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 updateBasicDebugState();
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);
1125 updateBasicDebugState();
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::updateBasicDebugState()
1732 if (m_game_ui->m_flags.show_basic_debug) {
1733 if (!client->checkPrivilege("basic_debug")) {
1734 m_game_ui->m_flags.show_basic_debug = false;
1735 hud->disableBlockBounds();
1737 } else if (m_game_ui->m_flags.show_minimal_debug) {
1738 if (client->checkPrivilege("basic_debug")) {
1739 m_game_ui->m_flags.show_basic_debug = true;
1744 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1747 float profiler_print_interval =
1748 g_settings->getFloat("profiler_print_interval");
1749 bool print_to_log = true;
1751 if (profiler_print_interval == 0) {
1752 print_to_log = false;
1753 profiler_print_interval = 3;
1756 if (profiler_interval.step(dtime, profiler_print_interval)) {
1758 infostream << "Profiler:" << std::endl;
1759 g_profiler->print(infostream);
1762 m_game_ui->updateProfiler();
1763 g_profiler->clear();
1766 // Update update graphs
1767 g_profiler->graphAdd("Time non-rendering [ms]",
1768 draw_times.busy_time - stats.drawtime);
1770 g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
1771 g_profiler->graphAdd("FPS", 1.0f / dtime);
1774 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1781 /* Time average and jitter calculation
1783 jp = &stats->dtime_jitter;
1784 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1786 jitter = dtime - jp->avg;
1788 if (jitter > jp->max)
1791 jp->counter += dtime;
1793 if (jp->counter > 0.0) {
1795 jp->max_sample = jp->max;
1796 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1800 /* Busytime average and jitter calculation
1802 jp = &stats->busy_time_jitter;
1803 jp->avg = jp->avg + draw_times.busy_time * 0.02;
1805 jitter = draw_times.busy_time - jp->avg;
1807 if (jitter > jp->max)
1809 if (jitter < jp->min)
1812 jp->counter += dtime;
1814 if (jp->counter > 0.0) {
1816 jp->max_sample = jp->max;
1817 jp->min_sample = jp->min;
1825 /****************************************************************************
1827 ****************************************************************************/
1829 void Game::processUserInput(f32 dtime)
1831 // Reset input if window not active or some menu is active
1832 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1834 #ifdef HAVE_TOUCHSCREENGUI
1835 g_touchscreengui->hide();
1838 #ifdef HAVE_TOUCHSCREENGUI
1839 else if (g_touchscreengui) {
1840 /* on touchscreengui step may generate own input events which ain't
1841 * what we want in case we just did clear them */
1842 g_touchscreengui->step(dtime);
1846 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1847 gui_chat_console->closeConsoleAtOnce();
1850 // Input handler step() (used by the random input generator)
1854 auto formspec = m_game_ui->getFormspecGUI();
1856 formspec->getAndroidUIInput();
1858 handleAndroidChatInput();
1861 // Increase timer for double tap of "keymap_jump"
1862 if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1863 runData.jump_timer += dtime;
1866 processItemSelection(&runData.new_playeritem);
1870 void Game::processKeyInput()
1872 if (wasKeyDown(KeyType::DROP)) {
1873 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1874 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1875 toggleAutoforward();
1876 } else if (wasKeyDown(KeyType::BACKWARD)) {
1877 if (g_settings->getBool("continuous_forward"))
1878 toggleAutoforward();
1879 } else if (wasKeyDown(KeyType::INVENTORY)) {
1881 } else if (input->cancelPressed()) {
1883 m_android_chat_open = false;
1885 if (!gui_chat_console->isOpenInhibited()) {
1888 } else if (wasKeyDown(KeyType::CHAT)) {
1889 openConsole(0.2, L"");
1890 } else if (wasKeyDown(KeyType::CMD)) {
1891 openConsole(0.2, L"/");
1892 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1893 if (client->modsLoaded())
1894 openConsole(0.2, L".");
1896 m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
1897 } else if (wasKeyDown(KeyType::CONSOLE)) {
1898 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1899 } else if (wasKeyDown(KeyType::FREEMOVE)) {
1901 } else if (wasKeyDown(KeyType::JUMP)) {
1902 toggleFreeMoveAlt();
1903 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
1905 } else if (wasKeyDown(KeyType::FASTMOVE)) {
1907 } else if (wasKeyDown(KeyType::NOCLIP)) {
1910 } else if (wasKeyDown(KeyType::MUTE)) {
1911 if (g_settings->getBool("enable_sound")) {
1912 bool new_mute_sound = !g_settings->getBool("mute_sound");
1913 g_settings->setBool("mute_sound", new_mute_sound);
1915 m_game_ui->showTranslatedStatusText("Sound muted");
1917 m_game_ui->showTranslatedStatusText("Sound unmuted");
1919 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1921 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1922 if (g_settings->getBool("enable_sound")) {
1923 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1925 g_settings->setFloat("sound_volume", new_volume);
1926 const wchar_t *str = wgettext("Volume changed to %d%%");
1927 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1929 m_game_ui->showStatusText(buf);
1931 m_game_ui->showTranslatedStatusText("Sound system is disabled");
1933 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1934 if (g_settings->getBool("enable_sound")) {
1935 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1937 g_settings->setFloat("sound_volume", new_volume);
1938 const wchar_t *str = wgettext("Volume changed to %d%%");
1939 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1941 m_game_ui->showStatusText(buf);
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;
2328 if (range_new > 4000) {
2330 str = wgettext("Viewing range is at maximum: %d");
2331 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2333 m_game_ui->showStatusText(buf);
2336 str = wgettext("Viewing range changed to %d");
2337 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2339 m_game_ui->showStatusText(buf);
2341 g_settings->set("viewing_range", itos(range_new));
2345 void Game::decreaseViewRange()
2347 s16 range = g_settings->getS16("viewing_range");
2348 s16 range_new = range - 10;
2352 if (range_new < 20) {
2354 str = wgettext("Viewing range is at minimum: %d");
2355 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2357 m_game_ui->showStatusText(buf);
2359 str = wgettext("Viewing range changed to %d");
2360 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2362 m_game_ui->showStatusText(buf);
2364 g_settings->set("viewing_range", itos(range_new));
2368 void Game::toggleFullViewRange()
2370 draw_control->range_all = !draw_control->range_all;
2371 if (draw_control->range_all)
2372 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2374 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2378 void Game::checkZoomEnabled()
2380 LocalPlayer *player = client->getEnv().getLocalPlayer();
2381 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2382 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2385 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2387 if ((device->isWindowActive() && device->isWindowFocused()
2388 && !isMenuActive()) || input->isRandom()) {
2391 if (!input->isRandom()) {
2392 // Mac OSX gets upset if this is set every frame
2393 if (device->getCursorControl()->isVisible())
2394 device->getCursorControl()->setVisible(false);
2398 if (m_first_loop_after_window_activation) {
2399 m_first_loop_after_window_activation = false;
2401 input->setMousePos(driver->getScreenSize().Width / 2,
2402 driver->getScreenSize().Height / 2);
2404 updateCameraOrientation(cam, dtime);
2410 // Mac OSX gets upset if this is set every frame
2411 if (!device->getCursorControl()->isVisible())
2412 device->getCursorControl()->setVisible(true);
2415 m_first_loop_after_window_activation = true;
2420 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2421 // responsiveness independently of FOV.
