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 "client/event_manager.h"
38 #include "fontengine.h"
43 #include "gui/guiChatConsole.h"
44 #include "gui/guiConfirmRegistration.h"
45 #include "gui/guiFormSpecMenu.h"
46 #include "gui/guiKeyChangeMenu.h"
47 #include "gui/guiPasswordChange.h"
48 #include "gui/guiVolumeChange.h"
49 #include "gui/mainmenumanager.h"
50 #include "gui/profilergraph.h"
53 #include "nodedef.h" // Needed for determining pointing to nodes
54 #include "nodemetadata.h"
55 #include "particles.h"
63 #include "translation.h"
64 #include "util/basic_macros.h"
65 #include "util/directiontables.h"
66 #include "util/pointedthing.h"
67 #include "util/quicktune_shortcutter.h"
68 #include "irrlicht_changes/static_text.h"
70 #include "script/scripting_client.h"
74 #include "client/sound_openal.h"
76 #include "client/sound.h"
82 struct TextDestNodeMetadata : public TextDest
84 TextDestNodeMetadata(v3s16 p, Client *client)
89 // This is deprecated I guess? -celeron55
90 void gotText(const std::wstring &text)
92 std::string ntext = wide_to_utf8(text);
93 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
94 << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
96 fields["text"] = ntext;
97 m_client->sendNodemetaFields(m_p, "", fields);
99 void gotText(const StringMap &fields)
101 m_client->sendNodemetaFields(m_p, "", fields);
108 struct TextDestPlayerInventory : public TextDest
110 TextDestPlayerInventory(Client *client)
115 TextDestPlayerInventory(Client *client, const std::string &formname)
118 m_formname = formname;
120 void gotText(const StringMap &fields)
122 m_client->sendInventoryFields(m_formname, fields);
128 struct LocalFormspecHandler : public TextDest
130 LocalFormspecHandler(const std::string &formname)
132 m_formname = formname;
135 LocalFormspecHandler(const std::string &formname, Client *client):
138 m_formname = formname;
141 void gotText(const StringMap &fields)
143 if (m_formname == "MT_PAUSE_MENU") {
144 if (fields.find("btn_sound") != fields.end()) {
145 g_gamecallback->changeVolume();
149 if (fields.find("btn_key_config") != fields.end()) {
150 g_gamecallback->keyConfig();
154 if (fields.find("btn_exit_menu") != fields.end()) {
155 g_gamecallback->disconnect();
159 if (fields.find("btn_exit_os") != fields.end()) {
160 g_gamecallback->exitToOS();
162 RenderingEngine::get_raw_device()->closeDevice();
167 if (fields.find("btn_change_password") != fields.end()) {
168 g_gamecallback->changePassword();
172 if (fields.find("quit") != fields.end()) {
176 if (fields.find("btn_continue") != fields.end()) {
181 if (m_formname == "MT_DEATH_SCREEN") {
182 assert(m_client != 0);
183 m_client->sendRespawn();
187 if (m_client && m_client->modsLoaded())
188 m_client->getScript()->on_formspec_input(m_formname, fields);
191 Client *m_client = nullptr;
194 /* Form update callback */
196 class NodeMetadataFormSource: public IFormSource
199 NodeMetadataFormSource(ClientMap *map, v3s16 p):
204 const std::string &getForm() const
206 static const std::string empty_string = "";
207 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
212 return meta->getString("formspec");
215 virtual std::string resolveText(const std::string &str)
217 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
222 return meta->resolveString(str);
229 class PlayerInventoryFormSource: public IFormSource
232 PlayerInventoryFormSource(Client *client):
237 const std::string &getForm() const
239 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
240 return player->inventory_formspec;
246 class NodeDugEvent: public MtEvent
252 NodeDugEvent(v3s16 p, MapNode n):
256 MtEvent::Type getType() const
258 return MtEvent::NODE_DUG;
264 ISoundManager *m_sound;
265 const NodeDefManager *m_ndef;
267 bool makes_footstep_sound;
268 float m_player_step_timer;
270 SimpleSoundSpec m_player_step_sound;
271 SimpleSoundSpec m_player_leftpunch_sound;
272 SimpleSoundSpec m_player_rightpunch_sound;
274 SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
277 makes_footstep_sound(true),
278 m_player_step_timer(0)
282 void playPlayerStep()
284 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
285 m_player_step_timer = 0.03;
286 if (makes_footstep_sound)
287 m_sound->playSound(m_player_step_sound, false);
291 static void viewBobbingStep(MtEvent *e, void *data)
293 SoundMaker *sm = (SoundMaker *)data;
294 sm->playPlayerStep();
297 static void playerRegainGround(MtEvent *e, void *data)
299 SoundMaker *sm = (SoundMaker *)data;
300 sm->playPlayerStep();
303 static void playerJump(MtEvent *e, void *data)
305 //SoundMaker *sm = (SoundMaker*)data;
308 static void cameraPunchLeft(MtEvent *e, void *data)
310 SoundMaker *sm = (SoundMaker *)data;
311 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
314 static void cameraPunchRight(MtEvent *e, void *data)
316 SoundMaker *sm = (SoundMaker *)data;
317 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
320 static void nodeDug(MtEvent *e, void *data)
322 SoundMaker *sm = (SoundMaker *)data;
323 NodeDugEvent *nde = (NodeDugEvent *)e;
324 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
327 static void playerDamage(MtEvent *e, void *data)
329 SoundMaker *sm = (SoundMaker *)data;
330 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
333 static void playerFallingDamage(MtEvent *e, void *data)
335 SoundMaker *sm = (SoundMaker *)data;
336 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
339 void registerReceiver(MtEventManager *mgr)
341 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
342 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
343 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
344 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
345 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
346 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
347 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
348 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
351 void step(float dtime)
353 m_player_step_timer -= dtime;
357 // Locally stored sounds don't need to be preloaded because of this
358 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
360 std::set<std::string> m_fetched;
362 void paths_insert(std::set<std::string> &dst_paths,
363 const std::string &base,
364 const std::string &name)
366 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
367 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
368 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
369 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
370 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
371 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
372 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
373 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
374 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
375 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
376 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
379 void fetchSounds(const std::string &name,
380 std::set<std::string> &dst_paths,
381 std::set<std::string> &dst_datas)
383 if (m_fetched.count(name))
386 m_fetched.insert(name);
388 paths_insert(dst_paths, porting::path_share, name);
389 paths_insert(dst_paths, porting::path_user, name);
394 // before 1.8 there isn't a "integer interface", only float
395 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
396 typedef f32 SamplerLayer_t;
398 typedef s32 SamplerLayer_t;
402 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
405 bool *m_force_fog_off;
408 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
409 CachedPixelShaderSetting<float> m_fog_distance;
410 CachedVertexShaderSetting<float> m_animation_timer_vertex;
411 CachedPixelShaderSetting<float> m_animation_timer_pixel;
412 CachedPixelShaderSetting<float, 3> m_day_light;
413 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
414 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
415 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
416 CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
417 CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
418 CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
419 CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
420 CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
424 void onSettingsChange(const std::string &name)
426 if (name == "enable_fog")
427 m_fog_enabled = g_settings->getBool("enable_fog");
430 static void settingsCallback(const std::string &name, void *userdata)
432 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
435 void setSky(Sky *sky) { m_sky = sky; }
437 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
438 f32 *fog_range, Client *client) :
440 m_force_fog_off(force_fog_off),
441 m_fog_range(fog_range),
442 m_sky_bg_color("skyBgColor"),
443 m_fog_distance("fogDistance"),
444 m_animation_timer_vertex("animationTimer"),
445 m_animation_timer_pixel("animationTimer"),
446 m_day_light("dayLight"),
447 m_eye_position_pixel("eyePosition"),
448 m_eye_position_vertex("eyePosition"),
449 m_minimap_yaw("yawVec"),
450 m_camera_offset_pixel("cameraOffset"),
451 m_camera_offset_vertex("cameraOffset"),
452 m_base_texture("baseTexture"),
453 m_normal_texture("normalTexture"),
454 m_texture_flags("textureFlags"),
457 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
458 m_fog_enabled = g_settings->getBool("enable_fog");
461 ~GameGlobalShaderConstantSetter()
463 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
466 virtual void onSetConstants(video::IMaterialRendererServices *services,
473 video::SColor bgcolor = m_sky->getBgColor();
474 video::SColorf bgcolorf(bgcolor);
475 float bgcolorfa[4] = {
481 m_sky_bg_color.set(bgcolorfa, services);
484 float fog_distance = 10000 * BS;
486 if (m_fog_enabled && !*m_force_fog_off)
487 fog_distance = *m_fog_range;
489 m_fog_distance.set(&fog_distance, services);
491 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
492 video::SColorf sunlight;
493 get_sunlight_color(&sunlight, daynight_ratio);
498 m_day_light.set(dnc, services);
500 u32 animation_timer = porting::getTimeMs() % 1000000;
501 float animation_timer_f = (float)animation_timer / 100000.f;
502 m_animation_timer_vertex.set(&animation_timer_f, services);
503 m_animation_timer_pixel.set(&animation_timer_f, services);
505 float eye_position_array[3];
506 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
507 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
508 eye_position_array[0] = epos.X;
509 eye_position_array[1] = epos.Y;
510 eye_position_array[2] = epos.Z;
512 epos.getAs3Values(eye_position_array);
514 m_eye_position_pixel.set(eye_position_array, services);
515 m_eye_position_vertex.set(eye_position_array, services);
517 if (m_client->getMinimap()) {
518 float minimap_yaw_array[3];
519 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
520 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
521 minimap_yaw_array[0] = minimap_yaw.X;
522 minimap_yaw_array[1] = minimap_yaw.Y;
523 minimap_yaw_array[2] = minimap_yaw.Z;
525 minimap_yaw.getAs3Values(minimap_yaw_array);
527 m_minimap_yaw.set(minimap_yaw_array, services);
530 float camera_offset_array[3];
531 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
532 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
533 camera_offset_array[0] = offset.X;
534 camera_offset_array[1] = offset.Y;
535 camera_offset_array[2] = offset.Z;
537 offset.getAs3Values(camera_offset_array);
539 m_camera_offset_pixel.set(camera_offset_array, services);
540 m_camera_offset_vertex.set(camera_offset_array, services);
542 SamplerLayer_t base_tex = 0,
545 m_base_texture.set(&base_tex, services);
546 m_normal_texture.set(&normal_tex, services);
547 m_texture_flags.set(&flags_tex, services);
552 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
555 bool *m_force_fog_off;
558 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
560 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
561 f32 *fog_range, Client *client) :
563 m_force_fog_off(force_fog_off),
564 m_fog_range(fog_range),
568 void setSky(Sky *sky) {
570 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
571 ggscs->setSky(m_sky);
573 created_nosky.clear();
576 virtual IShaderConstantSetter* create()
578 GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
579 m_sky, m_force_fog_off, m_fog_range, m_client);
581 created_nosky.push_back(scs);
587 #define SIZE_TAG "size[11,5.5]"
589 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
592 /****************************************************************************
594 ****************************************************************************/
596 const float object_hit_delay = 0.2;
599 u32 last_time, busy_time, sleep_time;
603 /* The reason the following structs are not anonymous structs within the
604 * class is that they are not used by the majority of member functions and
605 * many functions that do require objects of thse types do not modify them
606 * (so they can be passed as a const qualified parameter)
612 PointedThing pointed_old;
616 bool digging_blocked;
618 bool reset_jump_timer;
619 float nodig_delay_timer;
621 float dig_time_complete;
622 float repeat_rightclick_timer;
623 float object_hit_delay_timer;
624 float time_from_last_punch;
625 ClientActiveObject *selected_object;
629 float update_draw_list_timer;
633 v3f update_draw_list_last_cam_dir;
635 float time_of_day_smooth;
640 struct ClientEventHandler
642 void (Game::*handler)(ClientEvent *, CameraOrientation *);
645 /****************************************************************************
647 ****************************************************************************/
649 /* This is not intended to be a public class. If a public class becomes
650 * desirable then it may be better to create another 'wrapper' class that
651 * hides most of the stuff in this class (nothing in this class is required
652 * by any other file) but exposes the public methods/data only.
