ERROR("ClientEvent type None received");
2598 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2600 if (client->modsLoaded())
2601 client->getScript()->on_damage_taken(event->player_damage.amount);
2603 // Damage flash and hurt tilt are not used at death
2604 if (client->getHP() > 0) {
2605 LocalPlayer *player = client->getEnv().getLocalPlayer();
2607 f32 hp_max = player->getCAO() ?
2608 player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2609 f32 damage_ratio = event->player_damage.amount / hp_max;
2611 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2612 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2614 player->hurt_tilt_timer = 1.5f;
2615 player->hurt_tilt_strength =
2616 rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2619 // Play damage sound
2620 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2623 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2625 cam->camera_yaw = event->player_force_move.yaw;
2626 cam->camera_pitch = event->player_force_move.pitch;
2629 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2631 // If client scripting is enabled, deathscreen is handled by CSM code in
2632 // builtin/client/init.lua
2633 if (client->modsLoaded())
2634 client->getScript()->on_death();
2636 showDeathFormspec();
2638 /* Handle visualization */
2639 LocalPlayer *player = client->getEnv().getLocalPlayer();
2640 runData.damage_flash = 0;
2641 player->hurt_tilt_timer = 0;
2642 player->hurt_tilt_strength = 0;
2645 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2647 if (event->show_formspec.formspec->empty()) {
2648 auto formspec = m_game_ui->getFormspecGUI();
2649 if (formspec && (event->show_formspec.formname->empty()
2650 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2651 formspec->quitMenu();
2654 FormspecFormSource *fs_src =
2655 new FormspecFormSource(*(event->show_formspec.formspec));
2656 TextDestPlayerInventory *txt_dst =
2657 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2659 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2660 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2661 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2664 delete event->show_formspec.formspec;
2665 delete event->show_formspec.formname;
2668 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2670 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2671 LocalFormspecHandler *txt_dst =
2672 new LocalFormspecHandler(*event->show_formspec.formname, client);
2673 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2674 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2676 delete event->show_formspec.formspec;
2677 delete event->show_formspec.formname;
2680 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2681 CameraOrientation *cam)
2683 LocalPlayer *player = client->getEnv().getLocalPlayer();
2684 client->getParticleManager()->handleParticleEvent(event, client, player);
2687 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2689 LocalPlayer *player = client->getEnv().getLocalPlayer();
2691 u32 server_id = event->hudadd->server_id;
2692 // ignore if we already have a HUD with that ID
2693 auto i = m_hud_server_to_client.find(server_id);
2694 if (i != m_hud_server_to_client.end()) {
2695 delete event->hudadd;
2699 HudElement *e = new HudElement;
2700 e->type = static_cast<HudElementType>(event->hudadd->type);
2701 e->pos = event->hudadd->pos;
2702 e->name = event->hudadd->name;
2703 e->scale = event->hudadd->scale;
2704 e->text = event->hudadd->text;
2705 e->number = event->hudadd->number;
2706 e->item = event->hudadd->item;
2707 e->dir = event->hudadd->dir;
2708 e->align = event->hudadd->align;
2709 e->offset = event->hudadd->offset;
2710 e->world_pos = event->hudadd->world_pos;
2711 e->size = event->hudadd->size;
2712 e->z_index = event->hudadd->z_index;
2713 e->text2 = event->hudadd->text2;
2714 e->style = event->hudadd->style;
2715 m_hud_server_to_client[server_id] = player->addHud(e);
2717 delete event->hudadd;
2720 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2722 LocalPlayer *player = client->getEnv().getLocalPlayer();
2724 auto i = m_hud_server_to_client.find(event->hudrm.id);
2725 if (i != m_hud_server_to_client.end()) {
2726 HudElement *e = player->removeHud(i->second);
2728 m_hud_server_to_client.erase(i);
2733 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2735 LocalPlayer *player = client->getEnv().getLocalPlayer();
2737 HudElement *e = nullptr;
2739 auto i = m_hud_server_to_client.find(event->hudchange->id);
2740 if (i != m_hud_server_to_client.end()) {
2741 e = player->getHud(i->second);
2745 delete event->hudchange;
2749 #define CASE_SET(statval, prop, dataprop) \
2751 e->prop = event->hudchange->dataprop; \
2754 switch (event->hudchange->stat) {
2755 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2757 CASE_SET(HUD_STAT_NAME, name, sdata);
2759 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2761 CASE_SET(HUD_STAT_TEXT, text, sdata);
2763 CASE_SET(HUD_STAT_NUMBER, number, data);
2765 CASE_SET(HUD_STAT_ITEM, item, data);
2767 CASE_SET(HUD_STAT_DIR, dir, data);
2769 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2771 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2773 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2775 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2777 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2779 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2781 CASE_SET(HUD_STAT_STYLE, style, data);
2786 delete event->hudchange;
2789 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2791 sky->setVisible(false);
2792 // Whether clouds are visible in front of a custom skybox.
2793 sky->setCloudsEnabled(event->set_sky->clouds);
2799 // Clear the old textures out in case we switch rendering type.
2800 sky->clearSkyboxTextures();
2801 // Handle according to type
2802 if (event->set_sky->type == "regular") {
2803 // Shows the mesh skybox
2804 sky->setVisible(true);
2805 // Update mesh based skybox colours if applicable.
2806 sky->setSkyColors(event->set_sky->sky_color);
2807 sky->setHorizonTint(
2808 event->set_sky->fog_sun_tint,
2809 event->set_sky->fog_moon_tint,
2810 event->set_sky->fog_tint_type
2812 } else if (event->set_sky->type == "skybox" &&
2813 event->set_sky->textures.size() == 6) {
2814 // Disable the dyanmic mesh skybox:
2815 sky->setVisible(false);
2817 sky->setFallbackBgColor(event->set_sky->bgcolor);
2818 // Set sunrise and sunset fog tinting:
2819 sky->setHorizonTint(
2820 event->set_sky->fog_sun_tint,
2821 event->set_sky->fog_moon_tint,
2822 event->set_sky->fog_tint_type
2824 // Add textures to skybox.