2422 f32 Game::getSensitivityScaleFactor() const
2424 f32 fov_y = client->getCamera()->getFovY();
2426 // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2427 // 16:9 aspect ratio to minimize disruption of existing sensitivity
2429 return tan(fov_y / 2.0f) * 1.3763818698f;
2432 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2434 #ifdef HAVE_TOUCHSCREENGUI
2435 if (g_touchscreengui) {
2436 cam->camera_yaw += g_touchscreengui->getYawChange();
2437 cam->camera_pitch = g_touchscreengui->getPitch();
2440 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2441 v2s32 dist = input->getMousePos() - center;
2443 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2447 f32 sens_scale = getSensitivityScaleFactor();
2448 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2449 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2451 if (dist.X != 0 || dist.Y != 0)
2452 input->setMousePos(center.X, center.Y);
2453 #ifdef HAVE_TOUCHSCREENGUI
2457 if (m_cache_enable_joysticks) {
2458 f32 sens_scale = getSensitivityScaleFactor();
2459 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime * sens_scale;
2460 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2461 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2464 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2468 void Game::updatePlayerControl(const CameraOrientation &cam)
2470 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2472 // DO NOT use the isKeyDown method for the forward, backward, left, right
2473 // buttons, as the code that uses the controls needs to be able to
2474 // distinguish between the two in order to know when to use joysticks.
2476 PlayerControl control(
2477 input->isKeyDown(KeyType::FORWARD),
2478 input->isKeyDown(KeyType::BACKWARD),
2479 input->isKeyDown(KeyType::LEFT),
2480 input->isKeyDown(KeyType::RIGHT),
2481 isKeyDown(KeyType::JUMP),
2482 isKeyDown(KeyType::AUX1),
2483 isKeyDown(KeyType::SNEAK),
2484 isKeyDown(KeyType::ZOOM),
2485 isKeyDown(KeyType::DIG),
2486 isKeyDown(KeyType::PLACE),
2489 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2490 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2493 u32 keypress_bits = (
2494 ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
2495 ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
2496 ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
2497 ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
2498 ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
2499 ( (u32)(isKeyDown(KeyType::AUX1) & 0x1) << 5) |
2500 ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
2501 ( (u32)(isKeyDown(KeyType::DIG) & 0x1) << 7) |
2502 ( (u32)(isKeyDown(KeyType::PLACE) & 0x1) << 8) |
2503 ( (u32)(isKeyDown(KeyType::ZOOM) & 0x1) << 9)
2507 /* For Android, simulate holding down AUX1 (fast move) if the user has
2508 * the fast_move setting toggled on. If there is an aux1 key defined for
2509 * Android then its meaning is inverted (i.e. holding aux1 means walk and
2512 if (m_cache_hold_aux1) {
2513 control.aux1 = control.aux1 ^ true;
2514 keypress_bits ^= ((u32)(1U << 5));
2518 LocalPlayer *player = client->getEnv().getLocalPlayer();
2520 // autojump if set: simulate "jump" key
2521 if (player->getAutojump()) {
2522 control.jump = true;
2523 keypress_bits |= 1U << 4;
2526 // autoforward if set: simulate "up" key
2527 if (player->getPlayerSettings().continuous_forward &&
2528 client->activeObjectsReceived() && !player->isDead()) {
2530 keypress_bits |= 1U << 0;
2533 client->setPlayerControl(control);
2534 player->keyPressed = keypress_bits;
2540 inline void Game::step(f32 *dtime)
2542 bool can_be_and_is_paused =
2543 (simple_singleplayer_mode && g_menumgr.pausesGame());
2545 if (can_be_and_is_paused) { // This is for a singleplayer server
2546 *dtime = 0; // No time passes
2548 if (simple_singleplayer_mode && !paused_animated_nodes.empty())
2552 server->step(*dtime);
2554 client->step(*dtime);
2558 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2561 for (auto &&child: node->getChildren())
2562 pauseNodeAnimation(paused, child);
2563 if (node->getType() != scene::ESNT_ANIMATED_MESH)
2565 auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2566 float speed = animated_node->getAnimationSpeed();
2569 paused.push_back({grab(animated_node), speed});
2570 animated_node->setAnimationSpeed(0.0f);
2573 void Game::pauseAnimation()
2575 pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2578 void Game::resumeAnimation()
2580 for (auto &&pair: paused_animated_nodes)
2581 pair.first->setAnimationSpeed(pair.second);
2582 paused_animated_nodes.clear();
2585 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2586 {&Game::handleClientEvent_None},
2587 {&Game::handleClientEvent_PlayerDamage},
2588 {&Game::handleClientEvent_PlayerForceMove},
2589 {&Game::handleClientEvent_Deathscreen},
2590 {&Game::handleClientEvent_ShowFormSpec},
2591 {&Game::handleClientEvent_ShowLocalFormSpec},
2592 {&Game::handleClientEvent_HandleParticleEvent},
2593 {&Game::handleClientEvent_HandleParticleEvent},
2594 {&Game::handleClientEvent_HandleParticleEvent},
2595 {&Game::handleClientEvent_HudAdd},
2596 {&Game::handleClientEvent_HudRemove},
2597 {&Game::handleClientEvent_HudChange},
2598 {&Game::handleClientEvent_SetSky},
2599 {&Game::handleClientEvent_SetSun},
2600 {&Game::handleClientEvent_SetMoon},
2601 {&Game::handleClientEvent_SetStars},
2602 {&Game::handleClientEvent_OverrideDayNigthRatio},
2603 {&Game::handleClientEvent_CloudParams},
2606 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2608 FATAL_ERROR("ClientEvent type None received");
2611 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2613 if (client->modsLoaded())
2614 client->getScript()->on_damage_taken(event->player_damage.amount);
2616 // Damage flash and hurt tilt are not used at death
2617 if (client->getHP() > 0) {
2618 LocalPlayer *player = client->getEnv().getLocalPlayer();
2620 f32 hp_max = player->getCAO() ?
