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"
57 #include "quicktune_shortcutter.h"
63 #include "translation.h"
64 #include "util/basic_macros.h"
65 #include "util/directiontables.h"
66 #include "util/pointedthing.h"
67 #include "irrlicht_changes/static_text.h"
69 #include "script/scripting_client.h"
72 #include "client/sound_openal.h"
74 #include "client/sound.h"
80 struct TextDestNodeMetadata : public TextDest
82 TextDestNodeMetadata(v3s16 p, Client *client)
87 // This is deprecated I guess? -celeron55
88 void gotText(const std::wstring &text)
90 std::string ntext = wide_to_utf8(text);
91 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
92 << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
94 fields["text"] = ntext;
95 m_client->sendNodemetaFields(m_p, "", fields);
97 void gotText(const StringMap &fields)
99 m_client->sendNodemetaFields(m_p, "", fields);
106 struct TextDestPlayerInventory : public TextDest
108 TextDestPlayerInventory(Client *client)
113 TextDestPlayerInventory(Client *client, const std::string &formname)
116 m_formname = formname;
118 void gotText(const StringMap &fields)
120 m_client->sendInventoryFields(m_formname, fields);
126 struct LocalFormspecHandler : public TextDest
128 LocalFormspecHandler(const std::string &formname)
130 m_formname = formname;
133 LocalFormspecHandler(const std::string &formname, Client *client):
136 m_formname = formname;
139 void gotText(const StringMap &fields)
141 if (m_formname == "MT_PAUSE_MENU") {
142 if (fields.find("btn_sound") != fields.end()) {
143 g_gamecallback->changeVolume();
147 if (fields.find("btn_key_config") != fields.end()) {
148 g_gamecallback->keyConfig();
152 if (fields.find("btn_exit_menu") != fields.end()) {
153 g_gamecallback->disconnect();
157 if (fields.find("btn_exit_os") != fields.end()) {
158 g_gamecallback->exitToOS();
160 RenderingEngine::get_raw_device()->closeDevice();
165 if (fields.find("btn_change_password") != fields.end()) {
166 g_gamecallback->changePassword();
170 if (fields.find("quit") != fields.end()) {
174 if (fields.find("btn_continue") != fields.end()) {
179 // Don't disable this part when modding is disabled, it's used in builtin
180 if (m_client && m_client->getScript())
181 m_client->getScript()->on_formspec_input(m_formname, fields);
184 Client *m_client = nullptr;
187 /* Form update callback */
189 class NodeMetadataFormSource: public IFormSource
192 NodeMetadataFormSource(ClientMap *map, v3s16 p):
197 const std::string &getForm() const
199 static const std::string empty_string = "";
200 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
205 return meta->getString("formspec");
208 virtual std::string resolveText(const std::string &str)
210 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
215 return meta->resolveString(str);
222 class PlayerInventoryFormSource: public IFormSource
225 PlayerInventoryFormSource(Client *client):
230 const std::string &getForm() const
232 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
233 return player->inventory_formspec;
239 class NodeDugEvent: public MtEvent
245 NodeDugEvent(v3s16 p, MapNode n):
249 MtEvent::Type getType() const
251 return MtEvent::NODE_DUG;
257 ISoundManager *m_sound;
258 const NodeDefManager *m_ndef;
260 bool makes_footstep_sound;
261 float m_player_step_timer;
263 SimpleSoundSpec m_player_step_sound;
264 SimpleSoundSpec m_player_leftpunch_sound;
265 SimpleSoundSpec m_player_rightpunch_sound;
267 SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
270 makes_footstep_sound(true),
271 m_player_step_timer(0)
275 void playPlayerStep()
277 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
278 m_player_step_timer = 0.03;
279 if (makes_footstep_sound)
280 m_sound->playSound(m_player_step_sound, false);
284 static void viewBobbingStep(MtEvent *e, void *data)
286 SoundMaker *sm = (SoundMaker *)data;
287 sm->playPlayerStep();
290 static void playerRegainGround(MtEvent *e, void *data)
292 SoundMaker *sm = (SoundMaker *)data;
293 sm->playPlayerStep();
296 static void playerJump(MtEvent *e, void *data)
298 //SoundMaker *sm = (SoundMaker*)data;
301 static void cameraPunchLeft(MtEvent *e, void *data)
303 SoundMaker *sm = (SoundMaker *)data;
304 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
307 static void cameraPunchRight(MtEvent *e, void *data)
309 SoundMaker *sm = (SoundMaker *)data;
310 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
313 static void nodeDug(MtEvent *e, void *data)
315 SoundMaker *sm = (SoundMaker *)data;
316 NodeDugEvent *nde = (NodeDugEvent *)e;
317 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
320 static void playerDamage(MtEvent *e, void *data)
322 SoundMaker *sm = (SoundMaker *)data;
323 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
326 static void playerFallingDamage(MtEvent *e, void *data)
328 SoundMaker *sm = (SoundMaker *)data;
329 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
332 void registerReceiver(MtEventManager *mgr)
334 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
335 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
336 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
337 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
338 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
339 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
340 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
341 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
344 void step(float dtime)
346 m_player_step_timer -= dtime;
350 // Locally stored sounds don't need to be preloaded because of this
351 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
353 std::set<std::string> m_fetched;
355 void paths_insert(std::set<std::string> &dst_paths,
356 const std::string &base,
357 const std::string &name)
359 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
360 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
361 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
362 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
363 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
364 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
365 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
366 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
367 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
368 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
369 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
372 void fetchSounds(const std::string &name,
373 std::set<std::string> &dst_paths,
374 std::set<std::string> &dst_datas)
376 if (m_fetched.count(name))
379 m_fetched.insert(name);
381 paths_insert(dst_paths, porting::path_share, name);
382 paths_insert(dst_paths, porting::path_user, name);
387 // before 1.8 there isn't a "integer interface", only float
388 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
389 typedef f32 SamplerLayer_t;
391 typedef s32 SamplerLayer_t;
395 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
398 bool *m_force_fog_off;
401 CachedPixelShaderSetting<float, 4> m_sky_bg_color;
402 CachedPixelShaderSetting<float> m_fog_distance;
403 CachedVertexShaderSetting<float> m_animation_timer_vertex;
404 CachedPixelShaderSetting<float> m_animation_timer_pixel;
405 CachedPixelShaderSetting<float, 3> m_day_light;
406 CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
407 CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
408 CachedPixelShaderSetting<float, 3> m_minimap_yaw;
409 CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
410 CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
411 CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
415 void onSettingsChange(const std::string &name)
417 if (name == "enable_fog")
418 m_fog_enabled = g_settings->getBool("enable_fog");
421 static void settingsCallback(const std::string &name, void *userdata)
423 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
426 void setSky(Sky *sky) { m_sky = sky; }
428 GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
429 f32 *fog_range, Client *client) :
431 m_force_fog_off(force_fog_off),
432 m_fog_range(fog_range),
433 m_sky_bg_color("skyBgColor"),
434 m_fog_distance("fogDistance"),
435 m_animation_timer_vertex("animationTimer"),
436 m_animation_timer_pixel("animationTimer"),
437 m_day_light("dayLight"),
438 m_eye_position_pixel("eyePosition"),
439 m_eye_position_vertex("eyePosition"),
440 m_minimap_yaw("yawVec"),
441 m_base_texture("baseTexture"),
442 m_normal_texture("normalTexture"),
443 m_texture_flags("textureFlags"),
446 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
447 m_fog_enabled = g_settings->getBool("enable_fog");
450 ~GameGlobalShaderConstantSetter()
452 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
455 virtual void onSetConstants(video::IMaterialRendererServices *services,
462 video::SColor bgcolor = m_sky->getBgColor();
463 video::SColorf bgcolorf(bgcolor);
464 float bgcolorfa[4] = {
470 m_sky_bg_color.set(bgcolorfa, services);
473 float fog_distance = 10000 * BS;
475 if (m_fog_enabled && !*m_force_fog_off)
476 fog_distance = *m_fog_range;
478 m_fog_distance.set(&fog_distance, services);
480 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
481 video::SColorf sunlight;
482 get_sunlight_color(&sunlight, daynight_ratio);
487 m_day_light.set(dnc, services);
489 u32 animation_timer = porting::getTimeMs() % 100000;
490 float animation_timer_f = (float)animation_timer / 100000.f;
491 m_animation_timer_vertex.set(&animation_timer_f, services);
492 m_animation_timer_pixel.set(&animation_timer_f, services);
494 float eye_position_array[3];
495 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
496 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
497 eye_position_array[0] = epos.X;
498 eye_position_array[1] = epos.Y;
499 eye_position_array[2] = epos.Z;
501 epos.getAs3Values(eye_position_array);
503 m_eye_position_pixel.set(eye_position_array, services);
504 m_eye_position_vertex.set(eye_position_array, services);
506 if (m_client->getMinimap()) {
507 float minimap_yaw_array[3];
508 v3f minimap_yaw = m_client->getMinimap()->getYawVec();
509 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
510 minimap_yaw_array[0] = minimap_yaw.X;
511 minimap_yaw_array[1] = minimap_yaw.Y;
512 minimap_yaw_array[2] = minimap_yaw.Z;
514 minimap_yaw.getAs3Values(minimap_yaw_array);
516 m_minimap_yaw.set(minimap_yaw_array, services);
519 SamplerLayer_t base_tex = 0,
522 m_base_texture.set(&base_tex, services);
523 m_normal_texture.set(&normal_tex, services);
524 m_texture_flags.set(&flags_tex, services);
529 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
532 bool *m_force_fog_off;
535 std::vector<GameGlobalShaderConstantSetter *> created_nosky;
537 GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
538 f32 *fog_range, Client *client) :
540 m_force_fog_off(force_fog_off),
541 m_fog_range(fog_range),
545 void setSky(Sky *sky) {
547 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
548 ggscs->setSky(m_sky);
550 created_nosky.clear();
553 virtual IShaderConstantSetter* create()
555 GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
556 m_sky, m_force_fog_off, m_fog_range, m_client);
558 created_nosky.push_back(scs);
564 #define SIZE_TAG "size[11,5.5]"
566 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
569 /****************************************************************************
571 ****************************************************************************/
573 const float object_hit_delay = 0.2;
576 u32 last_time, busy_time, sleep_time;
580 /* The reason the following structs are not anonymous structs within the
581 * class is that they are not used by the majority of member functions and
582 * many functions that do require objects of thse types do not modify them
583 * (so they can be passed as a const qualified parameter)
589 PointedThing pointed_old;
593 bool digging_blocked;
595 bool update_wielded_item_trigger;
596 bool reset_jump_timer;
597 float nodig_delay_timer;
599 float dig_time_complete;
600 float repeat_rightclick_timer;
601 float object_hit_delay_timer;
602 float time_from_last_punch;
603 ClientActiveObject *selected_object;
607 float update_draw_list_timer;
611 v3f update_draw_list_last_cam_dir;
613 float time_of_day_smooth;
618 struct ClientEventHandler
620 void (Game::*handler)(ClientEvent *, CameraOrientation *);
623 /****************************************************************************
625 ****************************************************************************/
627 /* This is not intended to be a public class. If a public class becomes
628 * desirable then it may be better to create another 'wrapper' class that
629 * hides most of the stuff in this class (nothing in this class is required
630 * by any other file) but exposes the public methods/data only.
637 bool startup(bool *kill,
640 const std::string &map_dir,
641 const std::string &playername,
642 const std::string &password,
643 // If address is "", local server is used and address is updated
644 std::string *address,
646 std::string &error_message,
648 ChatBackend *chat_backend,
649 const SubgameSpec &gamespec, // Used for local game
650 bool simple_singleplayer_mode);
657 void extendedResourceCleanup();
659 // Basic initialisation
660 bool init(const std::string &map_dir, std::string *address,
662 const SubgameSpec &gamespec);
664 bool createSingleplayerServer(const std::string &map_dir,
665 const SubgameSpec &gamespec, u16 port, std::string *address);
668 bool createClient(const std::string &playername,
669 const std::string &password, std::string *address, u16 port);
673 bool connectToServer(const std::string &playername,
674 const std::string &password, std::string *address, u16 port,
675 bool *connect_ok, bool *aborted);
676 bool getServerContent(bool *aborted);
680 void updateInteractTimers(f32 dtime);
681 bool checkConnection();
682 bool handleCallbacks();
683 void processQueues();
684 void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
685 void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
686 void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
689 void processUserInput(f32 dtime);
690 void processKeyInput();
691 void processItemSelection(u16 *new_playeritem);
693 void dropSelectedItem(bool single_item = false);
694 void openInventory();
695 void openConsole(float scale, const wchar_t *line=NULL);
696 void toggleFreeMove();
697 void toggleFreeMoveAlt();
700 void toggleCinematic();
701 void toggleAutoforward();
703 void toggleMinimap(bool shift_pressed);
706 void toggleUpdateCamera();
708 void increaseViewRange();
709 void decreaseViewRange();
710 void toggleFullViewRange();
711 void checkZoomEnabled();
713 void updateCameraDirection(CameraOrientation *cam, float dtime);
714 void updateCameraOrientation(CameraOrientation *cam, float dtime);
715 void updatePlayerControl(const CameraOrientation &cam);
716 void step(f32 *dtime);
717 void processClientEvents(CameraOrientation *cam);
718 void updateCamera(u32 busy_time, f32 dtime);
719 void updateSound(f32 dtime);
720 void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
722 * Returns the object or node the player is pointing at.