2825 for (int i = 0; i < 6; i++)
2826 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2828 // Handle everything else as plain color.
2829 if (event->set_sky->type != "plain")
2830 infostream << "Unknown sky type: "
2831 << (event->set_sky->type) << std::endl;
2832 sky->setVisible(false);
2833 sky->setFallbackBgColor(event->set_sky->bgcolor);
2834 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2835 sky->setHorizonTint(
2836 event->set_sky->bgcolor,
2837 event->set_sky->bgcolor,
2842 delete event->set_sky;
2845 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2847 sky->setSunVisible(event->sun_params->visible);
2848 sky->setSunTexture(event->sun_params->texture,
2849 event->sun_params->tonemap, texture_src);
2850 sky->setSunScale(event->sun_params->scale);
2851 sky->setSunriseVisible(event->sun_params->sunrise_visible);
2852 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2853 delete event->sun_params;
2856 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2858 sky->setMoonVisible(event->moon_params->visible);
2859 sky->setMoonTexture(event->moon_params->texture,
2860 event->moon_params->tonemap, texture_src);
2861 sky->setMoonScale(event->moon_params->scale);
2862 delete event->moon_params;
2865 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
2867 sky->setStarsVisible(event->star_params->visible);
2868 sky->setStarCount(event->star_params->count, false);
2869 sky->setStarColor(event->star_params->starcolor);
2870 sky->setStarScale(event->star_params->scale);
2871 delete event->star_params;
2874 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2875 CameraOrientation *cam)
2877 client->getEnv().setDayNightRatioOverride(
2878 event->override_day_night_ratio.do_override,
2879 event->override_day_night_ratio.ratio_f * 1000.0f);
2882 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2887 clouds->setDensity(event->cloud_params.density);
2888 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2889 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2890 clouds->setHeight(event->cloud_params.height);
2891 clouds->setThickness(event->cloud_params.thickness);
2892 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2895 void Game::processClientEvents(CameraOrientation *cam)
2897 while (client->hasClientEvents()) {
2898 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2899 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2900 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2901 (this->*evHandler.handler)(event.get(), cam);
2905 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2907 // Get new messages from error log buffer
2908 while (!m_chat_log_buf.empty())
2909 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
2911 // Get new messages from client
2912 std::wstring message;
2913 while (client->getChatMessage(message)) {
2914 chat_backend->addUnparsedMessage(message);
2917 // Remove old messages
2918 chat_backend->step(dtime);
2920 // Display all messages in a static text element
2921 m_game_ui->setChatText(chat_backend->getRecentChat(),
2922 chat_backend->getRecentBuffer().getLineCount());
2925 void Game::updateCamera(u32 busy_time, f32 dtime)
2927 LocalPlayer *player = client->getEnv().getLocalPlayer();
2930 For interaction purposes, get info about the held item
2932 - Is it a usable item?
2933 - Can it point to liquids?
2935 ItemStack playeritem;
2937 ItemStack selected, hand;
2938 playeritem = player->getWieldedItem(&selected, &hand);
2941 ToolCapabilities playeritem_toolcap =
2942 playeritem.getToolCapabilities(itemdef_manager);
2944 v3s16 old_camera_offset = camera->getOffset();
2946 if (wasKeyDown(KeyType::CAMERA_MODE)) {
2947 GenericCAO *playercao = player->getCAO();
2949 // If playercao not loaded, don't change camera
2953 camera->toggleCameraMode();
2955 // Make the player visible depending on camera mode.
2956 playercao->updateMeshCulling();
2957 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2960 float full_punch_interval = playeritem_toolcap.full_punch_interval;
2961 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2963 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2964 camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2965 camera->step(dtime);
2967 v3f camera_position = camera->getPosition();
2968 v3f camera_direction = camera->getDirection();
2969 f32 camera_fov = camera->getFovMax();
2970 v3s16 camera_offset = camera->getOffset();
2972 m_camera_offset_changed = (camera_offset != old_camera_offset);
2974 if (!m_flags.disable_camera_update) {
2975 client->getEnv().getClientMap().updateCamera(camera_position,
2976 camera_direction, camera_fov, camera_offset);
2978 if (m_camera_offset_changed) {
2979 client->updateCameraOffset(camera_offset);
2980 client->getEnv().updateCameraOffset(camera_offset);
2983 clouds->updateCameraOffset(camera_offset);
2989 void Game::updateSound(f32 dtime)
2991 // Update sound listener
2992 v3s16 camera_offset = camera->getOffset();
2993 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
2994 v3f(0, 0, 0), // velocity
2995 camera->getDirection(),
2996 camera->getCameraNode()->getUpVector());
2998 bool mute_sound = g_settings->getBool("mute_sound");
3000 sound->setListenerGain(0.0f);
3002 // Check if volume is in the proper range, else fix it.
