3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
24 #include "client/renderingengine.h"
27 #include "client/clientevent.h"
28 #include "client/gameui.h"
29 #include "client/inputhandler.h"
30 #include "client/tile.h" // For TextureSource
31 #include "client/keys.h"
32 #include "client/joystick_controller.h"
33 #include "clientmap.h"
36 #include "content_cao.h"
37 #include "content/subgames.h"
38 #include "client/event_manager.h"
39 #include "fontengine.h"
43 #include "gameparams.h"
45 #include "gui/guiChatConsole.h"
46 #include "gui/guiFormSpecMenu.h"
47 #include "gui/guiKeyChangeMenu.h"
48 #include "gui/guiPasswordChange.h"
49 #include "gui/guiVolumeChange.h"
50 #include "gui/mainmenumanager.h"
51 #include "gui/profilergraph.h"
54 #include "nodedef.h" // Needed for determining pointing to nodes
55 #include "nodemetadata.h"
56 #include "particles.h"
64 #include "translation.h"
65 #include "util/basic_macros.h"
66 #include "util/directiontables.h"
67 #include "util/pointedthing.h"
68 #include "util/quicktune_shortcutter.h"
69 #include "irrlicht_changes/static_text.h"
72 #include "script/scripting_client.h"
74 #include "clientdynamicinfo.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 Type getType() const { return NODE_DUG; }
258 ISoundManager *m_sound;
259 const NodeDefManager *m_ndef;
262 bool makes_footstep_sound;
263 float m_player_step_timer;
264 float m_player_jump_timer;
266 SimpleSoundSpec m_player_step_sound;
267 SimpleSoundSpec m_player_leftpunch_sound;
268 // Second sound made on left punch, currently used for item 'use' sound
269 SimpleSoundSpec m_player_leftpunch_sound2;
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);
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));
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);
320 sm->m_sound->playSound(sm->m_player_leftpunch_sound2);
323 static void cameraPunchRight(MtEvent *e, void *data)
325 SoundMaker *sm = (SoundMaker *)data;
326 sm->m_sound->playSound(sm->m_player_rightpunch_sound);
329 static void nodeDug(MtEvent *e, void *data)
331 SoundMaker *sm = (SoundMaker *)data;
332 NodeDugEvent *nde = (NodeDugEvent *)e;
333 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug);
336 static void playerDamage(MtEvent *e, void *data)
338 SoundMaker *sm = (SoundMaker *)data;
339 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5));
342 static void playerFallingDamage(MtEvent *e, void *data)
344 SoundMaker *sm = (SoundMaker *)data;
345 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5));
348 void registerReceiver(MtEventManager *mgr)
350 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
351 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
352 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
353 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
354 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
355 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
356 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
357 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
360 void step(float dtime)
362 m_player_step_timer -= dtime;
363 m_player_jump_timer -= dtime;
367 // Locally stored sounds don't need to be preloaded because of this
368 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
370 std::set<std::string> m_fetched;
372 void paths_insert(std::set<std::string> &dst_paths,
373 const std::string &base,
374 const std::string &name)
376 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
377 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
378 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
379 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
380 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
381 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
382 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
383 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
384 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
385 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
386 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
389 void fetchSounds(const std::string &name,
390 std::set<std::string> &dst_paths,
391 std::set<std::string> &dst_datas)
393 if (m_fetched.count(name))
396 m_fetched.insert(name);
398 paths_insert(dst_paths, porting::path_share, name);
399 paths_insert(dst_paths, porting::path_user, name);
404 typedef s32 SamplerLayer_t;
407 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
411 bool *m_force_fog_off;
414 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
415 CachedPixelShaderSetting<float> m_fog_distance;
416 CachedVertexShaderSetting<float> m_animation_timer_vertex;
417 CachedPixelShaderSetting<float> m_animation_timer_pixel;
418 CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
419 CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
420 CachedPixelShaderSetting<float, 3> m_day_light;
421 CachedPixelShaderSetting<float, 4> m_star_color;
422 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
423 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
424 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
425 CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
426 CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
427 CachedPixelShaderSetting<SamplerLayer_t> m_texture0;
428 CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
429 CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
430 CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
431 CachedPixelShaderSetting<float, 2> m_texel_size0;
432 std::array<float, 2> m_texel_size0_values;
433 CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
434 float m_user_exposure_compensation;
435 bool m_bloom_enabled;
436 CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
437 float m_bloom_intensity;
438 CachedPixelShaderSetting<float> m_bloom_strength_pixel;
439 float m_bloom_strength;
440 CachedPixelShaderSetting<float> m_bloom_radius_pixel;
441 float m_bloom_radius;
442 CachedPixelShaderSetting<float> m_saturation_pixel;
445 void onSettingsChange(const std::string &name)
447 if (name == "enable_fog")
448 m_fog_enabled = g_settings->getBool("enable_fog");
449 if (name == "exposure_compensation")
450 m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
451 if (name == "bloom_intensity")
452 m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
453 if (name == "bloom_strength_factor")
454 m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
455 if (name == "bloom_radius")
456 m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
459 static void settingsCallback(const std::string &name, void *userdata)
461 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
464 void setSky(Sky *sky) { m_sky = sky; }
466 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
467 f32 *fog_range, Client *client) :
470 m_force_fog_off(force_fog_off),
471 m_fog_range(fog_range),
472 m_sky_bg_color("skyBgColor"),
473 m_fog_distance("fogDistance"),
474 m_animation_timer_vertex("animationTimer"),
475 m_animation_timer_pixel("animationTimer"),
476 m_animation_timer_delta_vertex("animationTimerDelta"),
477 m_animation_timer_delta_pixel("animationTimerDelta"),
478 m_day_light("dayLight"),
479 m_star_color("starColor"),
480 m_eye_position_pixel("eyePosition"),
481 m_eye_position_vertex("eyePosition"),
482 m_minimap_yaw("yawVec"),
483 m_camera_offset_pixel("cameraOffset"),
484 m_camera_offset_vertex("cameraOffset"),
485 m_texture0("texture0"),
486 m_texture1("texture1"),
487 m_texture2("texture2"),
488 m_texture3("texture3"),
489 m_texel_size0("texelSize0"),
490 m_exposure_params_pixel("exposureParams",
491 std::array<const char*, 7> {
492 "luminanceMin", "luminanceMax", "exposureCorrection",
493 "speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
495 m_bloom_intensity_pixel("bloomIntensity"),
496 m_bloom_strength_pixel("bloomStrength"),
497 m_bloom_radius_pixel("bloomRadius"),
498 m_saturation_pixel("saturation")
500 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
501 g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
502 g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
503 g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
504 g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
505 g_settings->registerChangedCallback("saturation", settingsCallback, this);
506 m_fog_enabled = g_settings->getBool("enable_fog");
507 m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
508 m_bloom_enabled = g_settings->getBool("enable_bloom");
509 m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
510 m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
511 m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
514 ~GameGlobalShaderConstantSetter()
516 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
519 void onSetConstants(video::IMaterialRendererServices *services) override
522 video::SColor bgcolor = m_sky->getBgColor();
523 video::SColorf bgcolorf(bgcolor);
524 float bgcolorfa[4] = {
530 m_sky_bg_color.set(bgcolorfa, services);
533 float fog_distance = 10000 * BS;
535 if (m_fog_enabled && !*m_force_fog_off)
536 fog_distance = *m_fog_range;
538 m_fog_distance.set(&fog_distance, services);
540 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
541 video::SColorf sunlight;
542 get_sunlight_color(&sunlight, daynight_ratio);
547 m_day_light.set(dnc, services);
549 video::SColorf star_color = m_sky->getCurrentStarColor();
550 float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
551 m_star_color.set(clr, services);
553 u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
554 float animation_timer_f = (float)animation_timer / 100000.f;
555 m_animation_timer_vertex.set(&animation_timer_f, services);
556 m_animation_timer_pixel.set(&animation_timer_f, services);
558 float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
559 m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
560 m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
562 float eye_position_array[3];
563 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
564 epos.getAs3Values(eye_position_array);
565 m_eye_position_pixel.set(eye_position_array, services);
566 m_eye_position_vertex.set(eye_position_array, services);
568 if (m_client->getMinimap()) {
569 float minimap_yaw_array[3];
570 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
571 minimap_yaw.getAs3Values(minimap_yaw_array);
572 m_minimap_yaw.set(minimap_yaw_array, services);
575 float camera_offset_array[3];
576 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
577 offset.getAs3Values(camera_offset_array);
578 m_camera_offset_pixel.set(camera_offset_array, services);
579 m_camera_offset_vertex.set(camera_offset_array, services);
581 SamplerLayer_t tex_id;
583 m_texture0.set(&tex_id, services);
585 m_texture1.set(&tex_id, services);
587 m_texture2.set(&tex_id, services);
589 m_texture3.set(&tex_id, services);
591 m_texel_size0.set(m_texel_size0_values.data(), services);
593 const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
594 std::array<float, 7> exposure_buffer = {
595 std::pow(2.0f, exposure_params.luminance_min),
596 std::pow(2.0f, exposure_params.luminance_max),
597 exposure_params.exposure_correction,
598 exposure_params.speed_dark_bright,
599 exposure_params.speed_bright_dark,
600 exposure_params.center_weight_power,
601 powf(2.f, m_user_exposure_compensation)
603 m_exposure_params_pixel.set(exposure_buffer.data(), services);
605 if (m_bloom_enabled) {
606 m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
607 m_bloom_radius_pixel.set(&m_bloom_radius, services);
608 m_bloom_strength_pixel.set(&m_bloom_strength, services);
610 float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
611 m_saturation_pixel.set(&saturation, services);
614 void onSetMaterial(const video::SMaterial &material)
616 video::ITexture *texture = material.getTexture(0);
618 core::dimension2du size = texture->getSize();
619 m_texel_size0_values[0] = 1.f / size.Width;
620 m_texel_size0_values[1] = 1.f / size.Height;
623 m_texel_size0_values[0] = 0.f;
624 m_texel_size0_values[1] = 0.f;
630 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
633 bool *m_force_fog_off;
636 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
638 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
639 f32 *fog_range, Client *client) :
641 m_force_fog_off(force_fog_off),
642 m_fog_range(fog_range),
646 void setSky(Sky *sky) {
648 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
649 ggscs->setSky(m_sky);
651 created_nosky.clear();
654 virtual IShaderConstantSetter* create()
656 auto *scs = new GameGlobalShaderConstantSetter(
657 m_sky, m_force_fog_off, m_fog_range, m_client);
659 created_nosky.push_back(scs);
664 #ifdef HAVE_TOUCHSCREENGUI
665 #define SIZE_TAG "size[11,5.5]"
667 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
670 /****************************************************************************
671 ****************************************************************************/
673 const static float object_hit_delay = 0.2;
676 FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
680 void limit(IrrlichtDevice *device, f32 *dtime);
682 u32 getBusyMs() const { return busy_time / 1000; }
684 // all values in microseconds (us)
685 u64 last_time, busy_time, sleep_time;
689 /* The reason the following structs are not anonymous structs within the
690 * class is that they are not used by the majority of member functions and
691 * many functions that do require objects of thse types do not modify them
692 * (so they can be passed as a const qualified parameter)
698 PointedThing pointed_old;
701 bool btn_down_for_dig;
703 bool digging_blocked;
704 bool reset_jump_timer;
705 float nodig_delay_timer;
707 float dig_time_complete;
708 float repeat_place_timer;
709 float object_hit_delay_timer;
710 float time_from_last_punch;
711 ClientActiveObject *selected_object;
713 float jump_timer_up; // from key up until key down
714 float jump_timer_down; // since last key down
715 float jump_timer_down_before; // from key down until key down again
718 float update_draw_list_timer;
719 float touch_blocks_timer;
723 v3f update_draw_list_last_cam_dir;
725 float time_of_day_smooth;
730 struct ClientEventHandler
732 void (Game::*handler)(ClientEvent *, CameraOrientation *);
735 /****************************************************************************
737 ****************************************************************************/
739 using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
741 /* This is not intended to be a public class. If a public class becomes
742 * desirable then it may be better to create another 'wrapper' class that
743 * hides most of the stuff in this class (nothing in this class is required
744 * by any other file) but exposes the public methods/data only.
751 bool startup(bool *kill,
753 RenderingEngine *rendering_engine,
754 const GameStartData &game_params,
755 std::string &error_message,
757 ChatBackend *chat_backend);
764 // Basic initialisation
765 bool init(const std::string &map_dir, const std::string &address,
766 u16 port, const SubgameSpec &gamespec);
768 bool createSingleplayerServer(const std::string &map_dir,
769 const SubgameSpec &gamespec, u16 port);
772 bool createClient(const GameStartData &start_data);
776 bool connectToServer(const GameStartData &start_data,
777 bool *connect_ok, bool *aborted);
778 bool getServerContent(bool *aborted);
782 void updateInteractTimers(f32 dtime);
783 bool checkConnection();
784 bool handleCallbacks();
785 void processQueues();
786 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
787 void updateDebugState();
788 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
789 void updateProfilerGraphs(ProfilerGraph *graph);
792 void processUserInput(f32 dtime);
793 void processKeyInput();
794 void processItemSelection(u16 *new_playeritem);
796 void dropSelectedItem(bool single_item = false);
797 void openInventory();
798 void openConsole(float scale, const wchar_t *line=NULL);
799 void toggleFreeMove();
800 void toggleFreeMoveAlt();
801 void togglePitchMove();
804 void toggleCinematic();
805 void toggleBlockBounds();
806 void toggleAutoforward();
808 void toggleMinimap(bool shift_pressed);
811 void toggleUpdateCamera();
813 void increaseViewRange();
814 void decreaseViewRange();
815 void toggleFullViewRange();
816 void checkZoomEnabled();
818 void updateCameraDirection(CameraOrientation *cam, float dtime);
819 void updateCameraOrientation(CameraOrientation *cam, float dtime);
820 void updatePlayerControl(const CameraOrientation &cam);
821 void step(f32 dtime);
822 void processClientEvents(CameraOrientation *cam);
823 void updateCamera(f32 dtime);
824 void updateSound(f32 dtime);
825 void processPlayerInteraction(f32 dtime, bool show_hud);
827 * Returns the object or node the player is pointing at.
