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, f32 dtime);
845 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
846 const v3f &player_position, bool show_debug);
847 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
848 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
849 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
850 const CameraOrientation &cam);
851 void updateShadows();
854 void showOverlayMessage(const char *msg, float dtime, int percent,
855 bool draw_clouds = true);
857 static void settingChangedCallback(const std::string &setting_name, void *data);
860 inline bool isKeyDown(GameKeyType k)
862 return input->isKeyDown(k);
864 inline bool wasKeyDown(GameKeyType k)
866 return input->wasKeyDown(k);
868 inline bool wasKeyPressed(GameKeyType k)
870 return input->wasKeyPressed(k);
872 inline bool wasKeyReleased(GameKeyType k)
874 return input->wasKeyReleased(k);
878 void handleAndroidChatInput();
883 bool force_fog_off = false;
884 bool disable_camera_update = false;
887 void showDeathFormspec();
888 void showPauseMenu();
890 void pauseAnimation();
891 void resumeAnimation();
893 // ClientEvent handlers
894 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
895 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
896 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
897 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
898 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
899 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
900 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
901 CameraOrientation *cam);
902 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
903 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
904 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
905 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
906 void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
907 void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
908 void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
909 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
910 CameraOrientation *cam);
911 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
913 void updateChat(f32 dtime);
915 bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
916 const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
917 const NodeMetadata *meta);
918 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
920 f32 getSensitivityScaleFactor() const;
921 ClientDynamicInfo getCurrentDynamicInfo() const;
923 InputHandler *input = nullptr;
925 Client *client = nullptr;
926 Server *server = nullptr;
928 ClientDynamicInfo client_display_info{};
929 float dynamic_info_send_timer = 0;
931 IWritableTextureSource *texture_src = nullptr;
932 IWritableShaderSource *shader_src = nullptr;
934 // When created, these will be filled with data received from the server
935 IWritableItemDefManager *itemdef_manager = nullptr;
936 NodeDefManager *nodedef_manager = nullptr;
938 GameOnDemandSoundFetcher soundfetcher; // useful when testing
939 ISoundManager *sound = nullptr;
940 bool sound_is_dummy = false;
941 SoundMaker *soundmaker = nullptr;
943 ChatBackend *chat_backend = nullptr;
944 LogOutputBuffer m_chat_log_buf;
946 EventManager *eventmgr = nullptr;
947 QuicktuneShortcutter *quicktune = nullptr;
949 std::unique_ptr<GameUI> m_game_ui;
950 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
951 MapDrawControl *draw_control = nullptr;
952 Camera *camera = nullptr;
953 Clouds *clouds = nullptr; // Free using ->Drop()
954 Sky *sky = nullptr; // Free using ->Drop()
956 Minimap *mapper = nullptr;
958 // Map server hud ids to client hud ids
959 std::unordered_map<u32, u32> m_hud_server_to_client;
965 This class does take ownership/responsibily for cleaning up etc of any of
966 these items (e.g. device)
968 IrrlichtDevice *device;
969 RenderingEngine *m_rendering_engine;
970 video::IVideoDriver *driver;
971 scene::ISceneManager *smgr;
973 std::string *error_message;
974 bool *reconnect_requested;
975 scene::ISceneNode *skybox;
976 PausedNodesList paused_animated_nodes;
978 bool simple_singleplayer_mode;
981 /* Pre-calculated values
983 int crack_animation_length;
985 IntervalLimiter profiler_interval;
988 * TODO: Local caching of settings is not optimal and should at some stage
989 * be updated to use a global settings object for getting thse values
990 * (as opposed to the this local caching). This can be addressed in
993 bool m_cache_doubletap_jump;
994 bool m_cache_enable_clouds;
995 bool m_cache_enable_joysticks;
996 bool m_cache_enable_particles;
997 bool m_cache_enable_fog;
998 bool m_cache_enable_noclip;
999 bool m_cache_enable_free_move;
1000 f32 m_cache_mouse_sensitivity;
1001 f32 m_cache_joystick_frustum_sensitivity;
1002 f32 m_repeat_place_time;
1003 f32 m_cache_cam_smoothing;
1004 f32 m_cache_fog_start;
1006 bool m_invert_mouse = false;
1007 bool m_first_loop_after_window_activation = false;
1008 bool m_camera_offset_changed = false;
1010 bool m_does_lost_focus_pause_game = false;
1012 // if true, (almost) the whole game is paused
1013 // this happens in pause menu in singleplayer
1014 bool m_is_paused = false;
1016 #ifdef HAVE_TOUCHSCREENGUI
1017 bool m_cache_hold_aux1;
1018 bool m_touch_use_crosshair;
1019 inline bool isNoCrosshairAllowed() {
1020 return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
1024 bool m_android_chat_open;
1029 m_chat_log_buf(g_logger),
1030 m_game_ui(new GameUI())
1032 g_settings->registerChangedCallback("doubletap_jump",
1033 &settingChangedCallback, this);
1034 g_settings->registerChangedCallback("enable_clouds",
1035 &settingChangedCallback, this);
1036 g_settings->registerChangedCallback("doubletap_joysticks",
1037 &settingChangedCallback, this);
1038 g_settings->registerChangedCallback("enable_particles",
1039 &settingChangedCallback, this);
1040 g_settings->registerChangedCallback("enable_fog",
1041 &settingChangedCallback, this);
1042 g_settings->registerChangedCallback("mouse_sensitivity",
1043 &settingChangedCallback, this);
1044 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
1045 &settingChangedCallback, this);
1046 g_settings->registerChangedCallback("repeat_place_time",
1047 &settingChangedCallback, this);
1048 g_settings->registerChangedCallback("noclip",
1049 &settingChangedCallback, this);
1050 g_settings->registerChangedCallback("free_move",
1051 &settingChangedCallback, this);
1052 g_settings->registerChangedCallback("cinematic",
1053 &settingChangedCallback, this);
1054 g_settings->registerChangedCallback("cinematic_camera_smoothing",
1055 &settingChangedCallback, this);
1056 g_settings->registerChangedCallback("camera_smoothing",
1057 &settingChangedCallback, this);
1061 #ifdef HAVE_TOUCHSCREENGUI
1062 m_cache_hold_aux1 = false; // This is initialised properly later
1069 /****************************************************************************
1071 ****************************************************************************/
1077 if (!sound_is_dummy)
1080 delete server; // deleted first to stop all server threads
1088 delete nodedef_manager;
1089 delete itemdef_manager;
1090 delete draw_control;
1092 clearTextureNameCache();
1094 g_settings->deregisterChangedCallback("doubletap_jump",
1095 &settingChangedCallback, this);
1096 g_settings->deregisterChangedCallback("enable_clouds",
1097 &settingChangedCallback, this);
1098 g_settings->deregisterChangedCallback("enable_particles",
1099 &settingChangedCallback, this);
1100 g_settings->deregisterChangedCallback("enable_fog",
1101 &settingChangedCallback, this);
1102 g_settings->deregisterChangedCallback("mouse_sensitivity",
1103 &settingChangedCallback, this);
1104 g_settings->deregisterChangedCallback("repeat_place_time",
1105 &settingChangedCallback, this);
1106 g_settings->deregisterChangedCallback("noclip",
1107 &settingChangedCallback, this);
1108 g_settings->deregisterChangedCallback("free_move",
1109 &settingChangedCallback, this);
1110 g_settings->deregisterChangedCallback("cinematic",
1111 &settingChangedCallback, this);
1112 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1113 &settingChangedCallback, this);
1114 g_settings->deregisterChangedCallback("camera_smoothing",
1115 &settingChangedCallback, this);
1118 bool Game::startup(bool *kill,
1119 InputHandler *input,
1120 RenderingEngine *rendering_engine,
1121 const GameStartData &start_data,
1122 std::string &error_message,
1124 ChatBackend *chat_backend)
1128 m_rendering_engine = rendering_engine;
1129 device = m_rendering_engine->get_raw_device();
1131 this->error_message = &error_message;
1132 reconnect_requested = reconnect;
1133 this->input = input;
1134 this->chat_backend = chat_backend;
1135 simple_singleplayer_mode = start_data.isSinglePlayer();
1137 input->keycache.populate();
1139 driver = device->getVideoDriver();
1140 smgr = m_rendering_engine->get_scene_manager();
1142 smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1145 runData = GameRunData();
1146 runData.time_from_last_punch = 10.0;
1148 m_game_ui->initFlags();
1150 m_invert_mouse = g_settings->getBool("invert_mouse");
1151 m_first_loop_after_window_activation = true;
1153 #ifdef HAVE_TOUCHSCREENGUI
1154 m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
1157 g_client_translations->clear();
1159 // address can change if simple_singleplayer_mode
1160 if (!init(start_data.world_spec.path, start_data.address,
1161 start_data.socket_port, start_data.game_spec))
1164 if (!createClient(start_data))
1167 m_rendering_engine->initialize(client, hud);
1175 ProfilerGraph graph;
1176 RunStats stats = {};
1177 CameraOrientation cam_view_target = {};
1178 CameraOrientation cam_view = {};
1179 FpsControl draw_times;
1180 f32 dtime; // in seconds
1182 /* Clear the profiler */
1183 Profiler::GraphValues dummyvalues;
1184 g_profiler->graphGet(dummyvalues);
1188 set_light_table(g_settings->getFloat("display_gamma"));
1190 #ifdef HAVE_TOUCHSCREENGUI
1191 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1192 && client->checkPrivilege("fast");
1195 v2u32 previous_screen_size(g_settings->getU16("screen_w"),
1196 g_settings->getU16("screen_h"));
1198 while (m_rendering_engine->run()
1199 && !(*kill || g_gamecallback->shutdown_requested
1200 || (server && server->isShutdownRequested()))) {
1202 // Calculate dtime =
1203 // m_rendering_engine->run() from this iteration
1204 // + Sleep time until the wanted FPS are reached
1205 draw_times.limit(device, &dtime);
1207 const auto current_dynamic_info = getCurrentDynamicInfo();
1208 if (!current_dynamic_info.equal(client_display_info)) {
1209 client_display_info = current_dynamic_info;
1210 dynamic_info_send_timer = 0.2f;
1213 if (dynamic_info_send_timer > 0) {
1214 dynamic_info_send_timer -= dtime;
1215 if (dynamic_info_send_timer <= 0) {
1216 client->sendUpdateClientInfo(current_dynamic_info);
1220 const auto ¤t_screen_size = current_dynamic_info.render_target_size;
1222 // Verify if window size has changed and save it if it's the case
1223 // Ensure evaluating settings->getBool after verifying screensize
1224 // First condition is cheaper
1225 if (previous_screen_size != current_screen_size &&
1226 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1227 g_settings->getBool("autosave_screensize")) {
1228 g_settings->setU16("screen_w", current_screen_size.X);
1229 g_settings->setU16("screen_h", current_screen_size.Y);
1230 previous_screen_size = current_screen_size;
1233 // Prepare render data for next iteration
1235 updateStats(&stats, draw_times, dtime);
1236 updateInteractTimers(dtime);
1238 if (!checkConnection())
1240 if (!handleCallbacks())
1245 m_game_ui->clearInfoText();
1247 updateProfilers(stats, draw_times, dtime);
1248 processUserInput(dtime);
1249 // Update camera before player movement to avoid camera lag of one frame
1250 updateCameraDirection(&cam_view_target, dtime);
1251 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1252 cam_view.camera_yaw) * m_cache_cam_smoothing;
1253 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1254 cam_view.camera_pitch) * m_cache_cam_smoothing;
1255 updatePlayerControl(cam_view);
1258 bool was_paused = m_is_paused;
1259 m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
1263 if (!was_paused && m_is_paused)
1265 else if (was_paused && !m_is_paused)
1271 processClientEvents(&cam_view_target);
1273 updateCamera(dtime);
1275 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
1276 updateFrame(&graph, &stats, dtime, cam_view);
1277 updateProfilerGraphs(&graph);
1279 // Update if minimap has been disabled by the server
1280 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1282 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1289 void Game::shutdown()
1291 m_rendering_engine->finalize();
1293 auto formspec = m_game_ui->getFormspecGUI();
1295 formspec->quitMenu();
1297 #ifdef HAVE_TOUCHSCREENGUI