3003 float old_volume = g_settings->getFloat("sound_volume");
3004 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3005 sound->setListenerGain(new_volume);
3007 if (old_volume != new_volume) {
3008 g_settings->setFloat("sound_volume", new_volume);
3012 LocalPlayer *player = client->getEnv().getLocalPlayer();
3014 // Tell the sound maker whether to make footstep sounds
3015 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3017 // Update sound maker
3018 if (player->makes_footstep_sound)
3019 soundmaker->step(dtime);
3021 ClientMap &map = client->getEnv().getClientMap();
3022 MapNode n = map.getNode(player->getFootstepNodePos());
3023 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3027 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
3029 LocalPlayer *player = client->getEnv().getLocalPlayer();
3031 const v3f camera_direction = camera->getDirection();
3032 const v3s16 camera_offset = camera->getOffset();
3035 Calculate what block is the crosshair pointing to
3038 ItemStack selected_item, hand_item;
3039 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3041 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3042 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3044 core::line3d<f32> shootline;
3046 switch (camera->getCameraMode()) {
3047 case CAMERA_MODE_FIRST:
3048 // Shoot from camera position, with bobbing
3049 shootline.start = camera->getPosition();
3051 case CAMERA_MODE_THIRD:
3052 // Shoot from player head, no bobbing
3053 shootline.start = camera->getHeadPosition();
3055 case CAMERA_MODE_THIRD_FRONT:
3056 shootline.start = camera->getHeadPosition();
3057 // prevent player pointing anything in front-view
3061 shootline.end = shootline.start + camera_direction * BS * d;
3063 #ifdef HAVE_TOUCHSCREENGUI
3065 if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3066 shootline = g_touchscreengui->getShootline();
3067 // Scale shootline to the acual distance the player can reach
3068 shootline.end = shootline.start
3069 + shootline.getVector().normalize() * BS * d;
3070 shootline.start += intToFloat(camera_offset, BS);
3071 shootline.end += intToFloat(camera_offset, BS);
3076 PointedThing pointed = updatePointedThing(shootline,
3077 selected_def.liquids_pointable,
3078 !runData.btn_down_for_dig,
3081 if (pointed != runData.pointed_old) {
3082 infostream << "Pointing at " << pointed.dump() << std::endl;
3083 hud->updateSelectionMesh(camera_offset);
3086 // Allow digging again if button is not pressed
3087 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3088 runData.digging_blocked = false;
3092 - releasing dig button
3093 - pointing away from node
3095 if (runData.digging) {
3096 if (wasKeyReleased(KeyType::DIG)) {
3097 infostream << "Dig button released (stopped digging)" << std::endl;
3098 runData.digging = false;
3099 } else if (pointed != runData.pointed_old) {
3100 if (pointed.type == POINTEDTHING_NODE
3101 && runData.pointed_old.type == POINTEDTHING_NODE
3102 && pointed.node_undersurface
3103 == runData.pointed_old.node_undersurface) {
3104 // Still pointing to the same node, but a different face.
3107 infostream << "Pointing away from node (stopped digging)" << std::endl;
3108 runData.digging = false;
3109 hud->updateSelectionMesh(camera_offset);
3113 if (!runData.digging) {
3114 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3115 client->setCrack(-1, v3s16(0, 0, 0));
3116 runData.dig_time = 0.0;
3118 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3119 // Remove e.g. torches faster when clicking instead of holding dig button
3120 runData.nodig_delay_timer = 0;
3121 runData.dig_instantly = false;
3124 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3125 runData.btn_down_for_dig = false;
3127 runData.punching = false;
3129 soundmaker->m_player_leftpunch_sound.name = "";
3131 // Prepare for repeating, unless we're not supposed to
3132 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3133 runData.repeat_place_timer += dtime;
3135 runData.repeat_place_timer = 0;
3137 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3138 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3139 !client->getScript()->on_item_use(selected_item, pointed)))
3140 client->interact(INTERACT_USE, pointed);
3141 } else if (pointed.type == POINTEDTHING_NODE) {
3142 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3143 } else if (pointed.type == POINTEDTHING_OBJECT) {
3144 v3f player_position = player->getPosition();
3145 handlePointingAtObject(pointed, tool_item, player_position, show_debug);
3146 } else if (isKeyDown(KeyType::DIG)) {
3147 // When button is held down in air, show continuous animation
3148 runData.punching = true;
3149 // Run callback even though item is not usable
3150 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3151 client->getScript()->on_item_use(selected_item, pointed);
3152 } else if (wasKeyPressed(KeyType::PLACE)) {
3153 handlePointingAtNothing(selected_item);
3156 runData.pointed_old = pointed;
3158 if (runData.punching || wasKeyPressed(KeyType::DIG))
3159 camera->setDigging(0); // dig animation
3161 input->clearWasKeyPressed();
3162 input->clearWasKeyReleased();
3163 // Ensure DIG & PLACE are marked as handled
3164 wasKeyDown(KeyType::DIG);
3165 wasKeyDown(KeyType::PLACE);
3167 input->joystick.clearWasKeyPressed(KeyType::DIG);
3168 input->joystick.clearWasKeyPressed(KeyType::PLACE);
3170 input->joystick.clearWasKeyReleased(KeyType::DIG);
3171 input->joystick.clearWasKeyReleased(KeyType::PLACE);
3175 PointedThing Game::updatePointedThing(
3176 const core::line3d<f32> &shootline,
3177 bool liquids_pointable,
3178 bool look_for_object,
3179 const v3s16 &camera_offset)
3181 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3182 selectionboxes->clear();
3183 hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3184 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3185 "show_entity_selectionbox");
3187 ClientEnvironment &env = client->getEnv();
3188 ClientMap &map = env.getClientMap();
3189 const NodeDefManager *nodedef = map.getNodeDefManager();
3191 runData.selected_object = NULL;
3192 hud->pointing_at_object = false;
3194 RaycastState s(shootline, look_for_object, liquids_pointable);
3195 PointedThing result;
3196 env.continueRaycast(&s, &result);
3197 if (result.type == POINTEDTHING_OBJECT) {
3198 hud->pointing_at_object = true;
3200 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3201 aabb3f selection_box;
3202 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3203 runData.selected_object->getSelectionBox(&selection_box)) {
3204 v3f pos = runData.selected_object->getPosition();
3205 selectionboxes->push_back(aabb3f(selection_box));
3206 hud->setSelectionPos(pos, camera_offset);
3208 } else if (result.type == POINTEDTHING_NODE) {
3209 // Update selection boxes
3210 MapNode n = map.getNode(result.node_undersurface);
3211 std::vector<aabb3f> boxes;
3212 n.getSelectionBoxes(nodedef, &boxes,
3213 n.getNeighbors(result.node_undersurface, &map));
3216 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3217 i != boxes.end(); ++i) {
3219 box.MinEdge -= v3f(d, d, d);
3220 box.MaxEdge += v3f(d, d, d);
3221 selectionboxes->push_back(box);
3223 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3225 hud->setSelectedFaceNormal(v3f(