2621 player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2622 f32 damage_ratio = event->player_damage.amount / hp_max;
2624 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2625 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2627 player->hurt_tilt_timer = 1.5f;
2628 player->hurt_tilt_strength =
2629 rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2632 // Play damage sound
2633 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2636 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2638 cam->camera_yaw = event->player_force_move.yaw;
2639 cam->camera_pitch = event->player_force_move.pitch;
2642 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2644 // If client scripting is enabled, deathscreen is handled by CSM code in
2645 // builtin/client/init.lua
2646 if (client->modsLoaded())
2647 client->getScript()->on_death();
2649 showDeathFormspec();
2651 /* Handle visualization */
2652 LocalPlayer *player = client->getEnv().getLocalPlayer();
2653 runData.damage_flash = 0;
2654 player->hurt_tilt_timer = 0;
2655 player->hurt_tilt_strength = 0;
2658 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2660 if (event->show_formspec.formspec->empty()) {
2661 auto formspec = m_game_ui->getFormspecGUI();
2662 if (formspec && (event->show_formspec.formname->empty()
2663 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2664 formspec->quitMenu();
2667 FormspecFormSource *fs_src =
2668 new FormspecFormSource(*(event->show_formspec.formspec));
2669 TextDestPlayerInventory *txt_dst =
2670 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2672 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2673 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2674 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2677 delete event->show_formspec.formspec;
2678 delete event->show_formspec.formname;
2681 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2683 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2684 LocalFormspecHandler *txt_dst =
2685 new LocalFormspecHandler(*event->show_formspec.formname, client);
2686 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2687 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2689 delete event->show_formspec.formspec;
2690 delete event->show_formspec.formname;
2693 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2694 CameraOrientation *cam)
2696 LocalPlayer *player = client->getEnv().getLocalPlayer();
2697 client->getParticleManager()->handleParticleEvent(event, client, player);
2700 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2702 LocalPlayer *player = client->getEnv().getLocalPlayer();
2704 u32 server_id = event->hudadd->server_id;
2705 // ignore if we already have a HUD with that ID
2706 auto i = m_hud_server_to_client.find(server_id);
2707 if (i != m_hud_server_to_client.end()) {
2708 delete event->hudadd;
2712 HudElement *e = new HudElement;
2713 e->type = static_cast<HudElementType>(event->hudadd->type);
2714 e->pos = event->hudadd->pos;
2715 e->name = event->hudadd->name;
2716 e->scale = event->hudadd->scale;
2717 e->text = event->hudadd->text;
2718 e->number = event->hudadd->number;
2719 e->item = event->hudadd->item;
2720 e->dir = event->hudadd->dir;
2721 e->align = event->hudadd->align;
2722 e->offset = event->hudadd->offset;
2723 e->world_pos = event->hudadd->world_pos;
2724 e->size = event->hudadd->size;
2725 e->z_index = event->hudadd->z_index;
2726 e->text2 = event->hudadd->text2;
2727 m_hud_server_to_client[server_id] = player->addHud(e);
2729 delete event->hudadd;
2732 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2734 LocalPlayer *player = client->getEnv().getLocalPlayer();
2736 auto i = m_hud_server_to_client.find(event->hudrm.id);
2737 if (i != m_hud_server_to_client.end()) {
2738 HudElement *e = player->removeHud(i->second);
2740 m_hud_server_to_client.erase(i);
2745 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2747 LocalPlayer *player = client->getEnv().getLocalPlayer();
2749 HudElement *e = nullptr;
2751 auto i = m_hud_server_to_client.find(event->hudchange->id);
2752 if (i != m_hud_server_to_client.end()) {
2753 e = player->getHud(i->second);
2757 delete event->hudchange;
2761 #define CASE_SET(statval, prop, dataprop) \
2763 e->prop = event->hudchange->dataprop; \
2766 switch (event->hudchange->stat) {
2767 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2769 CASE_SET(HUD_STAT_NAME, name, sdata);
2771 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2773 CASE_SET(HUD_STAT_TEXT, text, sdata);
2775 CASE_SET(HUD_STAT_NUMBER, number, data);
2777 CASE_SET(HUD_STAT_ITEM, item, data);
2779 CASE_SET(HUD_STAT_DIR, dir, data);
2781 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2783 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2785 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2787 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2789 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2791 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2796 delete event->hudchange;
2799 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2801 sky->setVisible(false);
2802 // Whether clouds are visible in front of a custom skybox.
2803 sky->setCloudsEnabled(event->set_sky->clouds);
2809 // Clear the old textures out in case we switch rendering type.
2810 sky->clearSkyboxTextures();
2811 // Handle according to type
2812 if (event->set_sky->type == "regular") {
2813 // Shows the mesh skybox
2814 sky->setVisible(true);
2815 // Update mesh based skybox colours if applicable.
2816 sky->setSkyColors(event->set_sky->sky_color);
2817 sky->setHorizonTint(
2818 event->set_sky->fog_sun_tint,
2819 event->set_sky->fog_moon_tint,
2820 event->set_sky->fog_tint_type
2822 } else if (event->set_sky->type == "skybox" &&
2823 event->set_sky->textures.size() == 6) {
2824 // Disable the dyanmic mesh skybox:
2825 sky->setVisible(false);
2827 sky->setFallbackBgColor(event->set_sky->bgcolor);
2828 // Set sunrise and sunset fog tinting:
2829 sky->setHorizonTint(
2830 event->set_sky->fog_sun_tint,
2831 event->set_sky->fog_moon_tint,
2832 event->set_sky->fog_tint_type
2834 // Add textures to skybox.
2835 for (int i = 0; i < 6; i++)
2836 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2838 // Handle everything else as plain color.
2839 if (event->set_sky->type != "plain")
2840 infostream << "Unknown sky type: "
2841 << (event->set_sky->type) << std::endl;
2842 sky->setVisible(false);
2843 sky->setFallbackBgColor(event->set_sky->bgcolor);
2844 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2845 sky->setHorizonTint(
2846 event->set_sky->bgcolor,
2847 event->set_sky->bgcolor,
2852 delete event->set_sky;
2855 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2857 sky->setSunVisible(event->sun_params->visible);
2858 sky->setSunTexture(event->sun_params->texture,
2859 event->sun_params->tonemap, texture_src);
2860 sky->setSunScale(event->sun_params->scale);
2861 sky->setSunriseVisible(event->sun_params->sunrise_visible);
2862 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2863 delete event->sun_params;
2866 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2868 sky->setMoonVisible(event->moon_params->visible);
2869 sky->setMoonTexture(event->moon_params->texture,
2870 event->moon_params->tonemap, texture_src);
2871 sky->setMoonScale(event->moon_params->scale);
2872 delete event->moon_params;
2875 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
2877 sky->setStarsVisible(event->star_params->visible);
2878 sky->setStarCount(event->star_params->count, false);
2879 sky->setStarColor(event->star_params->starcolor);
2880 sky->setStarScale(event->star_params->scale);
2881 delete event->star_params;
2884 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2885 CameraOrientation *cam)
2887 client->getEnv().setDayNightRatioOverride(
2888 event->override_day_night_ratio.do_override,
2889 event->override_day_night_ratio.ratio_f * 1000.0f);
2892 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2897 clouds->setDensity(event->cloud_params.density);
2898 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2899 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2900 clouds->setHeight(event->cloud_params.height);
2901 clouds->setThickness(event->cloud_params.thickness);
2902 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2905 void Game::processClientEvents(CameraOrientation *cam)
2907 while (client->hasClientEvents()) {
2908 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2909 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2910 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2911 (this->*evHandler.handler)(event.get(), cam);
2915 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2917 // Get new messages from error log buffer
2918 while (!m_chat_log_buf.empty())
2919 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
2921 // Get new messages from client
2922 std::wstring message;
2923 while (client->getChatMessage(message)) {
2924 chat_backend->addUnparsedMessage(message);
2927 // Remove old messages
2928 chat_backend->step(dtime);
2930 // Display all messages in a static text element
2931 m_game_ui->setChatText(chat_backend->getRecentChat(),
2932 chat_backend->getRecentBuffer().getLineCount());
2935 void Game::updateCamera(u32 busy_time, f32 dtime)
2937 LocalPlayer *player = client->getEnv().getLocalPlayer();
2940 For interaction purposes, get info about the held item
2942 - Is it a usable item?
2943 - Can it point to liquids?
2945 ItemStack playeritem;
2947 ItemStack selected, hand;
2948 playeritem = player->getWieldedItem(&selected, &hand);
2951 ToolCapabilities playeritem_toolcap =
2952 playeritem.getToolCapabilities(itemdef_manager);
2954 v3s16 old_camera_offset = camera->getOffset();
2956 if (wasKeyDown(KeyType::CAMERA_MODE)) {
2957 GenericCAO *playercao = player->getCAO();
2959 // If playercao not loaded, don't change camera
2963 camera->toggleCameraMode();
2965 // Make the player visible depending on camera mode.