828 * Also updates the selected thing in the Hud.
830 * @param[in] shootline the shootline, starting from
831 * the camera position. This also gives the maximal distance
833 * @param[in] liquids_pointable if false, liquids are ignored
834 * @param[in] look_for_object if false, objects are ignored
835 * @param[in] camera_offset offset of the camera
836 * @param[out] selected_object the selected object or
839 PointedThing updatePointedThing(
840 const core::line3d<f32> &shootline, bool liquids_pointable,
841 bool look_for_object, const v3s16 &camera_offset);
842 void handlePointingAtNothing(const ItemStack &playerItem);
843 void handlePointingAtNode(const PointedThing &pointed,
844 const ItemStack &selected_item, const ItemStack &hand_item,
845 const ItemStack &place_item, f32 dtime);
846 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
847 const v3f &player_position, bool show_debug);
848 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
849 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
850 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
851 const CameraOrientation &cam);
852 void updateShadows();
855 void showOverlayMessage(const char *msg, float dtime, int percent,
856 bool draw_clouds = true);
858 static void settingChangedCallback(const std::string &setting_name, void *data);
861 inline bool isKeyDown(GameKeyType k)
863 return input->isKeyDown(k);
865 inline bool wasKeyDown(GameKeyType k)
867 return input->wasKeyDown(k);
869 inline bool wasKeyPressed(GameKeyType k)
871 return input->wasKeyPressed(k);
873 inline bool wasKeyReleased(GameKeyType k)
875 return input->wasKeyReleased(k);
879 void handleAndroidChatInput();
884 bool force_fog_off = false;
885 bool disable_camera_update = false;
888 void showDeathFormspec();
889 void showPauseMenu();
891 void pauseAnimation();
892 void resumeAnimation();
894 // ClientEvent handlers
895 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
896 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
897 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
898 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
899 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
900 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
901 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
902 CameraOrientation *cam);
903 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
904 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
905 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
906 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
907 void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
908 void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
909 void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
910 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
911 CameraOrientation *cam);
912 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
914 void updateChat(f32 dtime);
916 bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
917 const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
918 const NodeMetadata *meta);
919 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
921 f32 getSensitivityScaleFactor() const;
922 ClientDynamicInfo getCurrentDynamicInfo() const;
924 InputHandler *input = nullptr;
926 Client *client = nullptr;
927 Server *server = nullptr;
929 ClientDynamicInfo client_display_info{};
930 float dynamic_info_send_timer = 0;
932 IWritableTextureSource *texture_src = nullptr;
933 IWritableShaderSource *shader_src = nullptr;
935 // When created, these will be filled with data received from the server
936 IWritableItemDefManager *itemdef_manager = nullptr;
937 NodeDefManager *nodedef_manager = nullptr;
939 GameOnDemandSoundFetcher soundfetcher; // useful when testing
940 ISoundManager *sound = nullptr;
941 bool sound_is_dummy = false;
942 SoundMaker *soundmaker = nullptr;
944 ChatBackend *chat_backend = nullptr;
945 LogOutputBuffer m_chat_log_buf;
947 EventManager *eventmgr = nullptr;
948 QuicktuneShortcutter *quicktune = nullptr;
950 std::unique_ptr<GameUI> m_game_ui;
951 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
952 MapDrawControl *draw_control = nullptr;
953 Camera *camera = nullptr;
954 Clouds *clouds = nullptr; // Free using ->Drop()
955 Sky *sky = nullptr; // Free using ->Drop()
957 Minimap *mapper = nullptr;
959 // Map server hud ids to client hud ids
960 std::unordered_map<u32, u32> m_hud_server_to_client;
966 This class does take ownership/responsibily for cleaning up etc of any of
967 these items (e.g. device)
969 IrrlichtDevice *device;
970 RenderingEngine *m_rendering_engine;
971 video::IVideoDriver *driver;
972 scene::ISceneManager *smgr;
974 std::string *error_message;
975 bool *reconnect_requested;
976 scene::ISceneNode *skybox;
977 PausedNodesList paused_animated_nodes;
979 bool simple_singleplayer_mode;
982 /* Pre-calculated values
984 int crack_animation_length;
986 IntervalLimiter profiler_interval;
989 * TODO: Local caching of settings is not optimal and should at some stage
990 * be updated to use a global settings object for getting thse values
991 * (as opposed to the this local caching). This can be addressed in
994 bool m_cache_doubletap_jump;
995 bool m_cache_enable_clouds;
996 bool m_cache_enable_joysticks;
997 bool m_cache_enable_particles;
998 bool m_cache_enable_fog;
999 bool m_cache_enable_noclip;
1000 bool m_cache_enable_free_move;
1001 f32 m_cache_mouse_sensitivity;
1002 f32 m_cache_joystick_frustum_sensitivity;
1003 f32 m_repeat_place_time;
1004 f32 m_cache_cam_smoothing;
1005 f32 m_cache_fog_start;
1007 bool m_invert_mouse = false;
1008 bool m_first_loop_after_window_activation = false;
1009 bool m_camera_offset_changed = false;
1011 bool m_does_lost_focus_pause_game = false;
1013 // if true, (almost) the whole game is paused
1014 // this happens in pause menu in singleplayer
1015 bool m_is_paused = false;
1017 #ifdef HAVE_TOUCHSCREENGUI
1018 bool m_cache_hold_aux1;
1019 bool m_touch_use_crosshair;
1020 inline bool isNoCrosshairAllowed() {
1021 return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
1025 bool m_android_chat_open;
1030 m_chat_log_buf(g_logger),
1031 m_game_ui(new GameUI())
1033 g_settings->registerChangedCallback("doubletap_jump",
1034 &settingChangedCallback, this);
1035 g_settings->registerChangedCallback("enable_clouds",
1036 &settingChangedCallback, this);
1037 g_settings->registerChangedCallback("doubletap_joysticks",
1038 &settingChangedCallback, this);
1039 g_settings->registerChangedCallback("enable_particles",
1040 &settingChangedCallback, this);
1041 g_settings->registerChangedCallback("enable_fog",
1042 &settingChangedCallback, this);
1043 g_settings->registerChangedCallback("mouse_sensitivity",
1044 &settingChangedCallback, this);
1045 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
1046 &settingChangedCallback, this);
1047 g_settings->registerChangedCallback("repeat_place_time",
1048 &settingChangedCallback, this);
1049 g_settings->registerChangedCallback("noclip",
1050 &settingChangedCallback, this);
1051 g_settings->registerChangedCallback("free_move",
1052 &settingChangedCallback, this);
1053 g_settings->registerChangedCallback("cinematic",
1054 &settingChangedCallback, this);
1055 g_settings->registerChangedCallback("cinematic_camera_smoothing",
1056 &settingChangedCallback, this);
1057 g_settings->registerChangedCallback("camera_smoothing",
1058 &settingChangedCallback, this);
1062 #ifdef HAVE_TOUCHSCREENGUI
1063 m_cache_hold_aux1 = false; // This is initialised properly later
1070 /****************************************************************************
1072 ****************************************************************************/
1078 if (!sound_is_dummy)
1081 delete server; // deleted first to stop all server threads
1089 delete nodedef_manager;
1090 delete itemdef_manager;
1091 delete draw_control;
1093 clearTextureNameCache();
1095 g_settings->deregisterChangedCallback("doubletap_jump",
1096 &settingChangedCallback, this);
1097 g_settings->deregisterChangedCallback("enable_clouds",
1098 &settingChangedCallback, this);
1099 g_settings->deregisterChangedCallback("enable_particles",
1100 &settingChangedCallback, this);
1101 g_settings->deregisterChangedCallback("enable_fog",
1102 &settingChangedCallback, this);
1103 g_settings->deregisterChangedCallback("mouse_sensitivity",
1104 &settingChangedCallback, this);
1105 g_settings->deregisterChangedCallback("repeat_place_time",
1106 &settingChangedCallback, this);
1107 g_settings->deregisterChangedCallback("noclip",
1108 &settingChangedCallback, this);
1109 g_settings->deregisterChangedCallback("free_move",
1110 &settingChangedCallback, this);
1111 g_settings->deregisterChangedCallback("cinematic",
1112 &settingChangedCallback, this);
1113 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1114 &settingChangedCallback, this);
1115 g_settings->deregisterChangedCallback("camera_smoothing",
1116 &settingChangedCallback, this);
1119 bool Game::startup(bool *kill,
1120 InputHandler *input,
1121 RenderingEngine *rendering_engine,
1122 const GameStartData &start_data,
1123 std::string &error_message,
1125 ChatBackend *chat_backend)
1129 m_rendering_engine = rendering_engine;
1130 device = m_rendering_engine->get_raw_device();
1132 this->error_message = &error_message;
1133 reconnect_requested = reconnect;
1134 this->input = input;
1135 this->chat_backend = chat_backend;
1136 simple_singleplayer_mode = start_data.isSinglePlayer();
1138 input->keycache.populate();
1140 driver = device->getVideoDriver();
1141 smgr = m_rendering_engine->get_scene_manager();
1143 smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1146 runData = GameRunData();
1147 runData.time_from_last_punch = 10.0;
1149 m_game_ui->initFlags();
1151 m_invert_mouse = g_settings->getBool("invert_mouse");
1152 m_first_loop_after_window_activation = true;
1154 #ifdef HAVE_TOUCHSCREENGUI
1155 m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
1158 g_client_translations->clear();
1160 // address can change if simple_singleplayer_mode
1161 if (!init(start_data.world_spec.path, start_data.address,
1162 start_data.socket_port, start_data.game_spec))
1165 if (!createClient(start_data))
1168 m_rendering_engine->initialize(client, hud);
1176 ProfilerGraph graph;
1177 RunStats stats = {};
1178 CameraOrientation cam_view_target = {};
1179 CameraOrientation cam_view = {};
1180 FpsControl draw_times;
1181 f32 dtime; // in seconds
1183 /* Clear the profiler */
1184 Profiler::GraphValues dummyvalues;
1185 g_profiler->graphGet(dummyvalues);
1189 set_light_table(g_settings->getFloat("display_gamma"));
1191 #ifdef HAVE_TOUCHSCREENGUI
1192 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1193 && client->checkPrivilege("fast");
1196 v2u32 previous_screen_size(g_settings->getU16("screen_w"),
1197 g_settings->getU16("screen_h"));
1199 while (m_rendering_engine->run()
1200 && !(*kill || g_gamecallback->shutdown_requested
1201 || (server && server->isShutdownRequested()))) {
1203 // Calculate dtime =
1204 // m_rendering_engine->run() from this iteration
1205 // + Sleep time until the wanted FPS are reached
1206 draw_times.limit(device, &dtime);
1208 const auto current_dynamic_info = getCurrentDynamicInfo();
1209 if (!current_dynamic_info.equal(client_display_info)) {
1210 client_display_info = current_dynamic_info;
1211 dynamic_info_send_timer = 0.2f;
1214 if (dynamic_info_send_timer > 0) {
1215 dynamic_info_send_timer -= dtime;
1216 if (dynamic_info_send_timer <= 0) {
1217 client->sendUpdateClientInfo(current_dynamic_info);
1221 const auto ¤t_screen_size = current_dynamic_info.render_target_size;
1223 // Verify if window size has changed and save it if it's the case
1224 // Ensure evaluating settings->getBool after verifying screensize
1225 // First condition is cheaper
1226 if (previous_screen_size != current_screen_size &&
1227 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1228 g_settings->getBool("autosave_screensize")) {
1229 g_settings->setU16("screen_w", current_screen_size.X);
1230 g_settings->setU16("screen_h", current_screen_size.Y);
1231 previous_screen_size = current_screen_size;
1234 // Prepare render data for next iteration
1236 updateStats(&stats, draw_times, dtime);
1237 updateInteractTimers(dtime);
1239 if (!checkConnection())
1241 if (!handleCallbacks())
1246 m_game_ui->clearInfoText();
1248 updateProfilers(stats, draw_times, dtime);
1249 processUserInput(dtime);
1250 // Update camera before player movement to avoid camera lag of one frame
1251 updateCameraDirection(&cam_view_target, dtime);
1252 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1253 cam_view.camera_yaw) * m_cache_cam_smoothing;
1254 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1255 cam_view.camera_pitch) * m_cache_cam_smoothing;
1256 updatePlayerControl(cam_view);
1259 bool was_paused = m_is_paused;
1260 m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
1264 if (!was_paused && m_is_paused)
1266 else if (was_paused && !m_is_paused)
1272 processClientEvents(&cam_view_target);
1274 updateCamera(dtime);
1276 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
1277 updateFrame(&graph, &stats, dtime, cam_view);
1278 updateProfilerGraphs(&graph);
1280 // Update if minimap has been disabled by the server
1281 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1283 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1290 void Game::shutdown()
1292 m_rendering_engine->finalize();
1294 auto formspec = m_game_ui->getFormspecGUI();
1296 formspec->quitMenu();
1298 #ifdef HAVE_TOUCHSCREENGUI
1299 g_touchscreengui->hide();
1302 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1307 if (gui_chat_console)
1308 gui_chat_console->drop();
1314 while (g_menumgr.menuCount() > 0) {
1315 g_menumgr.m_stack.front()->setVisible(false);
1316 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1319 m_game_ui->deleteFormspec();