723 * Also updates the selected thing in the Hud.
725 * @param[in] shootline the shootline, starting from
726 * the camera position. This also gives the maximal distance
728 * @param[in] liquids_pointable if false, liquids are ignored
729 * @param[in] look_for_object if false, objects are ignored
730 * @param[in] camera_offset offset of the camera
731 * @param[out] selected_object the selected object or
734 PointedThing updatePointedThing(
735 const core::line3d<f32> &shootline, bool liquids_pointable,
736 bool look_for_object, const v3s16 &camera_offset);
737 void handlePointingAtNothing(const ItemStack &playerItem);
738 void handlePointingAtNode(const PointedThing &pointed,
739 const ItemDefinition &playeritem_def, const ItemStack &playeritem,
740 const ToolCapabilities &playeritem_toolcap, f32 dtime);
741 void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
742 const v3f &player_position, bool show_debug);
743 void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
744 const ToolCapabilities &playeritem_toolcap, f32 dtime);
745 void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
746 const CameraOrientation &cam);
747 void updateProfilerGraphs(ProfilerGraph *graph);
750 void limitFps(FpsControl *fps_timings, f32 *dtime);
752 void showOverlayMessage(const char *msg, float dtime, int percent,
753 bool draw_clouds = true);
755 static void settingChangedCallback(const std::string &setting_name, void *data);
758 inline bool isKeyDown(GameKeyType k)
760 return input->isKeyDown(k);
762 inline bool wasKeyDown(GameKeyType k)
764 return input->wasKeyDown(k);
768 void handleAndroidChatInput();
773 bool force_fog_off = false;
774 bool disable_camera_update = false;
777 void showPauseMenu();
779 // ClientEvent handlers
780 void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
781 void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
782 void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
783 void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
784 void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
785 void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
786 void handleClientEvent_HandleParticleEvent(ClientEvent *event,
787 CameraOrientation *cam);
788 void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
789 void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
790 void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
791 void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
792 void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
793 CameraOrientation *cam);
794 void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
796 void updateChat(f32 dtime, const v2u32 &screensize);
798 bool nodePlacementPrediction(const ItemDefinition &playeritem_def,
799 const ItemStack &playeritem, const v3s16 &nodepos, const v3s16 &neighbourpos);
800 static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
802 InputHandler *input = nullptr;
804 Client *client = nullptr;
805 Server *server = nullptr;
807 IWritableTextureSource *texture_src = nullptr;
808 IWritableShaderSource *shader_src = nullptr;
810 // When created, these will be filled with data received from the server
811 IWritableItemDefManager *itemdef_manager = nullptr;
812 NodeDefManager *nodedef_manager = nullptr;
814 GameOnDemandSoundFetcher soundfetcher; // useful when testing
815 ISoundManager *sound = nullptr;
816 bool sound_is_dummy = false;
817 SoundMaker *soundmaker = nullptr;
819 ChatBackend *chat_backend = nullptr;
821 GUIFormSpecMenu *current_formspec = nullptr;
822 //default: "". If other than "", empty show_formspec packets will only close the formspec when the formname matches
823 std::string cur_formname;
825 EventManager *eventmgr = nullptr;
826 QuicktuneShortcutter *quicktune = nullptr;
827 bool registration_confirmation_shown = false;
829 std::unique_ptr<GameUI> m_game_ui;
830 GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
831 MapDrawControl *draw_control = nullptr;
832 Camera *camera = nullptr;
833 Clouds *clouds = nullptr; // Free using ->Drop()
834 Sky *sky = nullptr; // Free using ->Drop()
835 Inventory *local_inventory = nullptr;
837 Minimap *mapper = nullptr;
843 This class does take ownership/responsibily for cleaning up etc of any of
844 these items (e.g. device)
846 IrrlichtDevice *device;
847 video::IVideoDriver *driver;
848 scene::ISceneManager *smgr;
850 std::string *error_message;
851 bool *reconnect_requested;
852 scene::ISceneNode *skybox;
855 bool simple_singleplayer_mode;
858 /* Pre-calculated values
860 int crack_animation_length;
862 IntervalLimiter profiler_interval;
865 * TODO: Local caching of settings is not optimal and should at some stage
866 * be updated to use a global settings object for getting thse values
867 * (as opposed to the this local caching). This can be addressed in
870 bool m_cache_doubletap_jump;
871 bool m_cache_enable_clouds;
872 bool m_cache_enable_joysticks;
873 bool m_cache_enable_particles;
874 bool m_cache_enable_fog;
875 bool m_cache_enable_noclip;
876 bool m_cache_enable_free_move;
877 f32 m_cache_mouse_sensitivity;
878 f32 m_cache_joystick_frustum_sensitivity;
879 f32 m_repeat_right_click_time;
880 f32 m_cache_cam_smoothing;
881 f32 m_cache_fog_start;
883 bool m_invert_mouse = false;
884 bool m_first_loop_after_window_activation = false;
885 bool m_camera_offset_changed = false;
887 bool m_does_lost_focus_pause_game = false;
890 bool m_cache_hold_aux1;
891 bool m_android_chat_open;
896 m_game_ui(new GameUI())
898 g_settings->registerChangedCallback("doubletap_jump",
899 &settingChangedCallback, this);
900 g_settings->registerChangedCallback("enable_clouds",
901 &settingChangedCallback, this);
902 g_settings->registerChangedCallback("doubletap_joysticks",
903 &settingChangedCallback, this);
904 g_settings->registerChangedCallback("enable_particles",
905 &settingChangedCallback, this);
906 g_settings->registerChangedCallback("enable_fog",
907 &settingChangedCallback, this);
908 g_settings->registerChangedCallback("mouse_sensitivity",
909 &settingChangedCallback, this);
910 g_settings->registerChangedCallback("joystick_frustum_sensitivity",
911 &settingChangedCallback, this);
912 g_settings->registerChangedCallback("repeat_rightclick_time",
913 &settingChangedCallback, this);
914 g_settings->registerChangedCallback("noclip",
915 &settingChangedCallback, this);
916 g_settings->registerChangedCallback("free_move",
917 &settingChangedCallback, this);
918 g_settings->registerChangedCallback("cinematic",
919 &settingChangedCallback, this);
920 g_settings->registerChangedCallback("cinematic_camera_smoothing",
921 &settingChangedCallback, this);
922 g_settings->registerChangedCallback("camera_smoothing",
923 &settingChangedCallback, this);
928 m_cache_hold_aux1 = false; // This is initialised properly later
935 /****************************************************************************
937 ****************************************************************************/
946 delete server; // deleted first to stop all server threads
949 delete local_inventory;
955 delete nodedef_manager;
956 delete itemdef_manager;
959 extendedResourceCleanup();
961 g_settings->deregisterChangedCallback("doubletap_jump",
962 &settingChangedCallback, this);
963 g_settings->deregisterChangedCallback("enable_clouds",
964 &settingChangedCallback, this);
965 g_settings->deregisterChangedCallback("enable_particles",
966 &settingChangedCallback, this);
967 g_settings->deregisterChangedCallback("enable_fog",
968 &settingChangedCallback, this);
969 g_settings->deregisterChangedCallback("mouse_sensitivity",
970 &settingChangedCallback, this);
971 g_settings->deregisterChangedCallback("repeat_rightclick_time",
972 &settingChangedCallback, this);
973 g_settings->deregisterChangedCallback("noclip",
974 &settingChangedCallback, this);
975 g_settings->deregisterChangedCallback("free_move",
976 &settingChangedCallback, this);
977 g_settings->deregisterChangedCallback("cinematic",
978 &settingChangedCallback, this);
979 g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
980 &settingChangedCallback, this);
981 g_settings->deregisterChangedCallback("camera_smoothing",
982 &settingChangedCallback, this);
985 bool Game::startup(bool *kill,
988 const std::string &map_dir,
989 const std::string &playername,
990 const std::string &password,
991 std::string *address, // can change if simple_singleplayer_mode
993 std::string &error_message,
995 ChatBackend *chat_backend,
996 const SubgameSpec &gamespec,
997 bool simple_singleplayer_mode)
1000 this->device = RenderingEngine::get_raw_device();
1002 this->error_message = &error_message;
1003 this->reconnect_requested = reconnect;
1004 this->random_input = random_input;
1005 this->input = input;
1006 this->chat_backend = chat_backend;
1007 this->simple_singleplayer_mode = simple_singleplayer_mode;
1009 input->keycache.populate();
1011 driver = device->getVideoDriver();
1012 smgr = RenderingEngine::get_scene_manager();
1014 RenderingEngine::get_scene_manager()->getParameters()->
1015 setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1018 runData = GameRunData();
1019 runData.time_from_last_punch = 10.0;
1020 runData.update_wielded_item_trigger = true;
1022 m_game_ui->initFlags();
1024 m_invert_mouse = g_settings->getBool("invert_mouse");
1025 m_first_loop_after_window_activation = true;
1027 g_translations->clear();
1029 if (!init(map_dir, address, port, gamespec))
1032 if (!createClient(playername, password, address, port))
1035 RenderingEngine::initialize(client, hud);
1043 ProfilerGraph graph;
1044 RunStats stats = { 0 };
1045 CameraOrientation cam_view_target = { 0 };
1046 CameraOrientation cam_view = { 0 };
1047 FpsControl draw_times = { 0 };
1048 f32 dtime; // in seconds
1050 /* Clear the profiler */
1051 Profiler::GraphValues dummyvalues;
1052 g_profiler->graphGet(dummyvalues);
1054 draw_times.last_time = RenderingEngine::get_timer_time();
1056 set_light_table(g_settings->getFloat("display_gamma"));
1059 m_cache_hold_aux1 = g_settings->getBool("fast_move")
1060 && client->checkPrivilege("fast");
1063 irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1064 g_settings->getU16("screen_h"));
1066 while (RenderingEngine::run()
1067 && !(*kill || g_gamecallback->shutdown_requested
1068 || (server && server->isShutdownRequested()))) {
1070 const irr::core::dimension2d<u32> ¤t_screen_size =
1071 RenderingEngine::get_video_driver()->getScreenSize();
1072 // Verify if window size has changed and save it if it's the case
1073 // Ensure evaluating settings->getBool after verifying screensize
1074 // First condition is cheaper
1075 if (previous_screen_size != current_screen_size &&
1076 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1077 g_settings->getBool("autosave_screensize")) {
1078 g_settings->setU16("screen_w", current_screen_size.Width);
1079 g_settings->setU16("screen_h", current_screen_size.Height);
1080 previous_screen_size = current_screen_size;
1083 /* Must be called immediately after a device->run() call because it
1084 * uses device->getTimer()->getTime()
1086 limitFps(&draw_times, &dtime);
1088 updateStats(&stats, draw_times, dtime);
1089 updateInteractTimers(dtime);
1091 if (!checkConnection())
1093 if (!handleCallbacks())
1098 m_game_ui->clearInfoText();
1099 hud->resizeHotbar();
1101 updateProfilers(stats, draw_times, dtime);
1102 processUserInput(dtime);
1103 // Update camera before player movement to avoid camera lag of one frame
1104 updateCameraDirection(&cam_view_target, dtime);
1105 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1106 cam_view.camera_yaw) * m_cache_cam_smoothing;
1107 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1108 cam_view.camera_pitch) * m_cache_cam_smoothing;
1109 updatePlayerControl(cam_view);
1111 processClientEvents(&cam_view_target);
1112 updateCamera(draw_times.busy_time, dtime);
1114 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
1115 m_game_ui->m_flags.show_debug);
1116 updateFrame(&graph, &stats, dtime, cam_view);
1117 updateProfilerGraphs(&graph);
1119 // Update if minimap has been disabled by the server
1120 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1122 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1129 void Game::shutdown()
1131 RenderingEngine::finalize();
1132 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1133 if (g_settings->get("3d_mode") == "pageflip") {
1134 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1137 if (current_formspec)
1138 current_formspec->quitMenu();
1140 showOverlayMessage("Shutting down...", 0, 0, false);
1145 if (gui_chat_console)
1146 gui_chat_console->drop();
1152 while (g_menumgr.menuCount() > 0) {
1153 g_menumgr.m_stack.front()->setVisible(false);
1154 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1157 if (current_formspec) {
1158 current_formspec->drop();
1159 current_formspec = NULL;
1162 chat_backend->addMessage(L"", L"# Disconnected.");
1163 chat_backend->addMessage(L"", L"");
1167 while (!client->isShutdown()) {
1168 assert(texture_src != NULL);
1169 assert(shader_src != NULL);
1170 texture_src->processQueue();
1171 shader_src->processQueue();
1178 /****************************************************************************/
1179 /****************************************************************************
1181 ****************************************************************************/
1182 /****************************************************************************/
1185 const std::string &map_dir,
1186 std::string *address,
1188 const SubgameSpec &gamespec)
1190 texture_src = createTextureSource();
1192 showOverlayMessage("Loading...", 0, 0);
1194 shader_src = createShaderSource();
1196 itemdef_manager = createItemDefManager();
1197 nodedef_manager = createNodeDefManager();
1199 eventmgr = new EventManager();
1200 quicktune = new QuicktuneShortcutter();
1202 if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1203 && eventmgr && quicktune))
1209 // Create a server if not connecting to an existing one
1210 if (address->empty()) {
1211 if (!createSingleplayerServer(map_dir, gamespec, port, address))
1218 bool Game::initSound()
1221 if (g_settings->getBool("enable_sound")) {
1222 infostream << "Attempting to use OpenAL audio" << std::endl;
1223 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1225 infostream << "Failed to initialize OpenAL audio" << std::endl;
1227 infostream << "Sound disabled." << std::endl;