3226 result.intersection_normal.X,
3227 result.intersection_normal.Y,
3228 result.intersection_normal.Z));
3231 // Update selection mesh light level and vertex colors
3232 if (!selectionboxes->empty()) {
3233 v3f pf = hud->getSelectionPos();
3234 v3s16 p = floatToInt(pf, BS);
3236 // Get selection mesh light level
3237 MapNode n = map.getNode(p);
3238 u16 node_light = getInteriorLight(n, -1, nodedef);
3239 u16 light_level = node_light;
3241 for (const v3s16 &dir : g_6dirs) {
3242 n = map.getNode(p + dir);
3243 node_light = getInteriorLight(n, -1, nodedef);
3244 if (node_light > light_level)
3245 light_level = node_light;
3248 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3250 final_color_blend(&c, light_level, daynight_ratio);
3252 // Modify final color a bit with time
3253 u32 timer = porting::getTimeMs() % 5000;
3254 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3255 float sin_r = 0.08f * std::sin(timerf);
3256 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3257 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3258 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3259 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3260 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3262 // Set mesh final color
3263 hud->setSelectionMeshColor(c);
3269 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3271 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3272 PointedThing fauxPointed;
3273 fauxPointed.type = POINTEDTHING_NOTHING;
3274 client->interact(INTERACT_ACTIVATE, fauxPointed);
3278 void Game::handlePointingAtNode(const PointedThing &pointed,
3279 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3281 v3s16 nodepos = pointed.node_undersurface;
3282 v3s16 neighbourpos = pointed.node_abovesurface;
3285 Check information text of node
3288 ClientMap &map = client->getEnv().getClientMap();
3290 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3291 && !runData.digging_blocked
3292 && client->checkPrivilege("interact")) {
3293 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3296 // This should be done after digging handling
3297 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3300 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3301 meta->getString("infotext"))));
3303 MapNode n = map.getNode(nodepos);
3305 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3306 m_game_ui->setInfoText(L"Unknown node: " +
3307 utf8_to_wide(nodedef_manager->get(n).name));
3311 if ((wasKeyPressed(KeyType::PLACE) ||
3312 runData.repeat_place_timer >= m_repeat_place_time) &&
3313 client->checkPrivilege("interact")) {
3314 runData.repeat_place_timer = 0;
3315 infostream << "Place button pressed while looking at ground" << std::endl;
3317 // Placing animation (always shown for feedback)
3318 camera->setDigging(1);
3320 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3322 // If the wielded item has node placement prediction,
3324 // And also set the sound and send the interact
3325 // But first check for meta formspec and rightclickable
3326 auto &def = selected_item.getDefinition(itemdef_manager);
3327 bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
3330 if (placed && client->modsLoaded())
3331 client->getScript()->on_placenode(pointed, def);
3335 bool Game::nodePlacement(const ItemDefinition &selected_def,
3336 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
3337 const PointedThing &pointed, const NodeMetadata *meta)
3339 const auto &prediction = selected_def.node_placement_prediction;
3341 const NodeDefManager *nodedef = client->ndef();
3342 ClientMap &map = client->getEnv().getClientMap();
3344 bool is_valid_position;
3346 node = map.getNode(nodepos, &is_valid_position);
3347 if (!is_valid_position) {
3348 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3353 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3354 && !isKeyDown(KeyType::SNEAK)) {
3355 // on_rightclick callbacks are called anyway
3356 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3357 client->interact(INTERACT_PLACE, pointed);
3359 infostream << "Launching custom inventory view" << std::endl;
3361 InventoryLocation inventoryloc;
3362 inventoryloc.setNodeMeta(nodepos);
3364 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3365 &client->getEnv().getClientMap(), nodepos);
3366 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3368 auto *&formspec = m_game_ui->updateFormspec("");
3369 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3370 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3372 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3376 // on_rightclick callback
3377 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3378 !isKeyDown(KeyType::SNEAK))) {
3380 client->interact(INTERACT_PLACE, pointed);
3384 verbosestream << "Node placement prediction for "
3385 << selected_def.name << " is " << prediction << std::endl;
3386 v3s16 p = neighbourpos;
3388 // Place inside node itself if buildable_to
3389 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3390 if (is_valid_position) {
3391 if (nodedef->get(n_under).buildable_to) {
3394 node = map.getNode(p, &is_valid_position);
3395 if (is_valid_position && !nodedef->get(node).buildable_to) {
3396 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3398 client->interact(INTERACT_PLACE, pointed);
3404 // Find id of predicted node
3406 bool found = nodedef->getId(prediction, id);
3409 errorstream << "Node placement prediction failed for "
3410 << selected_def.name << " (places " << prediction
3411 << ") - Name not known" << std::endl;
3412 // Handle this as if prediction was empty
3414 client->interact(INTERACT_PLACE, pointed);
3418 const ContentFeatures &predicted_f = nodedef->get(id);
3420 // Predict param2 for facedir and wallmounted nodes
3421 // Compare core.item_place_node() for what the server does
3424 const u8 place_param2 = selected_def.place_param2;
3427 param2 = place_param2;
3428 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3429 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3430 v3s16 dir = nodepos - neighbourpos;
3432 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3433 param2 = dir.Y < 0 ? 1 : 0;
3434 } else if (abs(dir.X) > abs(dir.Z)) {
3435 param2 = dir.X < 0 ? 3 : 2;
3437 param2 = dir.Z < 0 ? 5 : 4;
3439 } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3440 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3441 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3443 if (abs(dir.X) > abs(dir.Z)) {
3444 param2 = dir.X < 0 ? 3 : 1;
3446 param2 = dir.Z < 0 ? 2 : 0;
3450 // Check attachment if node is in group attached_node
3451 if (itemgroup_get(predicted_f.groups, "attached_node") != 0) {
3452 const static v3s16 wallmounted_dirs[8] = {
3462 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3463 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3464 pp = p + wallmounted_dirs[param2];
3466 pp = p + v3s16(0, -1, 0);
3468 if (!nodedef->get(map.getNode(pp)).walkable) {
3469 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3471 client->interact(INTERACT_PLACE, pointed);
3477 if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3478 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3479 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3480 const auto &indexstr = selected_item.metadata.