1298 g_touchscreengui->hide();
1301 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1306 if (gui_chat_console)
1307 gui_chat_console->drop();
1313 while (g_menumgr.menuCount() > 0) {
1314 g_menumgr.m_stack.front()->setVisible(false);
1315 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1318 m_game_ui->deleteFormspec();
1320 chat_backend->addMessage(L"", L"# Disconnected.");
1321 chat_backend->addMessage(L"", L"");
1322 m_chat_log_buf.clear();
1326 while (!client->isShutdown()) {
1327 assert(texture_src != NULL);
1328 assert(shader_src != NULL);
1329 texture_src->processQueue();
1330 shader_src->processQueue();
1337 /****************************************************************************/
1338 /****************************************************************************
1340 ****************************************************************************/
1341 /****************************************************************************/
1344 const std::string &map_dir,
1345 const std::string &address,
1347 const SubgameSpec &gamespec)
1349 texture_src = createTextureSource();
1351 showOverlayMessage(N_("Loading..."), 0, 0);
1353 shader_src = createShaderSource();
1355 itemdef_manager = createItemDefManager();
1356 nodedef_manager = createNodeDefManager();
1358 eventmgr = new EventManager();
1359 quicktune = new QuicktuneShortcutter();
1361 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1362 && eventmgr && quicktune))
1368 // Create a server if not connecting to an existing one
1369 if (address.empty()) {
1370 if (!createSingleplayerServer(map_dir, gamespec, port))
1377 bool Game::initSound()
1380 if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1381 infostream << "Attempting to use OpenAL audio" << std::endl;
1382 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1384 infostream << "Failed to initialize OpenAL audio" << std::endl;
1386 infostream << "Sound disabled." << std::endl;
1390 infostream << "Using dummy audio." << std::endl;
1391 sound = &dummySoundManager;
1392 sound_is_dummy = true;
1395 soundmaker = new SoundMaker(sound, nodedef_manager);
1399 soundmaker->registerReceiver(eventmgr);
1404 bool Game::createSingleplayerServer(const std::string &map_dir,
1405 const SubgameSpec &gamespec, u16 port)
1407 showOverlayMessage(N_("Creating server..."), 0, 5);
1409 std::string bind_str = g_settings->get("bind_address");
1410 Address bind_addr(0, 0, 0, 0, port);
1412 if (g_settings->getBool("ipv6_server")) {
1413 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1417 bind_addr.Resolve(bind_str.c_str());
1418 } catch (ResolveError &e) {
1419 infostream << "Resolving bind address \"" << bind_str
1420 << "\" failed: " << e.what()
1421 << " -- Listening on all addresses." << std::endl;
1424 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1425 *error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled",
1426 bind_addr.serializeString().c_str());
1427 errorstream << *error_message << std::endl;
1431 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1432 false, nullptr, error_message);
1438 bool Game::createClient(const GameStartData &start_data)
1440 showOverlayMessage(N_("Creating client..."), 0, 10);
1442 draw_control = new MapDrawControl();
1446 bool could_connect, connect_aborted;
1447 #ifdef HAVE_TOUCHSCREENGUI
1448 if (g_touchscreengui) {
1449 g_touchscreengui->init(texture_src);
1450 g_touchscreengui->hide();
1453 if (!connectToServer(start_data, &could_connect, &connect_aborted))
1456 if (!could_connect) {
1457 if (error_message->empty() && !connect_aborted) {
1458 // Should not happen if error messages are set properly
1459 *error_message = gettext("Connection failed for unknown reason");
1460 errorstream << *error_message << std::endl;
1465 if (!getServerContent(&connect_aborted)) {
1466 if (error_message->empty() && !connect_aborted) {
1467 // Should not happen if error messages are set properly
1468 *error_message = gettext("Connection failed for unknown reason");
1469 errorstream << *error_message << std::endl;
1474 auto *scsf = new GameGlobalShaderConstantSetterFactory(
1475 &m_flags.force_fog_off, &runData.fog_range, client);
1476 shader_src->addShaderConstantSetterFactory(scsf);
1478 // Update cached textures, meshes and materials
1479 client->afterContentReceived();
1483 camera = new Camera(*draw_control, client, m_rendering_engine);
1484 if (client->modsLoaded())
1485 client->getScript()->on_camera_ready(camera);
1486 client->setCamera(camera);
1487 #ifdef HAVE_TOUCHSCREENGUI
1488 if (g_touchscreengui) {
1489 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
1495 if (m_cache_enable_clouds)
1496 clouds = new Clouds(smgr, -1, time(0));
1500 sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
1502 skybox = NULL; // This is used/set later on in the main run loop
1504 /* Pre-calculated values
1506 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1508 v2u32 size = t->getOriginalSize();
1509 crack_animation_length = size.Y / size.X;
1511 crack_animation_length = 5;
1517 /* Set window caption
1519 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1521 str += utf8_to_wide(g_version_hash);
1523 const wchar_t *text = nullptr;
1524 if (simple_singleplayer_mode)
1525 text = wgettext("Singleplayer");
1527 text = wgettext("Multiplayer");
1534 str += driver->getName();
1537 device->setWindowCaption(str.c_str());
1539 LocalPlayer *player = client->getEnv().getLocalPlayer();
1540 player->hurt_tilt_timer = 0;
1541 player->hurt_tilt_strength = 0;
1543 hud = new Hud(client, player, &player->inventory);
1545 mapper = client->getMinimap();
1547 if (mapper && client->modsLoaded())
1548 client->getScript()->on_minimap_ready(mapper);
1553 bool Game::initGui()
1557 // Remove stale "recent" chat messages from previous connections
1558 chat_backend->clearRecentChat();
1560 // Make sure the size of the recent messages buffer is right
1561 chat_backend->applySettings();
1563 // Chat backend and console
1564 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1565 -1, chat_backend, client, &g_menumgr);
1567 #ifdef HAVE_TOUCHSCREENGUI
1569 if (g_touchscreengui)
1570 g_touchscreengui->show();
1577 bool Game::connectToServer(const GameStartData &start_data,
1578 bool *connect_ok, bool *connection_aborted)
1580 *connect_ok = false; // Let's not be overly optimistic
1581 *connection_aborted = false;
1582 bool local_server_mode = false;
1584 showOverlayMessage(N_("Resolving address..."), 0, 15);
1586 Address connect_address(0, 0, 0, 0, start_data.socket_port);
1589 connect_address.Resolve(start_data.address.c_str());
1591 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1592 if (connect_address.isIPv6()) {
1593 IPv6AddressBytes addr_bytes;
1594 addr_bytes.bytes[15] = 1;
1595 connect_address.setAddress(&addr_bytes);
1597 connect_address.setAddress(127, 0, 0, 1);
1599 local_server_mode = true;
1601 } catch (ResolveError &e) {
1602 *error_message = fmtgettext("Couldn't resolve address: %s", e.what());
1604 errorstream << *error_message << std::endl;
1608 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1609 *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
1610 errorstream << *error_message << std::endl;
1615 client = new Client(start_data.name.c_str(),
1616 start_data.password, start_data.address,
1617 *draw_control, texture_src, shader_src,
1618 itemdef_manager, nodedef_manager, sound, eventmgr,
1619 m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
1620 start_data.allow_login_or_register);
1621 client->migrateModStorage();
1622 } catch (const BaseException &e) {
1623 *error_message = fmtgettext("Error creating client: %s", e.what());
1624 errorstream << *error_message << std::endl;
1628 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1630 infostream << "Connecting to server at ";
1631 connect_address.print(infostream);
1632 infostream << std::endl;
1634 client->connect(connect_address,
1635 simple_singleplayer_mode || local_server_mode);
1638 Wait for server to accept connection
1644 FpsControl fps_control;
1646 f32 wait_time = 0; // in seconds
1648 fps_control.reset();
1650 while (m_rendering_engine->run()) {
1652 fps_control.limit(device, &dtime);
1654 // Update client and server
1655 client->step(dtime);
1658 server->step(dtime);
1661 if (client->getState() == LC_Init) {
1667 if (*connection_aborted)
1670 if (client->accessDenied()) {
1671 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1672 *reconnect_requested = client->reconnectRequested();
1673 errorstream << *error_message << std::endl;
1677 if (input->cancelPressed()) {
1678 *connection_aborted = true;
1679 infostream << "Connect aborted [Escape]" << std::endl;
1684 // Only time out if we aren't waiting for the server we started
1685 if (!start_data.address.empty() && wait_time > 10) {
1686 *error_message = gettext("Connection timed out.");
1687 errorstream << *error_message << std::endl;
1692 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1694 } catch (con::PeerNotFoundException &e) {
1695 // TODO: Should something be done here? At least an info/error
1703 bool Game::getServerContent(bool *aborted)
1707 FpsControl fps_control;
1708 f32 dtime; // in seconds
1710 fps_control.reset();
1712 while (m_rendering_engine->run()) {
1714 fps_control.limit(device, &dtime);
1716 // Update client and server
1717 client->step(dtime);
1720 server->step(dtime);
1723 if (client->mediaReceived() && client->itemdefReceived() &&
1724 client->nodedefReceived()) {
1729 if (!checkConnection())
1732 if (client->getState() < LC_Init) {
1733 *error_message = gettext("Client disconnected");
1734 errorstream << *error_message << std::endl;
1738 if (input->cancelPressed()) {
1740 infostream << "Connect aborted [Escape]" << std::endl;
1747 if (!client->itemdefReceived()) {
1748 const wchar_t *text = wgettext("Item definitions...");
1750 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1753 } else if (!client->nodedefReceived()) {
1754 const wchar_t *text = wgettext("Node definitions...");
1756 m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1760 std::ostringstream message;
1761 std::fixed(message);
1762 message.precision(0);
1763 float receive = client->mediaReceiveProgress() * 100;
1764 message << gettext("Media...");
1766 message << " " << receive << "%";
1767 message.precision(2);
1769 if ((USE_CURL == 0) ||
1770 (!g_settings->getBool("enable_remote_media_server"))) {
1771 float cur = client->getCurRate();
1772 std::string cur_unit = gettext("KiB/s");
1776 cur_unit = gettext("MiB/s");
1779 message << " (" << cur << ' ' << cur_unit << ")";
1782 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1783 m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
1784 texture_src, dtime, progress);
1792 /****************************************************************************/
1793 /****************************************************************************
1795 ****************************************************************************/
1796 /****************************************************************************/
1798 inline void Game::updateInteractTimers(f32 dtime)
1800 if (runData.nodig_delay_timer >= 0)
1801 runData.nodig_delay_timer -= dtime;
1803 if (runData.object_hit_delay_timer >= 0)
1804 runData.object_hit_delay_timer -= dtime;
1806 runData.time_from_last_punch += dtime;
1810 /* returns false if game should exit, otherwise true
1812 inline bool Game::checkConnection()
1814 if (client->accessDenied()) {
1815 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1816 *reconnect_requested = client->reconnectRequested();
1817 errorstream << *error_message << std::endl;
1825 /* returns false if game should exit, otherwise true
1827 inline bool Game::handleCallbacks()
1829 if (g_gamecallback->disconnect_requested) {
1830 g_gamecallback->disconnect_requested = false;
1834 if (g_gamecallback->changepassword_requested) {
1835 (new GUIPasswordChange(guienv, guiroot, -1,
1836 &g_menumgr, client, texture_src))->drop();
1837 g_gamecallback->changepassword_requested = false;
1840 if (g_gamecallback->changevolume_requested) {
1841 (new GUIVolumeChange(guienv, guiroot, -1,
1842 &g_menumgr, texture_src))->drop();
1843 g_gamecallback->changevolume_requested = false;
1846 if (g_gamecallback->keyconfig_requested) {
1847 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1848 &g_menumgr, texture_src))->drop();
1849 g_gamecallback->keyconfig_requested = false;
1852 if (g_gamecallback->keyconfig_changed) {
1853 input->keycache.populate(); // update the cache with new settings
1854 g_gamecallback->keyconfig_changed = false;
1861 void Game::processQueues()
1863 texture_src->processQueue();
1864 itemdef_manager->processQueue(client);
1865 shader_src->processQueue();
1868 void Game::updateDebugState()
1870 LocalPlayer *player = client->getEnv().getLocalPlayer();
1872 // debug UI and wireframe