659 bool startup(bool *kill,
662 const std::string &map_dir,
663 const std::string &playername,
664 const std::string &password,
665 // If address is "", local server is used and address is updated
666 std::string *address,
668 std::string &error_message,
670 ChatBackend *chat_backend,
671 const SubgameSpec &gamespec, // Used for local game
672 bool simple_singleplayer_mode);
679 void extendedResourceCleanup();
681 // Basic initialisation
682 bool init(const std::string &map_dir, std::string *address,
684 const SubgameSpec &gamespec);
686 bool createSingleplayerServer(const std::string &map_dir,
687 const SubgameSpec &gamespec, u16 port, std::string *address);
690 bool createClient(const std::string &playername,
691 const std::string &password, std::string *address, u16 port);
695 bool connectToServer(const std::string &playername,
696 const std::string &password, std::string *address, u16 port,
697 bool *connect_ok, bool *aborted);
698 bool getServerContent(bool *aborted);
702 void updateInteractTimers(f32 dtime);
703 bool checkConnection();
704 bool handleCallbacks();
705 void processQueues();
706 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
707 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
708 void updateProfilerGraphs(ProfilerGraph *graph);
711 void processUserInput(f32 dtime);
712 void processKeyInput();
713 void processItemSelection(u16 *new_playeritem);
715 void dropSelectedItem(bool single_item = false);
716 void openInventory();
717 void openConsole(float scale, const wchar_t *line=NULL);
718 void toggleFreeMove();
719 void toggleFreeMoveAlt();
720 void togglePitchMove();
723 void toggleCinematic();
724 void toggleAutoforward();
726 void toggleMinimap(bool shift_pressed);
729 void toggleUpdateCamera();
731 void increaseViewRange();
732 void decreaseViewRange();
733 void toggleFullViewRange();
734 void checkZoomEnabled();
736 void updateCameraDirection(CameraOrientation *cam, float dtime);
737 void updateCameraOrientation(CameraOrientation *cam, float dtime);
738 void updatePlayerControl(const CameraOrientation &cam);
739 void step(f32 *dtime);
740 void processClientEvents(CameraOrientation *cam);
741 void updateCamera(u32 busy_time, f32 dtime);
742 void updateSound(f32 dtime);
743 void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
745 * Returns the object or node the player is pointing at.
746 * Also updates the selected thing in the Hud.
748 * @param[in] shootline the shootline, starting from
749 * the camera position. This also gives the maximal distance
751 * @param[in] liquids_pointable if false, liquids are ignored
752 * @param[in] look_for_object if false, objects are ignored
753 * @param[in] camera_offset offset of the camera
754 * @param[out] selected_object the selected object or
757 PointedThing updatePointedThing(
758 const core::line3d<f32> &shootline, bool liquids_pointable,
759 bool look_for_object, const v3s16 &camera_offset);
760 void handlePointingAtNothing(const ItemStack &playerItem);
761 void handlePointingAtNode(const PointedThing &pointed,
762 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
763 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
764 const v3f &player_position, bool show_debug);
765 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
766 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
767 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
768 const CameraOrientation &cam);
771 void limitFps(FpsControl *fps_timings, f32 *dtime);
773 void showOverlayMessage(const char *msg, float dtime, int percent,
774 bool draw_clouds = true);
776 static void settingChangedCallback(const std::string &setting_name, void *data);
779 inline bool isKeyDown(GameKeyType k)
781 return input->isKeyDown(k);
783 inline bool wasKeyDown(GameKeyType k)
785 return input->wasKeyDown(k);
789 void handleAndroidChatInput();
794 bool force_fog_off = false;
795 bool disable_camera_update = false;
798 void showDeathFormspec();
799 void showPauseMenu();
801 // ClientEvent handlers
802 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
803 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
804 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
805 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
806 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
807 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
808 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
809 CameraOrientation *cam);
810 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
811 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
812 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
813 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
814 void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
815 void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
816 void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
817 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
818 CameraOrientation *cam);
819 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
821 void updateChat(f32 dtime, const v2u32 &screensize);
823 bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
824 const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
825 const NodeMetadata *meta);
826 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
828 InputHandler *input = nullptr;
830 Client *client = nullptr;
831 Server *server = nullptr;
833 IWritableTextureSource *texture_src = nullptr;
834 IWritableShaderSource *shader_src = nullptr;
836 // When created, these will be filled with data received from the server
837 IWritableItemDefManager *itemdef_manager = nullptr;
838 NodeDefManager *nodedef_manager = nullptr;
840 GameOnDemandSoundFetcher soundfetcher; // useful when testing
841 ISoundManager *sound = nullptr;
842 bool sound_is_dummy = false;
843 SoundMaker *soundmaker = nullptr;
845 ChatBackend *chat_backend = nullptr;
847 EventManager *eventmgr = nullptr;
848 QuicktuneShortcutter *quicktune = nullptr;
849 bool registration_confirmation_shown = false;
851 std::unique_ptr<GameUI> m_game_ui;
852 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
853 MapDrawControl *draw_control = nullptr;
854 Camera *camera = nullptr;
855 Clouds *clouds = nullptr; // Free using ->Drop()
856 Sky *sky = nullptr; // Free using ->Drop()
858 Minimap *mapper = nullptr;
864 This class does take ownership/responsibily for cleaning up etc of any of
865 these items (e.g. device)
867 IrrlichtDevice *device;
868 video::IVideoDriver *driver;
869 scene::ISceneManager *smgr;
871 std::string *error_message;
872 bool *reconnect_requested;
873 scene::ISceneNode *skybox;
876 bool simple_singleplayer_mode;
879 /* Pre-calculated values
881 int crack_animation_length;
883 IntervalLimiter profiler_interval;
886 * TODO: Local caching of settings is not optimal and should at some stage
887 * be updated to use a global settings object for getting thse values
888 * (as opposed to the this local caching). This can be addressed in
891 bool m_cache_doubletap_jump;
892 bool m_cache_enable_clouds;
893 bool m_cache_enable_joysticks;
894 bool m_cache_enable_particles;
895 bool m_cache_enable_fog;
896 bool m_cache_enable_noclip;
897 bool m_cache_enable_free_move;
898 f32 m_cache_mouse_sensitivity;
899 f32 m_cache_joystick_frustum_sensitivity;
900 f32 m_repeat_right_click_time;
901 f32 m_cache_cam_smoothing;
902 f32 m_cache_fog_start;
904 bool m_invert_mouse = false;
905 bool m_first_loop_after_window_activation = false;
906 bool m_camera_offset_changed = false;
908 bool m_does_lost_focus_pause_game = false;
911 bool m_cache_hold_aux1;
912 bool m_android_chat_open;
917 m_game_ui(new GameUI())
919 g_settings->registerChangedCallback("doubletap_jump",
920 &settingChangedCallback, this);
921 g_settings->registerChangedCallback("enable_clouds",
922 &settingChangedCallback, this);
923 g_settings->registerChangedCallback("doubletap_joysticks",
924 &settingChangedCallback, this);
925 g_settings->registerChangedCallback("enable_particles",
926 &settingChangedCallback, this);
927 g_settings->registerChangedCallback("enable_fog",
928 &settingChangedCallback, this);
929 g_settings->registerChangedCallback("mouse_sensitivity",
930 &settingChangedCallback, this);
931 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
932 &settingChangedCallback, this);
933 g_settings->registerChangedCallback("repeat_rightclick_time",
934 &settingChangedCallback, this);
935 g_settings->registerChangedCallback("noclip",
936 &settingChangedCallback, this);
937 g_settings->registerChangedCallback("free_move",
938 &settingChangedCallback, this);
939 g_settings->registerChangedCallback("cinematic",
940 &settingChangedCallback, this);
941 g_settings->registerChangedCallback("cinematic_camera_smoothing",
942 &settingChangedCallback, this);
943 g_settings->registerChangedCallback("camera_smoothing",
944 &settingChangedCallback, this);
949 m_cache_hold_aux1 = false; // This is initialised properly later
956 /****************************************************************************
958 ****************************************************************************/
967 delete server; // deleted first to stop all server threads
975 delete nodedef_manager;
976 delete itemdef_manager;
979 extendedResourceCleanup();
981 g_settings->deregisterChangedCallback("doubletap_jump",
982 &settingChangedCallback, this);
983 g_settings->deregisterChangedCallback("enable_clouds",
984 &settingChangedCallback, this);
985 g_settings->deregisterChangedCallback("enable_particles",
986 &settingChangedCallback, this);
987 g_settings->deregisterChangedCallback("enable_fog",
988 &settingChangedCallback, this);
989 g_settings->deregisterChangedCallback("mouse_sensitivity",
990 &settingChangedCallback, this);
991 g_settings->deregisterChangedCallback("repeat_rightclick_time",
992 &settingChangedCallback, this);
993 g_settings->deregisterChangedCallback("noclip",
994 &settingChangedCallback, this);
995 g_settings->deregisterChangedCallback("free_move",
996 &settingChangedCallback, this);
997 g_settings->deregisterChangedCallback("cinematic",
998 &settingChangedCallback, this);
999 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1000 &settingChangedCallback, this);
1001 g_settings->deregisterChangedCallback("camera_smoothing",
1002 &settingChangedCallback, this);
1005 bool Game::startup(bool *kill,
1007 InputHandler *input,
1008 const std::string &map_dir,
1009 const std::string &playername,
1010 const std::string &password,
1011 std::string *address, // can change if simple_singleplayer_mode
1013 std::string &error_message,
1015 ChatBackend *chat_backend,
1016 const SubgameSpec &gamespec,
1017 bool simple_singleplayer_mode)
1020 this->device = RenderingEngine::get_raw_device();
1022 this->error_message = &error_message;
1023 this->reconnect_requested = reconnect;
1024 this->random_input = random_input;
1025 this->input = input;
1026 this->chat_backend = chat_backend;
1027 this->simple_singleplayer_mode = simple_singleplayer_mode;
1029 input->keycache.populate();
1031 driver = device->getVideoDriver();
1032 smgr = RenderingEngine::get_scene_manager();
1034 RenderingEngine::get_scene_manager()->getParameters()->
1035 setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1038 runData = GameRunData();
1039 runData.time_from_last_punch = 10.0;
1041 m_game_ui->initFlags();
1043 m_invert_mouse = g_settings->getBool("invert_mouse");
1044 m_first_loop_after_window_activation = true;
1046 g_translations->clear();
1048 if (!init(map_dir, address, port, gamespec))
1051 if (!createClient(playername, password, address, port))
1054 RenderingEngine::initialize(client, hud);
1062 ProfilerGraph graph;
1063 RunStats stats = { 0 };
1064 CameraOrientation cam_view_target = { 0 };
1065 CameraOrientation cam_view = { 0 };
1066 FpsControl draw_times = { 0 };
1067 f32 dtime; // in seconds
1069 /* Clear the profiler */
1070 Profiler::GraphValues dummyvalues;
1071 g_profiler->graphGet(dummyvalues);
1073 draw_times.last_time = RenderingEngine::get_timer_time();
1075 set_light_table(g_settings->getFloat("display_gamma"));
1078 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1079 && client->checkPrivilege("fast");
1082 irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1083 g_settings->getU16("screen_h"));
1085 while (RenderingEngine::run()
1086 && !(*kill || g_gamecallback->shutdown_requested
1087 || (server && server->isShutdownRequested()))) {
1089 const irr::core::dimension2d<u32> ¤t_screen_size =
1090 RenderingEngine::get_video_driver()->getScreenSize();
1091 // Verify if window size has changed and save it if it's the case
1092 // Ensure evaluating settings->getBool after verifying screensize
1093 // First condition is cheaper
1094 if (previous_screen_size != current_screen_size &&
1095 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1096 g_settings->getBool("autosave_screensize")) {
1097 g_settings->setU16("screen_w", current_screen_size.Width);
1098 g_settings->setU16("screen_h", current_screen_size.Height);
1099 previous_screen_size = current_screen_size;
1102 // Calculate dtime =
1103 // RenderingEngine::run() from this iteration
1104 // + Sleep time until the wanted FPS are reached
1105 limitFps(&draw_times, &dtime);
1107 // Prepare render data for next iteration
1109 updateStats(&stats, draw_times, dtime);
1110 updateInteractTimers(dtime);
1112 if (!checkConnection())
1114 if (!handleCallbacks())
1119 m_game_ui->clearInfoText();
1120 hud->resizeHotbar();
1122 updateProfilers(stats, draw_times, dtime);
1123 processUserInput(dtime);
1124 // Update camera before player movement to avoid camera lag of one frame
1125 updateCameraDirection(&cam_view_target, dtime);
1126 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1127 cam_view.camera_yaw) * m_cache_cam_smoothing;
1128 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1129 cam_view.camera_pitch) * m_cache_cam_smoothing;
1130 updatePlayerControl(cam_view);
1132 processClientEvents(&cam_view_target);
1133 updateCamera(draw_times.busy_time, dtime);
1135 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
1136 m_game_ui->m_flags.show_debug);
1137 updateFrame(&graph, &stats, dtime, cam_view);
1138 updateProfilerGraphs(&graph);
1140 // Update if minimap has been disabled by the server
1141 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1143 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1150 void Game::shutdown()
1152 RenderingEngine::finalize();
1153 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1154 if (g_settings->get("3d_mode") == "pageflip") {
1155 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1158 auto formspec = m_game_ui->getFormspecGUI();
1160 formspec->quitMenu();
1162 showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1167 if (gui_chat_console)
1168 gui_chat_console->drop();
1174 while (g_menumgr.menuCount() > 0) {
1175 g_menumgr.m_stack.front()->setVisible(false);
1176 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1179 m_game_ui->deleteFormspec();
1181 chat_backend->addMessage(L"", L"# Disconnected.");
1182 chat_backend->addMessage(L"", L"");
1186 while (!client->isShutdown()) {
1187 assert(texture_src != NULL);
1188 assert(shader_src != NULL);