1321 chat_backend->addMessage(L"", L"# Disconnected.");
1322 chat_backend->addMessage(L"", L"");
1323 m_chat_log_buf.clear();
1327 while (!client->isShutdown()) {
1328 assert(texture_src != NULL);
1329 assert(shader_src != NULL);
1330 texture_src->processQueue();
1331 shader_src->processQueue();
1338 /****************************************************************************/
1339 /****************************************************************************
1341 ****************************************************************************/
1342 /****************************************************************************/
1345 const std::string &map_dir,
1346 const std::string &address,
1348 const SubgameSpec &gamespec)
1350 texture_src = createTextureSource();
1352 showOverlayMessage(N_("Loading..."), 0, 0);
1354 shader_src = createShaderSource();
1356 itemdef_manager = createItemDefManager();
1357 nodedef_manager = createNodeDefManager();
1359 eventmgr = new EventManager();
1360 quicktune = new QuicktuneShortcutter();
1362 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1363 && eventmgr && quicktune))
1369 // Create a server if not connecting to an existing one
1370 if (address.empty()) {
1371 if (!createSingleplayerServer(map_dir, gamespec, port))
1378 bool Game::initSound()
1381 if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1382 infostream << "Attempting to use OpenAL audio" << std::endl;
1383 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1385 infostream << "Failed to initialize OpenAL audio" << std::endl;
1387 infostream << "Sound disabled." << std::endl;
1391 infostream << "Using dummy audio." << std::endl;
1392 sound = &dummySoundManager;
1393 sound_is_dummy = true;
1396 soundmaker = new SoundMaker(sound, nodedef_manager);
1400 soundmaker->registerReceiver(eventmgr);
1405 bool Game::createSingleplayerServer(const std::string &map_dir,
1406 const SubgameSpec &gamespec, u16 port)
1408 showOverlayMessage(N_("Creating server..."), 0, 5);
1410 std::string bind_str = g_settings->get("bind_address");
1411 Address bind_addr(0, 0, 0, 0, port);
1413 if (g_settings->getBool("ipv6_server")) {
1414 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1418 bind_addr.Resolve(bind_str.c_str());
1419 } catch (ResolveError &e) {
1420 infostream << "Resolving bind address \"" << bind_str
1421 << "\" failed: " << e.what()
1422 << " -- Listening on all addresses." << std::endl;
1425 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1426 *error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled",
1427 bind_addr.serializeString().c_str());
1428 errorstream << *error_message << std::endl;
1432 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1433 false, nullptr, error_message);
1439 bool Game::createClient(const GameStartData &start_data)
1441 showOverlayMessage(N_("Creating client..."), 0, 10);
1443 draw_control = new MapDrawControl();
1447 bool could_connect, connect_aborted;
1448 #ifdef HAVE_TOUCHSCREENGUI
1449 if (g_touchscreengui) {
1450 g_touchscreengui->init(texture_src);
1451 g_touchscreengui->hide();
1454 if (!connectToServer(start_data, &could_connect, &connect_aborted))
1457 if (!could_connect) {
1458 if (error_message->empty() && !connect_aborted) {
1459 // Should not happen if error messages are set properly
1460 *error_message = gettext("Connection failed for unknown reason");
1461 errorstream << *error_message << std::endl;
1466 if (!getServerContent(&connect_aborted)) {
1467 if (error_message->empty() && !connect_aborted) {
1468 // Should not happen if error messages are set properly
1469 *error_message = gettext("Connection failed for unknown reason");
1470 errorstream << *error_message << std::endl;
1475 auto *scsf = new GameGlobalShaderConstantSetterFactory(
1476 &m_flags.force_fog_off, &runData.fog_range, client);
1477 shader_src->addShaderConstantSetterFactory(scsf);
1479 // Update cached textures, meshes and materials
1480 client->afterContentReceived();
1484 camera = new Camera(*draw_control, client, m_rendering_engine);
1485 if (client->modsLoaded())
1486 client->getScript()->on_camera_ready(camera);
1487 client->setCamera(camera);
1488 #ifdef HAVE_TOUCHSCREENGUI
1489 if (g_touchscreengui) {
1490 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
1496 if (m_cache_enable_clouds)
1497 clouds = new Clouds(smgr, -1, time(0));
1501 sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
1503 skybox = NULL; // This is used/set later on in the main run loop
1505 /* Pre-calculated values
1507 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1509 v2u32 size = t->getOriginalSize();
1510 crack_animation_length = size.Y / size.X;
1512 crack_animation_length = 5;
1518 /* Set window caption
1520 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1522 str += utf8_to_wide(g_version_hash);
1524 const wchar_t *text = nullptr;
1525 if (simple_singleplayer_mode)
1526 text = wgettext("Singleplayer");
1528 text = wgettext("Multiplayer");
1535 str += driver->getName();
1538 device->setWindowCaption(str.c_str());
1540 LocalPlayer *player = client->getEnv().getLocalPlayer();
1541 player->hurt_tilt_timer = 0;
1542 player->hurt_tilt_strength = 0;
1544 hud = new Hud(client, player, &player->inventory);
1546 mapper = client->getMinimap();
1548 if (mapper && client->modsLoaded())
1549 client->getScript()->on_minimap_ready(mapper);
1554 bool Game::initGui()
1558 // Remove stale "recent" chat messages from previous connections
1559 chat_backend->clearRecentChat();
1561 // Make sure the size of the recent messages buffer is right
1562 chat_backend->applySettings();
1564 // Chat backend and console
1565 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1566 -1, chat_backend, client, &g_menumgr);
1568 #ifdef HAVE_TOUCHSCREENGUI
1570 if (g_touchscreengui)
1571 g_touchscreengui->show();
1578 bool Game::connectToServer(const GameStartData &start_data,
1579 bool *connect_ok, bool *connection_aborted)
1581 *connect_ok = false; // Let's not be overly optimistic
1582 *connection_aborted = false;
1583 bool local_server_mode = false;
1585 showOverlayMessage(N_("Resolving address..."), 0, 15);
1587 Address connect_address(0, 0, 0, 0, start_data.socket_port);
1590 connect_address.Resolve(start_data.address.c_str());
1592 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1593 if (connect_address.isIPv6()) {
1594 IPv6AddressBytes addr_bytes;
1595 addr_bytes.bytes[15] = 1;
1596 connect_address.setAddress(&addr_bytes);
1598 connect_address.setAddress(127, 0, 0, 1);
1600 local_server_mode = true;
1602 } catch (ResolveError &e) {
1603 *error_message = fmtgettext("Couldn't resolve address: %s", e.what());
1605 errorstream << *error_message << std::endl;
1609 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1610 *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
1611 errorstream << *error_message << std::endl;
1616 client = new Client(start_data.name.c_str(),
1617 start_data.password, start_data.address,
1618 *draw_control, texture_src, shader_src,
1619 itemdef_manager, nodedef_manager, sound, eventmgr,
1620 m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
1621 start_data.allow_login_or_register);
1622 client->migrateModStorage();
1623 } catch (const BaseException &e) {
1624 *error_message = fmtgettext("Error creating client: %s", e.what());
1625 errorstream << *error_message << std::endl;
1629 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1631 infostream << "Connecting to server at ";
1632 connect_address.print(infostream);
1633 infostream << std::endl;
1635 client->connect(connect_address,
1636 simple_singleplayer_mode || local_server_mode);
1639 Wait for server to accept connection
1645 FpsControl fps_control;
1647 f32 wait_time = 0; // in seconds
1649 fps_control.reset();
1651 while (m_rendering_engine->run()) {
1653 fps_control.limit(device, &dtime);
1655 // Update client and server
1656 client->step(dtime);
1659 server->step(dtime);
1662 if (client->getState() == LC_Init) {
1668 if (*connection_aborted)
1671 if (client->accessDenied()) {
1672 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1673 *reconnect_requested = client->reconnectRequested();
1674 errorstream << *error_message << std::endl;
1678 if (input->cancelPressed()) {
1679 *connection_aborted = true;
1680 infostream << "Connect aborted [Escape]" << std::endl;
1685 // Only time out if we aren't waiting for the server we started
1686 if (!start_data.address.empty() && wait_time > 10) {
1687 *error_message = gettext("Connection timed out.");
1688 errorstream << *error_message << std::endl;
1693 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1695 } catch (con::PeerNotFoundException &e) {
1696 // TODO: Should something be done here? At least an info/error
1704 bool Game::getServerContent(bool *aborted)
1708 FpsControl fps_control;
1709 f32 dtime; // in seconds
1711 fps_control.reset();
1713 while (m_rendering_engine->run()) {
1715 fps_control.limit(device, &dtime);
1717 // Update client and server
1718 client->step(dtime);
1721 server->step(dtime);
1724 if (client->mediaReceived() && client->itemdefReceived() &&
1725 client->nodedefReceived()) {
1730 if (!checkConnection())
1733 if (client->getState() < LC_Init) {
1734 *error_message = gettext("Client disconnected");
1735 errorstream << *error_message << std::endl;
1739 if (input->cancelPressed()) {
1741 infostream << "Connect aborted [Escape]" << std::endl;
1748 if (!client->itemdefReceived()) {
1749 const wchar_t *text = wgettext("Item definitions...");
1751 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1754 } else if (!client->nodedefReceived()) {
1755 const wchar_t *text = wgettext("Node definitions...");
1757 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1761 std::ostringstream message;
1762 std::fixed(message);
1763 message.precision(0);
1764 float receive = client->mediaReceiveProgress() * 100;
1765 message << gettext("Media...");
1767 message << " " << receive << "%";
1768 message.precision(2);
1770 if ((USE_CURL == 0) ||
1771 (!g_settings->getBool("enable_remote_media_server"))) {
1772 float cur = client->getCurRate();
1773 std::string cur_unit = gettext("KiB/s");
1777 cur_unit = gettext("MiB/s");
1780 message << " (" << cur << ' ' << cur_unit << ")";
1783 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1784 m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
1785 texture_src, dtime, progress);
1793 /****************************************************************************/
1794 /****************************************************************************
1796 ****************************************************************************/
1797 /****************************************************************************/
1799 inline void Game::updateInteractTimers(f32 dtime)
1801 if (runData.nodig_delay_timer >= 0)
1802 runData.nodig_delay_timer -= dtime;
1804 if (runData.object_hit_delay_timer >= 0)
1805 runData.object_hit_delay_timer -= dtime;
1807 runData.time_from_last_punch += dtime;
1811 /* returns false if game should exit, otherwise true
1813 inline bool Game::checkConnection()
1815 if (client->accessDenied()) {
1816 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1817 *reconnect_requested = client->reconnectRequested();
1818 errorstream << *error_message << std::endl;
1826 /* returns false if game should exit, otherwise true
1828 inline bool Game::handleCallbacks()
1830 if (g_gamecallback->disconnect_requested) {
1831 g_gamecallback->disconnect_requested = false;
1835 if (g_gamecallback->changepassword_requested) {
1836 (new GUIPasswordChange(guienv, guiroot, -1,
1837 &g_menumgr, client, texture_src))->drop();
1838 g_gamecallback->changepassword_requested = false;
1841 if (g_gamecallback->changevolume_requested) {
1842 (new GUIVolumeChange(guienv, guiroot, -1,
1843 &g_menumgr, texture_src))->drop();
1844 g_gamecallback->changevolume_requested = false;
1847 if (g_gamecallback->keyconfig_requested) {
1848 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1849 &g_menumgr, texture_src))->drop();
1850 g_gamecallback->keyconfig_requested = false;
1853 if (g_gamecallback->keyconfig_changed) {
1854 input->keycache.populate(); // update the cache with new settings
1855 g_gamecallback->keyconfig_changed = false;
1862 void Game::processQueues()
1864 texture_src->processQueue();
1865 itemdef_manager->processQueue(client);
1866 shader_src->processQueue();
1869 void Game::updateDebugState()
1871 LocalPlayer *player = client->getEnv().getLocalPlayer();
1873 // debug UI and wireframe
1874 bool has_debug = client->checkPrivilege("debug");
1875 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
1877 if (m_game_ui->m_flags.show_basic_debug) {
1878 if (!has_basic_debug)
1879 m_game_ui->m_flags.show_basic_debug = false;
1880 } else if (m_game_ui->m_flags.show_minimal_debug) {
1881 if (has_basic_debug)
1882 m_game_ui->m_flags.show_basic_debug = true;
1884 if (!has_basic_debug)
1885 hud->disableBlockBounds();
1887 draw_control->show_wireframe = false;
1890 draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
1893 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1896 float profiler_print_interval =
1897 g_settings->getFloat("profiler_print_interval");
1898 bool print_to_log = true;
1900 if (profiler_print_interval == 0) {
1901 print_to_log = false;
1902 profiler_print_interval = 3;
1905 if (profiler_interval.step(dtime, profiler_print_interval)) {
1907 infostream << "Profiler:" << std::endl;
1908 g_profiler->print(infostream);
1911 m_game_ui->updateProfiler();
1912 g_profiler->clear();
1915 // Update update graphs
1916 g_profiler->graphAdd("Time non-rendering [us]",
1917 draw_times.busy_time - stats.drawtime);
1919 g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
1920 g_profiler->graphAdd("FPS", 1.0f / dtime);