1873 bool has_debug = client->checkPrivilege("debug");
1874 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
1876 if (m_game_ui->m_flags.show_basic_debug) {
1877 if (!has_basic_debug)
1878 m_game_ui->m_flags.show_basic_debug = false;
1879 } else if (m_game_ui->m_flags.show_minimal_debug) {
1880 if (has_basic_debug)
1881 m_game_ui->m_flags.show_basic_debug = true;
1883 if (!has_basic_debug)
1884 hud->disableBlockBounds();
1886 draw_control->show_wireframe = false;
1889 draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
1892 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1895 float profiler_print_interval =
1896 g_settings->getFloat("profiler_print_interval");
1897 bool print_to_log = true;
1899 if (profiler_print_interval == 0) {
1900 print_to_log = false;
1901 profiler_print_interval = 3;
1904 if (profiler_interval.step(dtime, profiler_print_interval)) {
1906 infostream << "Profiler:" << std::endl;
1907 g_profiler->print(infostream);
1910 m_game_ui->updateProfiler();
1911 g_profiler->clear();
1914 // Update update graphs
1915 g_profiler->graphAdd("Time non-rendering [us]",
1916 draw_times.busy_time - stats.drawtime);
1918 g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
1919 g_profiler->graphAdd("FPS", 1.0f / dtime);
1922 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1929 /* Time average and jitter calculation
1931 jp = &stats->dtime_jitter;
1932 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1934 jitter = dtime - jp->avg;
1936 if (jitter > jp->max)
1939 jp->counter += dtime;
1941 if (jp->counter > 0.0) {
1943 jp->max_sample = jp->max;
1944 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1948 /* Busytime average and jitter calculation
1950 jp = &stats->busy_time_jitter;
1951 jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
1953 jitter = draw_times.getBusyMs() - jp->avg;
1955 if (jitter > jp->max)
1957 if (jitter < jp->min)
1960 jp->counter += dtime;
1962 if (jp->counter > 0.0) {
1964 jp->max_sample = jp->max;
1965 jp->min_sample = jp->min;
1973 /****************************************************************************
1975 ****************************************************************************/
1977 void Game::processUserInput(f32 dtime)
1979 // Reset input if window not active or some menu is active
1980 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1982 #ifdef HAVE_TOUCHSCREENGUI
1983 g_touchscreengui->hide();
1986 #ifdef HAVE_TOUCHSCREENGUI
1987 else if (g_touchscreengui) {
1988 /* on touchscreengui step may generate own input events which ain't
1989 * what we want in case we just did clear them */
1990 g_touchscreengui->show();
1991 g_touchscreengui->step(dtime);
1995 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1996 gui_chat_console->closeConsoleAtOnce();
1999 // Input handler step() (used by the random input generator)
2003 auto formspec = m_game_ui->getFormspecGUI();
2005 formspec->getAndroidUIInput();
2007 handleAndroidChatInput();
2010 // Increase timer for double tap of "keymap_jump"
2011 if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
2012 runData.jump_timer_up += dtime;
2013 if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
2014 runData.jump_timer_down += dtime;
2017 processItemSelection(&runData.new_playeritem);
2021 void Game::processKeyInput()
2023 if (wasKeyDown(KeyType::DROP)) {
2024 dropSelectedItem(isKeyDown(KeyType::SNEAK));
2025 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
2026 toggleAutoforward();
2027 } else if (wasKeyDown(KeyType::BACKWARD)) {
2028 if (g_settings->getBool("continuous_forward"))
2029 toggleAutoforward();
2030 } else if (wasKeyDown(KeyType::INVENTORY)) {
2032 } else if (input->cancelPressed()) {
2034 m_android_chat_open = false;
2036 if (!gui_chat_console->isOpenInhibited()) {
2039 } else if (wasKeyDown(KeyType::CHAT)) {
2040 openConsole(0.2, L"");
2041 } else if (wasKeyDown(KeyType::CMD)) {
2042 openConsole(0.2, L"/");
2043 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
2044 if (client->modsLoaded())
2045 openConsole(0.2, L".");
2047 m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
2048 } else if (wasKeyDown(KeyType::CONSOLE)) {
2049 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
2050 } else if (wasKeyDown(KeyType::FREEMOVE)) {
2052 } else if (wasKeyDown(KeyType::JUMP)) {
2053 toggleFreeMoveAlt();
2054 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
2056 } else if (wasKeyDown(KeyType::FASTMOVE)) {
2058 } else if (wasKeyDown(KeyType::NOCLIP)) {
2061 } else if (wasKeyDown(KeyType::MUTE)) {
2062 if (g_settings->getBool("enable_sound")) {
2063 bool new_mute_sound = !g_settings->getBool("mute_sound");
2064 g_settings->setBool("mute_sound", new_mute_sound);
2066 m_game_ui->showTranslatedStatusText("Sound muted");
2068 m_game_ui->showTranslatedStatusText("Sound unmuted");
2070 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2072 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
2073 if (g_settings->getBool("enable_sound")) {
2074 float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
2075 g_settings->setFloat("sound_volume", new_volume);
2076 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2077 m_game_ui->showStatusText(msg);
2079 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2081 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
2082 if (g_settings->getBool("enable_sound")) {
2083 float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
2084 g_settings->setFloat("sound_volume", new_volume);
2085 std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2086 m_game_ui->showStatusText(msg);
2088 m_game_ui->showTranslatedStatusText("Sound system is disabled");
2091 } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
2092 || wasKeyDown(KeyType::DEC_VOLUME)) {
2093 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
2095 } else if (wasKeyDown(KeyType::CINEMATIC)) {
2097 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
2098 client->makeScreenshot();
2099 } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
2100 toggleBlockBounds();
2101 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
2102 m_game_ui->toggleHud();
2103 } else if (wasKeyDown(KeyType::MINIMAP)) {
2104 toggleMinimap(isKeyDown(KeyType::SNEAK));
2105 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
2106 m_game_ui->toggleChat(client);
2107 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
2109 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
2110 toggleUpdateCamera();
2111 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
2113 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
2114 m_game_ui->toggleProfiler();
2115 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
2116 increaseViewRange();
2117 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
2118 decreaseViewRange();
2119 } else if (wasKeyDown(KeyType::RANGESELECT)) {
2120 toggleFullViewRange();
2121 } else if (wasKeyDown(KeyType::ZOOM)) {
2123 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
2125 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
2127 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
2129 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
2133 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
2134 runData.reset_jump_timer = false;
2135 runData.jump_timer_up = 0.0f;
2138 if (quicktune->hasMessage()) {
2139 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
2143 void Game::processItemSelection(u16 *new_playeritem)
2145 LocalPlayer *player = client->getEnv().getLocalPlayer();
2147 /* Item selection using mouse wheel
2149 *new_playeritem = player->getWieldIndex();
2150 s32 wheel = input->getMouseWheel();
2151 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2152 player->hud_hotbar_itemcount - 1);
2156 if (wasKeyDown(KeyType::HOTBAR_NEXT))
2159 if (wasKeyDown(KeyType::HOTBAR_PREV))
2163 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2165 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2168 /* Item selection using hotbar slot keys
2170 for (u16 i = 0; i <= max_item; i++) {
2171 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2172 *new_playeritem = i;
2177 // Clamp selection again in case it wasn't changed but max_item was
2178 *new_playeritem = MYMIN(*new_playeritem, max_item);
2182 void Game::dropSelectedItem(bool single_item)
2184 IDropAction *a = new IDropAction();
2185 a->count = single_item ? 1 : 0;
2186 a->from_inv.setCurrentPlayer();
2187 a->from_list = "main";
2188 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2189 client->inventoryAction(a);
2193 void Game::openInventory()
2196 * Don't permit to open inventory is CAO or player doesn't exists.
2197 * This prevent showing an empty inventory at player load
2200 LocalPlayer *player = client->getEnv().getLocalPlayer();
2201 if (!player || !player->getCAO())
2204 infostream << "Game: Launching inventory" << std::endl;
2206 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2208 InventoryLocation inventoryloc;
2209 inventoryloc.setCurrentPlayer();
2211 if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2216 if (fs_src->getForm().empty()) {
2221 TextDest *txt_dst = new TextDestPlayerInventory(client);
2222 auto *&formspec = m_game_ui->updateFormspec("");
2223 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2224 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2226 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2230 void Game::openConsole(float scale, const wchar_t *line)
2232 assert(scale > 0.0f && scale <= 1.0f);
2235 porting::showInputDialog(gettext("ok"), "", "", 2);
2236 m_android_chat_open = true;
2238 if (gui_chat_console->isOpenInhibited())
2240 gui_chat_console->openConsole(scale);
2242 gui_chat_console->setCloseOnEnter(true);
2243 gui_chat_console->replaceAndAddToHistory(line);
2249 void Game::handleAndroidChatInput()
2251 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2252 std::string text = porting::getInputDialogValue();
2253 client->typeChatMessage(utf8_to_wide(text));
2254 m_android_chat_open = false;
2260 void Game::toggleFreeMove()
2262 bool free_move = !g_settings->getBool("free_move");
2263 g_settings->set("free_move", bool_to_cstr(free_move));
2266 if (client->checkPrivilege("fly")) {
2267 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2269 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2272 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2276 void Game::toggleFreeMoveAlt()
2278 if (!runData.reset_jump_timer) {
2279 runData.jump_timer_down_before = runData.jump_timer_down;
2280 runData.jump_timer_down = 0.0f;
2283 // key down (0.2 s max.), then key up (0.2 s max.), then key down
2284 if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
2285 runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
2288 runData.reset_jump_timer = true;
2292 void Game::togglePitchMove()
2294 bool pitch_move = !g_settings->getBool("pitch_move");
2295 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2298 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2300 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2305 void Game::toggleFast()
2307 bool fast_move = !g_settings->getBool("fast_move");
2308 bool has_fast_privs = client->checkPrivilege("fast");
2309 g_settings->set("fast_move", bool_to_cstr(fast_move));
2312 if (has_fast_privs) {
2313 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2315 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2318 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2321 #ifdef HAVE_TOUCHSCREENGUI
2322 m_cache_hold_aux1 = fast_move && has_fast_privs;
2327 void Game::toggleNoClip()
2329 bool noclip = !g_settings->getBool("noclip");
2330 g_settings->set("noclip", bool_to_cstr(noclip));
2333 if (client->checkPrivilege("noclip")) {
2334 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2336 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2339 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2343 void Game::toggleCinematic()
2345 bool cinematic = !g_settings->getBool("cinematic");
2346 g_settings->set("cinematic", bool_to_cstr(cinematic));
2349 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2351 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2354 void Game::toggleBlockBounds()
2356 LocalPlayer *player = client->getEnv().getLocalPlayer();
2357 if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
2358 m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
2361 enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
2363 case Hud::BLOCK_BOUNDS_OFF:
2364 m_game_ui->showTranslatedStatusText("Block bounds hidden");
2366 case Hud::BLOCK_BOUNDS_CURRENT:
2367 m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
2369 case Hud::BLOCK_BOUNDS_NEAR:
2370 m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
2372 case Hud::BLOCK_BOUNDS_MAX:
2373 m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
2380 // Autoforward by toggling continuous forward.