1189 texture_src->processQueue();
1190 shader_src->processQueue();
1197 /****************************************************************************/
1198 /****************************************************************************
1200 ****************************************************************************/
1201 /****************************************************************************/
1204 const std::string &map_dir,
1205 std::string *address,
1207 const SubgameSpec &gamespec)
1209 texture_src = createTextureSource();
1211 showOverlayMessage(N_("Loading..."), 0, 0);
1213 shader_src = createShaderSource();
1215 itemdef_manager = createItemDefManager();
1216 nodedef_manager = createNodeDefManager();
1218 eventmgr = new EventManager();
1219 quicktune = new QuicktuneShortcutter();
1221 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1222 && eventmgr && quicktune))
1228 // Create a server if not connecting to an existing one
1229 if (address->empty()) {
1230 if (!createSingleplayerServer(map_dir, gamespec, port, address))
1237 bool Game::initSound()
1240 if (g_settings->getBool("enable_sound")) {
1241 infostream << "Attempting to use OpenAL audio" << std::endl;
1242 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1244 infostream << "Failed to initialize OpenAL audio" << std::endl;
1246 infostream << "Sound disabled." << std::endl;
1250 infostream << "Using dummy audio." << std::endl;
1251 sound = &dummySoundManager;
1252 sound_is_dummy = true;
1255 soundmaker = new SoundMaker(sound, nodedef_manager);
1259 soundmaker->registerReceiver(eventmgr);
1264 bool Game::createSingleplayerServer(const std::string &map_dir,
1265 const SubgameSpec &gamespec, u16 port, std::string *address)
1267 showOverlayMessage(N_("Creating server..."), 0, 5);
1269 std::string bind_str = g_settings->get("bind_address");
1270 Address bind_addr(0, 0, 0, 0, port);
1272 if (g_settings->getBool("ipv6_server")) {
1273 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1277 bind_addr.Resolve(bind_str.c_str());
1278 } catch (ResolveError &e) {
1279 infostream << "Resolving bind address \"" << bind_str
1280 << "\" failed: " << e.what()
1281 << " -- Listening on all addresses." << std::endl;
1284 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1285 *error_message = "Unable to listen on " +
1286 bind_addr.serializeString() +
1287 " because IPv6 is disabled";
1288 errorstream << *error_message << std::endl;
1292 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
1299 bool Game::createClient(const std::string &playername,
1300 const std::string &password, std::string *address, u16 port)
1302 showOverlayMessage(N_("Creating client..."), 0, 10);
1304 draw_control = new MapDrawControl;
1308 bool could_connect, connect_aborted;
1309 #ifdef HAVE_TOUCHSCREENGUI
1310 if (g_touchscreengui) {
1311 g_touchscreengui->init(texture_src);
1312 g_touchscreengui->hide();
1315 if (!connectToServer(playername, password, address, port,
1316 &could_connect, &connect_aborted))
1319 if (!could_connect) {
1320 if (error_message->empty() && !connect_aborted) {
1321 // Should not happen if error messages are set properly
1322 *error_message = "Connection failed for unknown reason";
1323 errorstream << *error_message << std::endl;
1328 if (!getServerContent(&connect_aborted)) {
1329 if (error_message->empty() && !connect_aborted) {
1330 // Should not happen if error messages are set properly
1331 *error_message = "Connection failed for unknown reason";
1332 errorstream << *error_message << std::endl;
1337 GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
1338 &m_flags.force_fog_off, &runData.fog_range, client);
1339 shader_src->addShaderConstantSetterFactory(scsf);
1341 // Update cached textures, meshes and materials
1342 client->afterContentReceived();
1346 camera = new Camera(*draw_control, client);
1347 if (!camera || !camera->successfullyCreated(*error_message))
1349 client->setCamera(camera);
1353 if (m_cache_enable_clouds) {
1354 clouds = new Clouds(smgr, -1, time(0));
1356 *error_message = "Memory allocation error (clouds)";
1357 errorstream << *error_message << std::endl;
1364 sky = new Sky(-1, texture_src);
1366 skybox = NULL; // This is used/set later on in the main run loop
1369 *error_message = "Memory allocation error sky";
1370 errorstream << *error_message << std::endl;
1374 /* Pre-calculated values
1376 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1378 v2u32 size = t->getOriginalSize();
1379 crack_animation_length = size.Y / size.X;
1381 crack_animation_length = 5;
1387 /* Set window caption
1389 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1391 str += utf8_to_wide(g_version_hash);
1393 str += driver->getName();
1395 device->setWindowCaption(str.c_str());
1397 LocalPlayer *player = client->getEnv().getLocalPlayer();
1398 player->hurt_tilt_timer = 0;
1399 player->hurt_tilt_strength = 0;
1401 hud = new Hud(guienv, client, player, &player->inventory);
1404 *error_message = "Memory error: could not create HUD";
1405 errorstream << *error_message << std::endl;
1409 mapper = client->getMinimap();
1411 mapper->setMinimapMode(MINIMAP_MODE_OFF);
1412 if (client->modsLoaded())
1413 client->getScript()->on_minimap_ready(mapper);
1419 bool Game::initGui()
1423 // Remove stale "recent" chat messages from previous connections
1424 chat_backend->clearRecentChat();
1426 // Make sure the size of the recent messages buffer is right
1427 chat_backend->applySettings();
1429 // Chat backend and console
1430 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1431 -1, chat_backend, client, &g_menumgr);
1432 if (!gui_chat_console) {
1433 *error_message = "Could not allocate memory for chat console";
1434 errorstream << *error_message << std::endl;
1438 #ifdef HAVE_TOUCHSCREENGUI
1440 if (g_touchscreengui)
1441 g_touchscreengui->show();
1448 bool Game::connectToServer(const std::string &playername,
1449 const std::string &password, std::string *address, u16 port,
1450 bool *connect_ok, bool *connection_aborted)
1452 *connect_ok = false; // Let's not be overly optimistic
1453 *connection_aborted = false;
1454 bool local_server_mode = false;
1456 showOverlayMessage(N_("Resolving address..."), 0, 15);
1458 Address connect_address(0, 0, 0, 0, port);
1461 connect_address.Resolve(address->c_str());
1463 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1464 //connect_address.Resolve("localhost");
1465 if (connect_address.isIPv6()) {
1466 IPv6AddressBytes addr_bytes;
1467 addr_bytes.bytes[15] = 1;
1468 connect_address.setAddress(&addr_bytes);
1470 connect_address.setAddress(127, 0, 0, 1);
1472 local_server_mode = true;
1474 } catch (ResolveError &e) {
1475 *error_message = std::string("Couldn't resolve address: ") + e.what();
1476 errorstream << *error_message << std::endl;
1480 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1481 *error_message = "Unable to connect to " +
1482 connect_address.serializeString() +
1483 " because IPv6 is disabled";
1484 errorstream << *error_message << std::endl;
1488 client = new Client(playername.c_str(), password, *address,
1489 *draw_control, texture_src, shader_src,
1490 itemdef_manager, nodedef_manager, sound, eventmgr,
1491 connect_address.isIPv6(), m_game_ui.get());
1496 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1498 infostream << "Connecting to server at ";
1499 connect_address.print(&infostream);
1500 infostream << std::endl;
1502 client->connect(connect_address,
1503 simple_singleplayer_mode || local_server_mode);
1506 Wait for server to accept connection
1512 FpsControl fps_control = { 0 };
1514 f32 wait_time = 0; // in seconds
1516 fps_control.last_time = RenderingEngine::get_timer_time();
1518 while (RenderingEngine::run()) {
1520 limitFps(&fps_control, &dtime);
1522 // Update client and server
1523 client->step(dtime);
1526 server->step(dtime);
1529 if (client->getState() == LC_Init) {
1535 if (*connection_aborted)
1538 if (client->accessDenied()) {
1539 *error_message = "Access denied. Reason: "
1540 + client->accessDeniedReason();
1541 *reconnect_requested = client->reconnectRequested();
1542 errorstream << *error_message << std::endl;
1546 if (input->cancelPressed()) {
1547 *connection_aborted = true;
1548 infostream << "Connect aborted [Escape]" << std::endl;
1552 if (client->m_is_registration_confirmation_state) {
1553 if (registration_confirmation_shown) {
1554 // Keep drawing the GUI
1555 RenderingEngine::draw_menu_scene(guienv, dtime, true);
1557 registration_confirmation_shown = true;
1558 (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
1559 &g_menumgr, client, playername, password,
1560 connection_aborted, texture_src))->drop();
1564 // Only time out if we aren't waiting for the server we started
1565 if (!address->empty() && wait_time > 10) {
1566 *error_message = "Connection timed out.";
1567 errorstream << *error_message << std::endl;
1572 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1575 } catch (con::PeerNotFoundException &e) {
1576 // TODO: Should something be done here? At least an info/error
1584 bool Game::getServerContent(bool *aborted)
1588 FpsControl fps_control = { 0 };
1589 f32 dtime; // in seconds
1591 fps_control.last_time = RenderingEngine::get_timer_time();
1593 while (RenderingEngine::run()) {
1595 limitFps(&fps_control, &dtime);
1597 // Update client and server
1598 client->step(dtime);
1601 server->step(dtime);
1604 if (client->mediaReceived() && client->itemdefReceived() &&
1605 client->nodedefReceived()) {
1610 if (!checkConnection())
1613 if (client->getState() < LC_Init) {
1614 *error_message = "Client disconnected";
1615 errorstream << *error_message << std::endl;
1619 if (input->cancelPressed()) {
1621 infostream << "Connect aborted [Escape]" << std::endl;
1628 if (!client->itemdefReceived()) {
1629 const wchar_t *text = wgettext("Item definitions...");
1631 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1634 } else if (!client->nodedefReceived()) {
1635 const wchar_t *text = wgettext("Node definitions...");
1637 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1641 std::stringstream message;
1642 std::fixed(message);
1643 message.precision(0);
1644 message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
1645 message.precision(2);
1647 if ((USE_CURL == 0) ||
1648 (!g_settings->getBool("enable_remote_media_server"))) {
1649 float cur = client->getCurRate();
1650 std::string cur_unit = gettext("KiB/s");
1654 cur_unit = gettext("MiB/s");
1657 message << " (" << cur << ' ' << cur_unit << ")";
1660 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1661 RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
1662 texture_src, dtime, progress);
1670 /****************************************************************************/
1671 /****************************************************************************
1673 ****************************************************************************/
1674 /****************************************************************************/
1676 inline void Game::updateInteractTimers(f32 dtime)
1678 if (runData.nodig_delay_timer >= 0)
1679 runData.nodig_delay_timer -= dtime;
1681 if (runData.object_hit_delay_timer >= 0)
1682 runData.object_hit_delay_timer -= dtime;
1684 runData.time_from_last_punch += dtime;
1688 /* returns false if game should exit, otherwise true
1690 inline bool Game::checkConnection()
1692 if (client->accessDenied()) {
1693 *error_message = "Access denied. Reason: "
1694 + client->accessDeniedReason();
1695 *reconnect_requested = client->reconnectRequested();
1696 errorstream << *error_message << std::endl;
1704 /* returns false if game should exit, otherwise true
1706 inline bool Game::handleCallbacks()
1708 if (g_gamecallback->disconnect_requested) {
1709 g_gamecallback->disconnect_requested = false;
1713 if (g_gamecallback->changepassword_requested) {
1714 (new GUIPasswordChange(guienv, guiroot, -1,
1715 &g_menumgr, client, texture_src))->drop();
1716 g_gamecallback->changepassword_requested = false;
1719 if (g_gamecallback->changevolume_requested) {
1720 (new GUIVolumeChange(guienv, guiroot, -1,
1721 &g_menumgr, texture_src))->drop();
1722 g_gamecallback->changevolume_requested = false;
1725 if (g_gamecallback->keyconfig_requested) {
1726 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1727 &g_menumgr, texture_src))->drop();
1728 g_gamecallback->keyconfig_requested = false;
1731 if (g_gamecallback->keyconfig_changed) {
1732 input->keycache.populate(); // update the cache with new settings
1733 g_gamecallback->keyconfig_changed = false;
1740 void Game::processQueues()
1742 texture_src->processQueue();
1743 itemdef_manager->processQueue(client);
1744 shader_src->processQueue();
1748 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1751 float profiler_print_interval =
1752 g_settings->getFloat("profiler_print_interval");
1753 bool print_to_log = true;
1755 if (profiler_print_interval == 0) {
1756 print_to_log = false;
1757 profiler_print_interval = 3;
1760 if (profiler_interval.step(dtime, profiler_print_interval)) {
1762 infostream << "Profiler:" << std::endl;
1763 g_profiler->print(infostream);
1766 m_game_ui->updateProfiler();
1767 g_profiler->clear();
1770 // Update update graphs
1771 g_profiler->graphAdd("Time non-rendering [ms]",
1772 draw_times.busy_time - stats.drawtime);
1774 g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
1775 g_profiler->graphAdd("FPS", 1.0f / dtime);
1778 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1785 /* Time average and jitter calculation
1787 jp = &stats->dtime_jitter;
1788 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1790 jitter = dtime - jp->avg;
1792 if (jitter > jp->max)
1795 jp->counter += dtime;
1797 if (jp->counter > 0.0) {
1799 jp->max_sample = jp->max;
1800 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1804 /* Busytime average and jitter calculation
1806 jp = &stats->busy_time_jitter;
1807 jp->avg = jp->avg + draw_times.busy_time * 0.02;
1809 jitter = draw_times.busy_time - jp->avg;
1811 if (jitter > jp->max)
1813 if (jitter < jp->min)
1816 jp->counter += dtime;
1818 if (jp->counter > 0.0) {
1820 jp->max_sample = jp->max;
1821 jp->min_sample = jp->min;
1829 /****************************************************************************
1831 ****************************************************************************/
1833 void Game::processUserInput(f32 dtime)
1835 // Reset input if window not active or some menu is active
1836 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1838 #ifdef HAVE_TOUCHSCREENGUI
1839 g_touchscreengui->hide();
1842 #ifdef HAVE_TOUCHSCREENGUI
1843 else if (g_touchscreengui) {
1844 /* on touchscreengui step may generate own input events which ain't
1845 * what we want in case we just did clear them */
1846 g_touchscreengui->step(dtime);
1850 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1851 gui_chat_console->closeConsoleAtOnce();
1854 // Input handler step() (used by the random input generator)
1858 auto formspec = m_game_ui->getFormspecGUI();
1860 formspec->getAndroidUIInput();
1862 handleAndroidChatInput();
1865 // Increase timer for double tap of "keymap_jump"