1923 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1930 /* Time average and jitter calculation
1932 jp = &stats->dtime_jitter;
1933 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1935 jitter = dtime - jp->avg;
1937 if (jitter > jp->max)
1940 jp->counter += dtime;
1942 if (jp->counter > 0.0) {
1944 jp->max_sample = jp->max;
1945 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1949 /* Busytime average and jitter calculation
1951 jp = &stats->busy_time_jitter;
1952 jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
1954 jitter = draw_times.getBusyMs() - jp->avg;
1956 if (jitter > jp->max)
1958 if (jitter < jp->min)
1961 jp->counter += dtime;
1963 if (jp->counter > 0.0) {
1965 jp->max_sample = jp->max;
1966 jp->min_sample = jp->min;
1974 /****************************************************************************
1976 ****************************************************************************/
1978 void Game::processUserInput(f32 dtime)
1980 // Reset input if window not active or some menu is active
1981 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1983 #ifdef HAVE_TOUCHSCREENGUI
1984 g_touchscreengui->hide();
1987 #ifdef HAVE_TOUCHSCREENGUI
1988 else if (g_touchscreengui) {
1989 /* on touchscreengui step may generate own input events which ain't
1990 * what we want in case we just did clear them */
1991 g_touchscreengui->show();
1992 g_touchscreengui->step(dtime);
1996 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1997 gui_chat_console->closeConsoleAtOnce();
2000 // Input handler step() (used by the random input generator)
2004 auto formspec = m_game_ui->getFormspecGUI();
2006 formspec->getAndroidUIInput();
2008 handleAndroidChatInput();
2011 // Increase timer for double tap of "keymap_jump"
2012 if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
2013 runData.jump_timer_up += dtime;
2014 if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
2015 runData.jump_timer_down += dtime;
2018 processItemSelection(&runData.new_playeritem);
2022 void Game::processKeyInput()
2024 if (wasKeyDown(KeyType::DROP)) {
2025 dropSelectedItem(isKeyDown(KeyType::SNEAK));
2026 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
2027 toggleAutoforward();
2028 } else if (wasKeyDown(KeyType::BACKWARD)) {
2029 if (g_settings->getBool("continuous_forward"))
2030 toggleAutoforward();
2031 } else if (wasKeyDown(KeyType::INVENTORY)) {
2033 } else if (input->cancelPressed()) {
2035 m_android_chat_open = false;
2037 if (!gui_chat_console->isOpenInhibited()) {
2040 } else if (wasKeyDown(KeyType::CHAT)) {
2041 openConsole(0.2, L"");
2042 } else if (wasKeyDown(KeyType::CMD)) {
2043 openConsole(0.2, L"/");
2044 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
2045 if (client->modsLoaded())
2046 openConsole(0.2, L".");
2048 m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
2049 } else if (wasKeyDown(KeyType::CONSOLE)) {
2050 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
2051 } else if (wasKeyDown(KeyType::FREEMOVE)) {
2053 } else if (wasKeyDown(KeyType::JUMP)) {
2054 toggleFreeMoveAlt();
2055 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
2057 } else if (wasKeyDown(KeyType::FASTMOVE)) {
2059 } else if (wasKeyDown(KeyType::NOCLIP)) {
2062 } else if (wasKeyDown(KeyType::MUTE)) {
2063 if (g_settings->getBool("enable_sound")) {
2064 bool new_mute_sound = !g_settings->getBool("mute_sound");
2065 g_settings->setBool("mute_sound", new_mute_sound);
2067 m_game_ui->showTranslatedStatusText("Sound muted");
2069 m_game_ui->showTranslatedStatusText("Sound unmuted");
2071 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2073 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
2074 if (g_settings->getBool("enable_sound")) {
2075 float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
2076 g_settings->setFloat("sound_volume", new_volume);
2077 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2078 m_game_ui->showStatusText(msg);
2080 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2082 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
2083 if (g_settings->getBool("enable_sound")) {
2084 float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
2085 g_settings->setFloat("sound_volume", new_volume);
2086 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2087 m_game_ui->showStatusText(msg);
2089 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2092 } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
2093 || wasKeyDown(KeyType::DEC_VOLUME)) {
2094 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
2096 } else if (wasKeyDown(KeyType::CINEMATIC)) {
2098 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
2099 client->makeScreenshot();
2100 } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
2101 toggleBlockBounds();
2102 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
2103 m_game_ui->toggleHud();
2104 } else if (wasKeyDown(KeyType::MINIMAP)) {
2105 toggleMinimap(isKeyDown(KeyType::SNEAK));
2106 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
2107 m_game_ui->toggleChat(client);
2108 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
2110 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
2111 toggleUpdateCamera();
2112 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
2114 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
2115 m_game_ui->toggleProfiler();
2116 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
2117 increaseViewRange();
2118 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
2119 decreaseViewRange();
2120 } else if (wasKeyDown(KeyType::RANGESELECT)) {
2121 toggleFullViewRange();
2122 } else if (wasKeyDown(KeyType::ZOOM)) {
2124 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
2126 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
2128 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
2130 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
2134 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
2135 runData.reset_jump_timer = false;
2136 runData.jump_timer_up = 0.0f;
2139 if (quicktune->hasMessage()) {
2140 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
2144 void Game::processItemSelection(u16 *new_playeritem)
2146 LocalPlayer *player = client->getEnv().getLocalPlayer();
2148 /* Item selection using mouse wheel
2150 *new_playeritem = player->getWieldIndex();
2151 s32 wheel = input->getMouseWheel();
2152 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2153 player->hud_hotbar_itemcount - 1);
2157 if (wasKeyDown(KeyType::HOTBAR_NEXT))
2160 if (wasKeyDown(KeyType::HOTBAR_PREV))
2164 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2166 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2169 /* Item selection using hotbar slot keys
2171 for (u16 i = 0; i <= max_item; i++) {
2172 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2173 *new_playeritem = i;
2178 // Clamp selection again in case it wasn't changed but max_item was
2179 *new_playeritem = MYMIN(*new_playeritem, max_item);
2183 void Game::dropSelectedItem(bool single_item)
2185 IDropAction *a = new IDropAction();
2186 a->count = single_item ? 1 : 0;
2187 a->from_inv.setCurrentPlayer();
2188 a->from_list = "main";
2189 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2190 client->inventoryAction(a);
2194 void Game::openInventory()
2197 * Don't permit to open inventory is CAO or player doesn't exists.
2198 * This prevent showing an empty inventory at player load
2201 LocalPlayer *player = client->getEnv().getLocalPlayer();
2202 if (!player || !player->getCAO())
2205 infostream << "Game: Launching inventory" << std::endl;
2207 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2209 InventoryLocation inventoryloc;
2210 inventoryloc.setCurrentPlayer();
2212 if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2217 if (fs_src->getForm().empty()) {
2222 TextDest *txt_dst = new TextDestPlayerInventory(client);
2223 auto *&formspec = m_game_ui->updateFormspec("");
2224 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2225 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2227 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2231 void Game::openConsole(float scale, const wchar_t *line)
2233 assert(scale > 0.0f && scale <= 1.0f);
2236 porting::showInputDialog(gettext("ok"), "", "", 2);
2237 m_android_chat_open = true;
2239 if (gui_chat_console->isOpenInhibited())
2241 gui_chat_console->openConsole(scale);
2243 gui_chat_console->setCloseOnEnter(true);
2244 gui_chat_console->replaceAndAddToHistory(line);
2250 void Game::handleAndroidChatInput()
2252 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2253 std::string text = porting::getInputDialogValue();
2254 client->typeChatMessage(utf8_to_wide(text));
2255 m_android_chat_open = false;
2261 void Game::toggleFreeMove()
2263 bool free_move = !g_settings->getBool("free_move");
2264 g_settings->set("free_move", bool_to_cstr(free_move));
2267 if (client->checkPrivilege("fly")) {
2268 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2270 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2273 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2277 void Game::toggleFreeMoveAlt()
2279 if (!runData.reset_jump_timer) {
2280 runData.jump_timer_down_before = runData.jump_timer_down;
2281 runData.jump_timer_down = 0.0f;
2284 // key down (0.2 s max.), then key up (0.2 s max.), then key down
2285 if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
2286 runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
2289 runData.reset_jump_timer = true;
2293 void Game::togglePitchMove()
2295 bool pitch_move = !g_settings->getBool("pitch_move");
2296 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2299 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2301 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2306 void Game::toggleFast()
2308 bool fast_move = !g_settings->getBool("fast_move");
2309 bool has_fast_privs = client->checkPrivilege("fast");
2310 g_settings->set("fast_move", bool_to_cstr(fast_move));
2313 if (has_fast_privs) {
2314 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2316 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2319 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2322 #ifdef HAVE_TOUCHSCREENGUI
2323 m_cache_hold_aux1 = fast_move && has_fast_privs;
2328 void Game::toggleNoClip()
2330 bool noclip = !g_settings->getBool("noclip");
2331 g_settings->set("noclip", bool_to_cstr(noclip));
2334 if (client->checkPrivilege("noclip")) {
2335 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2337 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2340 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2344 void Game::toggleCinematic()
2346 bool cinematic = !g_settings->getBool("cinematic");
2347 g_settings->set("cinematic", bool_to_cstr(cinematic));
2350 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2352 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2355 void Game::toggleBlockBounds()
2357 LocalPlayer *player = client->getEnv().getLocalPlayer();
2358 if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
2359 m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
2362 enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
2364 case Hud::BLOCK_BOUNDS_OFF:
2365 m_game_ui->showTranslatedStatusText("Block bounds hidden");
2367 case Hud::BLOCK_BOUNDS_CURRENT:
2368 m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
2370 case Hud::BLOCK_BOUNDS_NEAR:
2371 m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
2373 case Hud::BLOCK_BOUNDS_MAX:
2374 m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
2381 // Autoforward by toggling continuous forward.
2382 void Game::toggleAutoforward()
2384 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2385 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2387 if (autorun_enabled)
2388 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2390 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2393 void Game::toggleMinimap(bool shift_pressed)
2395 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2399 mapper->toggleMinimapShape();
2403 // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2405 // Not so satisying code to keep compatibility with old fixed mode system
2407 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2409 if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2410 m_game_ui->m_flags.show_minimap = false;
2413 // If radar is disabled, try to find a non radar mode or fall back to 0
2414 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2415 while (mapper->getModeIndex() &&
2416 mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2419 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2423 // End of 'not so satifying code'
2424 if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2425 (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2426 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2428 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2431 void Game::toggleFog()
2433 bool fog_enabled = g_settings->getBool("enable_fog");
2434 g_settings->setBool("enable_fog", !fog_enabled);
2436 m_game_ui->showTranslatedStatusText("Fog disabled");
2438 m_game_ui->showTranslatedStatusText("Fog enabled");
2442 void Game::toggleDebug()
2444 LocalPlayer *player = client->getEnv().getLocalPlayer();
2445 bool has_debug = client->checkPrivilege("debug");
2446 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
2447 // Initial: No debug info
2448 // 1x toggle: Debug text
2449 // 2x toggle: Debug text with profiler graph
2450 // 3x toggle: Debug text and wireframe (needs "debug" priv)
2451 // Next toggle: Back to initial
2453 // The debug text can be in 2 modes: minimal and basic.
2454 // * Minimal: Only technical client info that not gameplay-relevant
2455 // * Basic: Info that might give gameplay advantage, e.g. pos, angle
2456 // Basic mode is used when player has the debug HUD flag set,
2457 // otherwise the Minimal mode is used.