3481 getString("palette_index", 0);
3482 if (!indexstr.empty()) {
3483 s32 index = mystoi(indexstr);
3484 if (predicted_f.param_type_2 == CPT2_COLOR) {
3486 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3487 // param2 = pure palette index + other
3488 param2 = (index & 0xf8) | (param2 & 0x07);
3489 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3490 // param2 = pure palette index + other
3491 param2 = (index & 0xe0) | (param2 & 0x1f);
3496 // Add node to client map
3497 MapNode n(id, 0, param2);
3500 LocalPlayer *player = client->getEnv().getLocalPlayer();
3502 // Dont place node when player would be inside new node
3503 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3504 if (!nodedef->get(n).walkable ||
3505 g_settings->getBool("enable_build_where_you_stand") ||
3506 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3507 (nodedef->get(n).walkable &&
3508 neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3509 neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3510 // This triggers the required mesh update too
3511 client->addNode(p, n);
3513 client->interact(INTERACT_PLACE, pointed);
3514 // A node is predicted, also play a sound
3515 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3518 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3521 } catch (const InvalidPositionException &e) {
3522 errorstream << "Node placement prediction failed for "
3523 << selected_def.name << " (places "
3524 << prediction << ") - Position not loaded" << std::endl;
3525 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3530 void Game::handlePointingAtObject(const PointedThing &pointed,
3531 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3533 std::wstring infotext = unescape_translate(
3534 utf8_to_wide(runData.selected_object->infoText()));
3537 if (!infotext.empty()) {
3540 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3543 m_game_ui->setInfoText(infotext);
3545 if (isKeyDown(KeyType::DIG)) {
3546 bool do_punch = false;
3547 bool do_punch_damage = false;
3549 if (runData.object_hit_delay_timer <= 0.0) {
3551 do_punch_damage = true;
3552 runData.object_hit_delay_timer = object_hit_delay;
3555 if (wasKeyPressed(KeyType::DIG))
3559 infostream << "Punched object" << std::endl;
3560 runData.punching = true;
3563 if (do_punch_damage) {
3564 // Report direct punch
3565 v3f objpos = runData.selected_object->getPosition();
3566 v3f dir = (objpos - player_position).normalize();
3568 bool disable_send = runData.selected_object->directReportPunch(
3569 dir, &tool_item, runData.time_from_last_punch);
3570 runData.time_from_last_punch = 0;
3573 client->interact(INTERACT_START_DIGGING, pointed);
3575 } else if (wasKeyDown(KeyType::PLACE)) {
3576 infostream << "Pressed place button while pointing at object" << std::endl;
3577 client->interact(INTERACT_PLACE, pointed); // place
3582 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3583 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3585 // See also: serverpackethandle.cpp, action == 2
3586 LocalPlayer *player = client->getEnv().getLocalPlayer();
3587 ClientMap &map = client->getEnv().getClientMap();
3588 MapNode n = client->getEnv().getClientMap().getNode(nodepos);
3590 // NOTE: Similar piece of code exists on the server side for
3592 // Get digging parameters
3593 DigParams params = getDigParams(nodedef_manager->get(n).groups,
3594 &selected_item.getToolCapabilities(itemdef_manager));
3596 // If can't dig, try hand
3597 if (!params.diggable) {
3598 params = getDigParams(nodedef_manager->get(n).groups,
3599 &hand_item.getToolCapabilities(itemdef_manager));
3602 if (!params.diggable) {
3603 // I guess nobody will wait for this long
3604 runData.dig_time_complete = 10000000.0;
3606 runData.dig_time_complete = params.time;
3608 if (m_cache_enable_particles) {
3609 const ContentFeatures &features = client->getNodeDefManager()->get(n);
3610 client->getParticleManager()->addNodeParticle(client,
3611 player, nodepos, n, features);
3615 if (!runData.digging) {
3616 infostream << "Started digging" << std::endl;
3617 runData.dig_instantly = runData.dig_time_complete == 0;
3618 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3620 client->interact(INTERACT_START_DIGGING, pointed);
3621 runData.digging = true;
3622 runData.btn_down_for_dig = true;
3625 if (!runData.dig_instantly) {
3626 runData.dig_index = (float)crack_animation_length
3628 / runData.dig_time_complete;
3630 // This is for e.g. torches
3631 runData.dig_index = crack_animation_length;
3634 SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3636 if (sound_dig.exists() && params.diggable) {
3637 if (sound_dig.name == "__group") {
3638 if (!params.main_group.empty()) {
3639 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3640 soundmaker->m_player_leftpunch_sound.name =
3641 std::string("default_dig_") +
3645 soundmaker->m_player_leftpunch_sound = sound_dig;
3649 // Don't show cracks if not diggable
3650 if (runData.dig_time_complete >= 100000.0) {
3651 } else if (runData.dig_index < crack_animation_length) {
3652 //TimeTaker timer("client.setTempMod");
3653 //infostream<<"dig_index="<<dig_index<<std::endl;
3654 client->setCrack(runData.dig_index, nodepos);
3656 infostream << "Digging completed" << std::endl;
3657 client->setCrack(-1, v3s16(0, 0, 0));
3659 runData.dig_time = 0;
3660 runData.digging = false;
3661 // we successfully dug, now block it from repeating if we want to be safe
3662 if (g_settings->getBool("safe_dig_and_place"))
3663 runData.digging_blocked = true;
3665 runData.nodig_delay_timer =
3666 runData.dig_time_complete / (float)crack_animation_length;
3668 // We don't want a corresponding delay to very time consuming nodes
3669 // and nodes without digging time (e.g. torches) get a fixed delay.