1866 if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1867 runData.jump_timer += dtime;
1870 processItemSelection(&runData.new_playeritem);
1874 void Game::processKeyInput()
1876 if (wasKeyDown(KeyType::DROP)) {
1877 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1878 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1879 toggleAutoforward();
1880 } else if (wasKeyDown(KeyType::BACKWARD)) {
1881 if (g_settings->getBool("continuous_forward"))
1882 toggleAutoforward();
1883 } else if (wasKeyDown(KeyType::INVENTORY)) {
1885 } else if (input->cancelPressed()) {
1887 m_android_chat_open = false;
1889 if (!gui_chat_console->isOpenInhibited()) {
1892 } else if (wasKeyDown(KeyType::CHAT)) {
1893 openConsole(0.2, L"");
1894 } else if (wasKeyDown(KeyType::CMD)) {
1895 openConsole(0.2, L"/");
1896 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1897 if (client->modsLoaded())
1898 openConsole(0.2, L".");
1900 m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
1901 } else if (wasKeyDown(KeyType::CONSOLE)) {
1902 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1903 } else if (wasKeyDown(KeyType::FREEMOVE)) {
1905 } else if (wasKeyDown(KeyType::JUMP)) {
1906 toggleFreeMoveAlt();
1907 } else if (wasKeyDown(KeyType::PITCHMOVE)) {
1909 } else if (wasKeyDown(KeyType::FASTMOVE)) {
1911 } else if (wasKeyDown(KeyType::NOCLIP)) {
1913 } else if (wasKeyDown(KeyType::MUTE)) {
1914 bool new_mute_sound = !g_settings->getBool("mute_sound");
1915 g_settings->setBool("mute_sound", new_mute_sound);
1917 m_game_ui->showTranslatedStatusText("Sound muted");
1919 m_game_ui->showTranslatedStatusText("Sound unmuted");
1920 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1921 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1923 g_settings->setFloat("sound_volume", new_volume);
1924 const wchar_t *str = wgettext("Volume changed to %d%%");
1925 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1927 m_game_ui->showStatusText(buf);
1928 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1929 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1931 g_settings->setFloat("sound_volume", new_volume);
1932 const wchar_t *str = wgettext("Volume changed to %d%%");
1933 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1935 m_game_ui->showStatusText(buf);
1936 } else if (wasKeyDown(KeyType::CINEMATIC)) {
1938 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
1939 client->makeScreenshot();
1940 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
1941 m_game_ui->toggleHud();
1942 } else if (wasKeyDown(KeyType::MINIMAP)) {
1943 toggleMinimap(isKeyDown(KeyType::SNEAK));
1944 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
1945 m_game_ui->toggleChat();
1946 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
1948 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
1949 toggleUpdateCamera();
1950 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
1952 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
1953 m_game_ui->toggleProfiler();
1954 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
1955 increaseViewRange();
1956 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
1957 decreaseViewRange();
1958 } else if (wasKeyDown(KeyType::RANGESELECT)) {
1959 toggleFullViewRange();
1960 } else if (wasKeyDown(KeyType::ZOOM)) {
1962 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
1964 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
1966 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
1968 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
1972 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
1973 runData.reset_jump_timer = false;
1974 runData.jump_timer = 0.0f;
1977 if (quicktune->hasMessage()) {
1978 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
1982 void Game::processItemSelection(u16 *new_playeritem)
1984 LocalPlayer *player = client->getEnv().getLocalPlayer();
1986 /* Item selection using mouse wheel
1988 *new_playeritem = player->getWieldIndex();
1990 s32 wheel = input->getMouseWheel();
1991 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
1992 player->hud_hotbar_itemcount - 1);
1996 if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
1997 wasKeyDown(KeyType::HOTBAR_NEXT)) {
2001 if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
2002 wasKeyDown(KeyType::HOTBAR_PREV)) {
2007 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2009 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2012 /* Item selection using hotbar slot keys
2014 for (u16 i = 0; i <= max_item; i++) {
2015 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2016 *new_playeritem = i;
2023 void Game::dropSelectedItem(bool single_item)
2025 IDropAction *a = new IDropAction();
2026 a->count = single_item ? 1 : 0;
2027 a->from_inv.setCurrentPlayer();
2028 a->from_list = "main";
2029 a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2030 client->inventoryAction(a);
2034 void Game::openInventory()
2037 * Don't permit to open inventory is CAO or player doesn't exists.
2038 * This prevent showing an empty inventory at player load
2041 LocalPlayer *player = client->getEnv().getLocalPlayer();
2042 if (!player || !player->getCAO())
2045 infostream << "Game: Launching inventory" << std::endl;
2047 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2049 InventoryLocation inventoryloc;
2050 inventoryloc.setCurrentPlayer();
2052 if (!client->modsLoaded()
2053 || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2054 TextDest *txt_dst = new TextDestPlayerInventory(client);
2055 auto *&formspec = m_game_ui->updateFormspec("");
2056 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
2057 txt_dst, client->getFormspecPrepend());
2059 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2064 void Game::openConsole(float scale, const wchar_t *line)
2066 assert(scale > 0.0f && scale <= 1.0f);
2069 porting::showInputDialog(gettext("ok"), "", "", 2);
2070 m_android_chat_open = true;
2072 if (gui_chat_console->isOpenInhibited())
2074 gui_chat_console->openConsole(scale);
2076 gui_chat_console->setCloseOnEnter(true);
2077 gui_chat_console->replaceAndAddToHistory(line);
2083 void Game::handleAndroidChatInput()
2085 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2086 std::string text = porting::getInputDialogValue();
2087 client->typeChatMessage(utf8_to_wide(text));
2088 m_android_chat_open = false;
2094 void Game::toggleFreeMove()
2096 bool free_move = !g_settings->getBool("free_move");
2097 g_settings->set("free_move", bool_to_cstr(free_move));
2100 if (client->checkPrivilege("fly")) {
2101 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2103 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2106 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2110 void Game::toggleFreeMoveAlt()
2112 if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2115 runData.reset_jump_timer = true;
2119 void Game::togglePitchMove()
2121 bool pitch_move = !g_settings->getBool("pitch_move");
2122 g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2125 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2127 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2132 void Game::toggleFast()
2134 bool fast_move = !g_settings->getBool("fast_move");
2135 bool has_fast_privs = client->checkPrivilege("fast");
2136 g_settings->set("fast_move", bool_to_cstr(fast_move));
2139 if (has_fast_privs) {
2140 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2142 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2145 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2149 m_cache_hold_aux1 = fast_move && has_fast_privs;
2154 void Game::toggleNoClip()
2156 bool noclip = !g_settings->getBool("noclip");
2157 g_settings->set("noclip", bool_to_cstr(noclip));
2160 if (client->checkPrivilege("noclip")) {
2161 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2163 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2166 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2170 void Game::toggleCinematic()
2172 bool cinematic = !g_settings->getBool("cinematic");
2173 g_settings->set("cinematic", bool_to_cstr(cinematic));
2176 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2178 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2181 // Autoforward by toggling continuous forward.
2182 void Game::toggleAutoforward()
2184 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2185 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2187 if (autorun_enabled)
2188 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2190 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2193 void Game::toggleMinimap(bool shift_pressed)
2195 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2198 if (shift_pressed) {
2199 mapper->toggleMinimapShape();
2203 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2205 MinimapMode mode = MINIMAP_MODE_OFF;
2206 if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
2207 mode = mapper->getMinimapMode();
2208 mode = (MinimapMode)((int)mode + 1);
2209 // If radar is disabled and in, or switching to, radar mode
2210 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
2211 mode = MINIMAP_MODE_OFF;
2214 m_game_ui->m_flags.show_minimap = true;
2216 case MINIMAP_MODE_SURFACEx1:
2217 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x1");
2219 case MINIMAP_MODE_SURFACEx2:
2220 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x2");
2222 case MINIMAP_MODE_SURFACEx4:
2223 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x4");
2225 case MINIMAP_MODE_RADARx1:
2226 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x1");
2228 case MINIMAP_MODE_RADARx2:
2229 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x2");
2231 case MINIMAP_MODE_RADARx4:
2232 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x4");
2235 mode = MINIMAP_MODE_OFF;
2236 m_game_ui->m_flags.show_minimap = false;
2237 if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE)
2238 m_game_ui->showTranslatedStatusText("Minimap hidden");
2240 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2243 mapper->setMinimapMode(mode);
2246 void Game::toggleFog()
2248 bool fog_enabled = g_settings->getBool("enable_fog");
2249 g_settings->setBool("enable_fog", !fog_enabled);
2251 m_game_ui->showTranslatedStatusText("Fog disabled");
2253 m_game_ui->showTranslatedStatusText("Fog enabled");
2257 void Game::toggleDebug()
2259 // Initial / 4x toggle: Chat only
2260 // 1x toggle: Debug text with chat
2261 // 2x toggle: Debug text with profiler graph
2262 // 3x toggle: Debug text and wireframe
2263 if (!m_game_ui->m_flags.show_debug) {
2264 m_game_ui->m_flags.show_debug = true;
2265 m_game_ui->m_flags.show_profiler_graph = false;
2266 draw_control->show_wireframe = false;
2267 m_game_ui->showTranslatedStatusText("Debug info shown");
2268 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2269 m_game_ui->m_flags.show_profiler_graph = true;
2270 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2271 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2272 m_game_ui->m_flags.show_profiler_graph = false;
2273 draw_control->show_wireframe = true;
2274 m_game_ui->showTranslatedStatusText("Wireframe shown");
2276 m_game_ui->m_flags.show_debug = false;
2277 m_game_ui->m_flags.show_profiler_graph = false;
2278 draw_control->show_wireframe = false;
2279 if (client->checkPrivilege("debug")) {
2280 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2282 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2288 void Game::toggleUpdateCamera()
2290 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2291 if (m_flags.disable_camera_update)
2292 m_game_ui->showTranslatedStatusText("Camera update disabled");
2294 m_game_ui->showTranslatedStatusText("Camera update enabled");
2298 void Game::increaseViewRange()
2300 s16 range = g_settings->getS16("viewing_range");
2301 s16 range_new = range + 10;
2305 if (range_new > 4000) {
2307 str = wgettext("Viewing range is at maximum: %d");
2308 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2310 m_game_ui->showStatusText(buf);
2313 str = wgettext("Viewing range changed to %d");
2314 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2316 m_game_ui->showStatusText(buf);
2318 g_settings->set("viewing_range", itos(range_new));
2322 void Game::decreaseViewRange()
2324 s16 range = g_settings->getS16("viewing_range");
2325 s16 range_new = range - 10;
2329 if (range_new < 20) {
2331 str = wgettext("Viewing range is at minimum: %d");
2332 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2334 m_game_ui->showStatusText(buf);
2336 str = wgettext("Viewing range changed to %d");
2337 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2339 m_game_ui->showStatusText(buf);
2341 g_settings->set("viewing_range", itos(range_new));
2345 void Game::toggleFullViewRange()
2347 draw_control->range_all = !draw_control->range_all;
2348 if (draw_control->range_all)
2349 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2351 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2355 void Game::checkZoomEnabled()
2357 LocalPlayer *player = client->getEnv().getLocalPlayer();
2358 if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2359 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2363 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2365 if ((device->isWindowActive() && device->isWindowFocused()
2366 && !isMenuActive()) || random_input) {
2369 if (!random_input) {
2370 // Mac OSX gets upset if this is set every frame
2371 if (device->getCursorControl()->isVisible())
2372 device->getCursorControl()->setVisible(false);
2376 if (m_first_loop_after_window_activation) {
2377 m_first_loop_after_window_activation = false;
2379 input->setMousePos(driver->getScreenSize().Width / 2,
2380 driver->getScreenSize().Height / 2);
2382 updateCameraOrientation(cam, dtime);
2388 // Mac OSX gets upset if this is set every frame
2389 if (!device->getCursorControl()->isVisible())
2390 device->getCursorControl()->setVisible(true);
2393 m_first_loop_after_window_activation = true;
2398 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2400 #ifdef HAVE_TOUCHSCREENGUI
2401 if (g_touchscreengui) {
2402 cam->camera_yaw += g_touchscreengui->getYawChange();
2403 cam->camera_pitch = g_touchscreengui->getPitch();
2406 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2407 v2s32 dist = input->getMousePos() - center;
2409 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2413 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity;
2414 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
2416 if (dist.X != 0 || dist.Y != 0)
2417 input->setMousePos(center.X, center.Y);
2418 #ifdef HAVE_TOUCHSCREENGUI
2422 if (m_cache_enable_joysticks) {
2423 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
2424 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2425 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2428 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2432 void Game::updatePlayerControl(const CameraOrientation &cam)
2434 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2436 // DO NOT use the isKeyDown method for the forward, backward, left, right
2437 // buttons, as the code that uses the controls needs to be able to
2438 // distinguish between the two in order to know when to use joysticks.