2458 if (!m_game_ui->m_flags.show_minimal_debug) {
2459 m_game_ui->m_flags.show_minimal_debug = true;
2460 if (has_basic_debug)
2461 m_game_ui->m_flags.show_basic_debug = true;
2462 m_game_ui->m_flags.show_profiler_graph = false;
2463 draw_control->show_wireframe = false;
2464 m_game_ui->showTranslatedStatusText("Debug info shown");
2465 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2466 if (has_basic_debug)
2467 m_game_ui->m_flags.show_basic_debug = true;
2468 m_game_ui->m_flags.show_profiler_graph = true;
2469 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2470 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2471 if (has_basic_debug)
2472 m_game_ui->m_flags.show_basic_debug = true;
2473 m_game_ui->m_flags.show_profiler_graph = false;
2474 draw_control->show_wireframe = true;
2475 m_game_ui->showTranslatedStatusText("Wireframe shown");
2477 m_game_ui->m_flags.show_minimal_debug = false;
2478 m_game_ui->m_flags.show_basic_debug = false;
2479 m_game_ui->m_flags.show_profiler_graph = false;
2480 draw_control->show_wireframe = false;
2482 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2484 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2490 void Game::toggleUpdateCamera()
2492 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2493 if (m_flags.disable_camera_update)
2494 m_game_ui->showTranslatedStatusText("Camera update disabled");
2496 m_game_ui->showTranslatedStatusText("Camera update enabled");
2500 void Game::increaseViewRange()
2502 s16 range = g_settings->getS16("viewing_range");
2503 s16 range_new = range + 10;
2505 if (range_new > 4000) {
2507 std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
2508 m_game_ui->showStatusText(msg);
2510 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2511 m_game_ui->showStatusText(msg);
2513 g_settings->set("viewing_range", itos(range_new));
2517 void Game::decreaseViewRange()
2519 s16 range = g_settings->getS16("viewing_range");
2520 s16 range_new = range - 10;
2522 if (range_new < 20) {
2524 std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
2525 m_game_ui->showStatusText(msg);
2527 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2528 m_game_ui->showStatusText(msg);
2530 g_settings->set("viewing_range", itos(range_new));
2534 void Game::toggleFullViewRange()
2536 draw_control->range_all = !draw_control->range_all;
2537 if (draw_control->range_all)
2538 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2540 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2544 void Game::checkZoomEnabled()
2546 LocalPlayer *player = client->getEnv().getLocalPlayer();
2547 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2548 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2551 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2555 device->getCursorControl()->setRelativeMode(false);
2557 device->getCursorControl()->setRelativeMode(true);
2560 if ((device->isWindowActive() && device->isWindowFocused()
2561 && !isMenuActive()) || input->isRandom()) {
2564 if (!input->isRandom()) {
2565 // Mac OSX gets upset if this is set every frame
2566 if (device->getCursorControl()->isVisible())
2567 device->getCursorControl()->setVisible(false);
2571 if (m_first_loop_after_window_activation) {
2572 m_first_loop_after_window_activation = false;
2574 input->setMousePos(driver->getScreenSize().Width / 2,
2575 driver->getScreenSize().Height / 2);
2577 updateCameraOrientation(cam, dtime);
2583 // Mac OSX gets upset if this is set every frame
2584 if (!device->getCursorControl()->isVisible())
2585 device->getCursorControl()->setVisible(true);
2588 m_first_loop_after_window_activation = true;
2593 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2594 // responsiveness independently of FOV.
2595 f32 Game::getSensitivityScaleFactor() const
2597 f32 fov_y = client->getCamera()->getFovY();
2599 // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2600 // 16:9 aspect ratio to minimize disruption of existing sensitivity
2602 return tan(fov_y / 2.0f) * 1.3763818698f;
2605 ClientDynamicInfo Game::getCurrentDynamicInfo() const
2607 v2u32 screen_size = RenderingEngine::getWindowSize();
2608 f32 density = RenderingEngine::getDisplayDensity();
2609 f32 gui_scaling = g_settings->getFloat("gui_scaling") * density;
2610 f32 hud_scaling = g_settings->getFloat("hud_scaling") * density;
2613 screen_size, gui_scaling, hud_scaling,
2614 ClientDynamicInfo::calculateMaxFSSize(screen_size)
2618 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2620 #ifdef HAVE_TOUCHSCREENGUI
2621 if (g_touchscreengui) {
2622 cam->camera_yaw += g_touchscreengui->getYawChange();
2623 cam->camera_pitch = g_touchscreengui->getPitch();
2626 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2627 v2s32 dist = input->getMousePos() - center;
2629 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2633 f32 sens_scale = getSensitivityScaleFactor();
2634 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2635 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2637 if (dist.X != 0 || dist.Y != 0)
2638 input->setMousePos(center.X, center.Y);
2639 #ifdef HAVE_TOUCHSCREENGUI
2643 if (m_cache_enable_joysticks) {
2644 f32 sens_scale = getSensitivityScaleFactor();
2645 f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
2646 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2647 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2650 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2654 void Game::updatePlayerControl(const CameraOrientation &cam)
2656 LocalPlayer *player = client->getEnv().getLocalPlayer();
2658 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2660 PlayerControl control(
2661 isKeyDown(KeyType::FORWARD),
2662 isKeyDown(KeyType::BACKWARD),
2663 isKeyDown(KeyType::LEFT),
2664 isKeyDown(KeyType::RIGHT),
2665 isKeyDown(KeyType::JUMP) || player->getAutojump(),
2666 isKeyDown(KeyType::AUX1),
2667 isKeyDown(KeyType::SNEAK),
2668 isKeyDown(KeyType::ZOOM),
2669 isKeyDown(KeyType::DIG),
2670 isKeyDown(KeyType::PLACE),
2673 input->getMovementSpeed(),
2674 input->getMovementDirection()
2677 // autoforward if set: move at maximum speed
2678 if (player->getPlayerSettings().continuous_forward &&
2679 client->activeObjectsReceived() && !player->isDead()) {
2680 control.movement_speed = 1.0f;
2681 // sideways movement only
2682 float dx = sin(control.movement_direction);
2683 control.movement_direction = atan2(dx, 1.0f);
2686 #ifdef HAVE_TOUCHSCREENGUI
2687 /* For touch, simulate holding down AUX1 (fast move) if the user has
2688 * the fast_move setting toggled on. If there is an aux1 key defined for
2689 * touch then its meaning is inverted (i.e. holding aux1 means walk and
2692 if (m_cache_hold_aux1) {
2693 control.aux1 = control.aux1 ^ true;
2697 client->setPlayerControl(control);
2703 inline void Game::step(f32 dtime)
2706 server->step(dtime);
2708 client->step(dtime);
2711 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2714 for (auto &&child: node->getChildren())
2715 pauseNodeAnimation(paused, child);
2716 if (node->getType() != scene::ESNT_ANIMATED_MESH)
2718 auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2719 float speed = animated_node->getAnimationSpeed();
2722 paused.push_back({grab(animated_node), speed});
2723 animated_node->setAnimationSpeed(0.0f);
2726 void Game::pauseAnimation()
2728 pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2731 void Game::resumeAnimation()
2733 for (auto &&pair: paused_animated_nodes)
2734 pair.first->setAnimationSpeed(pair.second);
2735 paused_animated_nodes.clear();
2738 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2739 {&Game::handleClientEvent_None},
2740 {&Game::handleClientEvent_PlayerDamage},
2741 {&Game::handleClientEvent_PlayerForceMove},
2742 {&Game::handleClientEvent_Deathscreen},
2743 {&Game::handleClientEvent_ShowFormSpec},
2744 {&Game::handleClientEvent_ShowLocalFormSpec},
2745 {&Game::handleClientEvent_HandleParticleEvent},
2746 {&Game::handleClientEvent_HandleParticleEvent},
2747 {&Game::handleClientEvent_HandleParticleEvent},
2748 {&Game::handleClientEvent_HudAdd},
2749 {&Game::handleClientEvent_HudRemove},
2750 {&Game::handleClientEvent_HudChange},
2751 {&Game::handleClientEvent_SetSky},
2752 {&Game::handleClientEvent_SetSun},
2753 {&Game::handleClientEvent_SetMoon},
2754 {&Game::handleClientEvent_SetStars},
2755 {&Game::handleClientEvent_OverrideDayNigthRatio},
2756 {&Game::handleClientEvent_CloudParams},
2759 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2761 FATAL_ERROR("ClientEvent type None received");
2764 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2766 if (client->modsLoaded())
2767 client->getScript()->on_damage_taken(event->player_damage.amount);
2769 if (!event->player_damage.effect)
2772 // Damage flash and hurt tilt are not used at death
2773 if (client->getHP() > 0) {
2774 LocalPlayer *player = client->getEnv().getLocalPlayer();
2776 f32 hp_max = player->getCAO() ?
2777 player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2778 f32 damage_ratio = event->player_damage.amount / hp_max;
2780 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2781 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2783 player->hurt_tilt_timer = 1.5f;
2784 player->hurt_tilt_strength =
2785 rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2788 // Play damage sound
2789 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2792 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2794 cam->camera_yaw = event->player_force_move.yaw;
2795 cam->camera_pitch = event->player_force_move.pitch;
2798 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2800 // If client scripting is enabled, deathscreen is handled by CSM code in
2801 // builtin/client/init.lua
2802 if (client->modsLoaded())
2803 client->getScript()->on_death();
2805 showDeathFormspec();
2807 /* Handle visualization */
2808 LocalPlayer *player = client->getEnv().getLocalPlayer();
2809 runData.damage_flash = 0;
2810 player->hurt_tilt_timer = 0;
2811 player->hurt_tilt_strength = 0;
2814 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2816 if (event->show_formspec.formspec->empty()) {
2817 auto formspec = m_game_ui->getFormspecGUI();
2818 if (formspec && (event->show_formspec.formname->empty()
2819 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2820 formspec->quitMenu();
2823 FormspecFormSource *fs_src =
2824 new FormspecFormSource(*(event->show_formspec.formspec));
2825 TextDestPlayerInventory *txt_dst =
2826 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2828 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2829 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2830 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2833 delete event->show_formspec.formspec;
2834 delete event->show_formspec.formname;
2837 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2839 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2840 LocalFormspecHandler *txt_dst =
2841 new LocalFormspecHandler(*event->show_formspec.formname, client);
2842 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2843 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2845 delete event->show_formspec.formspec;
2846 delete event->show_formspec.formname;
2849 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2850 CameraOrientation *cam)
2852 LocalPlayer *player = client->getEnv().getLocalPlayer();
2853 client->getParticleManager()->handleParticleEvent(event, client, player);
2856 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2858 LocalPlayer *player = client->getEnv().getLocalPlayer();
2860 u32 server_id = event->hudadd->server_id;
2861 // ignore if we already have a HUD with that ID
2862 auto i = m_hud_server_to_client.find(server_id);
2863 if (i != m_hud_server_to_client.end()) {
2864 delete event->hudadd;
2868 HudElement *e = new HudElement;
2869 e->type = static_cast<HudElementType>(event->hudadd->type);
2870 e->pos = event->hudadd->pos;
2871 e->name = event->hudadd->name;
2872 e->scale = event->hudadd->scale;
2873 e->text = event->hudadd->text;
2874 e->number = event->hudadd->number;
2875 e->item = event->hudadd->item;
2876 e->dir = event->hudadd->dir;
2877 e->align = event->hudadd->align;
2878 e->offset = event->hudadd->offset;
2879 e->world_pos = event->hudadd->world_pos;
2880 e->size = event->hudadd->size;
2881 e->z_index = event->hudadd->z_index;
2882 e->text2 = event->hudadd->text2;
2883 e->style = event->hudadd->style;
2884 m_hud_server_to_client[server_id] = player->addHud(e);
2886 delete event->hudadd;
2889 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2891 LocalPlayer *player = client->getEnv().getLocalPlayer();
2893 auto i = m_hud_server_to_client.find(event->hudrm.id);
2894 if (i != m_hud_server_to_client.end()) {
2895 HudElement *e = player->removeHud(i->second);
2897 m_hud_server_to_client.erase(i);
2902 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2904 LocalPlayer *player = client->getEnv().getLocalPlayer();
2906 HudElement *e = nullptr;
2908 auto i = m_hud_server_to_client.find(event->hudchange->id);
2909 if (i != m_hud_server_to_client.end()) {
2910 e = player->getHud(i->second);
2914 delete event->hudchange;
2918 #define CASE_SET(statval, prop, dataprop) \
2920 e->prop = event->hudchange->dataprop; \
2923 switch (event->hudchange->stat) {
2924 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2926 CASE_SET(HUD_STAT_NAME, name, sdata);
2928 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2930 CASE_SET(HUD_STAT_TEXT, text, sdata);
2932 CASE_SET(HUD_STAT_NUMBER, number, data);
2934 CASE_SET(HUD_STAT_ITEM, item, data);
2936 CASE_SET(HUD_STAT_DIR, dir, data);
2938 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2940 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2942 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2944 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2946 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2948 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2950 CASE_SET(HUD_STAT_STYLE, style, data);
2955 delete event->hudchange;
2958 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2960 sky->setVisible(false);
2961 // Whether clouds are visible in front of a custom skybox.
2962 sky->setCloudsEnabled(event->set_sky->clouds);
2968 // Clear the old textures out in case we switch rendering type.
2969 sky->clearSkyboxTextures();
2970 // Handle according to type
2971 if (event->set_sky->type == "regular") {
2972 // Shows the mesh skybox
2973 sky->setVisible(true);
2974 // Update mesh based skybox colours if applicable.
2975 sky->setSkyColors(event->set_sky->sky_color);
2976 sky->setHorizonTint(
2977 event->set_sky->fog_sun_tint,
2978 event->set_sky->fog_moon_tint,
2979 event->set_sky->fog_tint_type
2981 } else if (event->set_sky->type == "skybox" &&
2982 event->set_sky->textures.size() == 6) {
2983 // Disable the dyanmic mesh skybox:
2984 sky->setVisible(false);
2986 sky->setFallbackBgColor(event->set_sky->bgcolor);
2987 // Set sunrise and sunset fog tinting:
2988 sky->setHorizonTint(
2989 event->set_sky->fog_sun_tint,
2990 event->set_sky->fog_moon_tint,
2991 event->set_sky->fog_tint_type
2993 // Add textures to skybox.
2994 for (int i = 0; i < 6; i++)
2995 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2997 // Handle everything else as plain color.
2998 if (event->set_sky->type != "plain")
2999 infostream << "Unknown sky type: "
3000 << (event->set_sky->type) << std::endl;
3001 sky->setVisible(false);
3002 sky->setFallbackBgColor(event->set_sky->bgcolor);
3003 // Disable directional sun/moon tinting on plain or invalid skyboxes.