2381 void Game::toggleAutoforward()
2383 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2384 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2386 if (autorun_enabled)
2387 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2389 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2392 void Game::toggleMinimap(bool shift_pressed)
2394 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2398 mapper->toggleMinimapShape();
2402 // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2404 // Not so satisying code to keep compatibility with old fixed mode system
2406 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2408 if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2409 m_game_ui->m_flags.show_minimap = false;
2412 // If radar is disabled, try to find a non radar mode or fall back to 0
2413 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2414 while (mapper->getModeIndex() &&
2415 mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2418 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2422 // End of 'not so satifying code'
2423 if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2424 (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2425 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2427 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2430 void Game::toggleFog()
2432 bool fog_enabled = g_settings->getBool("enable_fog");
2433 g_settings->setBool("enable_fog", !fog_enabled);
2435 m_game_ui->showTranslatedStatusText("Fog disabled");
2437 m_game_ui->showTranslatedStatusText("Fog enabled");
2441 void Game::toggleDebug()
2443 LocalPlayer *player = client->getEnv().getLocalPlayer();
2444 bool has_debug = client->checkPrivilege("debug");
2445 bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
2446 // Initial: No debug info
2447 // 1x toggle: Debug text
2448 // 2x toggle: Debug text with profiler graph
2449 // 3x toggle: Debug text and wireframe (needs "debug" priv)
2450 // Next toggle: Back to initial
2452 // The debug text can be in 2 modes: minimal and basic.
2453 // * Minimal: Only technical client info that not gameplay-relevant
2454 // * Basic: Info that might give gameplay advantage, e.g. pos, angle
2455 // Basic mode is used when player has the debug HUD flag set,
2456 // otherwise the Minimal mode is used.
2457 if (!m_game_ui->m_flags.show_minimal_debug) {
2458 m_game_ui->m_flags.show_minimal_debug = true;
2459 if (has_basic_debug)
2460 m_game_ui->m_flags.show_basic_debug = true;
2461 m_game_ui->m_flags.show_profiler_graph = false;
2462 draw_control->show_wireframe = false;
2463 m_game_ui->showTranslatedStatusText("Debug info shown");
2464 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2465 if (has_basic_debug)
2466 m_game_ui->m_flags.show_basic_debug = true;
2467 m_game_ui->m_flags.show_profiler_graph = true;
2468 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2469 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2470 if (has_basic_debug)
2471 m_game_ui->m_flags.show_basic_debug = true;
2472 m_game_ui->m_flags.show_profiler_graph = false;
2473 draw_control->show_wireframe = true;
2474 m_game_ui->showTranslatedStatusText("Wireframe shown");
2476 m_game_ui->m_flags.show_minimal_debug = false;
2477 m_game_ui->m_flags.show_basic_debug = false;
2478 m_game_ui->m_flags.show_profiler_graph = false;
2479 draw_control->show_wireframe = false;
2481 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2483 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2489 void Game::toggleUpdateCamera()
2491 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2492 if (m_flags.disable_camera_update)
2493 m_game_ui->showTranslatedStatusText("Camera update disabled");
2495 m_game_ui->showTranslatedStatusText("Camera update enabled");
2499 void Game::increaseViewRange()
2501 s16 range = g_settings->getS16("viewing_range");
2502 s16 range_new = range + 10;
2504 if (range_new > 4000) {
2506 std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
2507 m_game_ui->showStatusText(msg);
2509 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2510 m_game_ui->showStatusText(msg);
2512 g_settings->set("viewing_range", itos(range_new));
2516 void Game::decreaseViewRange()
2518 s16 range = g_settings->getS16("viewing_range");
2519 s16 range_new = range - 10;
2521 if (range_new < 20) {
2523 std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
2524 m_game_ui->showStatusText(msg);
2526 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2527 m_game_ui->showStatusText(msg);
2529 g_settings->set("viewing_range", itos(range_new));
2533 void Game::toggleFullViewRange()
2535 draw_control->range_all = !draw_control->range_all;
2536 if (draw_control->range_all)
2537 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2539 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2543 void Game::checkZoomEnabled()
2545 LocalPlayer *player = client->getEnv().getLocalPlayer();
2546 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2547 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2550 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2554 device->getCursorControl()->setRelativeMode(false);
2556 device->getCursorControl()->setRelativeMode(true);
2559 if ((device->isWindowActive() && device->isWindowFocused()
2560 && !isMenuActive()) || input->isRandom()) {
2563 if (!input->isRandom()) {
2564 // Mac OSX gets upset if this is set every frame
2565 if (device->getCursorControl()->isVisible())
2566 device->getCursorControl()->setVisible(false);
2570 if (m_first_loop_after_window_activation) {
2571 m_first_loop_after_window_activation = false;
2573 input->setMousePos(driver->getScreenSize().Width / 2,
2574 driver->getScreenSize().Height / 2);
2576 updateCameraOrientation(cam, dtime);
2582 // Mac OSX gets upset if this is set every frame
2583 if (!device->getCursorControl()->isVisible())
2584 device->getCursorControl()->setVisible(true);
2587 m_first_loop_after_window_activation = true;
2592 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2593 // responsiveness independently of FOV.
2594 f32 Game::getSensitivityScaleFactor() const
2596 f32 fov_y = client->getCamera()->getFovY();
2598 // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2599 // 16:9 aspect ratio to minimize disruption of existing sensitivity
2601 return tan(fov_y / 2.0f) * 1.3763818698f;
2604 ClientDynamicInfo Game::getCurrentDynamicInfo() const
2606 v2u32 screen_size = RenderingEngine::getWindowSize();
2607 f32 density = RenderingEngine::getDisplayDensity();
2608 f32 gui_scaling = g_settings->getFloat("gui_scaling") * density;
2609 f32 hud_scaling = g_settings->getFloat("hud_scaling") * density;
2612 screen_size, gui_scaling, hud_scaling,
2613 ClientDynamicInfo::calculateMaxFSSize(screen_size)
2617 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2619 #ifdef HAVE_TOUCHSCREENGUI
2620 if (g_touchscreengui) {
2621 cam->camera_yaw += g_touchscreengui->getYawChange();
2622 cam->camera_pitch = g_touchscreengui->getPitch();
2625 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2626 v2s32 dist = input->getMousePos() - center;
2628 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2632 f32 sens_scale = getSensitivityScaleFactor();
2633 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2634 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2636 if (dist.X != 0 || dist.Y != 0)
2637 input->setMousePos(center.X, center.Y);
2638 #ifdef HAVE_TOUCHSCREENGUI
2642 if (m_cache_enable_joysticks) {
2643 f32 sens_scale = getSensitivityScaleFactor();
2644 f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
2645 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2646 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2649 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2653 void Game::updatePlayerControl(const CameraOrientation &cam)
2655 LocalPlayer *player = client->getEnv().getLocalPlayer();
2657 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2659 PlayerControl control(
2660 isKeyDown(KeyType::FORWARD),
2661 isKeyDown(KeyType::BACKWARD),
2662 isKeyDown(KeyType::LEFT),
2663 isKeyDown(KeyType::RIGHT),
2664 isKeyDown(KeyType::JUMP) || player->getAutojump(),
2665 isKeyDown(KeyType::AUX1),
2666 isKeyDown(KeyType::SNEAK),
2667 isKeyDown(KeyType::ZOOM),
2668 isKeyDown(KeyType::DIG),
2669 isKeyDown(KeyType::PLACE),
2672 input->getMovementSpeed(),
2673 input->getMovementDirection()
2676 // autoforward if set: move at maximum speed
2677 if (player->getPlayerSettings().continuous_forward &&
2678 client->activeObjectsReceived() && !player->isDead()) {
2679 control.movement_speed = 1.0f;
2680 // sideways movement only
2681 float dx = sin(control.movement_direction);
2682 control.movement_direction = atan2(dx, 1.0f);
2685 #ifdef HAVE_TOUCHSCREENGUI
2686 /* For touch, simulate holding down AUX1 (fast move) if the user has
2687 * the fast_move setting toggled on. If there is an aux1 key defined for
2688 * touch then its meaning is inverted (i.e. holding aux1 means walk and
2691 if (m_cache_hold_aux1) {
2692 control.aux1 = control.aux1 ^ true;
2696 client->setPlayerControl(control);
2702 inline void Game::step(f32 dtime)
2705 server->step(dtime);
2707 client->step(dtime);
2710 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2713 for (auto &&child: node->getChildren())
2714 pauseNodeAnimation(paused, child);
2715 if (node->getType() != scene::ESNT_ANIMATED_MESH)
2717 auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2718 float speed = animated_node->getAnimationSpeed();
2721 paused.push_back({grab(animated_node), speed});
2722 animated_node->setAnimationSpeed(0.0f);
2725 void Game::pauseAnimation()
2727 pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2730 void Game::resumeAnimation()
2732 for (auto &&pair: paused_animated_nodes)
2733 pair.first->setAnimationSpeed(pair.second);
2734 paused_animated_nodes.clear();
2737 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2738 {&Game::handleClientEvent_None},
2739 {&Game::handleClientEvent_PlayerDamage},
2740 {&Game::handleClientEvent_PlayerForceMove},
2741 {&Game::handleClientEvent_Deathscreen},
2742 {&Game::handleClientEvent_ShowFormSpec},
2743 {&Game::handleClientEvent_ShowLocalFormSpec},
2744 {&Game::handleClientEvent_HandleParticleEvent},
2745 {&Game::handleClientEvent_HandleParticleEvent},
2746 {&Game::handleClientEvent_HandleParticleEvent},
2747 {&Game::handleClientEvent_HudAdd},
2748 {&Game::handleClientEvent_HudRemove},
2749 {&Game::handleClientEvent_HudChange},
2750 {&Game::handleClientEvent_SetSky},
2751 {&Game::handleClientEvent_SetSun},
2752 {&Game::handleClientEvent_SetMoon},
2753 {&Game::handleClientEvent_SetStars},
2754 {&Game::handleClientEvent_OverrideDayNigthRatio},
2755 {&Game::handleClientEvent_CloudParams},
2758 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2760 FATAL_ERROR("ClientEvent type None received");
2763 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2765 if (client->modsLoaded())
2766 client->getScript()->on_damage_taken(event->player_damage.amount);
2768 if (!event->player_damage.effect)
2771 // Damage flash and hurt tilt are not used at death
2772 if (client->getHP() > 0) {
2773 LocalPlayer *player = client->getEnv().getLocalPlayer();
2775 f32 hp_max = player->getCAO() ?