1231 infostream << "Using dummy audio." << std::endl;
1232 sound = &dummySoundManager;
1233 sound_is_dummy = true;
1236 soundmaker = new SoundMaker(sound, nodedef_manager);
1240 soundmaker->registerReceiver(eventmgr);
1245 bool Game::createSingleplayerServer(const std::string &map_dir,
1246 const SubgameSpec &gamespec, u16 port, std::string *address)
1248 showOverlayMessage("Creating server...", 0, 5);
1250 std::string bind_str = g_settings->get("bind_address");
1251 Address bind_addr(0, 0, 0, 0, port);
1253 if (g_settings->getBool("ipv6_server")) {
1254 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1258 bind_addr.Resolve(bind_str.c_str());
1259 } catch (ResolveError &e) {
1260 infostream << "Resolving bind address \"" << bind_str
1261 << "\" failed: " << e.what()
1262 << " -- Listening on all addresses." << std::endl;
1265 if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1266 *error_message = "Unable to listen on " +
1267 bind_addr.serializeString() +
1268 " because IPv6 is disabled";
1269 errorstream << *error_message << std::endl;
1273 server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
1280 bool Game::createClient(const std::string &playername,
1281 const std::string &password, std::string *address, u16 port)
1283 showOverlayMessage("Creating client...", 0, 10);
1285 draw_control = new MapDrawControl;
1289 bool could_connect, connect_aborted;
1291 if (!connectToServer(playername, password, address, port,
1292 &could_connect, &connect_aborted))
1295 if (!could_connect) {
1296 if (error_message->empty() && !connect_aborted) {
1297 // Should not happen if error messages are set properly
1298 *error_message = "Connection failed for unknown reason";
1299 errorstream << *error_message << std::endl;
1304 if (!getServerContent(&connect_aborted)) {
1305 if (error_message->empty() && !connect_aborted) {
1306 // Should not happen if error messages are set properly
1307 *error_message = "Connection failed for unknown reason";
1308 errorstream << *error_message << std::endl;
1313 GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
1314 &m_flags.force_fog_off, &runData.fog_range, client);
1315 shader_src->addShaderConstantSetterFactory(scsf);
1317 // Update cached textures, meshes and materials
1318 client->afterContentReceived();
1322 camera = new Camera(*draw_control, client);
1323 if (!camera || !camera->successfullyCreated(*error_message))
1325 client->setCamera(camera);
1329 if (m_cache_enable_clouds) {
1330 clouds = new Clouds(smgr, -1, time(0));
1332 *error_message = "Memory allocation error (clouds)";
1333 errorstream << *error_message << std::endl;
1340 sky = new Sky(-1, texture_src);
1342 skybox = NULL; // This is used/set later on in the main run loop
1344 local_inventory = new Inventory(itemdef_manager);
1346 if (!(sky && local_inventory)) {
1347 *error_message = "Memory allocation error (sky or local inventory)";
1348 errorstream << *error_message << std::endl;
1352 /* Pre-calculated values
1354 video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1356 v2u32 size = t->getOriginalSize();
1357 crack_animation_length = size.Y / size.X;
1359 crack_animation_length = 5;
1365 /* Set window caption
1367 std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1369 str += utf8_to_wide(g_version_hash);
1371 str += driver->getName();
1373 device->setWindowCaption(str.c_str());
1375 LocalPlayer *player = client->getEnv().getLocalPlayer();
1376 player->hurt_tilt_timer = 0;
1377 player->hurt_tilt_strength = 0;
1379 hud = new Hud(guienv, client, player, local_inventory);
1382 *error_message = "Memory error: could not create HUD";
1383 errorstream << *error_message << std::endl;
1387 mapper = client->getMinimap();
1389 mapper->setMinimapMode(MINIMAP_MODE_OFF);
1394 bool Game::initGui()
1398 // Remove stale "recent" chat messages from previous connections
1399 chat_backend->clearRecentChat();
1401 // Make sure the size of the recent messages buffer is right
1402 chat_backend->applySettings();
1404 // Chat backend and console
1405 gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1406 -1, chat_backend, client, &g_menumgr);
1407 if (!gui_chat_console) {
1408 *error_message = "Could not allocate memory for chat console";
1409 errorstream << *error_message << std::endl;
1413 #ifdef HAVE_TOUCHSCREENGUI
1415 if (g_touchscreengui)
1416 g_touchscreengui->init(texture_src);
1423 bool Game::connectToServer(const std::string &playername,
1424 const std::string &password, std::string *address, u16 port,
1425 bool *connect_ok, bool *connection_aborted)
1427 *connect_ok = false; // Let's not be overly optimistic
1428 *connection_aborted = false;
1429 bool local_server_mode = false;
1431 showOverlayMessage("Resolving address...", 0, 15);
1433 Address connect_address(0, 0, 0, 0, port);
1436 connect_address.Resolve(address->c_str());
1438 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1439 //connect_address.Resolve("localhost");
1440 if (connect_address.isIPv6()) {
1441 IPv6AddressBytes addr_bytes;
1442 addr_bytes.bytes[15] = 1;
1443 connect_address.setAddress(&addr_bytes);
1445 connect_address.setAddress(127, 0, 0, 1);
1447 local_server_mode = true;
1449 } catch (ResolveError &e) {
1450 *error_message = std::string("Couldn't resolve address: ") + e.what();
1451 errorstream << *error_message << std::endl;
1455 if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1456 *error_message = "Unable to connect to " +
1457 connect_address.serializeString() +
1458 " because IPv6 is disabled";
1459 errorstream << *error_message << std::endl;
1463 client = new Client(playername.c_str(), password, *address,
1464 *draw_control, texture_src, shader_src,
1465 itemdef_manager, nodedef_manager, sound, eventmgr,
1466 connect_address.isIPv6(), m_game_ui.get());
1471 client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1473 infostream << "Connecting to server at ";
1474 connect_address.print(&infostream);
1475 infostream << std::endl;
1477 client->connect(connect_address,
1478 simple_singleplayer_mode || local_server_mode);
1481 Wait for server to accept connection
1487 FpsControl fps_control = { 0 };
1489 f32 wait_time = 0; // in seconds
1491 fps_control.last_time = RenderingEngine::get_timer_time();
1493 client->loadBuiltin();
1495 while (RenderingEngine::run()) {
1497 limitFps(&fps_control, &dtime);
1499 // Update client and server
1500 client->step(dtime);
1503 server->step(dtime);
1506 if (client->getState() == LC_Init) {
1512 if (*connection_aborted)
1515 if (client->accessDenied()) {
1516 *error_message = "Access denied. Reason: "
1517 + client->accessDeniedReason();
1518 *reconnect_requested = client->reconnectRequested();
1519 errorstream << *error_message << std::endl;
1523 if (input->cancelPressed()) {
1524 *connection_aborted = true;
1525 infostream << "Connect aborted [Escape]" << std::endl;
1529 if (client->m_is_registration_confirmation_state) {
1530 if (registration_confirmation_shown) {
1531 // Keep drawing the GUI
1532 RenderingEngine::draw_menu_scene(guienv, dtime, true);
1534 registration_confirmation_shown = true;
1535 (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
1536 &g_menumgr, client, playername, password, *address, connection_aborted))->drop();
1540 // Only time out if we aren't waiting for the server we started
1541 if (!address->empty() && wait_time > 10) {
1542 *error_message = "Connection timed out.";
1543 errorstream << *error_message << std::endl;
1548 showOverlayMessage("Connecting to server...", dtime, 20);
1551 } catch (con::PeerNotFoundException &e) {
1552 // TODO: Should something be done here? At least an info/error
1560 bool Game::getServerContent(bool *aborted)
1564 FpsControl fps_control = { 0 };
1565 f32 dtime; // in seconds
1567 fps_control.last_time = RenderingEngine::get_timer_time();
1569 while (RenderingEngine::run()) {
1571 limitFps(&fps_control, &dtime);
1573 // Update client and server
1574 client->step(dtime);
1577 server->step(dtime);
1580 if (client->mediaReceived() && client->itemdefReceived() &&
1581 client->nodedefReceived()) {
1586 if (!checkConnection())
1589 if (client->getState() < LC_Init) {
1590 *error_message = "Client disconnected";
1591 errorstream << *error_message << std::endl;
1595 if (input->cancelPressed()) {
1597 infostream << "Connect aborted [Escape]" << std::endl;
1604 if (!client->itemdefReceived()) {
1605 const wchar_t *text = wgettext("Item definitions...");
1607 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1610 } else if (!client->nodedefReceived()) {
1611 const wchar_t *text = wgettext("Node definitions...");
1613 RenderingEngine::draw_load_screen(text, guienv, texture_src,
1617 std::stringstream message;
1618 std::fixed(message);
1619 message.precision(0);
1620 message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
1621 message.precision(2);
1623 if ((USE_CURL == 0) ||
1624 (!g_settings->getBool("enable_remote_media_server"))) {
1625 float cur = client->getCurRate();
1626 std::string cur_unit = gettext("KiB/s");
1630 cur_unit = gettext("MiB/s");
1633 message << " (" << cur << ' ' << cur_unit << ")";
1636 progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1637 RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
1638 texture_src, dtime, progress);
1646 /****************************************************************************/
1647 /****************************************************************************
1649 ****************************************************************************/
1650 /****************************************************************************/
1652 inline void Game::updateInteractTimers(f32 dtime)
1654 if (runData.nodig_delay_timer >= 0)
1655 runData.nodig_delay_timer -= dtime;
1657 if (runData.object_hit_delay_timer >= 0)
1658 runData.object_hit_delay_timer -= dtime;
1660 runData.time_from_last_punch += dtime;
1664 /* returns false if game should exit, otherwise true
1666 inline bool Game::checkConnection()
1668 if (client->accessDenied()) {
1669 *error_message = "Access denied. Reason: "
1670 + client->accessDeniedReason();
1671 *reconnect_requested = client->reconnectRequested();
1672 errorstream << *error_message << std::endl;
1680 /* returns false if game should exit, otherwise true
1682 inline bool Game::handleCallbacks()
1684 if (g_gamecallback->disconnect_requested) {
1685 g_gamecallback->disconnect_requested = false;
1689 if (g_gamecallback->changepassword_requested) {
1690 (new GUIPasswordChange(guienv, guiroot, -1,
1691 &g_menumgr, client))->drop();
1692 g_gamecallback->changepassword_requested = false;
1695 if (g_gamecallback->changevolume_requested) {
1696 (new GUIVolumeChange(guienv, guiroot, -1,
1697 &g_menumgr))->drop();
1698 g_gamecallback->changevolume_requested = false;
1701 if (g_gamecallback->keyconfig_requested) {
1702 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1703 &g_menumgr))->drop();
1704 g_gamecallback->keyconfig_requested = false;
1707 if (g_gamecallback->keyconfig_changed) {
1708 input->keycache.populate(); // update the cache with new settings
1709 g_gamecallback->keyconfig_changed = false;
1716 void Game::processQueues()
1718 texture_src->processQueue();
1719 itemdef_manager->processQueue(client);
1720 shader_src->processQueue();
1724 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
1726 float profiler_print_interval =
1727 g_settings->getFloat("profiler_print_interval");
1728 bool print_to_log = true;
1730 if (profiler_print_interval == 0) {
1731 print_to_log = false;
1732 profiler_print_interval = 5;
1735 if (profiler_interval.step(dtime, profiler_print_interval)) {
1737 infostream << "Profiler:" << std::endl;
1738 g_profiler->print(infostream);
1741 m_game_ui->updateProfiler();
1742 g_profiler->clear();
1745 addProfilerGraphs(stats, draw_times, dtime);
1749 void Game::addProfilerGraphs(const RunStats &stats,
1750 const FpsControl &draw_times, f32 dtime)
1752 g_profiler->graphAdd("mainloop_other",
1753 draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
1755 if (draw_times.sleep_time != 0)
1756 g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
1757 g_profiler->graphAdd("mainloop_dtime", dtime);
1759 g_profiler->add("Elapsed time", dtime);
1760 g_profiler->avg("FPS", 1. / dtime);
1764 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1771 /* Time average and jitter calculation
1773 jp = &stats->dtime_jitter;
1774 jp->avg = jp->avg * 0.96 + dtime * 0.04;
1776 jitter = dtime - jp->avg;
1778 if (jitter > jp->max)
1781 jp->counter += dtime;
1783 if (jp->counter > 0.0) {
1785 jp->max_sample = jp->max;
1786 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1790 /* Busytime average and jitter calculation
1792 jp = &stats->busy_time_jitter;
1793 jp->avg = jp->avg + draw_times.busy_time * 0.02;
1795 jitter = draw_times.busy_time - jp->avg;
1797 if (jitter > jp->max)
1799 if (jitter < jp->min)
1802 jp->counter += dtime;
1804 if (jp->counter > 0.0) {
1806 jp->max_sample = jp->max;
1807 jp->min_sample = jp->min;
1815 /****************************************************************************
1817 ****************************************************************************/
1819 void Game::processUserInput(f32 dtime)
1821 // Reset input if window not active or some menu is active
1822 if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1824 #ifdef HAVE_TOUCHSCREENGUI
1825 g_touchscreengui->hide();
1828 #ifdef HAVE_TOUCHSCREENGUI
1829 else if (g_touchscreengui) {
1830 /* on touchscreengui step may generate own input events which ain't
1831 * what we want in case we just did clear them */
1832 g_touchscreengui->step(dtime);
1836 if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1837 gui_chat_console->closeConsoleAtOnce();
1840 // Input handler step() (used by the random input generator)
1844 if (current_formspec != NULL)
1845 current_formspec->getAndroidUIInput();
1847 handleAndroidChatInput();
1850 // Increase timer for double tap of "keymap_jump"
1851 if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1852 runData.jump_timer += dtime;
1855 processItemSelection(&runData.new_playeritem);
1859 void Game::processKeyInput()
1861 if (wasKeyDown(KeyType::DROP)) {
1862 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1863 } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1864 toggleAutoforward();
1865 } else if (wasKeyDown(KeyType::BACKWARD)) {
1866 if (g_settings->getBool("continuous_forward"))
1867 toggleAutoforward();