3004 sky->setHorizonTint(
3005 event->set_sky->bgcolor,
3006 event->set_sky->bgcolor,
3012 sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
3014 delete event->set_sky;
3017 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
3019 sky->setSunVisible(event->sun_params->visible);
3020 sky->setSunTexture(event->sun_params->texture,
3021 event->sun_params->tonemap, texture_src);
3022 sky->setSunScale(event->sun_params->scale);
3023 sky->setSunriseVisible(event->sun_params->sunrise_visible);
3024 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
3025 delete event->sun_params;
3028 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
3030 sky->setMoonVisible(event->moon_params->visible);
3031 sky->setMoonTexture(event->moon_params->texture,
3032 event->moon_params->tonemap, texture_src);
3033 sky->setMoonScale(event->moon_params->scale);
3034 delete event->moon_params;
3037 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
3039 sky->setStarsVisible(event->star_params->visible);
3040 sky->setStarCount(event->star_params->count);
3041 sky->setStarColor(event->star_params->starcolor);
3042 sky->setStarScale(event->star_params->scale);
3043 sky->setStarDayOpacity(event->star_params->day_opacity);
3044 delete event->star_params;
3047 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
3048 CameraOrientation *cam)
3050 client->getEnv().setDayNightRatioOverride(
3051 event->override_day_night_ratio.do_override,
3052 event->override_day_night_ratio.ratio_f * 1000.0f);
3055 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
3060 clouds->setDensity(event->cloud_params.density);
3061 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
3062 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
3063 clouds->setHeight(event->cloud_params.height);
3064 clouds->setThickness(event->cloud_params.thickness);
3065 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
3068 void Game::processClientEvents(CameraOrientation *cam)
3070 while (client->hasClientEvents()) {
3071 std::unique_ptr<ClientEvent> event(client->getClientEvent());
3072 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
3073 const ClientEventHandler& evHandler = clientEventHandler[event->type];
3074 (this->*evHandler.handler)(event.get(), cam);
3078 void Game::updateChat(f32 dtime)
3080 // Get new messages from error log buffer
3081 while (!m_chat_log_buf.empty())
3082 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
3084 // Get new messages from client
3085 std::wstring message;
3086 while (client->getChatMessage(message)) {
3087 chat_backend->addUnparsedMessage(message);
3090 // Remove old messages
3091 chat_backend->step(dtime);
3093 // Display all messages in a static text element
3094 auto &buf = chat_backend->getRecentBuffer();
3095 if (buf.getLinesModified()) {
3096 buf.resetLinesModified();
3097 m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
3100 // Make sure that the size is still correct
3101 m_game_ui->updateChatSize();
3104 void Game::updateCamera(f32 dtime)
3106 LocalPlayer *player = client->getEnv().getLocalPlayer();
3109 For interaction purposes, get info about the held item
3111 - Is it a usable item?
3112 - Can it point to liquids?
3114 ItemStack playeritem;
3116 ItemStack selected, hand;
3117 playeritem = player->getWieldedItem(&selected, &hand);
3120 ToolCapabilities playeritem_toolcap =
3121 playeritem.getToolCapabilities(itemdef_manager);
3123 v3s16 old_camera_offset = camera->getOffset();
3125 if (wasKeyDown(KeyType::CAMERA_MODE)) {
3126 GenericCAO *playercao = player->getCAO();
3128 // If playercao not loaded, don't change camera
3132 camera->toggleCameraMode();
3134 #ifdef HAVE_TOUCHSCREENGUI
3135 if (g_touchscreengui)
3136 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
3139 // Make the player visible depending on camera mode.
3140 playercao->updateMeshCulling();
3141 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3144 float full_punch_interval = playeritem_toolcap.full_punch_interval;
3145 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
3147 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3148 camera->update(player, dtime, tool_reload_ratio);
3149 camera->step(dtime);
3151 f32 camera_fov = camera->getFovMax();
3152 v3s16 camera_offset = camera->getOffset();
3154 m_camera_offset_changed = (camera_offset != old_camera_offset);
3156 if (!m_flags.disable_camera_update) {
3157 v3f camera_position = camera->getPosition();
3158 v3f camera_direction = camera->getDirection();
3160 client->getEnv().getClientMap().updateCamera(camera_position,
3161 camera_direction, camera_fov, camera_offset);
3163 if (m_camera_offset_changed) {
3164 client->updateCameraOffset(camera_offset);
3165 client->getEnv().updateCameraOffset(camera_offset);
3168 clouds->updateCameraOffset(camera_offset);
3174 void Game::updateSound(f32 dtime)
3176 // Update sound listener
3177 v3s16 camera_offset = camera->getOffset();
3178 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3179 v3f(0, 0, 0), // velocity
3180 camera->getDirection(),
3181 camera->getCameraNode()->getUpVector());
3183 bool mute_sound = g_settings->getBool("mute_sound");
3185 sound->setListenerGain(0.0f);
3187 // Check if volume is in the proper range, else fix it.
3188 float old_volume = g_settings->getFloat("sound_volume");
3189 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3190 sound->setListenerGain(new_volume);
3192 if (old_volume != new_volume) {
3193 g_settings->setFloat("sound_volume", new_volume);
3197 LocalPlayer *player = client->getEnv().getLocalPlayer();
3199 // Tell the sound maker whether to make footstep sounds
3200 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3202 // Update sound maker
3203 if (player->makes_footstep_sound)
3204 soundmaker->step(dtime);
3206 ClientMap &map = client->getEnv().getClientMap();
3207 MapNode n = map.getNode(player->getFootstepNodePos());
3208 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3212 void Game::processPlayerInteraction(f32 dtime, bool show_hud)
3214 LocalPlayer *player = client->getEnv().getLocalPlayer();
3216 const v3f camera_direction = camera->getDirection();
3217 const v3s16 camera_offset = camera->getOffset();
3220 Calculate what block is the crosshair pointing to
3223 ItemStack selected_item, hand_item, offhand_item, place_item;
3224 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3226 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3227 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3229 core::line3d<f32> shootline;
3231 switch (camera->getCameraMode()) {
3232 case CAMERA_MODE_FIRST:
3233 // Shoot from camera position, with bobbing
3234 shootline.start = camera->getPosition();
3236 case CAMERA_MODE_THIRD:
3237 // Shoot from player head, no bobbing
3238 shootline.start = camera->getHeadPosition();
3240 case CAMERA_MODE_THIRD_FRONT:
3241 shootline.start = camera->getHeadPosition();
3242 // prevent player pointing anything in front-view
3246 shootline.end = shootline.start + camera_direction * BS * d;
3248 #ifdef HAVE_TOUCHSCREENGUI
3249 if (g_touchscreengui && isNoCrosshairAllowed()) {
3250 shootline = g_touchscreengui->getShootline();
3251 // Scale shootline to the acual distance the player can reach
3252 shootline.end = shootline.start +
3253 shootline.getVector().normalize() * BS * d;
3254 shootline.start += intToFloat(camera_offset, BS);
3255 shootline.end += intToFloat(camera_offset, BS);
3259 PointedThing pointed = updatePointedThing(shootline,
3260 selected_def.liquids_pointable,
3261 !runData.btn_down_for_dig,
3264 player->getOffhandWieldedItem(&offhand_item, &place_item, itemdef_manager, pointed);
3266 if (pointed != runData.pointed_old)
3267 infostream << "Pointing at " << pointed.dump() << std::endl;
3269 // Note that updating the selection mesh every frame is not particularly efficient,
3270 // but the halo rendering code is already inefficient so there's no point in optimizing it here
3271 hud->updateSelectionMesh(camera_offset);
3273 // Allow digging again if button is not pressed
3274 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3275 runData.digging_blocked = false;
3279 - releasing dig button
3280 - pointing away from node
3282 if (runData.digging) {
3283 if (wasKeyReleased(KeyType::DIG)) {
3284 infostream << "Dig button released (stopped digging)" << std::endl;
3285 runData.digging = false;
3286 } else if (pointed != runData.pointed_old) {
3287 if (pointed.type == POINTEDTHING_NODE
3288 && runData.pointed_old.type == POINTEDTHING_NODE
3289 && pointed.node_undersurface
3290 == runData.pointed_old.node_undersurface) {
3291 // Still pointing to the same node, but a different face.
3294 infostream << "Pointing away from node (stopped digging)" << std::endl;
3295 runData.digging = false;
3296 hud->updateSelectionMesh(camera_offset);
3300 if (!runData.digging) {
3301 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3302 client->setCrack(-1, v3s16(0, 0, 0));
3303 runData.dig_time = 0.0;
3305 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3306 // Remove e.g. torches faster when clicking instead of holding dig button
3307 runData.nodig_delay_timer = 0;
3308 runData.dig_instantly = false;
3311 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3312 runData.btn_down_for_dig = false;
3314 runData.punching = false;
3316 soundmaker->m_player_leftpunch_sound = SimpleSoundSpec();
3317 soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
3318 selected_def.sound_use : selected_def.sound_use_air;
3320 // Prepare for repeating, unless we're not supposed to
3321 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3322 runData.repeat_place_timer += dtime;
3324 runData.repeat_place_timer = 0;
3326 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3327 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3328 !client->getScript()->on_item_use(selected_item, pointed)))
3329 client->interact(INTERACT_USE, pointed);
3330 } else if (pointed.type == POINTEDTHING_NODE) {
3331 handlePointingAtNode(pointed, selected_item, hand_item, place_item, dtime);
3332 } else if (pointed.type == POINTEDTHING_OBJECT) {
3333 v3f player_position = player->getPosition();
3334 bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
3335 handlePointingAtObject(pointed, tool_item, player_position,
3336 m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
3337 } else if (isKeyDown(KeyType::DIG)) {
3338 // When button is held down in air, show continuous animation
3339 runData.punching = true;
3340 // Run callback even though item is not usable
3341 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3342 client->getScript()->on_item_use(selected_item, pointed);
3343 } else if (wasKeyPressed(KeyType::PLACE)) {
3344 handlePointingAtNothing(place_item);
3347 runData.pointed_old = pointed;
3349 if (runData.punching || wasKeyPressed(KeyType::DIG))
3350 camera->setDigging(0, MAINHAND); // dig animation
3352 input->clearWasKeyPressed();
3353 input->clearWasKeyReleased();
3354 // Ensure DIG & PLACE are marked as handled
3355 wasKeyDown(KeyType::DIG);
3356 wasKeyDown(KeyType::PLACE);
3358 input->joystick.clearWasKeyPressed(KeyType::DIG);
3359 input->joystick.clearWasKeyPressed(KeyType::PLACE);
3361 input->joystick.clearWasKeyReleased(KeyType::DIG);
3362 input->joystick.clearWasKeyReleased(KeyType::PLACE);
3366 PointedThing Game::updatePointedThing(
3367 const core::line3d<f32> &shootline,
3368 bool liquids_pointable,
3369 bool look_for_object,
3370 const v3s16 &camera_offset)
3372 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3373 selectionboxes->clear();
3374 hud->setSelectedFaceNormal(v3f());
3375 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3376 "show_entity_selectionbox");
3378 ClientEnvironment &env = client->getEnv();
3379 ClientMap &map = env.getClientMap();
3380 const NodeDefManager *nodedef = map.getNodeDefManager();
3382 runData.selected_object = NULL;
3383 hud->pointing_at_object = false;
3385 RaycastState s(shootline, look_for_object, liquids_pointable);
3386 PointedThing result;
3387 env.continueRaycast(&s, &result);
3388 if (result.type == POINTEDTHING_OBJECT) {
3389 hud->pointing_at_object = true;
3391 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3392 aabb3f selection_box;
3393 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3394 runData.selected_object->getSelectionBox(&selection_box)) {
3395 v3f pos = runData.selected_object->getPosition();
3396 selectionboxes->push_back(aabb3f(selection_box));
3397 hud->setSelectionPos(pos, camera_offset);
3398 GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
3399 if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
3400 hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
3402 hud->setSelectionRotation(v3f());
3404 hud->setSelectedFaceNormal(result.raw_intersection_normal);
3405 } else if (result.type == POINTEDTHING_NODE) {
3406 // Update selection boxes
3407 MapNode n = map.getNode(result.node_undersurface);
3408 std::vector<aabb3f> boxes;
3409 n.getSelectionBoxes(nodedef, &boxes,
3410 n.getNeighbors(result.node_undersurface, &map));
3413 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3414 i != boxes.end(); ++i) {
3416 box.MinEdge -= v3f(d, d, d);
3417 box.MaxEdge += v3f(d, d, d);
3418 selectionboxes->push_back(box);
3420 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3422 hud->setSelectionRotation(v3f());
3423 hud->setSelectedFaceNormal(result.intersection_normal);
3426 // Update selection mesh light level and vertex colors
3427 if (!selectionboxes->empty()) {
3428 v3f pf = hud->getSelectionPos();
3429 v3s16 p = floatToInt(pf, BS);