2440 PlayerControl control(
2441 input->isKeyDown(KeyType::FORWARD),
2442 input->isKeyDown(KeyType::BACKWARD),
2443 input->isKeyDown(KeyType::LEFT),
2444 input->isKeyDown(KeyType::RIGHT),
2445 isKeyDown(KeyType::JUMP),
2446 isKeyDown(KeyType::SPECIAL1),
2447 isKeyDown(KeyType::SNEAK),
2448 isKeyDown(KeyType::ZOOM),
2449 input->getLeftState(),
2450 input->getRightState(),
2453 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2454 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2458 ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
2459 ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
2460 ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
2461 ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
2462 ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
2463 ( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) |
2464 ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
2465 ( (u32)(input->getLeftState() & 0x1) << 7) |
2466 ( (u32)(input->getRightState() & 0x1) << 8
2470 /* For Android, simulate holding down AUX1 (fast move) if the user has
2471 * the fast_move setting toggled on. If there is an aux1 key defined for
2472 * Android then its meaning is inverted (i.e. holding aux1 means walk and
2475 if (m_cache_hold_aux1) {
2476 control.aux1 = control.aux1 ^ true;
2477 keypress_bits ^= ((u32)(1U << 5));
2481 LocalPlayer *player = client->getEnv().getLocalPlayer();
2483 // autojump if set: simulate "jump" key
2484 if (player->getAutojump()) {
2485 control.jump = true;
2486 keypress_bits |= 1U << 4;
2489 // autoforward if set: simulate "up" key
2490 if (player->getPlayerSettings().continuous_forward &&
2491 client->activeObjectsReceived() && !player->isDead()) {
2493 keypress_bits |= 1U << 0;
2496 client->setPlayerControl(control);
2497 player->keyPressed = keypress_bits;
2503 inline void Game::step(f32 *dtime)
2505 bool can_be_and_is_paused =
2506 (simple_singleplayer_mode && g_menumgr.pausesGame());
2508 if (can_be_and_is_paused) { // This is for a singleplayer server
2509 *dtime = 0; // No time passes
2512 server->step(*dtime);
2514 client->step(*dtime);
2518 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2519 {&Game::handleClientEvent_None},
2520 {&Game::handleClientEvent_PlayerDamage},
2521 {&Game::handleClientEvent_PlayerForceMove},
2522 {&Game::handleClientEvent_Deathscreen},
2523 {&Game::handleClientEvent_ShowFormSpec},
2524 {&Game::handleClientEvent_ShowLocalFormSpec},
2525 {&Game::handleClientEvent_HandleParticleEvent},
2526 {&Game::handleClientEvent_HandleParticleEvent},
2527 {&Game::handleClientEvent_HandleParticleEvent},
2528 {&Game::handleClientEvent_HudAdd},
2529 {&Game::handleClientEvent_HudRemove},
2530 {&Game::handleClientEvent_HudChange},
2531 {&Game::handleClientEvent_SetSky},
2532 {&Game::handleClientEvent_SetSun},
2533 {&Game::handleClientEvent_SetMoon},
2534 {&Game::handleClientEvent_SetStars},
2535 {&Game::handleClientEvent_OverrideDayNigthRatio},
2536 {&Game::handleClientEvent_CloudParams},
2539 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2541 FATAL_ERROR("ClientEvent type None received");
2544 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2546 if (client->modsLoaded())
2547 client->getScript()->on_damage_taken(event->player_damage.amount);
2549 // Damage flash and hurt tilt are not used at death
2550 if (client->getHP() > 0) {
2551 runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount;
2552 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2554 LocalPlayer *player = client->getEnv().getLocalPlayer();
2556 player->hurt_tilt_timer = 1.5f;
2557 player->hurt_tilt_strength =
2558 rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
2561 // Play damage sound
2562 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2565 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2567 cam->camera_yaw = event->player_force_move.yaw;
2568 cam->camera_pitch = event->player_force_move.pitch;
2571 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2573 // If client scripting is enabled, deathscreen is handled by CSM code in
2574 // builtin/client/init.lua
2575 if (client->modsLoaded())
2576 client->getScript()->on_death();
2578 showDeathFormspec();
2580 /* Handle visualization */
2581 LocalPlayer *player = client->getEnv().getLocalPlayer();
2582 runData.damage_flash = 0;
2583 player->hurt_tilt_timer = 0;
2584 player->hurt_tilt_strength = 0;
2587 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2589 if (event->show_formspec.formspec->empty()) {
2590 auto formspec = m_game_ui->getFormspecGUI();
2591 if (formspec && (event->show_formspec.formname->empty()
2592 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2593 formspec->quitMenu();
2596 FormspecFormSource *fs_src =
2597 new FormspecFormSource(*(event->show_formspec.formspec));
2598 TextDestPlayerInventory *txt_dst =
2599 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2601 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2602 GUIFormSpecMenu::create(formspec, client, &input->joystick,
2603 fs_src, txt_dst, client->getFormspecPrepend());
2606 delete event->show_formspec.formspec;
2607 delete event->show_formspec.formname;
2610 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2612 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2613 LocalFormspecHandler *txt_dst =
2614 new LocalFormspecHandler(*event->show_formspec.formname, client);
2615 GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, &input->joystick,
2616 fs_src, txt_dst, client->getFormspecPrepend());
2618 delete event->show_formspec.formspec;
2619 delete event->show_formspec.formname;
2622 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2623 CameraOrientation *cam)
2625 LocalPlayer *player = client->getEnv().getLocalPlayer();
2626 client->getParticleManager()->handleParticleEvent(event, client, player);
2629 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2631 LocalPlayer *player = client->getEnv().getLocalPlayer();
2632 auto &hud_server_to_client = client->getHUDTranslationMap();
2634 u32 server_id = event->hudadd.server_id;
2635 // ignore if we already have a HUD with that ID
2636 auto i = hud_server_to_client.find(server_id);
2637 if (i != hud_server_to_client.end()) {
2638 delete event->hudadd.pos;
2639 delete event->hudadd.name;
2640 delete event->hudadd.scale;
2641 delete event->hudadd.text;
2642 delete event->hudadd.align;
2643 delete event->hudadd.offset;
2644 delete event->hudadd.world_pos;
2645 delete event->hudadd.size;
2649 HudElement *e = new HudElement;
2650 e->type = (HudElementType)event->hudadd.type;
2651 e->pos = *event->hudadd.pos;
2652 e->name = *event->hudadd.name;
2653 e->scale = *event->hudadd.scale;
2654 e->text = *event->hudadd.text;
2655 e->number = event->hudadd.number;
2656 e->item = event->hudadd.item;
2657 e->dir = event->hudadd.dir;
2658 e->align = *event->hudadd.align;
2659 e->offset = *event->hudadd.offset;
2660 e->world_pos = *event->hudadd.world_pos;
2661 e->size = *event->hudadd.size;
2662 e->z_index = event->hudadd.z_index;
2663 hud_server_to_client[server_id] = player->addHud(e);
2665 delete event->hudadd.pos;
2666 delete event->hudadd.name;
2667 delete event->hudadd.scale;
2668 delete event->hudadd.text;
2669 delete event->hudadd.align;
2670 delete event->hudadd.offset;
2671 delete event->hudadd.world_pos;
2672 delete event->hudadd.size;
2675 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2677 LocalPlayer *player = client->getEnv().getLocalPlayer();
2678 HudElement *e = player->removeHud(event->hudrm.id);
2682 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2684 LocalPlayer *player = client->getEnv().getLocalPlayer();
2686 u32 id = event->hudchange.id;
2687 HudElement *e = player->getHud(id);
2690 delete event->hudchange.v3fdata;
2691 delete event->hudchange.v2fdata;
2692 delete event->hudchange.sdata;
2693 delete event->hudchange.v2s32data;
2697 switch (event->hudchange.stat) {
2699 e->pos = *event->hudchange.v2fdata;
2703 e->name = *event->hudchange.sdata;
2706 case HUD_STAT_SCALE:
2707 e->scale = *event->hudchange.v2fdata;
2711 e->text = *event->hudchange.sdata;
2714 case HUD_STAT_NUMBER:
2715 e->number = event->hudchange.data;
2719 e->item = event->hudchange.data;
2723 e->dir = event->hudchange.data;
2726 case HUD_STAT_ALIGN:
2727 e->align = *event->hudchange.v2fdata;
2730 case HUD_STAT_OFFSET:
2731 e->offset = *event->hudchange.v2fdata;
2734 case HUD_STAT_WORLD_POS:
2735 e->world_pos = *event->hudchange.v3fdata;
2739 e->size = *event->hudchange.v2s32data;
2742 case HUD_STAT_Z_INDEX:
2743 e->z_index = event->hudchange.data;
2747 delete event->hudchange.v3fdata;
2748 delete event->hudchange.v2fdata;
2749 delete event->hudchange.sdata;
2750 delete event->hudchange.v2s32data;
2753 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2755 sky->setVisible(false);
2756 // Whether clouds are visible in front of a custom skybox.
2757 sky->setCloudsEnabled(event->set_sky->clouds);
2763 // Clear the old textures out in case we switch rendering type.
2764 sky->clearSkyboxTextures();
2765 // Handle according to type
2766 if (event->set_sky->type == "regular") {
2767 // Shows the mesh skybox
2768 sky->setVisible(true);
2769 // Update mesh based skybox colours if applicable.
2770 sky->setSkyColors(*event->set_sky);
2771 sky->setHorizonTint(
2772 event->set_sky->sun_tint,
2773 event->set_sky->moon_tint,
2774 event->set_sky->tint_type
2776 } else if (event->set_sky->type == "skybox" &&
2777 event->set_sky->textures.size() == 6) {
2778 // Disable the dyanmic mesh skybox:
2779 sky->setVisible(false);
2781 sky->setFallbackBgColor(event->set_sky->bgcolor);
2782 // Set sunrise and sunset fog tinting:
2783 sky->setHorizonTint(
2784 event->set_sky->sun_tint,
2785 event->set_sky->moon_tint,
2786 event->set_sky->tint_type
2788 // Add textures to skybox.
2789 for (int i = 0; i < 6; i++)
2790 sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2792 // Handle everything else as plain color.