1868 } else if (wasKeyDown(KeyType::INVENTORY)) {
1870 } else if (input->cancelPressed()) {
1871 if (!gui_chat_console->isOpenInhibited()) {
1874 } else if (wasKeyDown(KeyType::CHAT)) {
1875 openConsole(0.2, L"");
1876 } else if (wasKeyDown(KeyType::CMD)) {
1877 openConsole(0.2, L"/");
1878 } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1879 openConsole(0.2, L".");
1880 } else if (wasKeyDown(KeyType::CONSOLE)) {
1881 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1882 } else if (wasKeyDown(KeyType::FREEMOVE)) {
1884 } else if (wasKeyDown(KeyType::JUMP)) {
1885 toggleFreeMoveAlt();
1886 } else if (wasKeyDown(KeyType::FASTMOVE)) {
1888 } else if (wasKeyDown(KeyType::NOCLIP)) {
1890 } else if (wasKeyDown(KeyType::MUTE)) {
1891 bool new_mute_sound = !g_settings->getBool("mute_sound");
1892 g_settings->setBool("mute_sound", new_mute_sound);
1894 m_game_ui->showTranslatedStatusText("Sound muted");
1896 m_game_ui->showTranslatedStatusText("Sound unmuted");
1897 } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1898 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1900 g_settings->setFloat("sound_volume", new_volume);
1901 const wchar_t *str = wgettext("Volume changed to %d%%");
1902 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1904 m_game_ui->showStatusText(buf);
1905 } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1906 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1908 g_settings->setFloat("sound_volume", new_volume);
1909 const wchar_t *str = wgettext("Volume changed to %d%%");
1910 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1912 m_game_ui->showStatusText(buf);
1913 } else if (wasKeyDown(KeyType::CINEMATIC)) {
1915 } else if (wasKeyDown(KeyType::SCREENSHOT)) {
1916 client->makeScreenshot();
1917 } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
1918 m_game_ui->toggleHud();
1919 } else if (wasKeyDown(KeyType::MINIMAP)) {
1920 toggleMinimap(isKeyDown(KeyType::SNEAK));
1921 } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
1922 m_game_ui->toggleChat();
1923 } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
1925 } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
1926 toggleUpdateCamera();
1927 } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
1929 } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
1930 m_game_ui->toggleProfiler();
1931 } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
1932 increaseViewRange();
1933 } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
1934 decreaseViewRange();
1935 } else if (wasKeyDown(KeyType::RANGESELECT)) {
1936 toggleFullViewRange();
1937 } else if (wasKeyDown(KeyType::ZOOM)) {
1939 } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
1941 } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
1943 } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
1945 } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
1949 if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
1950 runData.reset_jump_timer = false;
1951 runData.jump_timer = 0.0f;
1954 if (quicktune->hasMessage()) {
1955 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
1959 void Game::processItemSelection(u16 *new_playeritem)
1961 LocalPlayer *player = client->getEnv().getLocalPlayer();
1963 /* Item selection using mouse wheel
1965 *new_playeritem = client->getPlayerItem();
1967 s32 wheel = input->getMouseWheel();
1968 u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
1969 player->hud_hotbar_itemcount - 1);
1973 if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
1974 wasKeyDown(KeyType::HOTBAR_NEXT)) {
1978 if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
1979 wasKeyDown(KeyType::HOTBAR_PREV)) {
1984 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
1986 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
1989 /* Item selection using hotbar slot keys
1991 for (u16 i = 0; i < 23; i++) {
1992 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
1993 if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
1994 *new_playeritem = i;
1995 infostream << "Selected item: " << new_playeritem << std::endl;
2003 void Game::dropSelectedItem(bool single_item)
2005 IDropAction *a = new IDropAction();
2006 a->count = single_item ? 1 : 0;
2007 a->from_inv.setCurrentPlayer();
2008 a->from_list = "main";
2009 a->from_i = client->getPlayerItem();
2010 client->inventoryAction(a);
2014 void Game::openInventory()
2017 * Don't permit to open inventory is CAO or player doesn't exists.
2018 * This prevent showing an empty inventory at player load
2021 LocalPlayer *player = client->getEnv().getLocalPlayer();
2022 if (!player || !player->getCAO())
2025 infostream << "the_game: " << "Launching inventory" << std::endl;
2027 PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2029 InventoryLocation inventoryloc;
2030 inventoryloc.setCurrentPlayer();
2032 if (!client->moddingEnabled()
2033 || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2034 TextDest *txt_dst = new TextDestPlayerInventory(client);
2035 GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src,
2036 txt_dst, client->getFormspecPrepend());
2038 current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2043 void Game::openConsole(float scale, const wchar_t *line)
2045 assert(scale > 0.0f && scale <= 1.0f);
2048 porting::showInputDialog(gettext("ok"), "", "", 2);
2049 m_android_chat_open = true;
2051 if (gui_chat_console->isOpenInhibited())
2053 gui_chat_console->openConsole(scale);
2055 gui_chat_console->setCloseOnEnter(true);
2056 gui_chat_console->replaceAndAddToHistory(line);
2062 void Game::handleAndroidChatInput()
2064 if (m_android_chat_open && porting::getInputDialogState() == 0) {
2065 std::string text = porting::getInputDialogValue();
2066 client->typeChatMessage(utf8_to_wide(text));
2072 void Game::toggleFreeMove()
2074 bool free_move = !g_settings->getBool("free_move");
2075 g_settings->set("free_move", bool_to_cstr(free_move));
2078 if (client->checkPrivilege("fly")) {
2079 m_game_ui->showTranslatedStatusText("Fly mode enabled");
2081 m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2084 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2088 void Game::toggleFreeMoveAlt()
2090 if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2093 runData.reset_jump_timer = true;
2097 void Game::toggleFast()
2099 bool fast_move = !g_settings->getBool("fast_move");
2100 bool has_fast_privs = client->checkPrivilege("fast");
2101 g_settings->set("fast_move", bool_to_cstr(fast_move));
2104 if (has_fast_privs) {
2105 m_game_ui->showTranslatedStatusText("Fast mode enabled");
2107 m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2110 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2114 m_cache_hold_aux1 = fast_move && has_fast_privs;
2119 void Game::toggleNoClip()
2121 bool noclip = !g_settings->getBool("noclip");
2122 g_settings->set("noclip", bool_to_cstr(noclip));
2125 if (client->checkPrivilege("noclip")) {
2126 m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2128 m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2131 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2135 void Game::toggleCinematic()
2137 bool cinematic = !g_settings->getBool("cinematic");
2138 g_settings->set("cinematic", bool_to_cstr(cinematic));
2141 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2143 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2146 // Autoforward by toggling continuous forward.
2147 void Game::toggleAutoforward()
2149 bool autorun_enabled = !g_settings->getBool("continuous_forward");
2150 g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2152 if (autorun_enabled)
2153 m_game_ui->showTranslatedStatusText("Automatic forwards enabled");
2155 m_game_ui->showTranslatedStatusText("Automatic forwards disabled");
2158 void Game::toggleMinimap(bool shift_pressed)
2160 if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2163 if (shift_pressed) {
2164 mapper->toggleMinimapShape();
2168 u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2170 MinimapMode mode = MINIMAP_MODE_OFF;
2171 if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
2172 mode = mapper->getMinimapMode();
2173 mode = (MinimapMode)((int)mode + 1);
2174 // If radar is disabled and in, or switching to, radar mode
2175 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
2176 mode = MINIMAP_MODE_OFF;
2179 m_game_ui->m_flags.show_minimap = true;
2181 case MINIMAP_MODE_SURFACEx1:
2182 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x1");
2184 case MINIMAP_MODE_SURFACEx2:
2185 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x2");
2187 case MINIMAP_MODE_SURFACEx4:
2188 m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x4");
2190 case MINIMAP_MODE_RADARx1:
2191 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x1");
2193 case MINIMAP_MODE_RADARx2:
2194 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x2");
2196 case MINIMAP_MODE_RADARx4:
2197 m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x4");
2200 mode = MINIMAP_MODE_OFF;
2201 m_game_ui->m_flags.show_minimap = false;
2202 if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE)
2203 m_game_ui->showTranslatedStatusText("Minimap hidden");
2205 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2208 mapper->setMinimapMode(mode);
2211 void Game::toggleFog()
2213 bool fog_enabled = g_settings->getBool("enable_fog");
2214 g_settings->setBool("enable_fog", !fog_enabled);
2216 m_game_ui->showTranslatedStatusText("Fog disabled");
2218 m_game_ui->showTranslatedStatusText("Fog enabled");
2222 void Game::toggleDebug()
2224 // Initial / 4x toggle: Chat only
2225 // 1x toggle: Debug text with chat
2226 // 2x toggle: Debug text with profiler graph
2227 // 3x toggle: Debug text and wireframe
2228 if (!m_game_ui->m_flags.show_debug) {
2229 m_game_ui->m_flags.show_debug = true;
2230 m_game_ui->m_flags.show_profiler_graph = false;
2231 draw_control->show_wireframe = false;
2232 m_game_ui->showTranslatedStatusText("Debug info shown");
2233 } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2234 m_game_ui->m_flags.show_profiler_graph = true;
2235 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2236 } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2237 m_game_ui->m_flags.show_profiler_graph = false;
2238 draw_control->show_wireframe = true;
2239 m_game_ui->showTranslatedStatusText("Wireframe shown");
2241 m_game_ui->m_flags.show_debug = false;
2242 m_game_ui->m_flags.show_profiler_graph = false;
2243 draw_control->show_wireframe = false;
2244 if (client->checkPrivilege("debug")) {
2245 m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2247 m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2253 void Game::toggleUpdateCamera()
2255 m_flags.disable_camera_update = !m_flags.disable_camera_update;
2256 if (m_flags.disable_camera_update)
2257 m_game_ui->showTranslatedStatusText("Camera update disabled");
2259 m_game_ui->showTranslatedStatusText("Camera update enabled");
2263 void Game::increaseViewRange()
2265 s16 range = g_settings->getS16("viewing_range");
2266 s16 range_new = range + 10;
2270 if (range_new > 4000) {
2272 str = wgettext("Viewing range is at maximum: %d");
2273 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2275 m_game_ui->showStatusText(buf);
2278 str = wgettext("Viewing range changed to %d");
2279 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2281 m_game_ui->showStatusText(buf);
2283 g_settings->set("viewing_range", itos(range_new));
2287 void Game::decreaseViewRange()
2289 s16 range = g_settings->getS16("viewing_range");
2290 s16 range_new = range - 10;
2294 if (range_new < 20) {
2296 str = wgettext("Viewing range is at minimum: %d");
2297 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2299 m_game_ui->showStatusText(buf);
2301 str = wgettext("Viewing range changed to %d");
2302 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2304 m_game_ui->showStatusText(buf);
2306 g_settings->set("viewing_range", itos(range_new));
2310 void Game::toggleFullViewRange()
2312 draw_control->range_all = !draw_control->range_all;
2313 if (draw_control->range_all)
2314 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2316 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2320 void Game::checkZoomEnabled()
2322 LocalPlayer *player = client->getEnv().getLocalPlayer();
2323 if (player->getZoomFOV() < 0.001f)
2324 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2328 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2330 if ((device->isWindowActive() && device->isWindowFocused()
2331 && !isMenuActive()) || random_input) {
2334 if (!random_input) {
2335 // Mac OSX gets upset if this is set every frame
2336 if (device->getCursorControl()->isVisible())
2337 device->getCursorControl()->setVisible(false);
2341 if (m_first_loop_after_window_activation) {
2342 m_first_loop_after_window_activation = false;
2344 input->setMousePos(driver->getScreenSize().Width / 2,
2345 driver->getScreenSize().Height / 2);
2347 updateCameraOrientation(cam, dtime);
2353 // Mac OSX gets upset if this is set every frame
2354 if (!device->getCursorControl()->isVisible())
2355 device->getCursorControl()->setVisible(true);
2358 m_first_loop_after_window_activation = true;
2363 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2365 #ifdef HAVE_TOUCHSCREENGUI
2366 if (g_touchscreengui) {
2367 cam->camera_yaw += g_touchscreengui->getYawChange();
2368 cam->camera_pitch = g_touchscreengui->getPitch();
2371 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2372 v2s32 dist = input->getMousePos() - center;
2374 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2378 cam->camera_yaw -= dist.X * m_cache_mouse_sensitivity;
2379 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
2381 if (dist.X != 0 || dist.Y != 0)
2382 input->setMousePos(center.X, center.Y);
2383 #ifdef HAVE_TOUCHSCREENGUI
2387 if (m_cache_enable_joysticks) {
2388 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
2389 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2390 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2393 cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2397 void Game::updatePlayerControl(const CameraOrientation &cam)
2399 //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2401 // DO NOT use the isKeyDown method for the forward, backward, left, right
2402 // buttons, as the code that uses the controls needs to be able to
2403 // distinguish between the two in order to know when to use joysticks.