3431 // Get selection mesh light level
3432 MapNode n = map.getNode(p);
3433 u16 node_light = getInteriorLight(n, -1, nodedef);
3434 u16 light_level = node_light;
3436 for (const v3s16 &dir : g_6dirs) {
3437 n = map.getNode(p + dir);
3438 node_light = getInteriorLight(n, -1, nodedef);
3439 if (node_light > light_level)
3440 light_level = node_light;
3443 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3445 final_color_blend(&c, light_level, daynight_ratio);
3447 // Modify final color a bit with time
3448 u32 timer = client->getEnv().getFrameTime() % 5000;
3449 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3450 float sin_r = 0.08f * std::sin(timerf);
3451 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3452 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3453 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3454 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3455 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3457 // Set mesh final color
3458 hud->setSelectionMeshColor(c);
3464 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3466 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3467 PointedThing fauxPointed;
3468 fauxPointed.type = POINTEDTHING_NOTHING;
3469 client->interact(INTERACT_ACTIVATE, fauxPointed);
3473 void Game::handlePointingAtNode(const PointedThing &pointed,
3474 const ItemStack &selected_item, const ItemStack &hand_item,
3475 const ItemStack &place_item, f32 dtime)
3477 v3s16 nodepos = pointed.node_undersurface;
3478 v3s16 neighborpos = pointed.node_abovesurface;
3481 Check information text of node
3484 ClientMap &map = client->getEnv().getClientMap();
3486 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3487 && !runData.digging_blocked
3488 && client->checkPrivilege("interact")) {
3489 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3492 // This should be done after digging handling
3493 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3496 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3497 meta->getString("infotext"))));
3499 MapNode n = map.getNode(nodepos);
3501 if (nodedef_manager->get(n).name == "unknown") {
3502 m_game_ui->setInfoText(L"Unknown node");
3506 if ((wasKeyPressed(KeyType::PLACE) ||
3507 runData.repeat_place_timer >= m_repeat_place_time) &&
3508 client->checkPrivilege("interact")) {
3509 runData.repeat_place_timer = 0;
3510 infostream << "Place button pressed while looking at ground" << std::endl;
3512 // Placing animation (always shown for feedback)
3513 if (place_item == selected_item)
3514 camera->setDigging(1, MAINHAND);
3516 camera->setDigging(1, OFFHAND);
3518 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3520 // If the wielded item has node placement prediction,
3522 // And also set the sound and send the interact
3523 // But first check for meta formspec and rightclickable
3524 auto &def = place_item.getDefinition(itemdef_manager);
3525 bool placed = nodePlacement(def, place_item, nodepos, neighborpos,
3528 if (placed && client->modsLoaded())
3529 client->getScript()->on_placenode(pointed, def);
3533 bool Game::nodePlacement(const ItemDefinition &selected_def,
3534 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
3535 const PointedThing &pointed, const NodeMetadata *meta)
3537 const auto &prediction = selected_def.node_placement_prediction;
3539 const NodeDefManager *nodedef = client->ndef();
3540 ClientMap &map = client->getEnv().getClientMap();
3542 bool is_valid_position;
3544 node = map.getNode(nodepos, &is_valid_position);
3545 if (!is_valid_position) {
3546 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3551 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3552 && !isKeyDown(KeyType::SNEAK)) {
3553 // on_rightclick callbacks are called anyway
3554 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3555 client->interact(INTERACT_PLACE, pointed);
3557 infostream << "Launching custom inventory view" << std::endl;
3559 InventoryLocation inventoryloc;
3560 inventoryloc.setNodeMeta(nodepos);
3562 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3563 &client->getEnv().getClientMap(), nodepos);
3564 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3566 auto *&formspec = m_game_ui->updateFormspec("");
3567 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3568 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3570 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3574 // on_rightclick callback
3575 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3576 !isKeyDown(KeyType::SNEAK))) {
3578 client->interact(INTERACT_PLACE, pointed);
3582 verbosestream << "Node placement prediction for "
3583 << selected_def.name << " is " << prediction << std::endl;
3584 v3s16 p = neighborpos;
3586 // Place inside node itself if buildable_to
3587 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3588 if (is_valid_position) {
3589 if (nodedef->get(n_under).buildable_to) {
3592 node = map.getNode(p, &is_valid_position);
3593 if (is_valid_position && !nodedef->get(node).buildable_to) {
3594 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3596 client->interact(INTERACT_PLACE, pointed);
3602 // Find id of predicted node
3604 bool found = nodedef->getId(prediction, id);
3607 errorstream << "Node placement prediction failed for "
3608 << selected_def.name << " (places " << prediction
3609 << ") - Name not known" << std::endl;
3610 // Handle this as if prediction was empty
3612 client->interact(INTERACT_PLACE, pointed);
3616 const ContentFeatures &predicted_f = nodedef->get(id);
3618 // Compare core.item_place_node() for what the server does with param2
3619 MapNode predicted_node(id, 0, 0);
3621 const u8 place_param2 = selected_def.place_param2;
3624 predicted_node.setParam2(place_param2);
3625 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3626 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3627 v3s16 dir = nodepos - neighborpos;
3629 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3630 predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
3631 } else if (abs(dir.X) > abs(dir.Z)) {
3632 predicted_node.setParam2(dir.X < 0 ? 3 : 2);
3634 predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
3636 } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3637 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3638 predicted_f.param_type_2 == CPT2_4DIR ||
3639 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3640 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3642 if (abs(dir.X) > abs(dir.Z)) {
3643 predicted_node.setParam2(dir.X < 0 ? 3 : 1);
3645 predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
3649 // Check attachment if node is in group attached_node
3650 int an = itemgroup_get(predicted_f.groups, "attached_node");
3655 pp = p + v3s16(0, -1, 0);
3656 } else if (an == 4) {
3657 pp = p + v3s16(0, 1, 0);
3658 } else if (an == 2) {
3659 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3660 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3661 predicted_f.param_type_2 == CPT2_4DIR ||
3662 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3663 pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
3667 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3668 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3669 pp = p + predicted_node.getWallMountedDir(nodedef);
3671 pp = p + v3s16(0, -1, 0);
3674 if (!nodedef->get(map.getNode(pp)).walkable) {
3675 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3677 client->interact(INTERACT_PLACE, pointed);
3683 if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3684 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3685 || predicted_f.param_type_2 == CPT2_COLORED_4DIR
3686 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3687 const auto &indexstr = selected_item.metadata.
3688 getString("palette_index", 0);
3689 if (!indexstr.empty()) {
3690 s32 index = mystoi(indexstr);
3691 if (predicted_f.param_type_2 == CPT2_COLOR) {
3692 predicted_node.setParam2(index);
3693 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3694 // param2 = pure palette index + other
3695 predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
3696 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3697 // param2 = pure palette index + other
3698 predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
3699 } else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3700 // param2 = pure palette index + other
3701 predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
3706 // Add node to client map
3708 LocalPlayer *player = client->getEnv().getLocalPlayer();
3710 // Don't place node when player would be inside new node
3711 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3712 if (!predicted_f.walkable ||
3713 g_settings->getBool("enable_build_where_you_stand") ||
3714 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3715 (predicted_f.walkable &&
3716 neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3717 neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3718 // This triggers the required mesh update too
3719 client->addNode(p, predicted_node);
3721 client->interact(INTERACT_PLACE, pointed);
3722 // A node is predicted, also play a sound
3723 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3726 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3729 } catch (const InvalidPositionException &e) {
3730 errorstream << "Node placement prediction failed for "
3731 << selected_def.name << " (places "
3732 << prediction << ") - Position not loaded" << std::endl;
3733 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3738 void Game::handlePointingAtObject(const PointedThing &pointed,
3739 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3741 std::wstring infotext = unescape_translate(
3742 utf8_to_wide(runData.selected_object->infoText()));
3745 if (!infotext.empty()) {
3748 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3751 m_game_ui->setInfoText(infotext);
3753 if (isKeyDown(KeyType::DIG)) {
3754 bool do_punch = false;
3755 bool do_punch_damage = false;
3757 if (runData.object_hit_delay_timer <= 0.0) {
3759 do_punch_damage = true;
3760 runData.object_hit_delay_timer = object_hit_delay;
3763 if (wasKeyPressed(KeyType::DIG))
3767 infostream << "Punched object" << std::endl;
3768 runData.punching = true;
3771 if (do_punch_damage) {
3772 // Report direct punch
3773 v3f objpos = runData.selected_object->getPosition();
3774 v3f dir = (objpos - player_position).normalize();
3776 bool disable_send = runData.selected_object->directReportPunch(
3777 dir, &tool_item, runData.time_from_last_punch);
3778 runData.time_from_last_punch = 0;
3781 client->interact(INTERACT_START_DIGGING, pointed);
3783 } else if (wasKeyDown(KeyType::PLACE)) {
3784 infostream << "Pressed place button while pointing at object" << std::endl;
3785 client->interact(INTERACT_PLACE, pointed); // place
3790 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3791 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3793 // See also: serverpackethandle.cpp, action == 2
3794 LocalPlayer *player = client->getEnv().getLocalPlayer();
3795 ClientMap &map = client->getEnv().getClientMap();
3796 MapNode n = map.getNode(nodepos);
3797 const auto &features = nodedef_manager->get(n);
3799 // NOTE: Similar piece of code exists on the server side for
3801 // Get digging parameters
3802 DigParams params = getDigParams(features.groups,
3803 &selected_item.getToolCapabilities(itemdef_manager),
3804 selected_item.wear);
3806 // If can't dig, try hand
3807 if (!params.diggable) {
3808 params = getDigParams(features.groups,
3809 &hand_item.getToolCapabilities(itemdef_manager));
3812 if (!params.diggable) {
3813 // I guess nobody will wait for this long
3814 runData.dig_time_complete = 10000000.0;
3816 runData.dig_time_complete = params.time;
3818 if (m_cache_enable_particles) {
3819 client->getParticleManager()->addNodeParticle(client,
3820 player, nodepos, n, features);
3824 if (!runData.digging) {
3825 infostream << "Started digging" << std::endl;
3826 runData.dig_instantly = runData.dig_time_complete == 0;
3827 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3830 client->interact(INTERACT_START_DIGGING, pointed);
3831 runData.digging = true;
3832 runData.btn_down_for_dig = true;
3835 if (!runData.dig_instantly) {
3836 runData.dig_index = (float)crack_animation_length
3838 / runData.dig_time_complete;
3840 // This is for e.g. torches
3841 runData.dig_index = crack_animation_length;
3844 const auto &sound_dig = features.sound_dig;
3846 if (sound_dig.exists() && params.diggable) {
3847 if (sound_dig.name == "__group") {
3848 if (!params.main_group.empty()) {
3849 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3850 soundmaker->m_player_leftpunch_sound.name =
3851 std::string("default_dig_") +
3855 soundmaker->m_player_leftpunch_sound = sound_dig;
3859 // Don't show cracks if not diggable
3860 if (runData.dig_time_complete >= 100000.0) {
3861 } else if (runData.dig_index < crack_animation_length) {
3862 client->setCrack(runData.dig_index, nodepos);
3864 infostream << "Digging completed" << std::endl;
3865 client->setCrack(-1, v3s16(0, 0, 0));
3867 runData.dig_time = 0;
3868 runData.digging = false;
3869 // we successfully dug, now block it from repeating if we want to be safe
3870 if (g_settings->getBool("safe_dig_and_place"))
3871 runData.digging_blocked = true;
3873 runData.nodig_delay_timer =
3874 runData.dig_time_complete / (float)crack_animation_length;
3876 // We don't want a corresponding delay to very time consuming nodes
3877 // and nodes without digging time (e.g. torches) get a fixed delay.