2776 player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2777 f32 damage_ratio = event->player_damage.amount / hp_max;
2779 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2780 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2782 player->hurt_tilt_timer = 1.5f;
2783 player->hurt_tilt_strength =
2784 rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2787 // Play damage sound
2788 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2791 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2793 cam->camera_yaw = event->player_force_move.yaw;
2794 cam->camera_pitch = event->player_force_move.pitch;
2797 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2799 // If client scripting is enabled, deathscreen is handled by CSM code in
2800 // builtin/client/init.lua
2801 if (client->modsLoaded())
2802 client->getScript()->on_death();
2804 showDeathFormspec();
2806 /* Handle visualization */
2807 LocalPlayer *player = client->getEnv().getLocalPlayer();
2808 runData.damage_flash = 0;
2809 player->hurt_tilt_timer = 0;
2810 player->hurt_tilt_strength = 0;
2813 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2815 if (event->show_formspec.formspec->empty()) {
2816 auto formspec = m_game_ui->getFormspecGUI();
2817 if (formspec && (event->show_formspec.formname->empty()
2818 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2819 formspec->quitMenu();
2822 FormspecFormSource *fs_src =
2823 new FormspecFormSource(*(event->show_formspec.formspec));
2824 TextDestPlayerInventory *txt_dst =
2825 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2827 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2828 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2829 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2832 delete event->show_formspec.formspec;
2833 delete event->show_formspec.formname;
2836 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2838 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2839 LocalFormspecHandler *txt_dst =
2840 new LocalFormspecHandler(*event->show_formspec.formname, client);
2841 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2842 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2844 delete event->show_formspec.formspec;
2845 delete event->show_formspec.formname;
2848 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2849 CameraOrientation *cam)
2851 LocalPlayer *player = client->getEnv().getLocalPlayer();
2852 client->getParticleManager()->handleParticleEvent(event, client, player);
2855 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2857 LocalPlayer *player = client->getEnv().getLocalPlayer();
2859 u32 server_id = event->hudadd->server_id;
2860 // ignore if we already have a HUD with that ID
2861 auto i = m_hud_server_to_client.find(server_id);
2862 if (i != m_hud_server_to_client.end()) {
2863 delete event->hudadd;
2867 HudElement *e = new HudElement;
2868 e->type = static_cast<HudElementType>(event->hudadd->type);
2869 e->pos = event->hudadd->pos;
2870 e->name = event->hudadd->name;
2871 e->scale = event->hudadd->scale;
2872 e->text = event->hudadd->text;
2873 e->number = event->hudadd->number;
2874 e->item = event->hudadd->item;
2875 e->dir = event->hudadd->dir;
2876 e->align = event->hudadd->align;
2877 e->offset = event->hudadd->offset;
2878 e->world_pos = event->hudadd->world_pos;
2879 e->size = event->hudadd->size;
2880 e->z_index = event->hudadd->z_index;
2881 e->text2 = event->hudadd->text2;
2882 e->style = event->hudadd->style;
2883 m_hud_server_to_client[server_id] = player->addHud(e);
2885 delete event->hudadd;
2888 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2890 LocalPlayer *player = client->getEnv().getLocalPlayer();
2892 auto i = m_hud_server_to_client.find(event->hudrm.id);
2893 if (i != m_hud_server_to_client.end()) {
2894 HudElement *e = player->removeHud(i->second);
2896 m_hud_server_to_client.erase(i);
2901 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2903 LocalPlayer *player = client->getEnv().getLocalPlayer();
2905 HudElement *e = nullptr;
2907 auto i = m_hud_server_to_client.find(event->hudchange->id);
2908 if (i != m_hud_server_to_client.end()) {
2909 e = player->getHud(i->second);
2913 delete event->hudchange;
2917 #define CASE_SET(statval, prop, dataprop) \
2919 e->prop = event->hudchange->dataprop; \
2922 switch (event->hudchange->stat) {
2923 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2925 CASE_SET(HUD_STAT_NAME, name, sdata);
2927 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2929 CASE_SET(HUD_STAT_TEXT, text, sdata);
2931 CASE_SET(HUD_STAT_NUMBER, number, data);
2933 CASE_SET(HUD_STAT_ITEM, item, data);
2935 CASE_SET(HUD_STAT_DIR, dir, data);
2937 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2939 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2941 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2943 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2945 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2947 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2949 CASE_SET(HUD_STAT_STYLE, style, data);
2954 delete event->hudchange;
2957 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2959 sky->setVisible(false);
2960 // Whether clouds are visible in front of a custom skybox.
2961 sky->setCloudsEnabled(event->set_sky->clouds);
2967 // Clear the old textures out in case we switch rendering type.
2968 sky->clearSkyboxTextures();
2969 // Handle according to type
2970 if (event->set_sky->type == "regular") {
2971 // Shows the mesh skybox
2972 sky->setVisible(true);
2973 // Update mesh based skybox colours if applicable.
2974 sky->setSkyColors(event->set_sky->sky_color);
2975 sky->setHorizonTint(
2976 event->set_sky->fog_sun_tint,
2977 event->set_sky->fog_moon_tint,
2978 event->set_sky->fog_tint_type
2980 } else if (event->set_sky->type == "skybox" &&
2981 event->set_sky->textures.size() == 6) {
2982 // Disable the dyanmic mesh skybox:
2983 sky->setVisible(false);
2985 sky->setFallbackBgColor(event->set_sky->bgcolor);
2986 // Set sunrise and sunset fog tinting:
2987 sky->setHorizonTint(
2988 event->set_sky->fog_sun_tint,
2989 event->set_sky->fog_moon_tint,
2990 event->set_sky->fog_tint_type
2992 // Add textures to skybox.
2993 for (int i = 0; i < 6; i++)
2994 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2996 // Handle everything else as plain color.
2997 if (event->set_sky->type != "plain")
2998 infostream << "Unknown sky type: "
2999 << (event->set_sky->type) << std::endl;
3000 sky->setVisible(false);
3001 sky->setFallbackBgColor(event->set_sky->bgcolor);
3002 // Disable directional sun/moon tinting on plain or invalid skyboxes.
3003 sky->setHorizonTint(
3004 event->set_sky->bgcolor,
3005 event->set_sky->bgcolor,
3011 sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
3013 delete event->set_sky;
3016 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
3018 sky->setSunVisible(event->sun_params->visible);
3019 sky->setSunTexture(event->sun_params->texture,
3020 event->sun_params->tonemap, texture_src);
3021 sky->setSunScale(event->sun_params->scale);
3022 sky->setSunriseVisible(event->sun_params->sunrise_visible);
3023 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
3024 delete event->sun_params;
3027 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
3029 sky->setMoonVisible(event->moon_params->visible);
3030 sky->setMoonTexture(event->moon_params->texture,
3031 event->moon_params->tonemap, texture_src);
3032 sky->setMoonScale(event->moon_params->scale);
3033 delete event->moon_params;
3036 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
3038 sky->setStarsVisible(event->star_params->visible);
3039 sky->setStarCount(event->star_params->count);
3040 sky->setStarColor(event->star_params->starcolor);
3041 sky->setStarScale(event->star_params->scale);
3042 sky->setStarDayOpacity(event->star_params->day_opacity);
3043 delete event->star_params;
3046 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
3047 CameraOrientation *cam)
3049 client->getEnv().setDayNightRatioOverride(
3050 event->override_day_night_ratio.do_override,
3051 event->override_day_night_ratio.ratio_f * 1000.0f);
3054 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
3059 clouds->setDensity(event->cloud_params.density);
3060 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
3061 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
3062 clouds->setHeight(event->cloud_params.height);
3063 clouds->setThickness(event->cloud_params.thickness);
3064 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
3067 void Game::processClientEvents(CameraOrientation *cam)
3069 while (client->hasClientEvents()) {
3070 std::unique_ptr<ClientEvent> event(client->getClientEvent());
3071 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
3072 const ClientEventHandler& evHandler = clientEventHandler[event->type];
3073 (this->*evHandler.handler)(event.get(), cam);
3077 void Game::updateChat(f32 dtime)
3079 // Get new messages from error log buffer
3080 while (!m_chat_log_buf.empty())
3081 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
3083 // Get new messages from client
3084 std::wstring message;
3085 while (client->getChatMessage(message)) {
3086 chat_backend->addUnparsedMessage(message);
3089 // Remove old messages
3090 chat_backend->step(dtime);
3092 // Display all messages in a static text element
3093 auto &buf = chat_backend->getRecentBuffer();
3094 if (buf.getLinesModified()) {
3095 buf.resetLinesModified();
3096 m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
3099 // Make sure that the size is still correct
3100 m_game_ui->updateChatSize();
3103 void Game::updateCamera(f32 dtime)
3105 LocalPlayer *player = client->getEnv().getLocalPlayer();
3108 For interaction purposes, get info about the held item
3110 - Is it a usable item?
3111 - Can it point to liquids?
3113 ItemStack playeritem;
3115 ItemStack selected, hand;
3116 playeritem = player->getWieldedItem(&selected, &hand);
3119 ToolCapabilities playeritem_toolcap =
3120 playeritem.getToolCapabilities(itemdef_manager);
3122 v3s16 old_camera_offset = camera->getOffset();
3124 if (wasKeyDown(KeyType::CAMERA_MODE)) {
3125 GenericCAO *playercao = player->getCAO();
3127 // If playercao not loaded, don't change camera
3131 camera->toggleCameraMode();
3133 #ifdef HAVE_TOUCHSCREENGUI
3134 if (g_touchscreengui)
3135 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
3138 // Make the player visible depending on camera mode.
3139 playercao->updateMeshCulling();
3140 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3143 float full_punch_interval = playeritem_toolcap.full_punch_interval;
3144 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
3146 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3147 camera->update(player, dtime, tool_reload_ratio);
3148 camera->step(dtime);
3150 f32 camera_fov = camera->getFovMax();
3151 v3s16 camera_offset = camera->getOffset();
3153 m_camera_offset_changed = (camera_offset != old_camera_offset);
3155 if (!m_flags.disable_camera_update) {
3156 v3f camera_position = camera->getPosition();
3157 v3f camera_direction = camera->getDirection();
3159 client->getEnv().getClientMap().updateCamera(camera_position,
3160 camera_direction, camera_fov, camera_offset);
3162 if (m_camera_offset_changed) {
3163 client->updateCameraOffset(camera_offset);
3164 client->getEnv().updateCameraOffset(camera_offset);
3167 clouds->updateCameraOffset(camera_offset);
3173 void Game::updateSound(f32 dtime)
3175 // Update sound listener
3176 v3s16 camera_offset = camera->getOffset();
3177 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3178 v3f(0, 0, 0), // velocity
3179 camera->getDirection(),
3180 camera->getCameraNode()->getUpVector());
3182 bool mute_sound = g_settings->getBool("mute_sound");
3184 sound->setListenerGain(0.0f);
3186 // Check if volume is in the proper range, else fix it.