2405 PlayerControl control(
2406 input->isKeyDown(KeyType::FORWARD),
2407 input->isKeyDown(KeyType::BACKWARD),
2408 input->isKeyDown(KeyType::LEFT),
2409 input->isKeyDown(KeyType::RIGHT),
2410 isKeyDown(KeyType::JUMP),
2411 isKeyDown(KeyType::SPECIAL1),
2412 isKeyDown(KeyType::SNEAK),
2413 isKeyDown(KeyType::ZOOM),
2414 input->getLeftState(),
2415 input->getRightState(),
2418 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2419 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2423 ( (u32)(isKeyDown(KeyType::FORWARD) & 0x1) << 0) |
2424 ( (u32)(isKeyDown(KeyType::BACKWARD) & 0x1) << 1) |
2425 ( (u32)(isKeyDown(KeyType::LEFT) & 0x1) << 2) |
2426 ( (u32)(isKeyDown(KeyType::RIGHT) & 0x1) << 3) |
2427 ( (u32)(isKeyDown(KeyType::JUMP) & 0x1) << 4) |
2428 ( (u32)(isKeyDown(KeyType::SPECIAL1) & 0x1) << 5) |
2429 ( (u32)(isKeyDown(KeyType::SNEAK) & 0x1) << 6) |
2430 ( (u32)(input->getLeftState() & 0x1) << 7) |
2431 ( (u32)(input->getRightState() & 0x1) << 8
2435 /* For Android, simulate holding down AUX1 (fast move) if the user has
2436 * the fast_move setting toggled on. If there is an aux1 key defined for
2437 * Android then its meaning is inverted (i.e. holding aux1 means walk and
2440 if (m_cache_hold_aux1) {
2441 control.aux1 = control.aux1 ^ true;
2442 keypress_bits ^= ((u32)(1U << 5));
2446 client->setPlayerControl(control);
2447 LocalPlayer *player = client->getEnv().getLocalPlayer();
2448 player->keyPressed = keypress_bits;
2454 inline void Game::step(f32 *dtime)
2456 bool can_be_and_is_paused =
2457 (simple_singleplayer_mode && g_menumgr.pausesGame());
2459 if (can_be_and_is_paused) { // This is for a singleplayer server
2460 *dtime = 0; // No time passes
2463 server->step(*dtime);
2465 client->step(*dtime);
2469 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2470 {&Game::handleClientEvent_None},
2471 {&Game::handleClientEvent_PlayerDamage},
2472 {&Game::handleClientEvent_PlayerForceMove},
2473 {&Game::handleClientEvent_Deathscreen},
2474 {&Game::handleClientEvent_ShowFormSpec},
2475 {&Game::handleClientEvent_ShowLocalFormSpec},
2476 {&Game::handleClientEvent_HandleParticleEvent},
2477 {&Game::handleClientEvent_HandleParticleEvent},
2478 {&Game::handleClientEvent_HandleParticleEvent},
2479 {&Game::handleClientEvent_HudAdd},
2480 {&Game::handleClientEvent_HudRemove},
2481 {&Game::handleClientEvent_HudChange},
2482 {&Game::handleClientEvent_SetSky},
2483 {&Game::handleClientEvent_OverrideDayNigthRatio},
2484 {&Game::handleClientEvent_CloudParams},
2487 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2489 FATAL_ERROR("ClientEvent type None received");
2492 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2494 if (client->getHP() == 0)
2497 if (client->moddingEnabled()) {
2498 client->getScript()->on_damage_taken(event->player_damage.amount);
2501 runData.damage_flash += 95.0 + 3.2 * event->player_damage.amount;
2502 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2504 LocalPlayer *player = client->getEnv().getLocalPlayer();
2506 player->hurt_tilt_timer = 1.5;
2507 player->hurt_tilt_strength =
2508 rangelim(event->player_damage.amount / 4, 1.0f, 4.0f);
2510 client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2513 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2515 cam->camera_yaw = event->player_force_move.yaw;
2516 cam->camera_pitch = event->player_force_move.pitch;
2519 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2521 // This should be enabled for death formspec in builtin
2522 client->getScript()->on_death();
2524 LocalPlayer *player = client->getEnv().getLocalPlayer();
2526 /* Handle visualization */
2527 runData.damage_flash = 0;
2528 player->hurt_tilt_timer = 0;
2529 player->hurt_tilt_strength = 0;
2532 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2534 if (event->show_formspec.formspec->empty()) {
2535 if (current_formspec && (event->show_formspec.formname->empty()
2536 || *(event->show_formspec.formname) == cur_formname)) {
2537 current_formspec->quitMenu();
2540 FormspecFormSource *fs_src =
2541 new FormspecFormSource(*(event->show_formspec.formspec));
2542 TextDestPlayerInventory *txt_dst =
2543 new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2545 GUIFormSpecMenu::create(current_formspec, client, &input->joystick,
2546 fs_src, txt_dst, client->getFormspecPrepend());
2547 cur_formname = *(event->show_formspec.formname);
2550 delete event->show_formspec.formspec;
2551 delete event->show_formspec.formname;
2554 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2556 FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2557 LocalFormspecHandler *txt_dst =
2558 new LocalFormspecHandler(*event->show_formspec.formname, client);
2559 GUIFormSpecMenu::create(current_formspec, client, &input->joystick,
2560 fs_src, txt_dst, client->getFormspecPrepend());
2562 delete event->show_formspec.formspec;
2563 delete event->show_formspec.formname;
2566 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2567 CameraOrientation *cam)
2569 LocalPlayer *player = client->getEnv().getLocalPlayer();
2570 client->getParticleManager()->handleParticleEvent(event, client, player);
2573 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2575 LocalPlayer *player = client->getEnv().getLocalPlayer();
2576 auto &hud_server_to_client = client->getHUDTranslationMap();
2578 u32 server_id = event->hudadd.server_id;
2579 // ignore if we already have a HUD with that ID
2580 auto i = hud_server_to_client.find(server_id);
2581 if (i != hud_server_to_client.end()) {
2582 delete event->hudadd.pos;
2583 delete event->hudadd.name;
2584 delete event->hudadd.scale;
2585 delete event->hudadd.text;
2586 delete event->hudadd.align;
2587 delete event->hudadd.offset;
2588 delete event->hudadd.world_pos;
2589 delete event->hudadd.size;
2593 HudElement *e = new HudElement;
2594 e->type = (HudElementType)event->hudadd.type;
2595 e->pos = *event->hudadd.pos;
2596 e->name = *event->hudadd.name;
2597 e->scale = *event->hudadd.scale;
2598 e->text = *event->hudadd.text;
2599 e->number = event->hudadd.number;
2600 e->item = event->hudadd.item;
2601 e->dir = event->hudadd.dir;
2602 e->align = *event->hudadd.align;
2603 e->offset = *event->hudadd.offset;
2604 e->world_pos = *event->hudadd.world_pos;
2605 e->size = *event->hudadd.size;
2606 hud_server_to_client[server_id] = player->addHud(e);
2608 delete event->hudadd.pos;
2609 delete event->hudadd.name;
2610 delete event->hudadd.scale;
2611 delete event->hudadd.text;
2612 delete event->hudadd.align;
2613 delete event->hudadd.offset;
2614 delete event->hudadd.world_pos;
2615 delete event->hudadd.size;
2618 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2620 LocalPlayer *player = client->getEnv().getLocalPlayer();
2621 HudElement *e = player->removeHud(event->hudrm.id);
2625 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2627 LocalPlayer *player = client->getEnv().getLocalPlayer();
2629 u32 id = event->hudchange.id;
2630 HudElement *e = player->getHud(id);
2633 delete event->hudchange.v3fdata;
2634 delete event->hudchange.v2fdata;
2635 delete event->hudchange.sdata;
2636 delete event->hudchange.v2s32data;
2640 switch (event->hudchange.stat) {
2642 e->pos = *event->hudchange.v2fdata;
2646 e->name = *event->hudchange.sdata;
2649 case HUD_STAT_SCALE:
2650 e->scale = *event->hudchange.v2fdata;
2654 e->text = *event->hudchange.sdata;
2657 case HUD_STAT_NUMBER:
2658 e->number = event->hudchange.data;
2662 e->item = event->hudchange.data;
2666 e->dir = event->hudchange.data;
2669 case HUD_STAT_ALIGN:
2670 e->align = *event->hudchange.v2fdata;
2673 case HUD_STAT_OFFSET:
2674 e->offset = *event->hudchange.v2fdata;
2677 case HUD_STAT_WORLD_POS:
2678 e->world_pos = *event->hudchange.v3fdata;
2682 e->size = *event->hudchange.v2s32data;
2686 delete event->hudchange.v3fdata;
2687 delete event->hudchange.v2fdata;
2688 delete event->hudchange.sdata;
2689 delete event->hudchange.v2s32data;
2692 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2694 sky->setVisible(false);
2695 // Whether clouds are visible in front of a custom skybox
2696 sky->setCloudsEnabled(event->set_sky.clouds);
2703 // Handle according to type
2704 if (*event->set_sky.type == "regular") {
2705 sky->setVisible(true);
2706 sky->setCloudsEnabled(true);
2707 } else if (*event->set_sky.type == "skybox" &&
2708 event->set_sky.params->size() == 6) {
2709 sky->setFallbackBgColor(*event->set_sky.bgcolor);
2710 skybox = RenderingEngine::get_scene_manager()->addSkyBoxSceneNode(
2711 texture_src->getTextureForMesh((*event->set_sky.params)[0]),
2712 texture_src->getTextureForMesh((*event->set_sky.params)[1]),
2713 texture_src->getTextureForMesh((*event->set_sky.params)[2]),
2714 texture_src->getTextureForMesh((*event->set_sky.params)[3]),
2715 texture_src->getTextureForMesh((*event->set_sky.params)[4]),
2716 texture_src->getTextureForMesh((*event->set_sky.params)[5]));
2718 // Handle everything else as plain color
2720 if (*event->set_sky.type != "plain")
2721 infostream << "Unknown sky type: "
2722 << (*event->set_sky.type) << std::endl;
2724 sky->setFallbackBgColor(*event->set_sky.bgcolor);
2727 delete event->set_sky.bgcolor;
2728 delete event->set_sky.type;
2729 delete event->set_sky.params;
2732 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2733 CameraOrientation *cam)
2735 client->getEnv().setDayNightRatioOverride(
2736 event->override_day_night_ratio.do_override,
2737 event->override_day_night_ratio.ratio_f * 1000.0f);
2740 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2745 clouds->setDensity(event->cloud_params.density);
2746 clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2747 clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2748 clouds->setHeight(event->cloud_params.height);
2749 clouds->setThickness(event->cloud_params.thickness);
2750 clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2753 void Game::processClientEvents(CameraOrientation *cam)
2755 while (client->hasClientEvents()) {
2756 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2757 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2758 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2759 (this->*evHandler.handler)(event.get(), cam);
2763 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2765 // Add chat log output for errors to be shown in chat
2766 static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
2768 // Get new messages from error log buffer
2769 while (!chat_log_error_buf.empty()) {
2770 std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
2771 if (!g_settings->getBool("disable_escape_sequences")) {
2772 error_message.insert(0, L"\x1b(c@red)");
2773 error_message.append(L"\x1b(c@white)");
2775 chat_backend->addMessage(L"", error_message);
2778 // Get new messages from client
2779 std::wstring message;
2780 while (client->getChatMessage(message)) {
2781 chat_backend->addUnparsedMessage(message);
2784 // Remove old messages
2785 chat_backend->step(dtime);
2787 // Display all messages in a static text element
2788 m_game_ui->setChatText(chat_backend->getRecentChat(),
2789 chat_backend->getRecentBuffer().getLineCount());
2792 void Game::updateCamera(u32 busy_time, f32 dtime)
2794 LocalPlayer *player = client->getEnv().getLocalPlayer();
2797 For interaction purposes, get info about the held item
2799 - Is it a usable item?