2793 if (event->set_sky->type != "plain")
2794 infostream << "Unknown sky type: "
2795 << (event->set_sky->type) << std::endl;
2796 sky->setVisible(false);
2797 sky->setFallbackBgColor(event->set_sky->bgcolor);
2798 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2799 sky->setHorizonTint(
2800 event->set_sky->bgcolor,
2801 event->set_sky->bgcolor,
2805 delete event->set_sky;
2808 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2810 sky->setSunVisible(event->sun_params->visible);
2811 sky->setSunTexture(event->sun_params->texture,
2812 event->sun_params->tonemap, texture_src);
2813 sky->setSunScale(event->sun_params->scale);
2814 sky->setSunriseVisible(event->sun_params->sunrise_visible);
2815 sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2816 delete event->sun_params;
2819 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2821 sky->setMoonVisible(event->moon_params->visible);
2822 sky->setMoonTexture(event->moon_params->texture,
2823 event->moon_params->tonemap, texture_src);
2824 sky->setMoonScale(event->moon_params->scale);
2825 delete event->moon_params;
2828 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
2830 sky->setStarsVisible(event->star_params->visible);
2831 sky->setStarCount(event->star_params->count, false);
2832 sky->setStarColor(event->star_params->starcolor);
2833 sky->setStarScale(event->star_params->scale);
2834 delete event->star_params;
2837 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2838 CameraOrientation *cam)
2840 client->getEnv().setDayNightRatioOverride(
2841 event->override_day_night_ratio.do_override,
2842 event->override_day_night_ratio.ratio_f * 1000.0f);
2845 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2850 clouds->setDensity(event->cloud_params.density);
2851 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2852 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2853 clouds->setHeight(event->cloud_params.height);
2854 clouds->setThickness(event->cloud_params.thickness);
2855 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2858 void Game::processClientEvents(CameraOrientation *cam)
2860 while (client->hasClientEvents()) {
2861 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2862 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2863 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2864 (this->*evHandler.handler)(event.get(), cam);
2868 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2870 // Add chat log output for errors to be shown in chat
2871 static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
2873 // Get new messages from error log buffer
2874 while (!chat_log_error_buf.empty()) {
2875 std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
2876 if (!g_settings->getBool("disable_escape_sequences")) {
2877 error_message.insert(0, L"\x1b(c@red)");
2878 error_message.append(L"\x1b(c@white)");
2880 chat_backend->addMessage(L"", error_message);
2883 // Get new messages from client
2884 std::wstring message;
2885 while (client->getChatMessage(message)) {
2886 chat_backend->addUnparsedMessage(message);
2889 // Remove old messages
2890 chat_backend->step(dtime);
2892 // Display all messages in a static text element
2893 m_game_ui->setChatText(chat_backend->getRecentChat(),
2894 chat_backend->getRecentBuffer().getLineCount());
2897 void Game::updateCamera(u32 busy_time, f32 dtime)
2899 LocalPlayer *player = client->getEnv().getLocalPlayer();
2902 For interaction purposes, get info about the held item
2904 - Is it a usable item?
2905 - Can it point to liquids?
2907 ItemStack playeritem;
2909 ItemStack selected, hand;
2910 playeritem = player->getWieldedItem(&selected, &hand);
2913 ToolCapabilities playeritem_toolcap =
2914 playeritem.getToolCapabilities(itemdef_manager);
2916 v3s16 old_camera_offset = camera->getOffset();
2918 if (wasKeyDown(KeyType::CAMERA_MODE)) {
2919 GenericCAO *playercao = player->getCAO();
2921 // If playercao not loaded, don't change camera
2925 camera->toggleCameraMode();
2927 playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2928 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2931 float full_punch_interval = playeritem_toolcap.full_punch_interval;
2932 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2934 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2935 camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2936 camera->step(dtime);
2938 v3f camera_position = camera->getPosition();
2939 v3f camera_direction = camera->getDirection();
2940 f32 camera_fov = camera->getFovMax();
2941 v3s16 camera_offset = camera->getOffset();
2943 m_camera_offset_changed = (camera_offset != old_camera_offset);
2945 if (!m_flags.disable_camera_update) {
2946 client->getEnv().getClientMap().updateCamera(camera_position,
2947 camera_direction, camera_fov, camera_offset);
2949 if (m_camera_offset_changed) {
2950 client->updateCameraOffset(camera_offset);
2951 client->getEnv().updateCameraOffset(camera_offset);
2954 clouds->updateCameraOffset(camera_offset);
2960 void Game::updateSound(f32 dtime)
2962 // Update sound listener
2963 v3s16 camera_offset = camera->getOffset();
2964 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
2965 v3f(0, 0, 0), // velocity
2966 camera->getDirection(),
2967 camera->getCameraNode()->getUpVector());
2969 bool mute_sound = g_settings->getBool("mute_sound");
2971 sound->setListenerGain(0.0f);
2973 // Check if volume is in the proper range, else fix it.
2974 float old_volume = g_settings->getFloat("sound_volume");
2975 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
2976 sound->setListenerGain(new_volume);
2978 if (old_volume != new_volume) {
2979 g_settings->setFloat("sound_volume", new_volume);
2983 LocalPlayer *player = client->getEnv().getLocalPlayer();
2985 // Tell the sound maker whether to make footstep sounds
2986 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
2988 // Update sound maker
2989 if (player->makes_footstep_sound)
2990 soundmaker->step(dtime);
2992 ClientMap &map = client->getEnv().getClientMap();
2993 MapNode n = map.getNode(player->getFootstepNodePos());
2994 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
2998 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
3000 LocalPlayer *player = client->getEnv().getLocalPlayer();
3002 v3f player_position = player->getPosition();
3003 v3f player_eye_position = player->getEyePosition();
3004 v3f camera_position = camera->getPosition();
3005 v3f camera_direction = camera->getDirection();
3006 v3s16 camera_offset = camera->getOffset();
3008 if (camera->getCameraMode() == CAMERA_MODE_FIRST)
3009 player_eye_position += player->eye_offset_first;
3011 player_eye_position += player->eye_offset_third;
3014 Calculate what block is the crosshair pointing to
3017 ItemStack selected_item, hand_item;
3018 const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3020 const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3021 f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3023 core::line3d<f32> shootline;
3025 if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
3026 shootline = core::line3d<f32>(player_eye_position,
3027 player_eye_position + camera_direction * BS * d);
3029 // prevent player pointing anything in front-view
3030 shootline = core::line3d<f32>(camera_position, camera_position);
3033 #ifdef HAVE_TOUCHSCREENGUI
3035 if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3036 shootline = g_touchscreengui->getShootline();
3037 // Scale shootline to the acual distance the player can reach
3038 shootline.end = shootline.start
3039 + shootline.getVector().normalize() * BS * d;
3040 shootline.start += intToFloat(camera_offset, BS);
3041 shootline.end += intToFloat(camera_offset, BS);
3046 PointedThing pointed = updatePointedThing(shootline,
3047 selected_def.liquids_pointable,
3048 !runData.ldown_for_dig,
3051 if (pointed != runData.pointed_old) {
3052 infostream << "Pointing at " << pointed.dump() << std::endl;
3053 hud->updateSelectionMesh(camera_offset);
3056 if (runData.digging_blocked && !input->getLeftState()) {
3057 // allow digging again if button is not pressed
3058 runData.digging_blocked = false;
3063 - releasing left mouse button
3064 - pointing away from node
3066 if (runData.digging) {
3067 if (input->getLeftReleased()) {
3068 infostream << "Left button released"
3069 << " (stopped digging)" << std::endl;
3070 runData.digging = false;
3071 } else if (pointed != runData.pointed_old) {
3072 if (pointed.type == POINTEDTHING_NODE
3073 && runData.pointed_old.type == POINTEDTHING_NODE
3074 && pointed.node_undersurface
3075 == runData.pointed_old.node_undersurface) {
3076 // Still pointing to the same node, but a different face.
3079 infostream << "Pointing away from node"
3080 << " (stopped digging)" << std::endl;
3081 runData.digging = false;
3082 hud->updateSelectionMesh(camera_offset);
3086 if (!runData.digging) {
3087 client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3088 client->setCrack(-1, v3s16(0, 0, 0));
3089 runData.dig_time = 0.0;
3091 } else if (runData.dig_instantly && input->getLeftReleased()) {
3092 // Remove e.g. torches faster when clicking instead of holding LMB
3093 runData.nodig_delay_timer = 0;
3094 runData.dig_instantly = false;
3097 if (!runData.digging && runData.ldown_for_dig && !input->getLeftState()) {
3098 runData.ldown_for_dig = false;
3101 runData.left_punch = false;
3103 soundmaker->m_player_leftpunch_sound.name = "";
3105 // Prepare for repeating, unless we're not supposed to
3106 if (input->getRightState() && !g_settings->getBool("safe_dig_and_place"))
3107 runData.repeat_rightclick_timer += dtime;
3109 runData.repeat_rightclick_timer = 0;
3111 if (selected_def.usable && input->getLeftState()) {
3112 if (input->getLeftClicked() && (!client->modsLoaded()
3113 || !client->getScript()->on_item_use(selected_item, pointed)))
3114 client->interact(INTERACT_USE, pointed);
3115 } else if (pointed.type == POINTEDTHING_NODE) {
3116 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3117 } else if (pointed.type == POINTEDTHING_OBJECT) {
3118 handlePointingAtObject(pointed, tool_item, player_position, show_debug);
3119 } else if (input->getLeftState()) {
3120 // When button is held down in air, show continuous animation
3121 runData.left_punch = true;
3122 // Run callback even though item is not usable
3123 if (input->getLeftClicked() && client->modsLoaded())
3124 client->getScript()->on_item_use(selected_item, pointed);
3125 } else if (input->getRightClicked()) {
3126 handlePointingAtNothing(selected_item);
3129 runData.pointed_old = pointed;
3131 if (runData.left_punch || input->getLeftClicked())
3132 camera->setDigging(0); // left click animation
3134 input->resetLeftClicked();
3135 input->resetRightClicked();
3137 input->resetLeftReleased();
3138 input->resetRightReleased();
3142 PointedThing Game::updatePointedThing(
3143 const core::line3d<f32> &shootline,
3144 bool liquids_pointable,
3145 bool look_for_object,
3146 const v3s16 &camera_offset)
3148 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3149 selectionboxes->clear();
3150 hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3151 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3152 "show_entity_selectionbox");
3154 ClientEnvironment &env = client->getEnv();
3155 ClientMap &map = env.getClientMap();
3156 const NodeDefManager *nodedef = map.getNodeDefManager();
3158 runData.selected_object = NULL;
3160 RaycastState s(shootline, look_for_object, liquids_pointable);
3161 PointedThing result;
3162 env.continueRaycast(&s, &result);
3163 if (result.type == POINTEDTHING_OBJECT) {
3164 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3165 aabb3f selection_box;
3166 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3167 runData.selected_object->getSelectionBox(&selection_box)) {
3168 v3f pos = runData.selected_object->getPosition();
3169 selectionboxes->push_back(aabb3f(selection_box));
3170 hud->setSelectionPos(pos, camera_offset);
3172 } else if (result.type == POINTEDTHING_NODE) {
3173 // Update selection boxes
3174 MapNode n = map.getNode(result.node_undersurface);
3175 std::vector<aabb3f> boxes;
3176 n.getSelectionBoxes(nodedef, &boxes,
3177 n.getNeighbors(result.node_undersurface, &map));
3180 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3181 i != boxes.end(); ++i) {
3183 box.MinEdge -= v3f(d, d, d);
3184 box.MaxEdge += v3f(d, d, d);
3185 selectionboxes->push_back(box);
3187 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3189 hud->setSelectedFaceNormal(v3f(
3190 result.intersection_normal.X,
3191 result.intersection_normal.Y,
3192 result.intersection_normal.Z));