3187 float old_volume = g_settings->getFloat("sound_volume");
3188 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3189 sound->setListenerGain(new_volume);
3191 if (old_volume != new_volume) {
3192 g_settings->setFloat("sound_volume", new_volume);
3196 LocalPlayer *player = client->getEnv().getLocalPlayer();
3198 // Tell the sound maker whether to make footstep sounds
3199 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3201 // Update sound maker
3202 if (player->makes_footstep_sound)
3203 soundmaker->step(dtime);
3205 ClientMap &map = client->getEnv().getClientMap();
3206 MapNode n = map.getNode(player->getFootstepNodePos());
3207 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3211 void Game::processPlayerInteraction(f32 dtime, bool show_hud)
3213 LocalPlayer *player = client->getEnv().getLocalPlayer();
3215 const v3f camera_direction = camera->getDirection();
3216 const v3s16 camera_offset = camera->getOffset();
3219 Calculate what block is the crosshair pointing to
3222 ItemStack selected_item, hand_item;
3223 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3225 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3226 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3228 core::line3d<f32> shootline;
3230 switch (camera->getCameraMode()) {
3231 case CAMERA_MODE_FIRST:
3232 // Shoot from camera position, with bobbing
3233 shootline.start = camera->getPosition();
3235 case CAMERA_MODE_THIRD:
3236 // Shoot from player head, no bobbing
3237 shootline.start = camera->getHeadPosition();
3239 case CAMERA_MODE_THIRD_FRONT:
3240 shootline.start = camera->getHeadPosition();
3241 // prevent player pointing anything in front-view
3245 shootline.end = shootline.start + camera_direction * BS * d;
3247 #ifdef HAVE_TOUCHSCREENGUI
3248 if (g_touchscreengui && isNoCrosshairAllowed()) {
3249 shootline = g_touchscreengui->getShootline();
3250 // Scale shootline to the acual distance the player can reach
3251 shootline.end = shootline.start +
3252 shootline.getVector().normalize() * BS * d;
3253 shootline.start += intToFloat(camera_offset, BS);
3254 shootline.end += intToFloat(camera_offset, BS);
3258 PointedThing pointed = updatePointedThing(shootline,
3259 selected_def.liquids_pointable,
3260 !runData.btn_down_for_dig,
3263 if (pointed != runData.pointed_old)
3264 infostream << "Pointing at " << pointed.dump() << std::endl;
3266 // Note that updating the selection mesh every frame is not particularly efficient,
3267 // but the halo rendering code is already inefficient so there's no point in optimizing it here
3268 hud->updateSelectionMesh(camera_offset);
3270 // Allow digging again if button is not pressed
3271 if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3272 runData.digging_blocked = false;
3276 - releasing dig button
3277 - pointing away from node
3279 if (runData.digging) {
3280 if (wasKeyReleased(KeyType::DIG)) {
3281 infostream << "Dig button released (stopped digging)" << std::endl;
3282 runData.digging = false;
3283 } else if (pointed != runData.pointed_old) {
3284 if (pointed.type == POINTEDTHING_NODE
3285 && runData.pointed_old.type == POINTEDTHING_NODE
3286 && pointed.node_undersurface
3287 == runData.pointed_old.node_undersurface) {
3288 // Still pointing to the same node, but a different face.
3291 infostream << "Pointing away from node (stopped digging)" << std::endl;
3292 runData.digging = false;
3293 hud->updateSelectionMesh(camera_offset);
3297 if (!runData.digging) {
3298 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3299 client->setCrack(-1, v3s16(0, 0, 0));
3300 runData.dig_time = 0.0;
3302 } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3303 // Remove e.g. torches faster when clicking instead of holding dig button
3304 runData.nodig_delay_timer = 0;
3305 runData.dig_instantly = false;
3308 if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3309 runData.btn_down_for_dig = false;
3311 runData.punching = false;
3313 soundmaker->m_player_leftpunch_sound = SimpleSoundSpec();
3314 soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
3315 selected_def.sound_use : selected_def.sound_use_air;
3317 // Prepare for repeating, unless we're not supposed to
3318 if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3319 runData.repeat_place_timer += dtime;
3321 runData.repeat_place_timer = 0;
3323 if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3324 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3325 !client->getScript()->on_item_use(selected_item, pointed)))
3326 client->interact(INTERACT_USE, pointed);
3327 } else if (pointed.type == POINTEDTHING_NODE) {
3328 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3329 } else if (pointed.type == POINTEDTHING_OBJECT) {
3330 v3f player_position = player->getPosition();
3331 bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
3332 handlePointingAtObject(pointed, tool_item, player_position,
3333 m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
3334 } else if (isKeyDown(KeyType::DIG)) {
3335 // When button is held down in air, show continuous animation
3336 runData.punching = true;
3337 // Run callback even though item is not usable
3338 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3339 client->getScript()->on_item_use(selected_item, pointed);
3340 } else if (wasKeyPressed(KeyType::PLACE)) {
3341 handlePointingAtNothing(selected_item);
3344 runData.pointed_old = pointed;
3346 if (runData.punching || wasKeyPressed(KeyType::DIG))
3347 camera->setDigging(0); // dig animation
3349 input->clearWasKeyPressed();
3350 input->clearWasKeyReleased();
3351 // Ensure DIG & PLACE are marked as handled
3352 wasKeyDown(KeyType::DIG);
3353 wasKeyDown(KeyType::PLACE);
3355 input->joystick.clearWasKeyPressed(KeyType::DIG);
3356 input->joystick.clearWasKeyPressed(KeyType::PLACE);
3358 input->joystick.clearWasKeyReleased(KeyType::DIG);
3359 input->joystick.clearWasKeyReleased(KeyType::PLACE);
3363 PointedThing Game::updatePointedThing(
3364 const core::line3d<f32> &shootline,
3365 bool liquids_pointable,
3366 bool look_for_object,
3367 const v3s16 &camera_offset)
3369 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3370 selectionboxes->clear();
3371 hud->setSelectedFaceNormal(v3f());
3372 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3373 "show_entity_selectionbox");
3375 ClientEnvironment &env = client->getEnv();
3376 ClientMap &map = env.getClientMap();
3377 const NodeDefManager *nodedef = map.getNodeDefManager();
3379 runData.selected_object = NULL;
3380 hud->pointing_at_object = false;
3382 RaycastState s(shootline, look_for_object, liquids_pointable);
3383 PointedThing result;
3384 env.continueRaycast(&s, &result);
3385 if (result.type == POINTEDTHING_OBJECT) {
3386 hud->pointing_at_object = true;
3388 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3389 aabb3f selection_box;
3390 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3391 runData.selected_object->getSelectionBox(&selection_box)) {
3392 v3f pos = runData.selected_object->getPosition();
3393 selectionboxes->push_back(aabb3f(selection_box));
3394 hud->setSelectionPos(pos, camera_offset);
3395 GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
3396 if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
3397 hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
3399 hud->setSelectionRotation(v3f());
3401 hud->setSelectedFaceNormal(result.raw_intersection_normal);
3402 } else if (result.type == POINTEDTHING_NODE) {
3403 // Update selection boxes
3404 MapNode n = map.getNode(result.node_undersurface);
3405 std::vector<aabb3f> boxes;
3406 n.getSelectionBoxes(nodedef, &boxes,
3407 n.getNeighbors(result.node_undersurface, &map));
3410 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3411 i != boxes.end(); ++i) {
3413 box.MinEdge -= v3f(d, d, d);
3414 box.MaxEdge += v3f(d, d, d);
3415 selectionboxes->push_back(box);
3417 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3419 hud->setSelectionRotation(v3f());
3420 hud->setSelectedFaceNormal(result.intersection_normal);
3423 // Update selection mesh light level and vertex colors
3424 if (!selectionboxes->empty()) {
3425 v3f pf = hud->getSelectionPos();
3426 v3s16 p = floatToInt(pf, BS);
3428 // Get selection mesh light level
3429 MapNode n = map.getNode(p);
3430 u16 node_light = getInteriorLight(n, -1, nodedef);
3431 u16 light_level = node_light;
3433 for (const v3s16 &dir : g_6dirs) {
3434 n = map.getNode(p + dir);
3435 node_light = getInteriorLight(n, -1, nodedef);
3436 if (node_light > light_level)
3437 light_level = node_light;
3440 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3442 final_color_blend(&c, light_level, daynight_ratio);
3444 // Modify final color a bit with time
3445 u32 timer = client->getEnv().getFrameTime() % 5000;
3446 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3447 float sin_r = 0.08f * std::sin(timerf);
3448 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3449 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3450 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3451 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3452 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3454 // Set mesh final color
3455 hud->setSelectionMeshColor(c);
3461 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3463 infostream << "Attempted to place item while pointing at nothing" << std::endl;
3464 PointedThing fauxPointed;
3465 fauxPointed.type = POINTEDTHING_NOTHING;
3466 client->interact(INTERACT_ACTIVATE, fauxPointed);
3470 void Game::handlePointingAtNode(const PointedThing &pointed,
3471 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3473 v3s16 nodepos = pointed.node_undersurface;
3474 v3s16 neighborpos = pointed.node_abovesurface;
3477 Check information text of node
3480 ClientMap &map = client->getEnv().getClientMap();
3482 if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3483 && !runData.digging_blocked
3484 && client->checkPrivilege("interact")) {
3485 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3488 // This should be done after digging handling
3489 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3492 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3493 meta->getString("infotext"))));
3495 MapNode n = map.getNode(nodepos);
3497 if (nodedef_manager->get(n).name == "unknown") {
3498 m_game_ui->setInfoText(L"Unknown node");
3502 if ((wasKeyPressed(KeyType::PLACE) ||
3503 runData.repeat_place_timer >= m_repeat_place_time) &&
3504 client->checkPrivilege("interact")) {
3505 runData.repeat_place_timer = 0;
3506 infostream << "Place button pressed while looking at ground" << std::endl;
3508 // Placing animation (always shown for feedback)
3509 camera->setDigging(1);
3511 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3513 // If the wielded item has node placement prediction,
3515 // And also set the sound and send the interact
3516 // But first check for meta formspec and rightclickable
3517 auto &def = selected_item.getDefinition(itemdef_manager);
3518 bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
3521 if (placed && client->modsLoaded())
3522 client->getScript()->on_placenode(pointed, def);
3526 bool Game::nodePlacement(const ItemDefinition &selected_def,
3527 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
3528 const PointedThing &pointed, const NodeMetadata *meta)
3530 const auto &prediction = selected_def.node_placement_prediction;
3532 const NodeDefManager *nodedef = client->ndef();
3533 ClientMap &map = client->getEnv().getClientMap();
3535 bool is_valid_position;
3537 node = map.getNode(nodepos, &is_valid_position);
3538 if (!is_valid_position) {
3539 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3544 if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3545 && !isKeyDown(KeyType::SNEAK)) {
3546 // on_rightclick callbacks are called anyway
3547 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3548 client->interact(INTERACT_PLACE, pointed);
3550 infostream << "Launching custom inventory view" << std::endl;
3552 InventoryLocation inventoryloc;
3553 inventoryloc.setNodeMeta(nodepos);
3555 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3556 &client->getEnv().getClientMap(), nodepos);
3557 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3559 auto *&formspec = m_game_ui->updateFormspec("");
3560 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3561 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3563 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3567 // on_rightclick callback
3568 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3569 !isKeyDown(KeyType::SNEAK))) {
3571 client->interact(INTERACT_PLACE, pointed);
3575 verbosestream << "Node placement prediction for "
3576 << selected_def.name << " is " << prediction << std::endl;
3577 v3s16 p = neighborpos;
3579 // Place inside node itself if buildable_to
3580 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3581 if (is_valid_position) {
3582 if (nodedef->get(n_under).buildable_to) {
3585 node = map.getNode(p, &is_valid_position);
3586 if (is_valid_position && !nodedef->get(node).buildable_to) {
3587 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3589 client->interact(INTERACT_PLACE, pointed);
3595 // Find id of predicted node
3597 bool found = nodedef->getId(prediction, id);
3600 errorstream << "Node placement prediction failed for "
3601 << selected_def.name << " (places " << prediction
3602 << ") - Name not known" << std::endl;
3603 // Handle this as if prediction was empty
3605 client->interact(INTERACT_PLACE, pointed);
3609 const ContentFeatures &predicted_f = nodedef->get(id);
3611 // Compare core.item_place_node() for what the server does with param2
3612 MapNode predicted_node(id, 0, 0);
3614 const u8 place_param2 = selected_def.place_param2;
3617 predicted_node.setParam2(place_param2);
3618 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3619 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3620 v3s16 dir = nodepos - neighborpos;
3622 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3623 predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
3624 } else if (abs(dir.X) > abs(dir.Z)) {
3625 predicted_node.setParam2(dir.X < 0 ? 3 : 2);
3627 predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
3629 } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3630 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3631 predicted_f.param_type_2 == CPT2_4DIR ||
3632 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3633 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3635 if (abs(dir.X) > abs(dir.Z)) {
3636 predicted_node.setParam2(dir.X < 0 ? 3 : 1);
3638 predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
3642 // Check attachment if node is in group attached_node
3643 int an = itemgroup_get(predicted_f.groups, "attached_node");
3648 pp = p + v3s16(0, -1, 0);
3649 } else if (an == 4) {
3650 pp = p + v3s16(0, 1, 0);
3651 } else if (an == 2) {
3652 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3653 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3654 predicted_f.param_type_2 == CPT2_4DIR ||
3655 predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3656 pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
3660 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3661 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3662 pp = p + predicted_node.getWallMountedDir(nodedef);
3664 pp = p + v3s16(0, -1, 0);
3667 if (!nodedef->get(map.getNode(pp)).walkable) {
3668 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3670 client->interact(INTERACT_PLACE, pointed);
3676 if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3677 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3678 || predicted_f.param_type_2 == CPT2_COLORED_4DIR
3679 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3680 const auto &indexstr = selected_item.metadata.