2966 playercao->updateMeshCulling();
2967 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2970 float full_punch_interval = playeritem_toolcap.full_punch_interval;
2971 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2973 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2974 camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2975 camera->step(dtime);
2977 v3f camera_position = camera->getPosition();
2978 v3f camera_direction = camera->getDirection();
2979 f32 camera_fov = camera->getFovMax();
2980 v3s16 camera_offset = camera->getOffset();
2982 m_camera_offset_changed = (camera_offset != old_camera_offset);
2984 if (!m_flags.disable_camera_update) {
2985 client->getEnv().getClientMap().updateCamera(camera_position,
2986 camera_direction, camera_fov, camera_offset);
2988 if (m_camera_offset_changed) {
2989 client->updateCameraOffset(camera_offset);
2990 client->getEnv().updateCameraOffset(camera_offset);
2993 clouds->updateCameraOffset(camera_offset);
2999 void Game::updateSound(f32 dtime)
3001 // Update sound listener
3002 v3s16 camera_offset = camera->getOffset();
3003 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3004 v3f(0, 0, 0), // velocity
3005 camera->getDirection(),
3006 camera->getCameraNode()->getUpVector());
3008 bool mute_sound = g_settings->getBool("mute_sound");
3010 sound->setListenerGain(0.0f);
3012 // Check if volume is in the proper range, else fix it.
3013 float old_volume = g_settings->getFloat("sound_volume");
3014 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3015 sound->setListenerGain(new_volume);
3017 if (old_volume != new_volume) {
3018 g_settings->setFloat("sound_volume", new_volume);
3022 LocalPlayer *player = client->getEnv().getLocalPlayer();
3024 // Tell the sound maker whether to make footstep sounds
3025 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3027 // Update sound maker
3028 if (player->makes_footstep_sound)
3029 soundmaker->step(dtime);
3031 ClientMap &map = client->getEnv().getClientMap();
3032 MapNode n = map.getNode(player->getFootstepNodePos());
3033 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3037 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
3039 LocalPlayer *player = client->getEnv().getLocalPlayer();
3041 const v3f camera_direction = camera->getDirection();
3042 const v3s16 camera_offset = camera->getOffset();
3045 Calculate what block is the crosshair pointing to
3048 ItemStack selected_item, hand_item;
3049 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3051 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3052 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3054 core::line3d<f32> shootline;
3056 switch (camera->getCameraMode()) {
3057 case CAMERA_MODE_FIRST:
3058 // Shoot from camera position, with bobbing
3059 shootline.start = camera->getPosition();
3061 case CAMERA_MODE_THIRD:
3062 // Shoot from player head, no bobbing
3063 shootline.start = camera->getHeadPosition();
3065 case CAMERA_MODE_THIRD_FRONT:
3066 shootline.start = camera->getHeadPosition();
3067 // prevent player pointing anything in front-view
3071 shootline.end = shootline.start + camera_direction * BS * d;
3073 #ifdef HAVE_TOUCHSCREENGUI
3075 if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3076 shootline = g_touchscreengui->getShootline();
3077 // Scale shootline to the acual distance the player can reach
3078 shootline.end = shootline.start
3079 + shootline.getVector().normalize() * BS * d;
3080 shootline.start += intToFloat(camera_offset, BS);
3081 shootline.end += intToFloat(camera_offset, BS);
3086 PointedThing pointed = updatePointedThing(shootline,
3087 selected_def.liquids_pointable,
3088 !runData.btn_down_for_dig,
3091 if (pointed != runData.pointed_old) {
3092 infostream << "Pointing at " << pointed.dump() << std::endl;
3093 hud->updateSelectionMesh(camera_offset);
3096 // Allow digging again if button is not pressed
3097 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3098 runData.digging_blocked = false;
3102 - releasing dig button
3103 - pointing away from node
3105 if (runData.digging) {
3106 if (wasKeyReleased(KeyType::DIG)) {
3107 infostream << "Dig button released (stopped digging)" << std::endl;
3108 runData.digging = false;
3109 } else if (pointed != runData.pointed_old) {
3110 if (pointed.type == POINTEDTHING_NODE
3111 && runData.pointed_old.type == POINTEDTHING_NODE
3112 && pointed.node_undersurface
3113 == runData.pointed_old.node_undersurface) {
3114 // Still pointing to the same node, but a different face.
3117 infostream << "Pointing away from node (stopped digging)" << std::endl;
3118 runData.digging = false;
3119 hud->updateSelectionMesh(camera_offset);
3123 if (!runData.digging) {
3124 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3125 client->setCrack(-1, v3s16(0, 0, 0));
3126 runData.dig_time = 0.0;
3128 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3129 // Remove e.g. torches faster when clicking instead of holding dig button
3130 runData.nodig_delay_timer = 0;
3131 runData.dig_instantly = false;
3134 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3135 runData.btn_down_for_dig = false;
3137 runData.punching = false;
3139 soundmaker->m_player_leftpunch_sound.name = "";
3141 // Prepare for repeating, unless we're not supposed to
3142 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3143 runData.repeat_place_timer += dtime;
3145 runData.repeat_place_timer = 0;
3147 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3148 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3149 !client->getScript()->on_item_use(selected_item, pointed)))
3150 client->interact(INTERACT_USE, pointed);
3151 } else if (pointed.type == POINTEDTHING_NODE) {
3152 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3153 } else if (pointed.type == POINTEDTHING_OBJECT) {
3154 v3f player_position = player->getPosition();
3155 handlePointingAtObject(pointed, tool_item, player_position, show_debug);
3156 } else if (isKeyDown(KeyType::DIG)) {
3157 // When button is held down in air, show continuous animation
3158 runData.punching = true;
3159 // Run callback even though item is not usable
3160 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3161 client->getScript()->on_item_use(selected_item, pointed);
3162 } else if (wasKeyPressed(KeyType::PLACE)) {
3163 handlePointingAtNothing(selected_item);
3166 runData.pointed_old = pointed;
3168 if (runData.punching || wasKeyPressed(KeyType::DIG))
3169 camera->setDigging(0); // dig animation
3171 input->clearWasKeyPressed();
3172 input->clearWasKeyReleased();
3173 // Ensure DIG & PLACE are marked as handled
3174 wasKeyDown(KeyType::DIG);
3175 wasKeyDown(KeyType::PLACE);
3177 input->joystick.clearWasKeyPressed(KeyType::DIG);
3178 input->joystick.clearWasKeyPressed(KeyType::PLACE);
3180 input->joystick.clearWasKeyReleased(KeyType::DIG);
3181 input->joystick.clearWasKeyReleased(KeyType::PLACE);
3185 PointedThing Game::updatePointedThing(
3186 const core::line3d<f32> &shootline,
3187 bool liquids_pointable,
3188 bool look_for_object,
3189 const v3s16 &camera_offset)
3191 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3192 selectionboxes->clear();
3193 hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3194 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3195 "show_entity_selectionbox");
3197 ClientEnvironment &env = client->getEnv();
3198 ClientMap &map = env.getClientMap();
3199 const NodeDefManager *nodedef = map.getNodeDefManager();
3201 runData.selected_object = NULL;
3202 hud->pointing_at_object = false;
3204 RaycastState s(shootline, look_for_object, liquids_pointable);
3205 PointedThing result;
3206 env.continueRaycast(&s, &result);
3207 if (result.type == POINTEDTHING_OBJECT) {
3208 hud->pointing_at_object = true;
3210 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3211 aabb3f selection_box;
3212 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3213 runData.selected_object->getSelectionBox(&selection_box)) {