3195 // Update selection mesh light level and vertex colors
3196 if (!selectionboxes->empty()) {
3197 v3f pf = hud->getSelectionPos();
3198 v3s16 p = floatToInt(pf, BS);
3200 // Get selection mesh light level
3201 MapNode n = map.getNode(p);
3202 u16 node_light = getInteriorLight(n, -1, nodedef);
3203 u16 light_level = node_light;
3205 for (const v3s16 &dir : g_6dirs) {
3206 n = map.getNode(p + dir);
3207 node_light = getInteriorLight(n, -1, nodedef);
3208 if (node_light > light_level)
3209 light_level = node_light;
3212 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3214 final_color_blend(&c, light_level, daynight_ratio);
3216 // Modify final color a bit with time
3217 u32 timer = porting::getTimeMs() % 5000;
3218 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3219 float sin_r = 0.08f * std::sin(timerf);
3220 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3221 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3222 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3223 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3224 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3226 // Set mesh final color
3227 hud->setSelectionMeshColor(c);
3233 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3235 infostream << "Right Clicked in Air" << std::endl;
3236 PointedThing fauxPointed;
3237 fauxPointed.type = POINTEDTHING_NOTHING;
3238 client->interact(INTERACT_ACTIVATE, fauxPointed);
3242 void Game::handlePointingAtNode(const PointedThing &pointed,
3243 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3245 v3s16 nodepos = pointed.node_undersurface;
3246 v3s16 neighbourpos = pointed.node_abovesurface;
3249 Check information text of node
3252 ClientMap &map = client->getEnv().getClientMap();
3254 if (runData.nodig_delay_timer <= 0.0 && input->getLeftState()
3255 && !runData.digging_blocked
3256 && client->checkPrivilege("interact")) {
3257 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3260 // This should be done after digging handling
3261 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3264 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3265 meta->getString("infotext"))));
3267 MapNode n = map.getNode(nodepos);
3269 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3270 m_game_ui->setInfoText(L"Unknown node: " +
3271 utf8_to_wide(nodedef_manager->get(n).name));
3275 if ((input->getRightClicked() ||
3276 runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
3277 client->checkPrivilege("interact")) {
3278 runData.repeat_rightclick_timer = 0;
3279 infostream << "Ground right-clicked" << std::endl;
3281 camera->setDigging(1); // right click animation (always shown for feedback)
3283 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3285 // If the wielded item has node placement prediction,
3287 // And also set the sound and send the interact
3288 // But first check for meta formspec and rightclickable
3289 auto &def = selected_item.getDefinition(itemdef_manager);
3290 bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
3293 if (placed && client->modsLoaded())
3294 client->getScript()->on_placenode(pointed, def);
3298 bool Game::nodePlacement(const ItemDefinition &selected_def,
3299 const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
3300 const PointedThing &pointed, const NodeMetadata *meta)
3302 std::string prediction = selected_def.node_placement_prediction;
3303 const NodeDefManager *nodedef = client->ndef();
3304 ClientMap &map = client->getEnv().getClientMap();
3306 bool is_valid_position;
3308 node = map.getNode(nodepos, &is_valid_position);
3309 if (!is_valid_position) {
3310 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3315 if (meta && !meta->getString("formspec").empty() && !random_input
3316 && !isKeyDown(KeyType::SNEAK)) {
3317 // on_rightclick callbacks are called anyway
3318 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3319 client->interact(INTERACT_PLACE, pointed);
3321 infostream << "Launching custom inventory view" << std::endl;
3323 InventoryLocation inventoryloc;
3324 inventoryloc.setNodeMeta(nodepos);
3326 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3327 &client->getEnv().getClientMap(), nodepos);
3328 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3330 auto *&formspec = m_game_ui->updateFormspec("");
3331 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
3332 txt_dst, client->getFormspecPrepend());
3334 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3338 // on_rightclick callback
3339 if (prediction.empty() || (nodedef->get(node).rightclickable &&
3340 !isKeyDown(KeyType::SNEAK))) {
3342 client->interact(INTERACT_PLACE, pointed);
3346 verbosestream << "Node placement prediction for "
3347 << selected_def.name << " is "
3348 << prediction << std::endl;
3349 v3s16 p = neighbourpos;
3351 // Place inside node itself if buildable_to
3352 MapNode n_under = map.getNode(nodepos, &is_valid_position);
3353 if (is_valid_position) {
3354 if (nodedef->get(n_under).buildable_to) {
3357 node = map.getNode(p, &is_valid_position);
3358 if (is_valid_position && !nodedef->get(node).buildable_to) {
3360 client->interact(INTERACT_PLACE, pointed);
3366 // Find id of predicted node
3368 bool found = nodedef->getId(prediction, id);
3371 errorstream << "Node placement prediction failed for "
3372 << selected_def.name << " (places "
3374 << ") - Name not known" << std::endl;
3375 // Handle this as if prediction was empty
3377 client->interact(INTERACT_PLACE, pointed);
3381 const ContentFeatures &predicted_f = nodedef->get(id);
3383 // Predict param2 for facedir and wallmounted nodes
3386 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3387 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3388 v3s16 dir = nodepos - neighbourpos;
3390 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3391 param2 = dir.Y < 0 ? 1 : 0;
3392 } else if (abs(dir.X) > abs(dir.Z)) {
3393 param2 = dir.X < 0 ? 3 : 2;
3395 param2 = dir.Z < 0 ? 5 : 4;
3399 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3400 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3401 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3403 if (abs(dir.X) > abs(dir.Z)) {
3404 param2 = dir.X < 0 ? 3 : 1;
3406 param2 = dir.Z < 0 ? 2 : 0;
3410 assert(param2 <= 5);
3412 //Check attachment if node is in group attached_node
3413 if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
3414 static v3s16 wallmounted_dirs[8] = {
3424 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3425 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3426 pp = p + wallmounted_dirs[param2];
3428 pp = p + v3s16(0, -1, 0);
3430 if (!nodedef->get(map.getNode(pp)).walkable) {
3432 client->interact(INTERACT_PLACE, pointed);
3438 if ((predicted_f.param_type_2 == CPT2_COLOR
3439 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3440 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3441 const std::string &indexstr = selected_item.metadata.getString(
3442 "palette_index", 0);
3443 if (!indexstr.empty()) {
3444 s32 index = mystoi(indexstr);
3445 if (predicted_f.param_type_2 == CPT2_COLOR) {
3447 } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3448 // param2 = pure palette index + other
3449 param2 = (index & 0xf8) | (param2 & 0x07);
3450 } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3451 // param2 = pure palette index + other
3452 param2 = (index & 0xe0) | (param2 & 0x1f);
3457 // Add node to client map
3458 MapNode n(id, 0, param2);
3461 LocalPlayer *player = client->getEnv().getLocalPlayer();
3463 // Dont place node when player would be inside new node
3464 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3465 if (!nodedef->get(n).walkable ||
3466 g_settings->getBool("enable_build_where_you_stand") ||
3467 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3468 (nodedef->get(n).walkable &&
3469 neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3470 neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3471 // This triggers the required mesh update too
3472 client->addNode(p, n);
3474 client->interact(INTERACT_PLACE, pointed);
3475 // A node is predicted, also play a sound
3476 soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3479 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3482 } catch (InvalidPositionException &e) {
3483 errorstream << "Node placement prediction failed for "
3484 << selected_def.name << " (places "
3486 << ") - Position not loaded" << std::endl;
3487 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3492 void Game::handlePointingAtObject(const PointedThing &pointed,
3493 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3495 std::wstring infotext = unescape_translate(
3496 utf8_to_wide(runData.selected_object->infoText()));
3499 if (!infotext.empty()) {
3502 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3505 m_game_ui->setInfoText(infotext);
3507 if (input->getLeftState()) {
3508 bool do_punch = false;
3509 bool do_punch_damage = false;
3511 if (runData.object_hit_delay_timer <= 0.0) {
3513 do_punch_damage = true;
3514 runData.object_hit_delay_timer = object_hit_delay;
3517 if (input->getLeftClicked())
3521 infostream << "Left-clicked object" << std::endl;
3522 runData.left_punch = true;
3525 if (do_punch_damage) {
3526 // Report direct punch
3527 v3f objpos = runData.selected_object->getPosition();
3528 v3f dir = (objpos - player_position).normalize();
3530 bool disable_send = runData.selected_object->directReportPunch(
3531 dir, &tool_item, runData.time_from_last_punch);
3532 runData.time_from_last_punch = 0;
3535 client->interact(INTERACT_START_DIGGING, pointed);
3537 } else if (input->getRightClicked()) {
3538 infostream << "Right-clicked object" << std::endl;
3539 client->interact(INTERACT_PLACE, pointed); // place
3544 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3545 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3547 // See also: serverpackethandle.cpp, action == 2
3548 LocalPlayer *player = client->getEnv().getLocalPlayer();
3549 ClientMap &map = client->getEnv().getClientMap();
3550 MapNode n = client->getEnv().getClientMap().getNode(nodepos);
3552 // NOTE: Similar piece of code exists on the server side for
3554 // Get digging parameters
3555 DigParams params = getDigParams(nodedef_manager->get(n).groups,
3556 &selected_item.getToolCapabilities(itemdef_manager));
3558 // If can't dig, try hand
3559 if (!params.diggable) {
3560 params = getDigParams(nodedef_manager->get(n).groups,
3561 &hand_item.getToolCapabilities(itemdef_manager));
3564 if (!params.diggable) {
3565 // I guess nobody will wait for this long
3566 runData.dig_time_complete = 10000000.0;
3568 runData.dig_time_complete = params.time;
3570 if (m_cache_enable_particles) {
3571 const ContentFeatures &features = client->getNodeDefManager()->get(n);
3572 client->getParticleManager()->addNodeParticle(client,
3573 player, nodepos, n, features);
3577 if (!runData.digging) {
3578 infostream << "Started digging" << std::endl;
3579 runData.dig_instantly = runData.dig_time_complete == 0;
3580 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3582 client->interact(INTERACT_START_DIGGING, pointed);
3583 runData.digging = true;
3584 runData.ldown_for_dig = true;
3587 if (!runData.dig_instantly) {
3588 runData.dig_index = (float)crack_animation_length
3590 / runData.dig_time_complete;
3592 // This is for e.g. torches
3593 runData.dig_index = crack_animation_length;
3596 SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3598 if (sound_dig.exists() && params.diggable) {
3599 if (sound_dig.name == "__group") {
3600 if (!params.main_group.empty()) {
3601 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3602 soundmaker->m_player_leftpunch_sound.name =
3603 std::string("default_dig_") +
3607 soundmaker->m_player_leftpunch_sound = sound_dig;
3611 // Don't show cracks if not diggable
3612 if (runData.dig_time_complete >= 100000.0) {
3613 } else if (runData.dig_index < crack_animation_length) {
3614 //TimeTaker timer("client.setTempMod");
3615 //infostream<<"dig_index="<<dig_index<<std::endl;
3616 client->setCrack(runData.dig_index, nodepos);
3618 infostream << "Digging completed" << std::endl;
3619 client->setCrack(-1, v3s16(0, 0, 0));
3621 runData.dig_time = 0;
3622 runData.digging = false;
3623 // we successfully dug, now block it from repeating if we want to be safe
3624 if (g_settings->getBool("safe_dig_and_place"))
3625 runData.digging_blocked = true;
3627 runData.nodig_delay_timer =
3628 runData.dig_time_complete / (float)crack_animation_length;
3630 // We don't want a corresponding delay to very time consuming nodes
3631 // and nodes without digging time (e.g. torches) get a fixed delay.