2800 - Can it point to liquids?
2802 ItemStack playeritem;
2804 InventoryList *mlist = local_inventory->getList("main");
2806 if (mlist && client->getPlayerItem() < mlist->getSize())
2807 playeritem = mlist->getItem(client->getPlayerItem());
2810 if (playeritem.getDefinition(itemdef_manager).name.empty()) { // override the hand
2811 InventoryList *hlist = local_inventory->getList("hand");
2813 playeritem = hlist->getItem(0);
2817 ToolCapabilities playeritem_toolcap =
2818 playeritem.getToolCapabilities(itemdef_manager);
2820 v3s16 old_camera_offset = camera->getOffset();
2822 if (wasKeyDown(KeyType::CAMERA_MODE)) {
2823 GenericCAO *playercao = player->getCAO();
2825 // If playercao not loaded, don't change camera
2829 camera->toggleCameraMode();
2831 playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2832 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2835 float full_punch_interval = playeritem_toolcap.full_punch_interval;
2836 float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2838 tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2839 camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2840 camera->step(dtime);
2842 v3f camera_position = camera->getPosition();
2843 v3f camera_direction = camera->getDirection();
2844 f32 camera_fov = camera->getFovMax();
2845 v3s16 camera_offset = camera->getOffset();
2847 m_camera_offset_changed = (camera_offset != old_camera_offset);
2849 if (!m_flags.disable_camera_update) {
2850 client->getEnv().getClientMap().updateCamera(camera_position,
2851 camera_direction, camera_fov, camera_offset);
2853 if (m_camera_offset_changed) {
2854 client->updateCameraOffset(camera_offset);
2855 client->getEnv().updateCameraOffset(camera_offset);
2858 clouds->updateCameraOffset(camera_offset);
2864 void Game::updateSound(f32 dtime)
2866 // Update sound listener
2867 v3s16 camera_offset = camera->getOffset();
2868 sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
2869 v3f(0, 0, 0), // velocity
2870 camera->getDirection(),
2871 camera->getCameraNode()->getUpVector());
2873 bool mute_sound = g_settings->getBool("mute_sound");
2875 sound->setListenerGain(0.0f);
2877 // Check if volume is in the proper range, else fix it.
2878 float old_volume = g_settings->getFloat("sound_volume");
2879 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
2880 sound->setListenerGain(new_volume);
2882 if (old_volume != new_volume) {
2883 g_settings->setFloat("sound_volume", new_volume);
2887 LocalPlayer *player = client->getEnv().getLocalPlayer();
2889 // Tell the sound maker whether to make footstep sounds
2890 soundmaker->makes_footstep_sound = player->makes_footstep_sound;
2892 // Update sound maker
2893 if (player->makes_footstep_sound)
2894 soundmaker->step(dtime);
2896 ClientMap &map = client->getEnv().getClientMap();
2897 MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
2898 soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
2902 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
2904 LocalPlayer *player = client->getEnv().getLocalPlayer();
2906 ItemStack playeritem;
2908 InventoryList *mlist = local_inventory->getList("main");
2910 if (mlist && client->getPlayerItem() < mlist->getSize())
2911 playeritem = mlist->getItem(client->getPlayerItem());
2914 const ItemDefinition &playeritem_def =
2915 playeritem.getDefinition(itemdef_manager);
2916 InventoryList *hlist = local_inventory->getList("hand");
2917 const ItemDefinition &hand_def =
2918 hlist ? hlist->getItem(0).getDefinition(itemdef_manager) : itemdef_manager->get("");
2920 v3f player_position = player->getPosition();
2921 v3f camera_position = camera->getPosition();
2922 v3f camera_direction = camera->getDirection();
2923 v3s16 camera_offset = camera->getOffset();
2927 Calculate what block is the crosshair pointing to
2930 f32 d = playeritem_def.range; // max. distance
2931 f32 d_hand = hand_def.range;
2933 if (d < 0 && d_hand >= 0)
2938 core::line3d<f32> shootline;
2940 if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
2941 shootline = core::line3d<f32>(camera_position,
2942 camera_position + camera_direction * BS * d);
2944 // prevent player pointing anything in front-view
2945 shootline = core::line3d<f32>(camera_position,camera_position);
2948 #ifdef HAVE_TOUCHSCREENGUI
2950 if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
2951 shootline = g_touchscreengui->getShootline();
2952 // Scale shootline to the acual distance the player can reach
2953 shootline.end = shootline.start
2954 + shootline.getVector().normalize() * BS * d;
2955 shootline.start += intToFloat(camera_offset, BS);
2956 shootline.end += intToFloat(camera_offset, BS);
2961 PointedThing pointed = updatePointedThing(shootline,
2962 playeritem_def.liquids_pointable,
2963 !runData.ldown_for_dig,
2966 if (pointed != runData.pointed_old) {
2967 infostream << "Pointing at " << pointed.dump() << std::endl;
2968 hud->updateSelectionMesh(camera_offset);
2971 if (runData.digging_blocked && !input->getLeftState()) {
2972 // allow digging again if button is not pressed
2973 runData.digging_blocked = false;
2978 - releasing left mouse button
2979 - pointing away from node
2981 if (runData.digging) {
2982 if (input->getLeftReleased()) {
2983 infostream << "Left button released"
2984 << " (stopped digging)" << std::endl;
2985 runData.digging = false;
2986 } else if (pointed != runData.pointed_old) {
2987 if (pointed.type == POINTEDTHING_NODE
2988 && runData.pointed_old.type == POINTEDTHING_NODE
2989 && pointed.node_undersurface
2990 == runData.pointed_old.node_undersurface) {
2991 // Still pointing to the same node, but a different face.
2994 infostream << "Pointing away from node"
2995 << " (stopped digging)" << std::endl;
2996 runData.digging = false;
2997 hud->updateSelectionMesh(camera_offset);
3001 if (!runData.digging) {
3002 client->interact(1, runData.pointed_old);
3003 client->setCrack(-1, v3s16(0, 0, 0));
3004 runData.dig_time = 0.0;
3006 } else if (runData.dig_instantly && input->getLeftReleased()) {
3007 // Remove e.g. torches faster when clicking instead of holding LMB
3008 runData.nodig_delay_timer = 0;
3009 runData.dig_instantly = false;
3012 if (!runData.digging && runData.ldown_for_dig && !input->getLeftState()) {
3013 runData.ldown_for_dig = false;
3016 runData.left_punch = false;
3018 soundmaker->m_player_leftpunch_sound.name = "";
3020 // Prepare for repeating, unless we're not supposed to
3021 if (input->getRightState() && !g_settings->getBool("safe_dig_and_place"))
3022 runData.repeat_rightclick_timer += dtime;
3024 runData.repeat_rightclick_timer = 0;
3026 if (playeritem_def.usable && input->getLeftState()) {
3027 if (input->getLeftClicked() && (!client->moddingEnabled()
3028 || !client->getScript()->on_item_use(playeritem, pointed)))
3029 client->interact(4, pointed);
3030 } else if (pointed.type == POINTEDTHING_NODE) {
3031 ToolCapabilities playeritem_toolcap =
3032 playeritem.getToolCapabilities(itemdef_manager);
3033 if (playeritem.name.empty()) {
3034 const ToolCapabilities *handToolcap = hlist
3035 ? &hlist->getItem(0).getToolCapabilities(itemdef_manager)
3036 : itemdef_manager->get("").tool_capabilities;
3038 if (handToolcap != nullptr)
3039 playeritem_toolcap = *handToolcap;
3041 handlePointingAtNode(pointed, playeritem_def, playeritem,
3042 playeritem_toolcap, dtime);
3043 } else if (pointed.type == POINTEDTHING_OBJECT) {
3044 handlePointingAtObject(pointed, playeritem, player_position, show_debug);
3045 } else if (input->getLeftState()) {
3046 // When button is held down in air, show continuous animation
3047 runData.left_punch = true;
3048 } else if (input->getRightClicked()) {
3049 handlePointingAtNothing(playeritem);
3052 runData.pointed_old = pointed;
3054 if (runData.left_punch || input->getLeftClicked())
3055 camera->setDigging(0); // left click animation
3057 input->resetLeftClicked();
3058 input->resetRightClicked();
3060 input->resetLeftReleased();
3061 input->resetRightReleased();
3065 PointedThing Game::updatePointedThing(
3066 const core::line3d<f32> &shootline,
3067 bool liquids_pointable,
3068 bool look_for_object,
3069 const v3s16 &camera_offset)
3071 std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3072 selectionboxes->clear();
3073 hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3074 static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3075 "show_entity_selectionbox");
3077 ClientEnvironment &env = client->getEnv();
3078 ClientMap &map = env.getClientMap();
3079 const NodeDefManager *nodedef = map.getNodeDefManager();
3081 runData.selected_object = NULL;
3083 RaycastState s(shootline, look_for_object, liquids_pointable);
3084 PointedThing result;
3085 env.continueRaycast(&s, &result);
3086 if (result.type == POINTEDTHING_OBJECT) {
3087 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3088 aabb3f selection_box;
3089 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3090 runData.selected_object->getSelectionBox(&selection_box)) {
3091 v3f pos = runData.selected_object->getPosition();
3092 selectionboxes->push_back(aabb3f(selection_box));
3093 hud->setSelectionPos(pos, camera_offset);
3095 } else if (result.type == POINTEDTHING_NODE) {
3096 // Update selection boxes
3097 MapNode n = map.getNodeNoEx(result.node_undersurface);
3098 std::vector<aabb3f> boxes;
3099 n.getSelectionBoxes(nodedef, &boxes,
3100 n.getNeighbors(result.node_undersurface, &map));
3103 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3104 i != boxes.end(); ++i) {
3106 box.MinEdge -= v3f(d, d, d);
3107 box.MaxEdge += v3f(d, d, d);
3108 selectionboxes->push_back(box);
3110 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3112 hud->setSelectedFaceNormal(v3f(
3113 result.intersection_normal.X,
3114 result.intersection_normal.Y,
3115 result.intersection_normal.Z));
3118 // Update selection mesh light level and vertex colors
3119 if (!selectionboxes->empty()) {
3120 v3f pf = hud->getSelectionPos();
3121 v3s16 p = floatToInt(pf, BS);
3123 // Get selection mesh light level
3124 MapNode n = map.getNodeNoEx(p);
3125 u16 node_light = getInteriorLight(n, -1, nodedef);
3126 u16 light_level = node_light;
3128 for (const v3s16 &dir : g_6dirs) {
3129 n = map.getNodeNoEx(p + dir);
3130 node_light = getInteriorLight(n, -1, nodedef);
3131 if (node_light > light_level)
3132 light_level = node_light;
3135 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3137 final_color_blend(&c, light_level, daynight_ratio);
3139 // Modify final color a bit with time
3140 u32 timer = porting::getTimeMs() % 5000;
3141 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3142 float sin_r = 0.08f * std::sin(timerf);
3143 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3144 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3145 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3146 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3147 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3149 // Set mesh final color
3150 hud->setSelectionMeshColor(c);
3156 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3158 infostream << "Right Clicked in Air" << std::endl;
3159 PointedThing fauxPointed;