3214 v3f pos = runData.selected_object->getPosition();
3215 selectionboxes->push_back(aabb3f(selection_box));
3216 hud->setSelectionPos(pos, camera_offset);
3218 } else if (result.type == POINTEDTHING_NODE) {
3219 // Update selection boxes
3220 MapNode n = map.getNode(result.node_undersurface);
3221 std::vector<aabb3f> boxes;
3222 n.getSelectionBoxes(nodedef, &boxes,
3223 n.getNeighbors(result.node_undersurface, &map));
3226 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3227 i != boxes.end(); ++i) {
3229 box.MinEdge -= v3f(d, d, d);
3230 box.MaxEdge += v3f(d, d, d);
3231 selectionboxes->push_back(box);
3233 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3235 hud->setSelectedFaceNormal(v3f(
3236 result.intersection_normal.X,
3237 result.intersection_normal.Y,
3238 result.intersection_normal.Z));
3241 // Update selection mesh light level and vertex colors
3242 if (!selectionboxes->empty()) {
3243 v3f pf = hud->getSelectionPos();
3244 v3s16 p = floatToInt(pf, BS);
3246 // Get selection mesh light level
3247 MapNode n = map.getNode(p);
3248 u16 node_light = getInteriorLight(n, -1, nodedef);
3249 u16 light_level = node_light;
3251 for (const v3s16 &dir : g_6dirs) {
3252 n = map.getNode(p + dir);
3253 node_light = getInteriorLight(n, -1, nodedef);
3254 if (node_light > light_level)
3255 light_level = node_light;
3258 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3260 final_color_blend(&c, light_level, daynight_ratio);
3262 // Modify final color a bit with time
3263 u32 timer = porting::getTimeMs() % 5000;
3264 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3265 float sin_r = 0.08f * std::sin(timerf);
3266 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3267 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3268 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3269 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3270 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3272 // Set mesh final color
3273 hud->setSelectionMeshColor(c);
3279 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3281 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3282 PointedThing fauxPointed;
3283 fauxPointed.type = POINTEDTHING_NOTHING;
3284 client->interact(INTERACT_ACTIVATE, fauxPointed);
3288 void Game::handlePointingAtNode(const PointedThing &pointed,
3289 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3291 v3s16 nodepos = pointed.node_undersurface;
3292 v3s16 neighbourpos = pointed.node_abovesurface;
3295 Check information text of node
3298 ClientMap &map = client->getEnv().getClientMap();
3300 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3301 && !runData.digging_blocked
3302 && client->checkPrivilege("interact")) {
3303 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3306 // This should be done after digging handling
3307 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3310 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3311 meta->getString("infotext"))));
3313 MapNode n = map.getNode(nodepos);
3315 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3316 m_game_ui->setInfoText(L"Unknown node: " +
3317 utf8_to_wide(nodedef_manager->get(n).name));
3321 if ((wasKeyPressed(KeyType::PLACE) ||
3322 runData.repeat_place_timer >= m_repeat_place_time) &&
3323 client->checkPrivilege("interact")) {
3324 runData.repeat_place_timer = 0;
3325 infostream << "Place button pressed while looking at ground" << std::endl;
3327 // Placing animation (always shown for feedback)
3328 camera->setDigging(1);
3330 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3332 // If the wielded item has node placement prediction,
3334 // And also set the sound and send the interact
3335 // But first check for meta formspec and rightclickable
3336 auto &def = selected_item.getDefinition(itemdef_manager);
3337 bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
3340 if (placed && client->modsLoaded())
3341 client->getScript()->on_placenode(pointed, def);
3345 bool Game::nodePlacement(const ItemDefinition &selected_def,
3346 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
3347 const PointedThing &pointed, const NodeMetadata *meta)
3349 const auto &prediction = selected_def.node_placement_prediction;
3351 const NodeDefManager *nodedef = client->ndef();
3352 ClientMap &map = client->getEnv().getClientMap();
3354 bool is_valid_position;
3356 node = map.getNode(nodepos, &is_valid_position);
3357 if (!is_valid_position) {
3358 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3363 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3364 && !isKeyDown(KeyType::SNEAK)) {
3365 // on_rightclick callbacks are called anyway
3366 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3367 client->interact(INTERACT_PLACE, pointed);
3369 infostream << "Launching custom inventory view" << std::endl;
3371 InventoryLocation inventoryloc;
3372 inventoryloc.setNodeMeta(nodepos);
3374 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3375 &client->getEnv().getClientMap(), nodepos);
3376 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3378 auto *&formspec = m_game_ui->updateFormspec("");
3379 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3380 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3382 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3386 // on_rightclick callback
3387 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3388 !isKeyDown(KeyType::SNEAK))) {
3390 client->interact(INTERACT_PLACE, pointed);
3394 verbosestream << "Node placement prediction for "
3395 << selected_def.name << " is " << prediction << std::endl;
3396 v3s16 p = neighbourpos;
3398 // Place inside node itself if buildable_to
3399 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3400 if (is_valid_position) {
3401 if (nodedef->get(n_under).buildable_to) {
3404 node = map.getNode(p, &is_valid_position);
3405 if (is_valid_position && !nodedef->get(node).buildable_to) {
3406 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3408 client->interact(INTERACT_PLACE, pointed);
3414 // Find id of predicted node
3416 bool found = nodedef->getId(prediction, id);
3419 errorstream << "Node placement prediction failed for "
3420 << selected_def.name << " (places " << prediction
3421 << ") - Name not known" << std::endl;
3422 // Handle this as if prediction was empty
3424 client->interact(INTERACT_PLACE, pointed);
3428 const ContentFeatures &predicted_f = nodedef->get(id);
3430 // Predict param2 for facedir and wallmounted nodes
3431 // Compare core.item_place_node() for what the server does
3434 const u8 place_param2 = selected_def.place_param2;
3437 param2 = place_param2;
3438 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3439 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3440 v3s16 dir = nodepos - neighbourpos;
3442 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3443 param2 = dir.Y < 0 ? 1 : 0;
3444 } else if (abs(dir.X) > abs(dir.Z)) {
3445 param2 = dir.X < 0 ? 3 : 2;
3447 param2 = dir.Z < 0 ? 5 : 4;
3449 } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3450 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3451 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3453 if (abs(dir.X) > abs(dir.Z)) {
3454 param2 = dir.X < 0 ? 3 : 1;
3456 param2 = dir.Z < 0 ? 2 : 0;
3460 // Check attachment if node is in group attached_node
3461 if (itemgroup_get(predicted_f.groups, "attached_node") != 0) {
3462 const static v3s16 wallmounted_dirs[8] = {
3472 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3473 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3474 pp = p + wallmounted_dirs[param2];
3476 pp = p + v3s16(0, -1, 0);
3478 if (!nodedef->get(map.getNode(pp)).walkable) {
3479 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3481 client->interact(INTERACT_PLACE, pointed);
3487 if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3488 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3489 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3490 const auto &indexstr = selected_item.metadata.