3681 getString("palette_index", 0);
3682 if (!indexstr.empty()) {
3683 s32 index = mystoi(indexstr);
3684 if (predicted_f.param_type_2 == CPT2_COLOR) {
3685 predicted_node.setParam2(index);
3686 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3687 // param2 = pure palette index + other
3688 predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
3689 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3690 // param2 = pure palette index + other
3691 predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
3692 } else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3693 // param2 = pure palette index + other
3694 predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
3699 // Add node to client map
3701 LocalPlayer *player = client->getEnv().getLocalPlayer();
3703 // Don't place node when player would be inside new node
3704 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3705 if (!predicted_f.walkable ||
3706 g_settings->getBool("enable_build_where_you_stand") ||
3707 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3708 (predicted_f.walkable &&
3709 neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3710 neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3711 // This triggers the required mesh update too
3712 client->addNode(p, predicted_node);
3714 client->interact(INTERACT_PLACE, pointed);
3715 // A node is predicted, also play a sound
3716 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3719 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3722 } catch (const InvalidPositionException &e) {
3723 errorstream << "Node placement prediction failed for "
3724 << selected_def.name << " (places "
3725 << prediction << ") - Position not loaded" << std::endl;
3726 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3731 void Game::handlePointingAtObject(const PointedThing &pointed,
3732 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3734 std::wstring infotext = unescape_translate(
3735 utf8_to_wide(runData.selected_object->infoText()));
3738 if (!infotext.empty()) {
3741 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3744 m_game_ui->setInfoText(infotext);
3746 if (isKeyDown(KeyType::DIG)) {
3747 bool do_punch = false;
3748 bool do_punch_damage = false;
3750 if (runData.object_hit_delay_timer <= 0.0) {
3752 do_punch_damage = true;
3753 runData.object_hit_delay_timer = object_hit_delay;
3756 if (wasKeyPressed(KeyType::DIG))
3760 infostream << "Punched object" << std::endl;
3761 runData.punching = true;
3764 if (do_punch_damage) {
3765 // Report direct punch
3766 v3f objpos = runData.selected_object->getPosition();
3767 v3f dir = (objpos - player_position).normalize();
3769 bool disable_send = runData.selected_object->directReportPunch(
3770 dir, &tool_item, runData.time_from_last_punch);
3771 runData.time_from_last_punch = 0;
3774 client->interact(INTERACT_START_DIGGING, pointed);
3776 } else if (wasKeyDown(KeyType::PLACE)) {
3777 infostream << "Pressed place button while pointing at object" << std::endl;
3778 client->interact(INTERACT_PLACE, pointed); // place
3783 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3784 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3786 // See also: serverpackethandle.cpp, action == 2
3787 LocalPlayer *player = client->getEnv().getLocalPlayer();
3788 ClientMap &map = client->getEnv().getClientMap();
3789 MapNode n = map.getNode(nodepos);
3790 const auto &features = nodedef_manager->get(n);
3792 // NOTE: Similar piece of code exists on the server side for
3794 // Get digging parameters
3795 DigParams params = getDigParams(features.groups,
3796 &selected_item.getToolCapabilities(itemdef_manager),
3797 selected_item.wear);
3799 // If can't dig, try hand
3800 if (!params.diggable) {
3801 params = getDigParams(features.groups,
3802 &hand_item.getToolCapabilities(itemdef_manager));
3805 if (!params.diggable) {
3806 // I guess nobody will wait for this long
3807 runData.dig_time_complete = 10000000.0;
3809 runData.dig_time_complete = params.time;
3811 if (m_cache_enable_particles) {
3812 client->getParticleManager()->addNodeParticle(client,
3813 player, nodepos, n, features);
3817 if (!runData.digging) {
3818 infostream << "Started digging" << std::endl;
3819 runData.dig_instantly = runData.dig_time_complete == 0;
3820 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3823 client->interact(INTERACT_START_DIGGING, pointed);
3824 runData.digging = true;
3825 runData.btn_down_for_dig = true;
3828 if (!runData.dig_instantly) {
3829 runData.dig_index = (float)crack_animation_length
3831 / runData.dig_time_complete;
3833 // This is for e.g. torches
3834 runData.dig_index = crack_animation_length;
3837 const auto &sound_dig = features.sound_dig;
3839 if (sound_dig.exists() && params.diggable) {
3840 if (sound_dig.name == "__group") {
3841 if (!params.main_group.empty()) {
3842 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3843 soundmaker->m_player_leftpunch_sound.name =
3844 std::string("default_dig_") +
3848 soundmaker->m_player_leftpunch_sound = sound_dig;
3852 // Don't show cracks if not diggable
3853 if (runData.dig_time_complete >= 100000.0) {
3854 } else if (runData.dig_index < crack_animation_length) {
3855 client->setCrack(runData.dig_index, nodepos);
3857 infostream << "Digging completed" << std::endl;
3858 client->setCrack(-1, v3s16(0, 0, 0));
3860 runData.dig_time = 0;
3861 runData.digging = false;
3862 // we successfully dug, now block it from repeating if we want to be safe
3863 if (g_settings->getBool("safe_dig_and_place"))
3864 runData.digging_blocked = true;
3866 runData.nodig_delay_timer =
3867 runData.dig_time_complete / (float)crack_animation_length;
3869 // We don't want a corresponding delay to very time consuming nodes
3870 // and nodes without digging time (e.g. torches) get a fixed delay.
3871 if (runData.nodig_delay_timer > 0.3)
3872 runData.nodig_delay_timer = 0.3;
3873 else if (runData.dig_instantly)
3874 runData.nodig_delay_timer = 0.15;
3876 if (client->modsLoaded() &&
3877 client->getScript()->on_dignode(nodepos, n)) {
3881 if (features.node_dig_prediction == "air") {
3882 client->removeNode(nodepos);
3883 } else if (!features.node_dig_prediction.empty()) {
3885 bool found = nodedef_manager->getId(features.node_dig_prediction, id);
3887 client->addNode(nodepos, id, true);
3889 // implicit else: no prediction
3891 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3893 if (m_cache_enable_particles) {
3894 client->getParticleManager()->addDiggingParticles(client,
3895 player, nodepos, n, features);
3899 // Send event to trigger sound
3900 client->getEventManager()->put(new NodeDugEvent(nodepos, n));
3903 if (runData.dig_time_complete < 100000.0) {
3904 runData.dig_time += dtime;
3906 runData.dig_time = 0;
3907 client->setCrack(-1, nodepos);
3910 camera->setDigging(0); // Dig animation
3913 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3914 const CameraOrientation &cam)
3916 TimeTaker tt_update("Game::updateFrame()");
3917 LocalPlayer *player = client->getEnv().getLocalPlayer();
3923 client->getEnv().updateFrameTime(m_is_paused);
3929 if (draw_control->range_all) {
3930 runData.fog_range = 100000 * BS;
3932 runData.fog_range = draw_control->wanted_range * BS;
3936 Calculate general brightness
3938 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3939 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3940 float direct_brightness;
3943 // When in noclip mode force same sky brightness as above ground so you
3945 if (draw_control->allow_noclip && m_cache_enable_free_move &&
3946 client->checkPrivilege("fly")) {
3947 direct_brightness = time_brightness;
3948 sunlight_seen = true;
3950 float old_brightness = sky->getBrightness();
3951 direct_brightness = client->getEnv().getClientMap()
3952 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3953 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3957 float time_of_day_smooth = runData.time_of_day_smooth;
3958 float time_of_day = client->getEnv().getTimeOfDayF();
3960 static const float maxsm = 0.05f;
3961 static const float todsm = 0.05f;
3963 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3964 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3965 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3966 time_of_day_smooth = time_of_day;
3968 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3969 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3970 + (time_of_day + 1.0) * todsm;
3972 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3973 + time_of_day * todsm;
3975 runData.time_of_day_smooth = time_of_day_smooth;
3977 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3978 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3979 player->getPitch());
3985 if (sky->getCloudsVisible()) {
3986 clouds->setVisible(true);
3987 clouds->step(dtime);
3988 // camera->getPosition is not enough for 3rd person views
3989 v3f camera_node_position = camera->getCameraNode()->getPosition();
3990 v3s16 camera_offset = camera->getOffset();
3991 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3992 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3993 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3994 clouds->update(camera_node_position,
3995 sky->getCloudColor());
3996 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3997 // if inside clouds, and fog enabled, use that as sky
3999 video::SColor clouds_dark = clouds->getColor()
4000 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
4001 sky->overrideColors(clouds_dark, clouds->getColor());
4002 sky->setInClouds(true);
4003 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
4004 // do not draw clouds after all
4005 clouds->setVisible(false);
4008 clouds->setVisible(false);
4015 client->getParticleManager()->step(dtime);
4021 if (m_cache_enable_fog) {
4024 video::EFT_FOG_LINEAR,
4025 runData.fog_range * m_cache_fog_start,
4026 runData.fog_range * 1.0,
4034 video::EFT_FOG_LINEAR,
4046 if (player->hurt_tilt_timer > 0.0f) {
4047 player->hurt_tilt_timer -= dtime * 6.0f;
4049 if (player->hurt_tilt_timer < 0.0f)
4050 player->hurt_tilt_strength = 0.0f;
4054 Update minimap pos and rotation
4056 if (mapper && m_game_ui->m_flags.show_hud) {
4057 mapper->setPos(floatToInt(player->getPosition(), BS));
4058 mapper->setAngle(player->getYaw());
4062 Get chat messages from client
4071 if (player->getWieldIndex() != runData.new_playeritem)
4072 client->setPlayerItem(runData.new_playeritem);
4074 if (client->updateWieldedItem()) {
4075 // Update wielded tool
4076 ItemStack selected_item, hand_item;
4077 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
4078 camera->wield(tool_item);
4082 Update block draw list every 200ms or when camera direction has
4085 runData.update_draw_list_timer += dtime;
4086 runData.touch_blocks_timer += dtime;
4088 bool draw_list_updated = false;
4090 float update_draw_list_delta = 0.2f;
4092 v3f camera_direction = camera->getDirection();
4093 if (runData.update_draw_list_timer >= update_draw_list_delta
4094 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4095 || m_camera_offset_changed
4096 || client->getEnv().getClientMap().needsUpdateDrawList()) {
4097 runData.update_draw_list_timer = 0;
4098 client->getEnv().getClientMap().updateDrawList();
4099 runData.update_draw_list_last_cam_dir = camera_direction;
4100 draw_list_updated = true;
4103 if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
4104 client->getEnv().getClientMap().touchMapBlocks();
4105 runData.touch_blocks_timer = 0;
4108 if (RenderingEngine::get_shadow_renderer()) {
4112 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
4115 make sure menu is on top
4116 1. Delete formspec menu reference if menu was removed
4117 2. Else, make sure formspec menu is on top
4119 auto formspec = m_game_ui->getFormspecGUI();
4120 do { // breakable. only runs for one iteration
4124 if (formspec->getReferenceCount() == 1) {
4125 m_game_ui->deleteFormspec();
4129 auto &loc = formspec->getFormspecLocation();
4130 if (loc.type == InventoryLocation::NODEMETA) {
4131 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
4132 if (!meta || meta->getString("formspec").empty()) {
4133 formspec->quitMenu();
4139 guiroot->bringToFront(formspec);