3670 if (runData.nodig_delay_timer > 0.3)
3671 runData.nodig_delay_timer = 0.3;
3672 else if (runData.dig_instantly)
3673 runData.nodig_delay_timer = 0.15;
3675 bool is_valid_position;
3676 MapNode wasnode = map.getNode(nodepos, &is_valid_position);
3677 if (is_valid_position) {
3678 if (client->modsLoaded() &&
3679 client->getScript()->on_dignode(nodepos, wasnode)) {
3683 const ContentFeatures &f = client->ndef()->get(wasnode);
3684 if (f.node_dig_prediction == "air") {
3685 client->removeNode(nodepos);
3686 } else if (!f.node_dig_prediction.empty()) {
3688 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3690 client->addNode(nodepos, id, true);
3692 // implicit else: no prediction
3695 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3697 if (m_cache_enable_particles) {
3698 const ContentFeatures &features =
3699 client->getNodeDefManager()->get(wasnode);
3700 client->getParticleManager()->addDiggingParticles(client,
3701 player, nodepos, wasnode, features);
3705 // Send event to trigger sound
3706 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3709 if (runData.dig_time_complete < 100000.0) {
3710 runData.dig_time += dtime;
3712 runData.dig_time = 0;
3713 client->setCrack(-1, nodepos);
3716 camera->setDigging(0); // Dig animation
3719 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3720 const CameraOrientation &cam)
3722 TimeTaker tt_update("Game::updateFrame()");
3723 LocalPlayer *player = client->getEnv().getLocalPlayer();
3729 if (draw_control->range_all) {
3730 runData.fog_range = 100000 * BS;
3732 runData.fog_range = draw_control->wanted_range * BS;
3736 Calculate general brightness
3738 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3739 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3740 float direct_brightness;
3743 if (m_cache_enable_noclip && m_cache_enable_free_move) {
3744 direct_brightness = time_brightness;
3745 sunlight_seen = true;
3747 float old_brightness = sky->getBrightness();
3748 direct_brightness = client->getEnv().getClientMap()
3749 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3750 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3754 float time_of_day_smooth = runData.time_of_day_smooth;
3755 float time_of_day = client->getEnv().getTimeOfDayF();
3757 static const float maxsm = 0.05f;
3758 static const float todsm = 0.05f;
3760 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3761 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3762 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3763 time_of_day_smooth = time_of_day;
3765 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3766 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3767 + (time_of_day + 1.0) * todsm;
3769 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3770 + time_of_day * todsm;
3772 runData.time_of_day_smooth = time_of_day_smooth;
3774 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3775 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3776 player->getPitch());
3782 if (sky->getCloudsVisible()) {
3783 clouds->setVisible(true);
3784 clouds->step(dtime);
3785 // camera->getPosition is not enough for 3rd person views
3786 v3f camera_node_position = camera->getCameraNode()->getPosition();
3787 v3s16 camera_offset = camera->getOffset();
3788 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3789 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3790 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3791 clouds->update(camera_node_position,
3792 sky->getCloudColor());
3793 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3794 // if inside clouds, and fog enabled, use that as sky
3796 video::SColor clouds_dark = clouds->getColor()
3797 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3798 sky->overrideColors(clouds_dark, clouds->getColor());
3799 sky->setInClouds(true);
3800 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3801 // do not draw clouds after all
3802 clouds->setVisible(false);
3805 clouds->setVisible(false);
3812 client->getParticleManager()->step(dtime);
3818 if (m_cache_enable_fog) {
3821 video::EFT_FOG_LINEAR,
3822 runData.fog_range * m_cache_fog_start,
3823 runData.fog_range * 1.0,
3831 video::EFT_FOG_LINEAR,
3841 Get chat messages from client
3844 v2u32 screensize = driver->getScreenSize();
3846 updateChat(dtime, screensize);
3852 if (player->getWieldIndex() != runData.new_playeritem)
3853 client->setPlayerItem(runData.new_playeritem);
3855 if (client->updateWieldedItem()) {
3856 // Update wielded tool
3857 ItemStack selected_item, hand_item;
3858 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3859 camera->wield(tool_item);
3863 Update block draw list every 200ms or when camera direction has
3866 runData.update_draw_list_timer += dtime;
3868 float update_draw_list_delta = 0.2f;
3870 v3f camera_direction = camera->getDirection();
3871 if (runData.update_draw_list_timer >= update_draw_list_delta
3872 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3873 || m_camera_offset_changed) {
3875 runData.update_draw_list_timer = 0;
3876 client->getEnv().getClientMap().updateDrawList();
3877 runData.update_draw_list_last_cam_dir = camera_direction;
3880 if (RenderingEngine::get_shadow_renderer()) {
3884 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
3887 make sure menu is on top
3888 1. Delete formspec menu reference if menu was removed
3889 2. Else, make sure formspec menu is on top
3891 auto formspec = m_game_ui->getFormspecGUI();
3892 do { // breakable. only runs for one iteration
3896 if (formspec->getReferenceCount() == 1) {
3897 m_game_ui->deleteFormspec();
3901 auto &loc = formspec->getFormspecLocation();
3902 if (loc.type == InventoryLocation::NODEMETA) {
3903 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
3904 if (!meta || meta->getString("formspec").empty()) {
3905 formspec->quitMenu();
3911 guiroot->bringToFront(formspec);
3917 const video::SColor &skycolor = sky->getSkyColor();
3919 TimeTaker tt_draw("Draw scene");
3920 driver->beginScene(true, true, skycolor);
3922 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3923 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3924 (camera->getCameraMode() == CAMERA_MODE_FIRST));
3925 bool draw_crosshair = (
3926 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3927 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3928 #ifdef HAVE_TOUCHSCREENGUI
3930 draw_crosshair = !g_settings->getBool("touchtarget");
3931 } catch (SettingNotFoundException) {
3934 m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3935 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3940 if (m_game_ui->m_flags.show_profiler_graph)
3941 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3946 if (runData.damage_flash > 0.0f) {
3947 video::SColor color(runData.damage_flash, 180, 0, 0);
3948 driver->draw2DRectangle(color,
3949 core::rect<s32>(0, 0, screensize.X, screensize.Y),
3952 runData.damage_flash -= 384.0f * dtime;
3958 if (player->hurt_tilt_timer > 0.0f) {
3959 player->hurt_tilt_timer -= dtime * 6.0f;
3961 if (player->hurt_tilt_timer < 0.0f)
3962 player->hurt_tilt_strength = 0.0f;
3966 Update minimap pos and rotation
3968 if (mapper && m_game_ui->m_flags.show_hud) {
3969 mapper->setPos(floatToInt(player->getPosition(), BS));
3970 mapper->setAngle(player->getYaw());