3491 getString("palette_index", 0);
3492 if (!indexstr.empty()) {
3493 s32 index = mystoi(indexstr);
3494 if (predicted_f.param_type_2 == CPT2_COLOR) {
3496 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3497 // param2 = pure palette index + other
3498 param2 = (index & 0xf8) | (param2 & 0x07);
3499 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3500 // param2 = pure palette index + other
3501 param2 = (index & 0xe0) | (param2 & 0x1f);
3506 // Add node to client map
3507 MapNode n(id, 0, param2);
3510 LocalPlayer *player = client->getEnv().getLocalPlayer();
3512 // Dont place node when player would be inside new node
3513 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3514 if (!nodedef->get(n).walkable ||
3515 g_settings->getBool("enable_build_where_you_stand") ||
3516 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3517 (nodedef->get(n).walkable &&
3518 neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3519 neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3520 // This triggers the required mesh update too
3521 client->addNode(p, n);
3523 client->interact(INTERACT_PLACE, pointed);
3524 // A node is predicted, also play a sound
3525 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3528 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3531 } catch (const InvalidPositionException &e) {
3532 errorstream << "Node placement prediction failed for "
3533 << selected_def.name << " (places "
3534 << prediction << ") - Position not loaded" << std::endl;
3535 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3540 void Game::handlePointingAtObject(const PointedThing &pointed,
3541 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3543 std::wstring infotext = unescape_translate(
3544 utf8_to_wide(runData.selected_object->infoText()));
3547 if (!infotext.empty()) {
3550 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3553 m_game_ui->setInfoText(infotext);
3555 if (isKeyDown(KeyType::DIG)) {
3556 bool do_punch = false;
3557 bool do_punch_damage = false;
3559 if (runData.object_hit_delay_timer <= 0.0) {
3561 do_punch_damage = true;
3562 runData.object_hit_delay_timer = object_hit_delay;
3565 if (wasKeyPressed(KeyType::DIG))
3569 infostream << "Punched object" << std::endl;
3570 runData.punching = true;
3573 if (do_punch_damage) {
3574 // Report direct punch
3575 v3f objpos = runData.selected_object->getPosition();
3576 v3f dir = (objpos - player_position).normalize();
3578 bool disable_send = runData.selected_object->directReportPunch(
3579 dir, &tool_item, runData.time_from_last_punch);
3580 runData.time_from_last_punch = 0;
3583 client->interact(INTERACT_START_DIGGING, pointed);
3585 } else if (wasKeyDown(KeyType::PLACE)) {
3586 infostream << "Pressed place button while pointing at object" << std::endl;
3587 client->interact(INTERACT_PLACE, pointed); // place
3592 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3593 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3595 // See also: serverpackethandle.cpp, action == 2
3596 LocalPlayer *player = client->getEnv().getLocalPlayer();
3597 ClientMap &map = client->getEnv().getClientMap();
3598 MapNode n = client->getEnv().getClientMap().getNode(nodepos);
3600 // NOTE: Similar piece of code exists on the server side for
3602 // Get digging parameters
3603 DigParams params = getDigParams(nodedef_manager->get(n).groups,
3604 &selected_item.getToolCapabilities(itemdef_manager));
3606 // If can't dig, try hand
3607 if (!params.diggable) {
3608 params = getDigParams(nodedef_manager->get(n).groups,
3609 &hand_item.getToolCapabilities(itemdef_manager));
3612 if (!params.diggable) {
3613 // I guess nobody will wait for this long
3614 runData.dig_time_complete = 10000000.0;
3616 runData.dig_time_complete = params.time;
3618 if (m_cache_enable_particles) {
3619 const ContentFeatures &features = client->getNodeDefManager()->get(n);
3620 client->getParticleManager()->addNodeParticle(client,
3621 player, nodepos, n, features);
3625 if (!runData.digging) {
3626 infostream << "Started digging" << std::endl;
3627 runData.dig_instantly = runData.dig_time_complete == 0;
3628 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3630 client->interact(INTERACT_START_DIGGING, pointed);
3631 runData.digging = true;
3632 runData.btn_down_for_dig = true;
3635 if (!runData.dig_instantly) {
3636 runData.dig_index = (float)crack_animation_length
3638 / runData.dig_time_complete;
3640 // This is for e.g. torches
3641 runData.dig_index = crack_animation_length;
3644 SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3646 if (sound_dig.exists() && params.diggable) {
3647 if (sound_dig.name == "__group") {
3648 if (!params.main_group.empty()) {
3649 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3650 soundmaker->m_player_leftpunch_sound.name =
3651 std::string("default_dig_") +
3655 soundmaker->m_player_leftpunch_sound = sound_dig;
3659 // Don't show cracks if not diggable
3660 if (runData.dig_time_complete >= 100000.0) {
3661 } else if (runData.dig_index < crack_animation_length) {
3662 //TimeTaker timer("client.setTempMod");
3663 //infostream<<"dig_index="<<dig_index<<std::endl;
3664 client->setCrack(runData.dig_index, nodepos);
3666 infostream << "Digging completed" << std::endl;
3667 client->setCrack(-1, v3s16(0, 0, 0));
3669 runData.dig_time = 0;
3670 runData.digging = false;
3671 // we successfully dug, now block it from repeating if we want to be safe
3672 if (g_settings->getBool("safe_dig_and_place"))
3673 runData.digging_blocked = true;
3675 runData.nodig_delay_timer =
3676 runData.dig_time_complete / (float)crack_animation_length;
3678 // We don't want a corresponding delay to very time consuming nodes
3679 // and nodes without digging time (e.g. torches) get a fixed delay.