4143 ==================== Drawing begins ====================
4145 const video::SColor skycolor = sky->getSkyColor();
4147 TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
4148 driver->beginScene(true, true, skycolor);
4150 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
4151 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
4152 (camera->getCameraMode() == CAMERA_MODE_FIRST));
4153 bool draw_crosshair = (
4154 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
4155 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
4156 #ifdef HAVE_TOUCHSCREENGUI
4157 if (isNoCrosshairAllowed())
4158 draw_crosshair = false;
4160 m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
4161 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
4166 v2u32 screensize = driver->getScreenSize();
4168 if (m_game_ui->m_flags.show_profiler_graph)
4169 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4174 if (runData.damage_flash > 0.0f) {
4175 video::SColor color(runData.damage_flash, 180, 0, 0);
4176 driver->draw2DRectangle(color,
4177 core::rect<s32>(0, 0, screensize.X, screensize.Y),
4180 runData.damage_flash -= 384.0f * dtime;
4184 ==================== End scene ====================
4189 stats->drawtime = tt_draw.stop(true);
4190 g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
4191 g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
4194 /* Log times and stuff for visualization */
4195 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4197 Profiler::GraphValues values;
4198 g_profiler->graphGet(values);
4202 /****************************************************************************
4204 *****************************************************************************/
4205 void Game::updateShadows()
4207 ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4211 float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4213 float timeoftheday = getWickedTimeOfDay(in_timeofday);
4214 bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
4215 bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
4216 shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
4218 timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
4219 const float offset_constant = 10000.0f;
4221 v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
4223 v3f sun_pos = light * offset_constant;
4225 if (shadow->getDirectionalLightCount() == 0)
4226 shadow->addDirectionalLight();
4227 shadow->getDirectionalLight().setDirection(sun_pos);
4228 shadow->setTimeOfDay(in_timeofday);
4230 shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
4233 /****************************************************************************
4235 ****************************************************************************/
4237 void FpsControl::reset()
4239 last_time = porting::getTimeUs();
4243 * On some computers framerate doesn't seem to be automatically limited
4245 void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
4247 const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
4248 ? g_settings->getFloat("fps_max")
4249 : g_settings->getFloat("fps_max_unfocused");
4250 const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
4252 u64 time = porting::getTimeUs();
4254 if (time > last_time) // Make sure time hasn't overflowed
4255 busy_time = time - last_time;
4259 if (busy_time < frametime_min) {
4260 sleep_time = frametime_min - busy_time;
4261 if (sleep_time > 1000)
4262 sleep_ms(sleep_time / 1000);
4267 // Read the timer again to accurately determine how long we actually slept,
4268 // rather than calculating it by adding sleep_time to time.
4269 time = porting::getTimeUs();
4271 if (time > last_time) // Make sure last_time hasn't overflowed
4272 *dtime = (time - last_time) / 1000000.0f;
4279 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4281 const wchar_t *wmsg = wgettext(msg);
4282 m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4287 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4289 ((Game *)data)->readSettings();
4292 void Game::readSettings()
4294 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4295 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4296 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4297 m_cache_enable_particles = g_settings->getBool("enable_particles");
4298 m_cache_enable_fog = g_settings->getBool("enable_fog");
4299 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
4300 m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
4301 m_repeat_place_time = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
4303 m_cache_enable_noclip = g_settings->getBool("noclip");
4304 m_cache_enable_free_move = g_settings->getBool("free_move");
4306 m_cache_fog_start = g_settings->getFloat("fog_start");
4308 m_cache_cam_smoothing = 0;
4309 if (g_settings->getBool("cinematic"))
4310 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4312 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4314 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4315 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4316 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4318 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4321 /****************************************************************************/
4322 /****************************************************************************
4324 ****************************************************************************/
4325 /****************************************************************************/
4327 void Game::showDeathFormspec()
4329 static std::string formspec_str =
4330 std::string("formspec_version[1]") +
4332 "bgcolor[#320000b4;true]"
4333 "label[4.85,1.35;" + gettext("You died") + "]"
4334 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4338 /* Note: FormspecFormSource and LocalFormspecHandler *
4339 * are deleted by guiFormSpecMenu */
4340 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4341 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4343 auto *&formspec = m_game_ui->getFormspecGUI();
4344 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4345 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4346 formspec->setFocus("btn_respawn");
4349 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4350 void Game::showPauseMenu()
4352 #ifdef HAVE_TOUCHSCREENGUI
4353 static const std::string control_text = strgettext("Default Controls:\n"
4354 "No menu visible:\n"
4355 "- single tap: button activate\n"
4356 "- double tap: place/use\n"
4357 "- slide finger: look around\n"
4358 "Menu/Inventory visible:\n"
4359 "- double tap (outside):\n"
4361 "- touch stack, touch slot:\n"
4363 "- touch&drag, tap 2nd finger\n"
4364 " --> place single item to slot\n"
4367 static const std::string control_text_template = strgettext("Controls:\n"
4368 "- %s: move forwards\n"
4369 "- %s: move backwards\n"
4371 "- %s: move right\n"
4372 "- %s: jump/climb up\n"
4375 "- %s: sneak/climb down\n"
4378 "- Mouse: turn/look\n"
4379 "- Mouse wheel: select item\n"
4383 char control_text_buf[600];
4385 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4386 GET_KEY_NAME(keymap_forward),
4387 GET_KEY_NAME(keymap_backward),
4388 GET_KEY_NAME(keymap_left),
4389 GET_KEY_NAME(keymap_right),
4390 GET_KEY_NAME(keymap_jump),
4391 GET_KEY_NAME(keymap_dig),
4392 GET_KEY_NAME(keymap_place),
4393 GET_KEY_NAME(keymap_sneak),
4394 GET_KEY_NAME(keymap_drop),
4395 GET_KEY_NAME(keymap_inventory),
4396 GET_KEY_NAME(keymap_chat)
4399 std::string control_text = std::string(control_text_buf);
4400 str_formspec_escape(control_text);
4403 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4404 std::ostringstream os;
4406 os << "formspec_version[1]" << SIZE_TAG
4407 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4408 << strgettext("Continue") << "]";
4410 if (!simple_singleplayer_mode) {
4411 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4412 << strgettext("Change Password") << "]";
4414 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4419 if (g_settings->getBool("enable_sound")) {
4420 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4421 << strgettext("Sound Volume") << "]";
4424 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4425 << strgettext("Change Keys") << "]";
4427 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4428 << strgettext("Exit to Menu") << "]";
4429 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4430 << strgettext("Exit to OS") << "]"
4431 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4432 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4434 << strgettext("Game info:") << "\n";
4435 const std::string &address = client->getAddressName();
4436 static const std::string mode = strgettext("- Mode: ");
4437 if (!simple_singleplayer_mode) {
4438 Address serverAddress = client->getServerAddress();
4439 if (!address.empty()) {
4440 os << mode << strgettext("Remote server") << "\n"
4441 << strgettext("- Address: ") << address;
4443 os << mode << strgettext("Hosting server");
4445 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4447 os << mode << strgettext("Singleplayer") << "\n";
4449 if (simple_singleplayer_mode || address.empty()) {
4450 static const std::string on = strgettext("On");
4451 static const std::string off = strgettext("Off");
4452 // Note: Status of enable_damage and creative_mode settings is intentionally
4453 // NOT shown here because the game might roll its own damage system and/or do
4454 // a per-player Creative Mode, in which case writing it here would mislead.
4455 bool damage = g_settings->getBool("enable_damage");
4456 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4457 if (!simple_singleplayer_mode) {
4459 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4460 //~ PvP = Player versus Player
4461 os << strgettext("- PvP: ") << pvp << "\n";
4463 os << strgettext("- Public: ") << announced << "\n";
4464 std::string server_name = g_settings->get("server_name");
4465 str_formspec_escape(server_name);
4466 if (announced == on && !server_name.empty())
4467 os << strgettext("- Server Name: ") << server_name;
4474 /* Note: FormspecFormSource and LocalFormspecHandler *
4475 * are deleted by guiFormSpecMenu */
4476 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4477 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4479 auto *&formspec = m_game_ui->getFormspecGUI();
4480 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4481 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4482 formspec->setFocus("btn_continue");
4483 // game will be paused in next step, if in singleplayer (see m_is_paused)
4484 formspec->doPause = true;
4487 /****************************************************************************/
4488 /****************************************************************************
4489 extern function for launching the game
4490 ****************************************************************************/
4491 /****************************************************************************/
4493 void the_game(bool *kill,
4494 InputHandler *input,
4495 RenderingEngine *rendering_engine,
4496 const GameStartData &start_data,
4497 std::string &error_message,
4498 ChatBackend &chat_backend,
4499 bool *reconnect_requested) // Used for local game
4503 /* Make a copy of the server address because if a local singleplayer server
4504 * is created then this is updated and we don't want to change the value
4505 * passed to us by the calling function
4510 if (game.startup(kill, input, rendering_engine, start_data,
4511 error_message, reconnect_requested, &chat_backend)) {
4515 } catch (SerializationError &e) {
4516 const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
4517 error_message = strgettext("A serialization error occurred:") +"\n"
4518 + e.what() + "\n\n" + ver_err;
4519 errorstream << error_message << std::endl;
4520 } catch (ServerError &e) {
4521 error_message = e.what();
4522 errorstream << "ServerError: " << error_message << std::endl;
4523 } catch (ModError &e) {
4524 // DO NOT TRANSLATE the `ModError`, it's used by ui.lua
4525 error_message = std::string("ModError: ") + e.what() +
4526 strgettext("\nCheck debug.txt for details.");
4527 errorstream << error_message << std::endl;