3160 fauxPointed.type = POINTEDTHING_NOTHING;
3161 client->interact(5, fauxPointed);
3165 void Game::handlePointingAtNode(const PointedThing &pointed,
3166 const ItemDefinition &playeritem_def, const ItemStack &playeritem,
3167 const ToolCapabilities &playeritem_toolcap, f32 dtime)
3169 v3s16 nodepos = pointed.node_undersurface;
3170 v3s16 neighbourpos = pointed.node_abovesurface;
3173 Check information text of node
3176 ClientMap &map = client->getEnv().getClientMap();
3178 if (runData.nodig_delay_timer <= 0.0 && input->getLeftState()
3179 && !runData.digging_blocked
3180 && client->checkPrivilege("interact")) {
3181 handleDigging(pointed, nodepos, playeritem_toolcap, dtime);
3184 // This should be done after digging handling
3185 NodeMetadata *meta = map.getNodeMetadata(nodepos);
3188 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3189 meta->getString("infotext"))));
3191 MapNode n = map.getNodeNoEx(nodepos);
3193 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3194 m_game_ui->setInfoText(L"Unknown node: " +
3195 utf8_to_wide(nodedef_manager->get(n).name));
3199 if ((input->getRightClicked() ||
3200 runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
3201 client->checkPrivilege("interact")) {
3202 runData.repeat_rightclick_timer = 0;
3203 infostream << "Ground right-clicked" << std::endl;
3205 if (meta && !meta->getString("formspec").empty() && !random_input
3206 && !isKeyDown(KeyType::SNEAK)) {
3207 // Report right click to server
3208 if (nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
3209 client->interact(3, pointed);
3212 infostream << "Launching custom inventory view" << std::endl;
3214 InventoryLocation inventoryloc;
3215 inventoryloc.setNodeMeta(nodepos);
3217 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3218 &client->getEnv().getClientMap(), nodepos);
3219 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3221 GUIFormSpecMenu::create(current_formspec, client, &input->joystick, fs_src,
3222 txt_dst, client->getFormspecPrepend());
3223 cur_formname.clear();
3225 current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3227 // Report right click to server
3229 camera->setDigging(1); // right click animation (always shown for feedback)
3231 // If the wielded item has node placement prediction,
3233 bool placed = nodePlacementPrediction(playeritem_def, playeritem, nodepos,
3238 client->interact(3, pointed);
3240 soundmaker->m_player_rightpunch_sound =
3241 playeritem_def.sound_place;
3243 if (client->moddingEnabled())
3244 client->getScript()->on_placenode(pointed, playeritem_def);
3246 soundmaker->m_player_rightpunch_sound =
3249 if (playeritem_def.node_placement_prediction.empty() ||
3250 nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
3251 client->interact(3, pointed); // Report to server
3253 soundmaker->m_player_rightpunch_sound =
3254 playeritem_def.sound_place_failed;
3261 bool Game::nodePlacementPrediction(const ItemDefinition &playeritem_def,
3262 const ItemStack &playeritem, const v3s16 &nodepos, const v3s16 &neighbourpos)
3264 std::string prediction = playeritem_def.node_placement_prediction;
3265 const NodeDefManager *nodedef = client->ndef();
3266 ClientMap &map = client->getEnv().getClientMap();
3268 bool is_valid_position;
3270 node = map.getNodeNoEx(nodepos, &is_valid_position);
3271 if (!is_valid_position)
3274 if (!prediction.empty() && !nodedef->get(node).rightclickable) {
3275 verbosestream << "Node placement prediction for "
3276 << playeritem_def.name << " is "
3277 << prediction << std::endl;
3278 v3s16 p = neighbourpos;
3280 // Place inside node itself if buildable_to
3281 MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
3282 if (is_valid_position)
3284 if (nodedef->get(n_under).buildable_to)
3287 node = map.getNodeNoEx(p, &is_valid_position);
3288 if (is_valid_position &&!nodedef->get(node).buildable_to)
3293 // Find id of predicted node
3295 bool found = nodedef->getId(prediction, id);
3298 errorstream << "Node placement prediction failed for "
3299 << playeritem_def.name << " (places "
3301 << ") - Name not known" << std::endl;
3305 const ContentFeatures &predicted_f = nodedef->get(id);
3307 // Predict param2 for facedir and wallmounted nodes
3310 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3311 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3312 v3s16 dir = nodepos - neighbourpos;
3314 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3315 param2 = dir.Y < 0 ? 1 : 0;
3316 } else if (abs(dir.X) > abs(dir.Z)) {
3317 param2 = dir.X < 0 ? 3 : 2;
3319 param2 = dir.Z < 0 ? 5 : 4;
3323 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3324 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3325 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3327 if (abs(dir.X) > abs(dir.Z)) {
3328 param2 = dir.X < 0 ? 3 : 1;
3330 param2 = dir.Z < 0 ? 2 : 0;
3334 assert(param2 <= 5);
3336 //Check attachment if node is in group attached_node
3337 if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
3338 static v3s16 wallmounted_dirs[8] = {
3348 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3349 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3350 pp = p + wallmounted_dirs[param2];
3352 pp = p + v3s16(0, -1, 0);
3354 if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
3359 if ((predicted_f.param_type_2 == CPT2_COLOR
3360 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3361 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3362 const std::string &indexstr = playeritem.metadata.getString(
3363 "palette_index", 0);
3364 if (!indexstr.empty()) {
3365 s32 index = mystoi(indexstr);
3366 if (predicted_f.param_type_2 == CPT2_COLOR) {
3368 } else if (predicted_f.param_type_2
3369 == CPT2_COLORED_WALLMOUNTED) {
3370 // param2 = pure palette index + other
3371 param2 = (index & 0xf8) | (param2 & 0x07);
3372 } else if (predicted_f.param_type_2
3373 == CPT2_COLORED_FACEDIR) {
3374 // param2 = pure palette index + other
3375 param2 = (index & 0xe0) | (param2 & 0x1f);
3380 // Add node to client map
3381 MapNode n(id, 0, param2);
3384 LocalPlayer *player = client->getEnv().getLocalPlayer();
3386 // Dont place node when player would be inside new node
3387 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3388 if (!nodedef->get(n).walkable ||
3389 g_settings->getBool("enable_build_where_you_stand") ||
3390 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3391 (nodedef->get(n).walkable &&
3392 neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3393 neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3395 // This triggers the required mesh update too
3396 client->addNode(p, n);
3399 } catch (InvalidPositionException &e) {
3400 errorstream << "Node placement prediction failed for "
3401 << playeritem_def.name << " (places "
3403 << ") - Position not loaded" << std::endl;
3410 void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
3411 const v3f &player_position, bool show_debug)
3413 std::wstring infotext = unescape_translate(
3414 utf8_to_wide(runData.selected_object->infoText()));
3417 if (!infotext.empty()) {
3420 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3423 m_game_ui->setInfoText(infotext);
3425 if (input->getLeftState()) {
3426 bool do_punch = false;
3427 bool do_punch_damage = false;
3429 if (runData.object_hit_delay_timer <= 0.0) {
3431 do_punch_damage = true;
3432 runData.object_hit_delay_timer = object_hit_delay;
3435 if (input->getLeftClicked())
3439 infostream << "Left-clicked object" << std::endl;
3440 runData.left_punch = true;
3443 if (do_punch_damage) {
3444 // Report direct punch
3445 v3f objpos = runData.selected_object->getPosition();
3446 v3f dir = (objpos - player_position).normalize();
3447 ItemStack item = playeritem;
3448 if (playeritem.name.empty()) {
3449 InventoryList *hlist = local_inventory->getList("hand");
3451 item = hlist->getItem(0);
3455 bool disable_send = runData.selected_object->directReportPunch(
3456 dir, &item, runData.time_from_last_punch);
3457 runData.time_from_last_punch = 0;
3460 client->interact(0, pointed);
3462 } else if (input->getRightClicked()) {
3463 infostream << "Right-clicked object" << std::endl;
3464 client->interact(3, pointed); // place
3469 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3470 const ToolCapabilities &playeritem_toolcap, f32 dtime)
3472 LocalPlayer *player = client->getEnv().getLocalPlayer();
3473 ClientMap &map = client->getEnv().getClientMap();
3474 MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
3476 // NOTE: Similar piece of code exists on the server side for
3478 // Get digging parameters
3479 DigParams params = getDigParams(nodedef_manager->get(n).groups,
3480 &playeritem_toolcap);
3482 // If can't dig, try hand
3483 if (!params.diggable) {
3484 InventoryList *hlist = local_inventory->getList("hand");
3485 const ToolCapabilities *tp = hlist
3486 ? &hlist->getItem(0).getToolCapabilities(itemdef_manager)
3487 : itemdef_manager->get("").tool_capabilities;
3490 params = getDigParams(nodedef_manager->get(n).groups, tp);
3493 if (!params.diggable) {
3494 // I guess nobody will wait for this long
3495 runData.dig_time_complete = 10000000.0;
3497 runData.dig_time_complete = params.time;
3499 if (m_cache_enable_particles) {
3500 const ContentFeatures &features = client->getNodeDefManager()->get(n);
3501 client->getParticleManager()->addNodeParticle(client,
3502 player, nodepos, n, features);
3506 if (!runData.digging) {
3507 infostream << "Started digging" << std::endl;
3508 runData.dig_instantly = runData.dig_time_complete == 0;
3509 if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
3511 client->interact(0, pointed);
3512 runData.digging = true;
3513 runData.ldown_for_dig = true;
3516 if (!runData.dig_instantly) {
3517 runData.dig_index = (float)crack_animation_length
3519 / runData.dig_time_complete;
3521 // This is for e.g. torches
3522 runData.dig_index = crack_animation_length;
3525 SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3527 if (sound_dig.exists() && params.diggable) {
3528 if (sound_dig.name == "__group") {
3529 if (!params.main_group.empty()) {
3530 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3531 soundmaker->m_player_leftpunch_sound.name =
3532 std::string("default_dig_") +
3536 soundmaker->m_player_leftpunch_sound = sound_dig;
3540 // Don't show cracks if not diggable
3541 if (runData.dig_time_complete >= 100000.0) {
3542 } else if (runData.dig_index < crack_animation_length) {
3543 //TimeTaker timer("client.setTempMod");
3544 //infostream<<"dig_index="<<dig_index<<std::endl;
3545 client->setCrack(runData.dig_index, nodepos);
3547 infostream << "Digging completed" << std::endl;
3548 client->setCrack(-1, v3s16(0, 0, 0));
3550 runData.dig_time = 0;
3551 runData.digging = false;
3552 // we successfully dug, now block it from repeating if we want to be safe
3553 if (g_settings->getBool("safe_dig_and_place"))
3554 runData.digging_blocked = true;
3556 runData.nodig_delay_timer =
3557 runData.dig_time_complete / (float)crack_animation_length;
3559 // We don't want a corresponding delay to very time consuming nodes
3560 // and nodes without digging time (e.g. torches) get a fixed delay.