3680 if (runData.nodig_delay_timer > 0.3)
3681 runData.nodig_delay_timer = 0.3;
3682 else if (runData.dig_instantly)
3683 runData.nodig_delay_timer = 0.15;
3685 bool is_valid_position;
3686 MapNode wasnode = map.getNode(nodepos, &is_valid_position);
3687 if (is_valid_position) {
3688 if (client->modsLoaded() &&
3689 client->getScript()->on_dignode(nodepos, wasnode)) {
3693 const ContentFeatures &f = client->ndef()->get(wasnode);
3694 if (f.node_dig_prediction == "air") {
3695 client->removeNode(nodepos);
3696 } else if (!f.node_dig_prediction.empty()) {
3698 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3700 client->addNode(nodepos, id, true);
3702 // implicit else: no prediction
3705 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3707 if (m_cache_enable_particles) {
3708 const ContentFeatures &features =
3709 client->getNodeDefManager()->get(wasnode);
3710 client->getParticleManager()->addDiggingParticles(client,
3711 player, nodepos, wasnode, features);
3715 // Send event to trigger sound
3716 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3719 if (runData.dig_time_complete < 100000.0) {
3720 runData.dig_time += dtime;
3722 runData.dig_time = 0;
3723 client->setCrack(-1, nodepos);
3726 camera->setDigging(0); // Dig animation
3729 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3730 const CameraOrientation &cam)
3732 TimeTaker tt_update("Game::updateFrame()");
3733 LocalPlayer *player = client->getEnv().getLocalPlayer();
3739 if (draw_control->range_all) {
3740 runData.fog_range = 100000 * BS;
3742 runData.fog_range = draw_control->wanted_range * BS;
3746 Calculate general brightness
3748 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3749 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3750 float direct_brightness;
3753 if (m_cache_enable_noclip && m_cache_enable_free_move) {
3754 direct_brightness = time_brightness;
3755 sunlight_seen = true;
3757 float old_brightness = sky->getBrightness();
3758 direct_brightness = client->getEnv().getClientMap()
3759 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3760 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3764 float time_of_day_smooth = runData.time_of_day_smooth;
3765 float time_of_day = client->getEnv().getTimeOfDayF();
3767 static const float maxsm = 0.05f;
3768 static const float todsm = 0.05f;
3770 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3771 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3772 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3773 time_of_day_smooth = time_of_day;
3775 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3776 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3777 + (time_of_day + 1.0) * todsm;
3779 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3780 + time_of_day * todsm;
3782 runData.time_of_day_smooth = time_of_day_smooth;
3784 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3785 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3786 player->getPitch());
3792 if (sky->getCloudsVisible()) {
3793 clouds->setVisible(true);
3794 clouds->step(dtime);
3795 // camera->getPosition is not enough for 3rd person views
3796 v3f camera_node_position = camera->getCameraNode()->getPosition();
3797 v3s16 camera_offset = camera->getOffset();
3798 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3799 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3800 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3801 clouds->update(camera_node_position,
3802 sky->getCloudColor());
3803 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3804 // if inside clouds, and fog enabled, use that as sky
3806 video::SColor clouds_dark = clouds->getColor()
3807 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3808 sky->overrideColors(clouds_dark, clouds->getColor());
3809 sky->setInClouds(true);
3810 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3811 // do not draw clouds after all
3812 clouds->setVisible(false);
3815 clouds->setVisible(false);
3822 client->getParticleManager()->step(dtime);
3828 if (m_cache_enable_fog) {
3831 video::EFT_FOG_LINEAR,
3832 runData.fog_range * m_cache_fog_start,
3833 runData.fog_range * 1.0,
3841 video::EFT_FOG_LINEAR,
3851 Get chat messages from client
3854 v2u32 screensize = driver->getScreenSize();
3856 updateChat(dtime, screensize);
3862 if (player->getWieldIndex() != runData.new_playeritem)
3863 client->setPlayerItem(runData.new_playeritem);
3865 if (client->updateWieldedItem()) {
3866 // Update wielded tool
3867 ItemStack selected_item, hand_item;
3868 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3869 camera->wield(tool_item);
3873 Update block draw list every 200ms or when camera direction has
3876 runData.update_draw_list_timer += dtime;
3878 float update_draw_list_delta = 0.2f;
3879 if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer())
3880 update_draw_list_delta = shadow->getUpdateDelta();
3882 v3f camera_direction = camera->getDirection();
3883 if (runData.update_draw_list_timer >= update_draw_list_delta
3884 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3885 || m_camera_offset_changed) {
3887 runData.update_draw_list_timer = 0;
3888 client->getEnv().getClientMap().updateDrawList();
3889 runData.update_draw_list_last_cam_dir = camera_direction;
3894 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
3897 make sure menu is on top
3898 1. Delete formspec menu reference if menu was removed
3899 2. Else, make sure formspec menu is on top
3901 auto formspec = m_game_ui->getFormspecGUI();
3902 do { // breakable. only runs for one iteration
3906 if (formspec->getReferenceCount() == 1) {
3907 m_game_ui->deleteFormspec();
3911 auto &loc = formspec->getFormspecLocation();
3912 if (loc.type == InventoryLocation::NODEMETA) {
3913 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
3914 if (!meta || meta->getString("formspec").empty()) {
3915 formspec->quitMenu();
3921 guiroot->bringToFront(formspec);
3927 const video::SColor &skycolor = sky->getSkyColor();
3929 TimeTaker tt_draw("Draw scene");
3930 driver->beginScene(true, true, skycolor);
3932 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3933 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3934 (camera->getCameraMode() == CAMERA_MODE_FIRST));
3935 bool draw_crosshair = (
3936 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3937 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3938 #ifdef HAVE_TOUCHSCREENGUI
3940 draw_crosshair = !g_settings->getBool("touchtarget");
3941 } catch (SettingNotFoundException) {
3944 m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3945 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3950 if (m_game_ui->m_flags.show_profiler_graph)
3951 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3956 if (runData.damage_flash > 0.0f) {
3957 video::SColor color(runData.damage_flash, 180, 0, 0);
3958 driver->draw2DRectangle(color,
3959 core::rect<s32>(0, 0, screensize.X, screensize.Y),
3962 runData.damage_flash -= 384.0f * dtime;
3968 if (player->hurt_tilt_timer > 0.0f) {
3969 player->hurt_tilt_timer -= dtime * 6.0f;
3971 if (player->hurt_tilt_timer < 0.0f)
3972 player->hurt_tilt_strength = 0.0f;
3976 Update minimap pos and rotation
3978 if (mapper && m_game_ui->m_flags.show_hud) {
3979 mapper->setPos(floatToInt(player->getPosition(), BS));
3980 mapper->setAngle(player->getYaw());
3986 if (++m_reset_HW_buffer_counter > 500) {
3988 Periodically remove all mesh HW buffers.
3990 Work around for a quirk in Irrlicht where a HW buffer is only
3991 released after 20000 iterations (triggered from endScene()).
3993 Without this, all loaded but unused meshes will retain their HW
3994 buffers for at least 5 minutes, at which point looking up the HW buffers
3995 becomes a bottleneck and the framerate drops (as much as 30%).
3997 Tests showed that numbers between 50 and 1000 are good, so picked 500.
3998 There are no other public Irrlicht APIs that allow interacting with the
3999 HW buffers without tracking the status of every individual mesh.
4001 The HW buffers for _visible_ meshes will be reinitialized in the next frame.
4003 infostream << "Game::updateFrame(): Removing all HW buffers." << std::endl;
4004 driver->removeAllHardwareBuffers();
4005 m_reset_HW_buffer_counter = 0;
4009 stats->drawtime = tt_draw.stop(true);
4010 g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
4011 g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
4014 /* Log times and stuff for visualization */
4015 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4017 Profiler::GraphValues values;
4018 g_profiler->graphGet(values);
4022 /****************************************************************************
4024 *****************************************************************************/
4025 void Game::updateShadows()
4027 ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4031 float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4033 float timeoftheday = fmod(getWickedTimeOfDay(in_timeofday) + 0.75f, 0.5f) + 0.25f;
4034 const float offset_constant = 10000.0f;
4036 v3f light(0.0f, 0.0f, -1.0f);
4037 light.rotateXZBy(90);
4038 light.rotateXYBy(timeoftheday * 360 - 90);
4039 light.rotateYZBy(sky->getSkyBodyOrbitTilt());
4041 v3f sun_pos = light * offset_constant;
4043 if (shadow->getDirectionalLightCount() == 0)
4044 shadow->addDirectionalLight();
4045 shadow->getDirectionalLight().setDirection(sun_pos);
4046 shadow->setTimeOfDay(in_timeofday);
4048 shadow->getDirectionalLight().update_frustum(camera, client);
4051 /****************************************************************************
4053 ****************************************************************************/
4055 /* On some computers framerate doesn't seem to be automatically limited
4057 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
4059 // not using getRealTime is necessary for wine
4060 device->getTimer()->tick(); // Maker sure device time is up-to-date
4061 u32 time = device->getTimer()->getTime();
4062 u32 last_time = fps_timings->last_time;
4064 if (time > last_time) // Make sure time hasn't overflowed
4065 fps_timings->busy_time = time - last_time;
4067 fps_timings->busy_time = 0;
4069 u32 frametime_min = 1000 / (
4070 device->isWindowFocused() && !g_menumgr.pausesGame()
4071 ? g_settings->getFloat("fps_max")
4072 : g_settings->getFloat("fps_max_unfocused"));
4074 if (fps_timings->busy_time < frametime_min) {
4075 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
4076 device->sleep(fps_timings->sleep_time);
4078 fps_timings->sleep_time = 0;
4081 /* Get the new value of the device timer. Note that device->sleep() may
4082 * not sleep for the entire requested time as sleep may be interrupted and
4083 * therefore it is arguably more accurate to get the new time from the
4084 * device rather than calculating it by adding sleep_time to time.