3976 if (++m_reset_HW_buffer_counter > 500) {
3978 Periodically remove all mesh HW buffers.
3980 Work around for a quirk in Irrlicht where a HW buffer is only
3981 released after 20000 iterations (triggered from endScene()).
3983 Without this, all loaded but unused meshes will retain their HW
3984 buffers for at least 5 minutes, at which point looking up the HW buffers
3985 becomes a bottleneck and the framerate drops (as much as 30%).
3987 Tests showed that numbers between 50 and 1000 are good, so picked 500.
3988 There are no other public Irrlicht APIs that allow interacting with the
3989 HW buffers without tracking the status of every individual mesh.
3991 The HW buffers for _visible_ meshes will be reinitialized in the next frame.
3993 infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
3994 driver->removeAllHardwareBuffers();
3995 m_reset_HW_buffer_counter = 0;
3999 stats->drawtime = tt_draw.stop(true);
4000 g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
4001 g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
4004 /* Log times and stuff for visualization */
4005 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4007 Profiler::GraphValues values;
4008 g_profiler->graphGet(values);
4012 /****************************************************************************
4014 *****************************************************************************/
4015 void Game::updateShadows()
4017 ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4021 float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4023 float timeoftheday = fmod(getWickedTimeOfDay(in_timeofday) + 0.75f, 0.5f) + 0.25f;
4024 const float offset_constant = 10000.0f;
4026 v3f light(0.0f, 0.0f, -1.0f);
4027 light.rotateXZBy(90);
4028 light.rotateXYBy(timeoftheday * 360 - 90);
4029 light.rotateYZBy(sky->getSkyBodyOrbitTilt());
4031 v3f sun_pos = light * offset_constant;
4033 if (shadow->getDirectionalLightCount() == 0)
4034 shadow->addDirectionalLight();
4035 shadow->getDirectionalLight().setDirection(sun_pos);
4036 shadow->setTimeOfDay(in_timeofday);
4038 shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
4041 /****************************************************************************
4043 ****************************************************************************/
4045 /* On some computers framerate doesn't seem to be automatically limited
4047 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
4049 // not using getRealTime is necessary for wine
4050 device->getTimer()->tick(); // Maker sure device time is up-to-date
4051 u32 time = device->getTimer()->getTime();
4052 u32 last_time = fps_timings->last_time;
4054 if (time > last_time) // Make sure time hasn't overflowed
4055 fps_timings->busy_time = time - last_time;
4057 fps_timings->busy_time = 0;
4059 u32 frametime_min = 1000 / (
4060 device->isWindowFocused() && !g_menumgr.pausesGame()
4061 ? g_settings->getFloat("fps_max")
4062 : g_settings->getFloat("fps_max_unfocused"));
4064 if (fps_timings->busy_time < frametime_min) {
4065 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
4066 device->sleep(fps_timings->sleep_time);
4068 fps_timings->sleep_time = 0;
4071 /* Get the new value of the device timer. Note that device->sleep() may
4072 * not sleep for the entire requested time as sleep may be interrupted and
4073 * therefore it is arguably more accurate to get the new time from the
4074 * device rather than calculating it by adding sleep_time to time.