3561 if (runData.nodig_delay_timer > 0.3)
3562 runData.nodig_delay_timer = 0.3;
3563 else if (runData.dig_instantly)
3564 runData.nodig_delay_timer = 0.15;
3566 bool is_valid_position;
3567 MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
3568 if (is_valid_position) {
3569 if (client->moddingEnabled() &&
3570 client->getScript()->on_dignode(nodepos, wasnode)) {
3574 const ContentFeatures &f = client->ndef()->get(wasnode);
3575 if (f.node_dig_prediction == "air") {
3576 client->removeNode(nodepos);
3577 } else if (!f.node_dig_prediction.empty()) {
3579 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3581 client->addNode(nodepos, id, true);
3583 // implicit else: no prediction
3586 client->interact(2, pointed);
3588 if (m_cache_enable_particles) {
3589 const ContentFeatures &features =
3590 client->getNodeDefManager()->get(wasnode);
3591 client->getParticleManager()->addDiggingParticles(client,
3592 player, nodepos, wasnode, features);
3596 // Send event to trigger sound
3597 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3600 if (runData.dig_time_complete < 100000.0) {
3601 runData.dig_time += dtime;
3603 runData.dig_time = 0;
3604 client->setCrack(-1, nodepos);
3607 camera->setDigging(0); // left click animation
3611 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3612 const CameraOrientation &cam)
3614 LocalPlayer *player = client->getEnv().getLocalPlayer();
3620 if (draw_control->range_all) {
3621 runData.fog_range = 100000 * BS;
3623 runData.fog_range = draw_control->wanted_range * BS;
3627 Calculate general brightness
3629 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3630 float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3631 float direct_brightness;
3634 if (m_cache_enable_noclip && m_cache_enable_free_move) {
3635 direct_brightness = time_brightness;
3636 sunlight_seen = true;
3638 ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
3639 float old_brightness = sky->getBrightness();
3640 direct_brightness = client->getEnv().getClientMap()
3641 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3642 daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3646 float time_of_day_smooth = runData.time_of_day_smooth;
3647 float time_of_day = client->getEnv().getTimeOfDayF();
3649 static const float maxsm = 0.05f;
3650 static const float todsm = 0.05f;
3652 if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3653 std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3654 std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3655 time_of_day_smooth = time_of_day;
3657 if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3658 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3659 + (time_of_day + 1.0) * todsm;
3661 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3662 + time_of_day * todsm;
3664 runData.time_of_day_smooth = time_of_day_smooth;
3666 sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3667 sunlight_seen, camera->getCameraMode(), player->getYaw(),
3668 player->getPitch());
3674 if (sky->getCloudsVisible()) {
3675 clouds->setVisible(true);
3676 clouds->step(dtime);
3677 // camera->getPosition is not enough for 3rd person views
3678 v3f camera_node_position = camera->getCameraNode()->getPosition();
3679 v3s16 camera_offset = camera->getOffset();
3680 camera_node_position.X = camera_node_position.X + camera_offset.X * BS;
3681 camera_node_position.Y = camera_node_position.Y + camera_offset.Y * BS;
3682 camera_node_position.Z = camera_node_position.Z + camera_offset.Z * BS;
3683 clouds->update(camera_node_position,
3684 sky->getCloudColor());
3685 if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3686 // if inside clouds, and fog enabled, use that as sky
3688 video::SColor clouds_dark = clouds->getColor()
3689 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3690 sky->overrideColors(clouds_dark, clouds->getColor());
3691 sky->setBodiesVisible(false);
3692 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3693 // do not draw clouds after all
3694 clouds->setVisible(false);
3697 clouds->setVisible(false);
3704 client->getParticleManager()->step(dtime);
3710 if (m_cache_enable_fog) {
3713 video::EFT_FOG_LINEAR,
3714 runData.fog_range * m_cache_fog_start,
3715 runData.fog_range * 1.0,
3723 video::EFT_FOG_LINEAR,
3733 Get chat messages from client
3736 v2u32 screensize = driver->getScreenSize();
3738 updateChat(dtime, screensize);
3744 if (client->getPlayerItem() != runData.new_playeritem)
3745 client->selectPlayerItem(runData.new_playeritem);
3747 // Update local inventory if it has changed
3748 if (client->getLocalInventoryUpdated()) {
3749 //infostream<<"Updating local inventory"<<std::endl;
3750 client->getLocalInventory(*local_inventory);
3751 runData.update_wielded_item_trigger = true;
3754 if (runData.update_wielded_item_trigger) {
3755 // Update wielded tool
3756 InventoryList *mlist = local_inventory->getList("main");
3758 if (mlist && (client->getPlayerItem() < mlist->getSize())) {
3759 ItemStack item = mlist->getItem(client->getPlayerItem());
3760 if (item.getDefinition(itemdef_manager).name.empty()) { // override the hand
3761 InventoryList *hlist = local_inventory->getList("hand");
3763 item = hlist->getItem(0);
3765 camera->wield(item);
3768 runData.update_wielded_item_trigger = false;
3772 Update block draw list every 200ms or when camera direction has
3775 runData.update_draw_list_timer += dtime;
3777 v3f camera_direction = camera->getDirection();
3778 if (runData.update_draw_list_timer >= 0.2
3779 || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3780 || m_camera_offset_changed) {
3781 runData.update_draw_list_timer = 0;
3782 client->getEnv().getClientMap().updateDrawList();
3783 runData.update_draw_list_last_cam_dir = camera_direction;
3786 m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, dtime);
3789 make sure menu is on top
3790 1. Delete formspec menu reference if menu was removed
3791 2. Else, make sure formspec menu is on top
3793 if (current_formspec) {
3794 if (current_formspec->getReferenceCount() == 1) {
3795 current_formspec->drop();
3796 current_formspec = NULL;
3797 } else if (isMenuActive()) {
3798 guiroot->bringToFront(current_formspec);
3805 const video::SColor &skycolor = sky->getSkyColor();
3807 TimeTaker tt_draw("mainloop: draw");
3808 driver->beginScene(true, true, skycolor);
3810 bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3811 (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3812 (camera->getCameraMode() == CAMERA_MODE_FIRST));
3813 bool draw_crosshair = (
3814 (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3815 (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3816 #ifdef HAVE_TOUCHSCREENGUI
3818 draw_crosshair = !g_settings->getBool("touchtarget");
3819 } catch (SettingNotFoundException) {
3822 RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3823 m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3828 if (m_game_ui->m_flags.show_profiler_graph)
3829 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3834 if (runData.damage_flash > 0.0) {
3835 video::SColor color(runData.damage_flash, 180, 0, 0);
3836 driver->draw2DRectangle(color,
3837 core::rect<s32>(0, 0, screensize.X, screensize.Y),
3840 runData.damage_flash -= 100.0 * dtime;
3846 if (player->hurt_tilt_timer > 0.0) {
3847 player->hurt_tilt_timer -= dtime * 5;
3849 if (player->hurt_tilt_timer < 0)
3850 player->hurt_tilt_strength = 0;
3854 Update minimap pos and rotation
3856 if (mapper && m_game_ui->m_flags.show_minimap && m_game_ui->m_flags.show_hud) {
3857 mapper->setPos(floatToInt(player->getPosition(), BS));
3858 mapper->setAngle(player->getYaw());
3866 stats->drawtime = tt_draw.stop(true);
3867 g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
3870 /* Log times and stuff for visualization */
3871 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
3873 Profiler::GraphValues values;
3874 g_profiler->graphGet(values);
3880 /****************************************************************************
3882 ****************************************************************************/
3884 /* On some computers framerate doesn't seem to be automatically limited
3886 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
3888 // not using getRealTime is necessary for wine
3889 device->getTimer()->tick(); // Maker sure device time is up-to-date
3890 u32 time = device->getTimer()->getTime();
3891 u32 last_time = fps_timings->last_time;
3893 if (time > last_time) // Make sure time hasn't overflowed
3894 fps_timings->busy_time = time - last_time;
3896 fps_timings->busy_time = 0;
3898 u32 frametime_min = 1000 / (g_menumgr.pausesGame()
3899 ? g_settings->getFloat("pause_fps_max")
3900 : g_settings->getFloat("fps_max"));
3902 if (fps_timings->busy_time < frametime_min) {
3903 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
3904 device->sleep(fps_timings->sleep_time);
3906 fps_timings->sleep_time = 0;
3909 /* Get the new value of the device timer. Note that device->sleep() may
3910 * not sleep for the entire requested time as sleep may be interrupted and
3911 * therefore it is arguably more accurate to get the new time from the
3912 * device rather than calculating it by adding sleep_time to time.
3915 device->getTimer()->tick(); // Update device timer
3916 time = device->getTimer()->getTime();
3918 if (time > last_time) // Make sure last_time hasn't overflowed
3919 *dtime = (time - last_time) / 1000.0;
3923 fps_timings->last_time = time;
3926 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
3928 const wchar_t *wmsg = wgettext(msg);
3929 RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
3934 void Game::settingChangedCallback(const std::string &setting_name, void *data)
3936 ((Game *)data)->readSettings();
3939 void Game::readSettings()
3941 m_cache_doubletap_jump = g_settings->getBool("doubletap_jump");
3942 m_cache_enable_clouds = g_settings->getBool("enable_clouds");
3943 m_cache_enable_joysticks = g_settings->getBool("enable_joysticks");
3944 m_cache_enable_particles = g_settings->getBool("enable_particles");
3945 m_cache_enable_fog = g_settings->getBool("enable_fog");
3946 m_cache_mouse_sensitivity = g_settings->getFloat("mouse_sensitivity");
3947 m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
3948 m_repeat_right_click_time = g_settings->getFloat("repeat_rightclick_time");
3950 m_cache_enable_noclip = g_settings->getBool("noclip");
3951 m_cache_enable_free_move = g_settings->getBool("free_move");
3953 m_cache_fog_start = g_settings->getFloat("fog_start");
3955 m_cache_cam_smoothing = 0;
3956 if (g_settings->getBool("cinematic"))
3957 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
3959 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
3961 m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
3962 m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
3963 m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
3965 m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
3968 /****************************************************************************/
3969 /****************************************************************************
3971 ****************************************************************************/
3972 /****************************************************************************/
3974 void Game::extendedResourceCleanup()
3976 // Extended resource accounting
3977 infostream << "Irrlicht resources after cleanup:" << std::endl;
3978 infostream << "\tRemaining meshes : "
3979 << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
3980 infostream << "\tRemaining textures : "
3981 << driver->getTextureCount() << std::endl;
3983 for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
3984 irr::video::ITexture *texture = driver->getTextureByIndex(i);
3985 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
3989 clearTextureNameCache();
3990 infostream << "\tRemaining materials: "
3991 << driver-> getMaterialRendererCount()
3992 << " (note: irrlicht doesn't support removing renderers)" << std::endl;
3995 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
3996 void Game::showPauseMenu()
3999 static const std::string control_text = strgettext("Default Controls:\n"
4000 "No menu visible:\n"
4001 "- single tap: button activate\n"
4002 "- double tap: place/use\n"
4003 "- slide finger: look around\n"
4004 "Menu/Inventory visible:\n"
4005 "- double tap (outside):\n"
4007 "- touch stack, touch slot:\n"
4009 "- touch&drag, tap 2nd finger\n"
4010 " --> place single item to slot\n"
4013 static const std::string control_text_template = strgettext("Controls:\n"
4014 "- %s: move forwards\n"
4015 "- %s: move backwards\n"
4017 "- %s: move right\n"
4018 "- %s: jump/climb\n"
4019 "- %s: sneak/go down\n"
4022 "- Mouse: turn/look\n"
4023 "- Mouse left: dig/punch\n"
4024 "- Mouse right: place/use\n"
4025 "- Mouse wheel: select item\n"
4029 char control_text_buf[600];
4031 snprintf(control_text_buf, ARRLEN(control_text_buf), control_text_template.c_str(),
4032 GET_KEY_NAME(keymap_forward),
4033 GET_KEY_NAME(keymap_backward),
4034 GET_KEY_NAME(keymap_left),
4035 GET_KEY_NAME(keymap_right),
4036 GET_KEY_NAME(keymap_jump),
4037 GET_KEY_NAME(keymap_sneak),
4038 GET_KEY_NAME(keymap_drop),
4039 GET_KEY_NAME(keymap_inventory),
4040 GET_KEY_NAME(keymap_chat)
4043 std::string control_text = std::string(control_text_buf);
4044 str_formspec_escape(control_text);
4047 float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4048 std::ostringstream os;
4050 os << FORMSPEC_VERSION_STRING << SIZE_TAG
4051 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4052 << strgettext("Continue") << "]";
4054 if (!simple_singleplayer_mode) {
4055 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4056 << strgettext("Change Password") << "]";
4058 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4062 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4063 << strgettext("Sound Volume") << "]";
4064 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4065 << strgettext("Change Keys") << "]";
4067 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4068 << strgettext("Exit to Menu") << "]";
4069 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4070 << strgettext("Exit to OS") << "]"
4071 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4072 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4074 << strgettext("Game info:") << "\n";
4075 const std::string &address = client->getAddressName();
4076 static const std::string mode = strgettext("- Mode: ");
4077 if (!simple_singleplayer_mode) {
4078 Address serverAddress = client->getServerAddress();
4079 if (!address.empty()) {
4080 os << mode << strgettext("Remote server") << "\n"
4081 << strgettext("- Address: ") << address;
4083 os << mode << strgettext("Hosting server");
4085 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4087 os << mode << strgettext("Singleplayer") << "\n";
4089 if (simple_singleplayer_mode || address.empty()) {
4090 static const std::string on = strgettext("On");
4091 static const std::string off = strgettext("Off");
4092 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4093 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4094 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4095 os << strgettext("- Damage: ") << damage << "\n"
4096 << strgettext("- Creative Mode: ") << creative << "\n";
4097 if (!simple_singleplayer_mode) {
4098 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4099 os << strgettext("- PvP: ") << pvp << "\n"
4100 << strgettext("- Public: ") << announced << "\n";
4101 std::string server_name = g_settings->get("server_name");
4102 str_formspec_escape(server_name);
4103 if (announced == on && !server_name.empty())
4104 os << strgettext("- Server Name: ") << server_name;
4111 /* Note: FormspecFormSource and LocalFormspecHandler *
4112 * are deleted by guiFormSpecMenu */
4113 FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4114 LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4116 GUIFormSpecMenu::create(current_formspec, client, &input->joystick,
4117 fs_src, txt_dst, client->getFormspecPrepend());
4118 current_formspec->setFocus("btn_continue");
4119 current_formspec->doPause = true;
4122 /****************************************************************************/
4123 /****************************************************************************
4124 extern function for launching the game
4125 ****************************************************************************/
4126 /****************************************************************************/
4128 void the_game(bool *kill,
4130 InputHandler *input,
4131 const std::string &map_dir,
4132 const std::string &playername,
4133 const std::string &password,
4134 const std::string &address, // If empty local server is created
4137 std::string &error_message,
4138 ChatBackend &chat_backend,
4139 bool *reconnect_requested,
4140 const SubgameSpec &gamespec, // Used for local game
4141 bool simple_singleplayer_mode)
4145 /* Make a copy of the server address because if a local singleplayer server
4146 * is created then this is updated and we don't want to change the value
4147 * passed to us by the calling function
4149 std::string server_address = address;
4153 if (game.startup(kill, random_input, input, map_dir,
4154 playername, password, &server_address, port, error_message,
4155 reconnect_requested, &chat_backend, gamespec,
4156 simple_singleplayer_mode)) {
4161 } catch (SerializationError &e) {
4162 error_message = std::string("A serialization error occurred:\n")
4163 + e.what() + "\n\nThe server is probably "
4164 " running a different version of " PROJECT_NAME_C ".";
4165 errorstream << error_message << std::endl;
4166 } catch (ServerError &e) {
4167 error_message = e.what();
4168 errorstream << "ServerError: " << error_message << std::endl;
4169 } catch (ModError &e) {
4170 error_message = e.what() + strgettext("\nCheck debug.txt for details.");
4171 errorstream << "ModError: " << error_message << std::endl;