4087 device->getTimer()->tick(); // Update device timer
4088 time = device->getTimer()->getTime();
4090 if (time > last_time) // Make sure last_time hasn't overflowed
4091 *dtime = (time - last_time) / 1000.0;
4095 fps_timings->last_time = time;
4098 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4100 const wchar_t *wmsg = wgettext(msg);
4101 m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4106 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4108 ((Game *)data)->readSettings();
4111 void Game::readSettings()
4113 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4114 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4115 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4116 m_cache_enable_particles = g_settings->getBool("enable_particles");
4117 m_cache_enable_fog = g_settings->getBool("enable_fog");
4118 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
4119 m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
4120 m_repeat_place_time = g_settings->getFloat("repeat_place_time");
4122 m_cache_enable_noclip = g_settings->getBool("noclip");
4123 m_cache_enable_free_move = g_settings->getBool("free_move");
4125 m_cache_fog_start = g_settings->getFloat("fog_start");
4127 m_cache_cam_smoothing = 0;
4128 if (g_settings->getBool("cinematic"))
4129 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4131 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4133 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4134 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4135 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4137 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4140 /****************************************************************************/
4141 /****************************************************************************
4143 ****************************************************************************/
4144 /****************************************************************************/
4146 void Game::showDeathFormspec()
4148 static std::string formspec_str =
4149 std::string("formspec_version[1]") +
4151 "bgcolor[#320000b4;true]"
4152 "label[4.85,1.35;" + gettext("You died") + "]"
4153 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4157 /* Note: FormspecFormSource and LocalFormspecHandler *
4158 * are deleted by guiFormSpecMenu */
4159 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4160 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4162 auto *&formspec = m_game_ui->getFormspecGUI();
4163 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4164 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4165 formspec->setFocus("btn_respawn");
4168 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4169 void Game::showPauseMenu()
4172 static const std::string control_text = strgettext("Default Controls:\n"
4173 "No menu visible:\n"
4174 "- single tap: button activate\n"
4175 "- double tap: place/use\n"
4176 "- slide finger: look around\n"
4177 "Menu/Inventory visible:\n"
4178 "- double tap (outside):\n"
4180 "- touch stack, touch slot:\n"
4182 "- touch&drag, tap 2nd finger\n"
4183 " --> place single item to slot\n"
4186 static const std::string control_text_template = strgettext("Controls:\n"
4187 "- %s: move forwards\n"
4188 "- %s: move backwards\n"
4190 "- %s: move right\n"
4191 "- %s: jump/climb up\n"
4194 "- %s: sneak/climb down\n"
4197 "- Mouse: turn/look\n"
4198 "- Mouse wheel: select item\n"
4202 char control_text_buf[600];
4204 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4205 GET_KEY_NAME(keymap_forward),
4206 GET_KEY_NAME(keymap_backward),
4207 GET_KEY_NAME(keymap_left),
4208 GET_KEY_NAME(keymap_right),
4209 GET_KEY_NAME(keymap_jump),
4210 GET_KEY_NAME(keymap_dig),
4211 GET_KEY_NAME(keymap_place),
4212 GET_KEY_NAME(keymap_sneak),
4213 GET_KEY_NAME(keymap_drop),
4214 GET_KEY_NAME(keymap_inventory),
4215 GET_KEY_NAME(keymap_chat)
4218 std::string control_text = std::string(control_text_buf);
4219 str_formspec_escape(control_text);
4222 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4223 std::ostringstream os;
4225 os << "formspec_version[1]" << SIZE_TAG
4226 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4227 << strgettext("Continue") << "]";
4229 if (!simple_singleplayer_mode) {
4230 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4231 << strgettext("Change Password") << "]";
4233 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4238 if (g_settings->getBool("enable_sound")) {
4239 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4240 << strgettext("Sound Volume") << "]";
4243 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4244 << strgettext("Change Keys") << "]";
4246 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4247 << strgettext("Exit to Menu") << "]";
4248 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4249 << strgettext("Exit to OS") << "]"
4250 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4251 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4253 << strgettext("Game info:") << "\n";
4254 const std::string &address = client->getAddressName();
4255 static const std::string mode = strgettext("- Mode: ");
4256 if (!simple_singleplayer_mode) {
4257 Address serverAddress = client->getServerAddress();
4258 if (!address.empty()) {
4259 os << mode << strgettext("Remote server") << "\n"
4260 << strgettext("- Address: ") << address;
4262 os << mode << strgettext("Hosting server");
4264 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4266 os << mode << strgettext("Singleplayer") << "\n";
4268 if (simple_singleplayer_mode || address.empty()) {
4269 static const std::string on = strgettext("On");
4270 static const std::string off = strgettext("Off");
4271 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4272 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4273 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4274 os << strgettext("- Damage: ") << damage << "\n"
4275 << strgettext("- Creative Mode: ") << creative << "\n";
4276 if (!simple_singleplayer_mode) {
4277 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4278 //~ PvP = Player versus Player
4279 os << strgettext("- PvP: ") << pvp << "\n"
4280 << strgettext("- Public: ") << announced << "\n";
4281 std::string server_name = g_settings->get("server_name");
4282 str_formspec_escape(server_name);
4283 if (announced == on && !server_name.empty())
4284 os << strgettext("- Server Name: ") << server_name;
4291 /* Note: FormspecFormSource and LocalFormspecHandler *
4292 * are deleted by guiFormSpecMenu */
4293 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4294 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4296 auto *&formspec = m_game_ui->getFormspecGUI();
4297 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4298 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4299 formspec->setFocus("btn_continue");
4300 formspec->doPause = true;
4302 if (simple_singleplayer_mode)
4306 /****************************************************************************/
4307 /****************************************************************************
4308 extern function for launching the game
4309 ****************************************************************************/
4310 /****************************************************************************/
4312 void the_game(bool *kill,
4313 InputHandler *input,
4314 RenderingEngine *rendering_engine,
4315 const GameStartData &start_data,
4316 std::string &error_message,
4317 ChatBackend &chat_backend,
4318 bool *reconnect_requested) // Used for local game
4322 /* Make a copy of the server address because if a local singleplayer server
4323 * is created then this is updated and we don't want to change the value
4324 * passed to us by the calling function
4329 if (game.startup(kill, input, rendering_engine, start_data,
4330 error_message, reconnect_requested, &chat_backend)) {
4334 } catch (SerializationError &e) {
4335 error_message = std::string("A serialization error occurred:\n")
4336 + e.what() + "\n\nThe server is probably "
4337 " running a different version of " PROJECT_NAME_C ".";
4338 errorstream << error_message << std::endl;
4339 } catch (ServerError &e) {
4340 error_message = e.what();
4341 errorstream << "ServerError: " << error_message << std::endl;
4342 } catch (ModError &e) {
4343 error_message = std::string("ModError: ") + e.what() +
4344 strgettext("\nCheck debug.txt for details.");
4345 errorstream << error_message << std::endl;