4077 device->getTimer()->tick(); // Update device timer
4078 time = device->getTimer()->getTime();
4080 if (time > last_time) // Make sure last_time hasn't overflowed
4081 *dtime = (time - last_time) / 1000.0;
4085 fps_timings->last_time = time;
4088 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4090 const wchar_t *wmsg = wgettext(msg);
4091 m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4096 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4098 ((Game *)data)->readSettings();
4101 void Game::readSettings()
4103 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4104 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4105 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4106 m_cache_enable_particles = g_settings->getBool("enable_particles");
4107 m_cache_enable_fog = g_settings->getBool("enable_fog");
4108 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
4109 m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
4110 m_repeat_place_time = g_settings->getFloat("repeat_place_time");
4112 m_cache_enable_noclip = g_settings->getBool("noclip");
4113 m_cache_enable_free_move = g_settings->getBool("free_move");
4115 m_cache_fog_start = g_settings->getFloat("fog_start");
4117 m_cache_cam_smoothing = 0;
4118 if (g_settings->getBool("cinematic"))
4119 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4121 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4123 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4124 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4125 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4127 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4130 /****************************************************************************/
4131 /****************************************************************************
4133 ****************************************************************************/
4134 /****************************************************************************/
4136 void Game::showDeathFormspec()
4138 static std::string formspec_str =
4139 std::string("formspec_version[1]") +
4141 "bgcolor[#320000b4;true]"
4142 "label[4.85,1.35;" + gettext("You died") + "]"
4143 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4147 /* Note: FormspecFormSource and LocalFormspecHandler *
4148 * are deleted by guiFormSpecMenu */
4149 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4150 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4152 auto *&formspec = m_game_ui->getFormspecGUI();
4153 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4154 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4155 formspec->setFocus("btn_respawn");
4158 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4159 void Game::showPauseMenu()
4162 static const std::string control_text = strgettext("Default Controls:\n"
4163 "No menu visible:\n"
4164 "- single tap: button activate\n"
4165 "- double tap: place/use\n"
4166 "- slide finger: look around\n"
4167 "Menu/Inventory visible:\n"
4168 "- double tap (outside):\n"
4170 "- touch stack, touch slot:\n"
4172 "- touch&drag, tap 2nd finger\n"
4173 " --> place single item to slot\n"
4176 static const std::string control_text_template = strgettext("Controls:\n"
4177 "- %s: move forwards\n"
4178 "- %s: move backwards\n"
4180 "- %s: move right\n"
4181 "- %s: jump/climb up\n"
4184 "- %s: sneak/climb down\n"
4187 "- Mouse: turn/look\n"
4188 "- Mouse wheel: select item\n"
4192 char control_text_buf[600];
4194 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4195 GET_KEY_NAME(keymap_forward),
4196 GET_KEY_NAME(keymap_backward),
4197 GET_KEY_NAME(keymap_left),
4198 GET_KEY_NAME(keymap_right),
4199 GET_KEY_NAME(keymap_jump),
4200 GET_KEY_NAME(keymap_dig),
4201 GET_KEY_NAME(keymap_place),
4202 GET_KEY_NAME(keymap_sneak),
4203 GET_KEY_NAME(keymap_drop),
4204 GET_KEY_NAME(keymap_inventory),
4205 GET_KEY_NAME(keymap_chat)
4208 std::string control_text = std::string(control_text_buf);
4209 str_formspec_escape(control_text);
4212 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4213 std::ostringstream os;
4215 os << "formspec_version[1]" << SIZE_TAG
4216 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4217 << strgettext("Continue") << "]";
4219 if (!simple_singleplayer_mode) {
4220 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4221 << strgettext("Change Password") << "]";
4223 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4228 if (g_settings->getBool("enable_sound")) {
4229 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4230 << strgettext("Sound Volume") << "]";
4233 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4234 << strgettext("Change Keys") << "]";
4236 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4237 << strgettext("Exit to Menu") << "]";
4238 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4239 << strgettext("Exit to OS") << "]"
4240 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4241 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4243 << strgettext("Game info:") << "\n";
4244 const std::string &address = client->getAddressName();
4245 static const std::string mode = strgettext("- Mode: ");
4246 if (!simple_singleplayer_mode) {
4247 Address serverAddress = client->getServerAddress();
4248 if (!address.empty()) {
4249 os << mode << strgettext("Remote server") << "\n"
4250 << strgettext("- Address: ") << address;
4252 os << mode << strgettext("Hosting server");
4254 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4256 os << mode << strgettext("Singleplayer") << "\n";
4258 if (simple_singleplayer_mode || address.empty()) {
4259 static const std::string on = strgettext("On");
4260 static const std::string off = strgettext("Off");
4261 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4262 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4263 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4264 os << strgettext("- Damage: ") << damage << "\n"
4265 << strgettext("- Creative Mode: ") << creative << "\n";
4266 if (!simple_singleplayer_mode) {
4267 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4268 //~ PvP = Player versus Player
4269 os << strgettext("- PvP: ") << pvp << "\n"
4270 << strgettext("- Public: ") << announced << "\n";
4271 std::string server_name = g_settings->get("server_name");
4272 str_formspec_escape(server_name);
4273 if (announced == on && !server_name.empty())
4274 os << strgettext("- Server Name: ") << server_name;
4281 /* Note: FormspecFormSource and LocalFormspecHandler *
4282 * are deleted by guiFormSpecMenu */
4283 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4284 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4286 auto *&formspec = m_game_ui->getFormspecGUI();
4287 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4288 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4289 formspec->setFocus("btn_continue");
4290 formspec->doPause = true;
4292 if (simple_singleplayer_mode)
4296 /****************************************************************************/
4297 /****************************************************************************
4298 extern function for launching the game
4299 ****************************************************************************/
4300 /****************************************************************************/
4302 void the_game(bool *kill,
4303 InputHandler *input,
4304 RenderingEngine *rendering_engine,
4305 const GameStartData &start_data,
4306 std::string &error_message,
4307 ChatBackend &chat_backend,
4308 bool *reconnect_requested) // Used for local game
4312 /* Make a copy of the server address because if a local singleplayer server
4313 * is created then this is updated and we don't want to change the value
4314 * passed to us by the calling function
4319 if (game.startup(kill, input, rendering_engine, start_data,
4320 error_message, reconnect_requested, &chat_backend)) {
4324 } catch (SerializationError &e) {
4325 error_message = std::string("A serialization error occurred:\n")
4326 + e.what() + "\n\nThe server is probably "
4327 " running a different version of " PROJECT_NAME_C ".";
4328 errorstream << error_message << std::endl;
4329 } catch (ServerError &e) {
4330 error_message = e.what();
4331 errorstream << "ServerError: " << error_message << std::endl;
4332 } catch (ModError &e) {
4333 error_message = std::string("ModError: ") + e.what() +
4334 strgettext("\nCheck debug.txt for details.");
4335 errorstream << error_message << std::endl;