3632 if (runData.nodig_delay_timer > 0.3)
3633 runData.nodig_delay_timer = 0.3;
3634 else if (runData.dig_instantly)
3635 runData.nodig_delay_timer = 0.15;
3637 bool is_valid_position;
3638 MapNode wasnode = map.getNode(nodepos, &is_valid_position);
3639 if (is_valid_position) {
3640 if (client->modsLoaded() &&
3641 client->getScript()->on_dignode(nodepos, wasnode)) {
3645 const ContentFeatures &f = client->ndef()->get(wasnode);
3646 if (f.node_dig_prediction == "air") {
3647 client->removeNode(nodepos);
3648 } else if (!f.node_dig_prediction.empty()) {
3650 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3652 client->addNode(nodepos, id, true);
3654 // implicit else: no prediction
3657 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3659 if (m_cache_enable_particles) {
3660 const ContentFeatures &features =
3661 client->getNodeDefManager()->get(wasnode);
3662 client->getParticleManager()->addDiggingParticles(client,
3663 player, nodepos, wasnode, features);
3667 // Send event to trigger sound
3668 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3671 if (runData.dig_time_complete < 100000.0) {
3672 runData.dig_time += dtime;
3674 runData.dig_time = 0;
3675 client->setCrack(-1, nodepos);
3678 camera->setDigging(0); // left click animation
3682 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3683 const CameraOrientation &cam)
3685 TimeTaker tt_update("Game::updateFrame()");
3686 LocalPlayer *player = client->getEnv().getLocalPlayer();
3692 if (draw_control->range_all) {
3693 runData.fog_range = 100000 * BS;
3695 runData.fog_range = draw_control->wanted_range * BS;
3699 Calculate general brightness
3701 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3702 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3703 float direct_brightness;
3706 if (m_cache_enable_noclip && m_cache_enable_free_move) {
3707 direct_brightness = time_brightness;
3708 sunlight_seen = true;
3710 float old_brightness = sky->getBrightness();
3711 direct_brightness = client->getEnv().getClientMap()
3712 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3713 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3717 float time_of_day_smooth = runData.time_of_day_smooth;
3718 float time_of_day = client->getEnv().getTimeOfDayF();
3720 static const float maxsm = 0.05f;
3721 static const float todsm = 0.05f;
3723 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3724 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3725 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3726 time_of_day_smooth = time_of_day;
3728 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3729 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3730 + (time_of_day + 1.0) * todsm;
3732 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3733 + time_of_day * todsm;
3735 runData.time_of_day_smooth = time_of_day_smooth;
3737 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3738 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3739 player->getPitch());
3745 if (sky->getCloudsVisible()) {
3746 clouds->setVisible(true);
3747 clouds->step(dtime);
3748 // camera->getPosition is not enough for 3rd person views
3749 v3f camera_node_position = camera->getCameraNode()->getPosition();
3750 v3s16 camera_offset = camera->getOffset();
3751 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3752 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3753 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3754 clouds->update(camera_node_position,
3755 sky->getCloudColor());
3756 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3757 // if inside clouds, and fog enabled, use that as sky
3759 video::SColor clouds_dark = clouds->getColor()
3760 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3761 sky->overrideColors(clouds_dark, clouds->getColor());
3762 sky->setInClouds(true);
3763 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3764 // do not draw clouds after all
3765 clouds->setVisible(false);
3768 clouds->setVisible(false);
3775 client->getParticleManager()->step(dtime);
3781 if (m_cache_enable_fog) {
3784 video::EFT_FOG_LINEAR,
3785 runData.fog_range * m_cache_fog_start,
3786 runData.fog_range * 1.0,
3794 video::EFT_FOG_LINEAR,
3804 Get chat messages from client
3807 v2u32 screensize = driver->getScreenSize();
3809 updateChat(dtime, screensize);
3815 if (player->getWieldIndex() != runData.new_playeritem)
3816 client->setPlayerItem(runData.new_playeritem);
3818 if (client->updateWieldedItem()) {
3819 // Update wielded tool
3820 ItemStack selected_item, hand_item;
3821 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3822 camera->wield(tool_item);
3826 Update block draw list every 200ms or when camera direction has
3829 runData.update_draw_list_timer += dtime;
3831 v3f camera_direction = camera->getDirection();
3832 if (runData.update_draw_list_timer >= 0.2
3833 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3834 || m_camera_offset_changed) {
3835 runData.update_draw_list_timer = 0;
3836 client->getEnv().getClientMap().updateDrawList();
3837 runData.update_draw_list_last_cam_dir = camera_direction;
3840 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
3843 make sure menu is on top
3844 1. Delete formspec menu reference if menu was removed
3845 2. Else, make sure formspec menu is on top
3847 auto formspec = m_game_ui->getFormspecGUI();
3848 do { // breakable. only runs for one iteration
3852 if (formspec->getReferenceCount() == 1) {
3853 m_game_ui->deleteFormspec();
3857 auto &loc = formspec->getFormspecLocation();
3858 if (loc.type == InventoryLocation::NODEMETA) {
3859 NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
3860 if (!meta || meta->getString("formspec").empty()) {
3861 formspec->quitMenu();
3867 guiroot->bringToFront(formspec);
3873 const video::SColor &skycolor = sky->getSkyColor();
3875 TimeTaker tt_draw("Draw scene");
3876 driver->beginScene(true, true, skycolor);
3878 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3879 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3880 (camera->getCameraMode() == CAMERA_MODE_FIRST));
3881 bool draw_crosshair = (
3882 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3883 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3884 #ifdef HAVE_TOUCHSCREENGUI
3886 draw_crosshair = !g_settings->getBool("touchtarget");
3887 } catch (SettingNotFoundException) {
3890 RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3891 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3896 if (m_game_ui->m_flags.show_profiler_graph)
3897 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3902 if (runData.damage_flash > 0.0f) {
3903 video::SColor color(runData.damage_flash, 180, 0, 0);
3904 driver->draw2DRectangle(color,
3905 core::rect<s32>(0, 0, screensize.X, screensize.Y),
3908 runData.damage_flash -= 384.0f * dtime;
3914 if (player->hurt_tilt_timer > 0.0f) {
3915 player->hurt_tilt_timer -= dtime * 6.0f;
3917 if (player->hurt_tilt_timer < 0.0f)
3918 player->hurt_tilt_strength = 0.0f;
3922 Update minimap pos and rotation
3924 if (mapper && m_game_ui->m_flags.show_minimap && m_game_ui->m_flags.show_hud) {
3925 mapper->setPos(floatToInt(player->getPosition(), BS));
3926 mapper->setAngle(player->getYaw());
3934 stats->drawtime = tt_draw.stop(true);
3935 g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
3936 g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
3939 /* Log times and stuff for visualization */
3940 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
3942 Profiler::GraphValues values;
3943 g_profiler->graphGet(values);
3949 /****************************************************************************
3951 ****************************************************************************/
3953 /* On some computers framerate doesn't seem to be automatically limited
3955 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
3957 // not using getRealTime is necessary for wine
3958 device->getTimer()->tick(); // Maker sure device time is up-to-date
3959 u32 time = device->getTimer()->getTime();
3960 u32 last_time = fps_timings->last_time;
3962 if (time > last_time) // Make sure time hasn't overflowed
3963 fps_timings->busy_time = time - last_time;
3965 fps_timings->busy_time = 0;
3967 u32 frametime_min = 1000 / (g_menumgr.pausesGame()
3968 ? g_settings->getFloat("pause_fps_max")
3969 : g_settings->getFloat("fps_max"));
3971 if (fps_timings->busy_time < frametime_min) {
3972 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
3973 device->sleep(fps_timings->sleep_time);
3975 fps_timings->sleep_time = 0;
3978 /* Get the new value of the device timer. Note that device->sleep() may
3979 * not sleep for the entire requested time as sleep may be interrupted and
3980 * therefore it is arguably more accurate to get the new time from the
3981 * device rather than calculating it by adding sleep_time to time.
3984 device->getTimer()->tick(); // Update device timer
3985 time = device->getTimer()->getTime();
3987 if (time > last_time) // Make sure last_time hasn't overflowed
3988 *dtime = (time - last_time) / 1000.0;
3992 fps_timings->last_time = time;
3995 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
3997 const wchar_t *wmsg = wgettext(msg);
3998 RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4003 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4005 ((Game *)data)->readSettings();
4008 void Game::readSettings()
4010 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
4011 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
4012 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
4013 m_cache_enable_particles = g_settings->getBool("enable_particles");
4014 m_cache_enable_fog = g_settings->getBool("enable_fog");
4015 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
4016 m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
4017 m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
4019 m_cache_enable_noclip = g_settings->getBool("noclip");
4020 m_cache_enable_free_move = g_settings->getBool("free_move");
4022 m_cache_fog_start = g_settings->getFloat("fog_start");
4024 m_cache_cam_smoothing = 0;
4025 if (g_settings->getBool("cinematic"))
4026 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4028 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4030 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4031 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4032 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4034 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4037 /****************************************************************************/
4038 /****************************************************************************
4040 ****************************************************************************/
4041 /****************************************************************************/
4043 void Game::extendedResourceCleanup()
4045 // Extended resource accounting
4046 infostream << "Irrlicht resources after cleanup:" << std::endl;
4047 infostream << "\tRemaining meshes : "
4048 << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
4049 infostream << "\tRemaining textures : "
4050 << driver->getTextureCount() << std::endl;
4052 for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
4053 irr::video::ITexture *texture = driver->getTextureByIndex(i);
4054 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
4058 clearTextureNameCache();
4059 infostream << "\tRemaining materials: "
4060 << driver-> getMaterialRendererCount()
4061 << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4064 void Game::showDeathFormspec()
4066 static std::string formspec_str =
4067 std::string("formspec_version[1]") +
4069 "bgcolor[#320000b4;true]"
4070 "label[4.85,1.35;" + gettext("You died") + "]"
4071 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4075 /* Note: FormspecFormSource and LocalFormspecHandler *
4076 * are deleted by guiFormSpecMenu */
4077 FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4078 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4080 auto *&formspec = m_game_ui->getFormspecGUI();
4081 GUIFormSpecMenu::create(formspec, client, &input->joystick,
4082 fs_src, txt_dst, client->getFormspecPrepend());
4083 formspec->setFocus("btn_respawn");
4086 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4087 void Game::showPauseMenu()
4090 static const std::string control_text = strgettext("Default Controls:\n"
4091 "No menu visible:\n"
4092 "- single tap: button activate\n"
4093 "- double tap: place/use\n"
4094 "- slide finger: look around\n"
4095 "Menu/Inventory visible:\n"
4096 "- double tap (outside):\n"
4098 "- touch stack, touch slot:\n"
4100 "- touch&drag, tap 2nd finger\n"
4101 " --> place single item to slot\n"
4104 static const std::string control_text_template = strgettext("Controls:\n"
4105 "- %s: move forwards\n"
4106 "- %s: move backwards\n"
4108 "- %s: move right\n"
4109 "- %s: jump/climb\n"
4110 "- %s: sneak/go down\n"
4113 "- Mouse: turn/look\n"
4114 "- Mouse left: dig/punch\n"
4115 "- Mouse right: place/use\n"
4116 "- Mouse wheel: select item\n"
4120 char control_text_buf[600];
4122 porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4123 GET_KEY_NAME(keymap_forward),
4124 GET_KEY_NAME(keymap_backward),
4125 GET_KEY_NAME(keymap_left),
4126 GET_KEY_NAME(keymap_right),
4127 GET_KEY_NAME(keymap_jump),
4128 GET_KEY_NAME(keymap_sneak),
4129 GET_KEY_NAME(keymap_drop),
4130 GET_KEY_NAME(keymap_inventory),
4131 GET_KEY_NAME(keymap_chat)
4134 std::string control_text = std::string(control_text_buf);
4135 str_formspec_escape(control_text);
4138 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4139 std::ostringstream os;
4141 os << "formspec_version[1]" << SIZE_TAG
4142 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4143 << strgettext("Continue") << "]";
4145 if (!simple_singleplayer_mode) {
4146 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4147 << strgettext("Change Password") << "]";
4149 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4153 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4154 << strgettext("Sound Volume") << "]";
4155 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4156 << strgettext("Change Keys") << "]";
4158 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4159 << strgettext("Exit to Menu") << "]";
4160 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4161 << strgettext("Exit to OS") << "]"
4162 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4163 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4165 << strgettext("Game info:") << "\n";
4166 const std::string &address = client->getAddressName();
4167 static const std::string mode = strgettext("- Mode: ");
4168 if (!simple_singleplayer_mode) {
4169 Address serverAddress = client->getServerAddress();
4170 if (!address.empty()) {
4171 os << mode << strgettext("Remote server") << "\n"
4172 << strgettext("- Address: ") << address;
4174 os << mode << strgettext("Hosting server");
4176 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4178 os << mode << strgettext("Singleplayer") << "\n";
4180 if (simple_singleplayer_mode || address.empty()) {
4181 static const std::string on = strgettext("On");
4182 static const std::string off = strgettext("Off");
4183 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4184 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4185 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4186 os << strgettext("- Damage: ") << damage << "\n"
4187 << strgettext("- Creative Mode: ") << creative << "\n";
4188 if (!simple_singleplayer_mode) {
4189 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4190 //~ PvP = Player versus Player
4191 os << strgettext("- PvP: ") << pvp << "\n"
4192 << strgettext("- Public: ") << announced << "\n";
4193 std::string server_name = g_settings->get("server_name");
4194 str_formspec_escape(server_name);
4195 if (announced == on && !server_name.empty())
4196 os << strgettext("- Server Name: ") << server_name;
4203 /* Note: FormspecFormSource and LocalFormspecHandler *
4204 * are deleted by guiFormSpecMenu */
4205 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4206 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4208 auto *&formspec = m_game_ui->getFormspecGUI();
4209 GUIFormSpecMenu::create(formspec, client, &input->joystick,
4210 fs_src, txt_dst, client->getFormspecPrepend());
4211 formspec->setFocus("btn_continue");
4212 formspec->doPause = true;
4215 /****************************************************************************/
4216 /****************************************************************************
4217 extern function for launching the game
4218 ****************************************************************************/
4219 /****************************************************************************/
4221 void the_game(bool *kill,
4223 InputHandler *input,
4224 const std::string &map_dir,
4225 const std::string &playername,
4226 const std::string &password,
4227 const std::string &address, // If empty local server is created
4230 std::string &error_message,
4231 ChatBackend &chat_backend,
4232 bool *reconnect_requested,
4233 const SubgameSpec &gamespec, // Used for local game
4234 bool simple_singleplayer_mode)
4238 /* Make a copy of the server address because if a local singleplayer server
4239 * is created then this is updated and we don't want to change the value
4240 * passed to us by the calling function
4242 std::string server_address = address;
4246 if (game.startup(kill, random_input, input, map_dir,
4247 playername, password, &server_address, port, error_message,
4248 reconnect_requested, &chat_backend, gamespec,
4249 simple_singleplayer_mode)) {
4254 } catch (SerializationError &e) {
4255 error_message = std::string("A serialization error occurred:\n")
4256 + e.what() + "\n\nThe server is probably "
4257 " running a different version of " PROJECT_NAME_C ".";
4258 errorstream << error_message << std::endl;
4259 } catch (ServerError &e) {
4260 error_message = e.what();
4261 errorstream << "ServerError: " << error_message << std::endl;
4262 } catch (ModError &e) {
4263 error_message = std::string("ModError: ") + e.what() +
4264 strgettext("\nCheck debug.txt for details.");
4265 errorstream << error_message << std::endl;