3878 if (runData.nodig_delay_timer > 0.3)
3879 runData.nodig_delay_timer = 0.3;
3880 else if (runData.dig_instantly)
3881 runData.nodig_delay_timer = 0.15;
3883 if (client->modsLoaded() &&
3884 client->getScript()->on_dignode(nodepos, n)) {
3888 if (features.node_dig_prediction == "air") {
3889 client->removeNode(nodepos);
3890 } else if (!features.node_dig_prediction.empty()) {
3892 bool found = nodedef_manager->getId(features.node_dig_prediction, id);
3894 client->addNode(nodepos, id, true);
3896 // implicit else: no prediction
3898 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3900 if (m_cache_enable_particles) {
3901 client->getParticleManager()->addDiggingParticles(client,
3902 player, nodepos, n, features);
3906 // Send event to trigger sound
3907 client->getEventManager()->put(new NodeDugEvent(nodepos, n));
3910 if (runData.dig_time_complete < 100000.0) {
3911 runData.dig_time += dtime;
3913 runData.dig_time = 0;
3914 client->setCrack(-1, nodepos);
3917 camera->setDigging(0, MAINHAND); // Dig animation
3920 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3921 const CameraOrientation &cam)
3923 TimeTaker tt_update("Game::updateFrame()");
3924 LocalPlayer *player = client->getEnv().getLocalPlayer();
3930 client->getEnv().updateFrameTime(m_is_paused);
3936 if (draw_control->range_all) {
3937 runData.fog_range = 100000 * BS;
3939 runData.fog_range = draw_control->wanted_range * BS;
3943 Calculate general brightness
3945 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3946 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3947 float direct_brightness;
3950 // When in noclip mode force same sky brightness as above ground so you
3952 if (draw_control->allow_noclip && m_cache_enable_free_move &&
3953 client->checkPrivilege("fly")) {
3954 direct_brightness = time_brightness;
3955 sunlight_seen = true;
3957 float old_brightness = sky->getBrightness();
3958 direct_brightness = client->getEnv().getClientMap()
3959 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3960 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3964 float time_of_day_smooth = runData.time_of_day_smooth;
3965 float time_of_day = client->getEnv().getTimeOfDayF();
3967 static const float maxsm = 0.05f;
3968 static const float todsm = 0.05f;
3970 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3971 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3972 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3973 time_of_day_smooth = time_of_day;
3975 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3976 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3977 + (time_of_day + 1.0) * todsm;
3979 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3980 + time_of_day * todsm;
3982 runData.time_of_day_smooth = time_of_day_smooth;
3984 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3985 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3986 player->getPitch());
3992 if (sky->getCloudsVisible()) {
3993 clouds->setVisible(true);
3994 clouds->step(dtime);
3995 // camera->getPosition is not enough for 3rd person views
3996 v3f camera_node_position = camera->getCameraNode()->getPosition();
3997 v3s16 camera_offset = camera->getOffset();
3998 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3999 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
4000 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
4001 clouds->update(camera_node_position,
4002 sky->getCloudColor());
4003 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
4004 // if inside clouds, and fog enabled, use that as sky
4006 video::SColor clouds_dark = clouds->getColor()
4007 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
4008 sky->overrideColors(clouds_dark, clouds->getColor());
4009 sky->setInClouds(true);
4010 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
4011 // do not draw clouds after all
4012 clouds->setVisible(false);
4015 clouds->setVisible(false);
4022 client->getParticleManager()->step(dtime);
4028 if (m_cache_enable_fog) {
4031 video::EFT_FOG_LINEAR,
4032 runData.fog_range * m_cache_fog_start,
4033 runData.fog_range * 1.0,
4041 video::EFT_FOG_LINEAR,
4053 if (player->hurt_tilt_timer > 0.0f) {
4054 player->hurt_tilt_timer -= dtime * 6.0f;
4056 if (player->hurt_tilt_timer < 0.0f)
4057 player->hurt_tilt_strength = 0.0f;
4061 Update minimap pos and rotation
4063 if (mapper && m_game_ui->m_flags.show_hud) {
4064 mapper->setPos(floatToInt(player->getPosition(), BS));
4065 mapper->setAngle(player->getYaw());
4069 Get chat messages from client
4078 if (player->getWieldIndex() != runData.new_playeritem)
4079 client->setPlayerItem(runData.new_playeritem);
4081 if (client->updateWieldedItem()) {
4082 // Update wielded tool
4083 ItemStack selected_item, hand_item, offhand_item;
4084 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
4085 camera->wield(tool_item, MAINHAND);
4086 player->getOffhandWieldedItem(&offhand_item, nullptr, itemdef_manager, PointedThing());
4087 camera->wield(offhand_item, OFFHAND);
4091 Update block draw list every 200ms or when camera direction has
4094 runData.update_draw_list_timer += dtime;
4095 runData.touch_blocks_timer += dtime;
4097 bool draw_list_updated = false;
4099 float update_draw_list_delta = 0.2f;
4101 v3f camera_direction = camera->getDirection();
4102 if (runData.update_draw_list_timer >= update_draw_list_delta
4103 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4104 || m_camera_offset_changed
4105 || client->getEnv().getClientMap().needsUpdateDrawList()) {
4106 runData.update_draw_list_timer = 0;
4107 client->getEnv().getClientMap().updateDrawList();
4108 runData.update_draw_list_last_cam_dir = camera_direction;
4109 draw_list_updated = true;
4112 if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
4113 client->getEnv().getClientMap().touchMapBlocks();
4114 runData.touch_blocks_timer = 0;
4117 if (RenderingEngine::get_shadow_renderer()) {
4121 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
4124 make sure menu is on top
4125 1. Delete formspec menu reference if menu was removed
4126 2. Else, make sure formspec menu is on top
4128 auto formspec = m_game_ui->getFormspecGUI();
4129 do { // breakable. only runs for one iteration
4133 if (formspec->getReferenceCount() == 1) {
4134 m_game_ui->deleteFormspec();
4138 auto &loc = formspec->getFormspecLocation();
4139 if (loc.type == InventoryLocation::NODEMETA) {
4140 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
4141 if (!meta || meta->getString("formspec").empty()) {
4142 formspec->quitMenu();
4148 guiroot->bringToFront(formspec);
4152 ==================== Drawing begins ====================
4154 const video::SColor skycolor = sky->getSkyColor();
4156 TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
4157 driver->beginScene(true, true, skycolor);
4159 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
4160 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
4161 (camera->getCameraMode() == CAMERA_MODE_FIRST));
4162 bool draw_crosshair = (
4163 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
4164 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
4165 #ifdef HAVE_TOUCHSCREENGUI
4166 if (isNoCrosshairAllowed())
4167 draw_crosshair = false;
4169 m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
4170 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
4175 v2u32 screensize = driver->getScreenSize();
4177 if (m_game_ui->m_flags.show_profiler_graph)
4178 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4183 if (runData.damage_flash > 0.0f) {
4184 video::SColor color(runData.damage_flash, 180, 0, 0);
4185 driver->draw2DRectangle(color,
4186 core::rect<s32>(0, 0, screensize.X, screensize.Y),
4189 runData.damage_flash -= 384.0f * dtime;
4193 ==================== End scene ====================
4198 stats->drawtime = tt_draw.stop(true);
4199 g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
4200 g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
4203 /* Log times and stuff for visualization */
4204 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4206 Profiler::GraphValues values;
4207 g_profiler->graphGet(values);
4211 /****************************************************************************
4213 *****************************************************************************/
4214 void Game::updateShadows()
4216 ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4220 float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4222 float timeoftheday = getWickedTimeOfDay(in_timeofday);
4223 bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
4224 bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
4225 shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
4227 timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
4228 const float offset_constant = 10000.0f;
4230 v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
4232 v3f sun_pos = light * offset_constant;
4234 if (shadow->getDirectionalLightCount() == 0)
4235 shadow->addDirectionalLight();
4236 shadow->getDirectionalLight().setDirection(sun_pos);
4237 shadow->setTimeOfDay(in_timeofday);
4239 shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
4242 /****************************************************************************
4244 ****************************************************************************/
4246 void FpsControl::reset()
4248 last_time = porting::getTimeUs();
4252 * On some computers framerate doesn't seem to be automatically limited
4254 void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
4256 const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
4257 ? g_settings->getFloat("fps_max")
4258 : g_settings->getFloat("fps_max_unfocused");
4259 const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
4261 u64 time = porting::getTimeUs();
4263 if (time > last_time) // Make sure time hasn't overflowed
4264 busy_time = time - last_time;
4268 if (busy_time < frametime_min) {
4269 sleep_time = frametime_min - busy_time;
4270 if (sleep_time > 1000)
4271 sleep_ms(sleep_time / 1000);
4276 // Read the timer again to accurately determine how long we actually slept,
4277 // rather than calculating it by adding sleep_time to time.
4278 time = porting::getTimeUs();
4280 if (time > last_time) // Make sure last_time hasn't overflowed
4281 *dtime = (time - last_time) / 1000000.0f;
4288 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4290 const wchar_t *wmsg = wgettext(msg);
4291 m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4296 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4298 ((Game *)data)->readSettings();
4301 void Game::readSettings()
4303 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4304 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4305 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4306 m_cache_enable_particles = g_settings->getBool("enable_particles");
4307 m_cache_enable_fog = g_settings->getBool("enable_fog");
4308 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
4309 m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
4310 m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
4312 m_cache_enable_noclip = g_settings->getBool("noclip");
4313 m_cache_enable_free_move = g_settings->getBool("free_move");
4315 m_cache_fog_start = g_settings->getFloat("fog_start");
4317 m_cache_cam_smoothing = 0;
4318 if (g_settings->getBool("cinematic"))
4319 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4321 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4323 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4324 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4325 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4327 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4330 /****************************************************************************/
4331 /****************************************************************************
4333 ****************************************************************************/
4334 /****************************************************************************/
4336 void Game::showDeathFormspec()
4338 static std::string formspec_str =
4339 std::string("formspec_version[1]") +
4341 "bgcolor[#320000b4;true]"
4342 "label[4.85,1.35;" + gettext("You died") + "]"
4343 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4347 /* Note: FormspecFormSource and LocalFormspecHandler *
4348 * are deleted by guiFormSpecMenu */
4349 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4350 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4352 auto *&formspec = m_game_ui->getFormspecGUI();
4353 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4354 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4355 formspec->setFocus("btn_respawn");
4358 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4359 void Game::showPauseMenu()
4361 #ifdef HAVE_TOUCHSCREENGUI
4362 static const std::string control_text = strgettext("Default Controls:\n"
4363 "No menu visible:\n"
4364 "- single tap: button activate\n"
4365 "- double tap: place/use\n"
4366 "- slide finger: look around\n"
4367 "Menu/Inventory visible:\n"
4368 "- double tap (outside):\n"
4370 "- touch stack, touch slot:\n"
4372 "- touch&drag, tap 2nd finger\n"
4373 " --> place single item to slot\n"
4376 static const std::string control_text_template = strgettext("Controls:\n"
4377 "- %s: move forwards\n"
4378 "- %s: move backwards\n"
4380 "- %s: move right\n"
4381 "- %s: jump/climb up\n"
4384 "- %s: sneak/climb down\n"
4387 "- Mouse: turn/look\n"
4388 "- Mouse wheel: select item\n"
4392 char control_text_buf[600];
4394 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4395 GET_KEY_NAME(keymap_forward),
4396 GET_KEY_NAME(keymap_backward),
4397 GET_KEY_NAME(keymap_left),
4398 GET_KEY_NAME(keymap_right),
4399 GET_KEY_NAME(keymap_jump),
4400 GET_KEY_NAME(keymap_dig),
4401 GET_KEY_NAME(keymap_place),
4402 GET_KEY_NAME(keymap_sneak),
4403 GET_KEY_NAME(keymap_drop),
4404 GET_KEY_NAME(keymap_inventory),
4405 GET_KEY_NAME(keymap_chat)
4408 std::string control_text = std::string(control_text_buf);
4409 str_formspec_escape(control_text);
4412 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4413 std::ostringstream os;
4415 os << "formspec_version[1]" << SIZE_TAG
4416 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4417 << strgettext("Continue") << "]";
4419 if (!simple_singleplayer_mode) {
4420 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4421 << strgettext("Change Password") << "]";
4423 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4428 if (g_settings->getBool("enable_sound")) {
4429 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4430 << strgettext("Sound Volume") << "]";
4433 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4434 << strgettext("Change Keys") << "]";
4436 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4437 << strgettext("Exit to Menu") << "]";
4438 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4439 << strgettext("Exit to OS") << "]"
4440 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4441 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4443 << strgettext("Game info:") << "\n";
4444 const std::string &address = client->getAddressName();
4445 static const std::string mode = strgettext("- Mode: ");
4446 if (!simple_singleplayer_mode) {
4447 Address serverAddress = client->getServerAddress();
4448 if (!address.empty()) {
4449 os << mode << strgettext("Remote server") << "\n"
4450 << strgettext("- Address: ") << address;
4452 os << mode << strgettext("Hosting server");
4454 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4456 os << mode << strgettext("Singleplayer") << "\n";
4458 if (simple_singleplayer_mode || address.empty()) {
4459 static const std::string on = strgettext("On");
4460 static const std::string off = strgettext("Off");
4461 // Note: Status of enable_damage and creative_mode settings is intentionally
4462 // NOT shown here because the game might roll its own damage system and/or do
4463 // a per-player Creative Mode, in which case writing it here would mislead.
4464 bool damage = g_settings->getBool("enable_damage");
4465 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4466 if (!simple_singleplayer_mode) {
4468 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4469 //~ PvP = Player versus Player
4470 os << strgettext("- PvP: ") << pvp << "\n";
4472 os << strgettext("- Public: ") << announced << "\n";
4473 std::string server_name = g_settings->get("server_name");
4474 str_formspec_escape(server_name);
4475 if (announced == on && !server_name.empty())
4476 os << strgettext("- Server Name: ") << server_name;
4483 /* Note: FormspecFormSource and LocalFormspecHandler *
4484 * are deleted by guiFormSpecMenu */
4485 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4486 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4488 auto *&formspec = m_game_ui->getFormspecGUI();
4489 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4490 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4491 formspec->setFocus("btn_continue");
4492 // game will be paused in next step, if in singleplayer (see m_is_paused)
4493 formspec->doPause = true;
4496 /****************************************************************************/
4497 /****************************************************************************
4498 extern function for launching the game
4499 ****************************************************************************/
4500 /****************************************************************************/
4502 void the_game(bool *kill,
4503 InputHandler *input,
4504 RenderingEngine *rendering_engine,
4505 const GameStartData &start_data,
4506 std::string &error_message,
4507 ChatBackend &chat_backend,
4508 bool *reconnect_requested) // Used for local game
4512 /* Make a copy of the server address because if a local singleplayer server
4513 * is created then this is updated and we don't want to change the value
4514 * passed to us by the calling function
4519 if (game.startup(kill, input, rendering_engine, start_data,
4520 error_message, reconnect_requested, &chat_backend)) {
4524 } catch (SerializationError &e) {
4525 const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
4526 error_message = strgettext("A serialization error occurred:") +"\n"
4527 + e.what() + "\n\n" + ver_err;
4528 errorstream << error_message << std::endl;
4529 } catch (ServerError &e) {
4530 error_message = e.what();
4531 errorstream << "ServerError: " << error_message << std::endl;
4532 } catch (ModError &e) {
4533 // DO NOT TRANSLATE the `ModError`, it's used by ui.lua
4534 error_message = std::string("ModError: ") + e.what() +
4535 strgettext("\nCheck debug.txt for details.");
4536 errorstream << error_message << std::endl;