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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "game.h"
21
22 #include <iomanip>
23 #include <cmath>
24 #include "client/renderingengine.h"
25 #include "camera.h"
26 #include "client.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"
34 #include "clouds.h"
35 #include "config.h"
36 #include "content_cao.h"
37 #include "content/subgames.h"
38 #include "client/event_manager.h"
39 #include "fontengine.h"
40 #include "itemdef.h"
41 #include "log.h"
42 #include "filesys.h"
43 #include "gameparams.h"
44 #include "gettext.h"
45 #include "gui/guiChatConsole.h"
46 #include "gui/guiConfirmRegistration.h"
47 #include "gui/guiFormSpecMenu.h"
48 #include "gui/guiKeyChangeMenu.h"
49 #include "gui/guiPasswordChange.h"
50 #include "gui/guiVolumeChange.h"
51 #include "gui/mainmenumanager.h"
52 #include "gui/profilergraph.h"
53 #include "mapblock.h"
54 #include "minimap.h"
55 #include "nodedef.h"         // Needed for determining pointing to nodes
56 #include "nodemetadata.h"
57 #include "particles.h"
58 #include "porting.h"
59 #include "profiler.h"
60 #include "raycast.h"
61 #include "server.h"
62 #include "settings.h"
63 #include "shader.h"
64 #include "sky.h"
65 #include "translation.h"
66 #include "util/basic_macros.h"
67 #include "util/directiontables.h"
68 #include "util/pointedthing.h"
69 #include "util/quicktune_shortcutter.h"
70 #include "irrlicht_changes/static_text.h"
71 #include "version.h"
72 #include "script/scripting_client.h"
73 #include "hud.h"
74
75 #if USE_SOUND
76         #include "client/sound_openal.h"
77 #else
78         #include "client/sound.h"
79 #endif
80 /*
81         Text input system
82 */
83
84 struct TextDestNodeMetadata : public TextDest
85 {
86         TextDestNodeMetadata(v3s16 p, Client *client)
87         {
88                 m_p = p;
89                 m_client = client;
90         }
91         // This is deprecated I guess? -celeron55
92         void gotText(const std::wstring &text)
93         {
94                 std::string ntext = wide_to_utf8(text);
95                 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
96                            << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
97                 StringMap fields;
98                 fields["text"] = ntext;
99                 m_client->sendNodemetaFields(m_p, "", fields);
100         }
101         void gotText(const StringMap &fields)
102         {
103                 m_client->sendNodemetaFields(m_p, "", fields);
104         }
105
106         v3s16 m_p;
107         Client *m_client;
108 };
109
110 struct TextDestPlayerInventory : public TextDest
111 {
112         TextDestPlayerInventory(Client *client)
113         {
114                 m_client = client;
115                 m_formname = "";
116         }
117         TextDestPlayerInventory(Client *client, const std::string &formname)
118         {
119                 m_client = client;
120                 m_formname = formname;
121         }
122         void gotText(const StringMap &fields)
123         {
124                 m_client->sendInventoryFields(m_formname, fields);
125         }
126
127         Client *m_client;
128 };
129
130 struct LocalFormspecHandler : public TextDest
131 {
132         LocalFormspecHandler(const std::string &formname)
133         {
134                 m_formname = formname;
135         }
136
137         LocalFormspecHandler(const std::string &formname, Client *client):
138                 m_client(client)
139         {
140                 m_formname = formname;
141         }
142
143         void gotText(const StringMap &fields)
144         {
145                 if (m_formname == "MT_PAUSE_MENU") {
146                         if (fields.find("btn_sound") != fields.end()) {
147                                 g_gamecallback->changeVolume();
148                                 return;
149                         }
150
151                         if (fields.find("btn_key_config") != fields.end()) {
152                                 g_gamecallback->keyConfig();
153                                 return;
154                         }
155
156                         if (fields.find("btn_exit_menu") != fields.end()) {
157                                 g_gamecallback->disconnect();
158                                 return;
159                         }
160
161                         if (fields.find("btn_exit_os") != fields.end()) {
162                                 g_gamecallback->exitToOS();
163 #ifndef __ANDROID__
164                                 RenderingEngine::get_raw_device()->closeDevice();
165 #endif
166                                 return;
167                         }
168
169                         if (fields.find("btn_change_password") != fields.end()) {
170                                 g_gamecallback->changePassword();
171                                 return;
172                         }
173
174                         if (fields.find("quit") != fields.end()) {
175                                 return;
176                         }
177
178                         if (fields.find("btn_continue") != fields.end()) {
179                                 return;
180                         }
181                 }
182
183                 if (m_formname == "MT_DEATH_SCREEN") {
184                         assert(m_client != 0);
185                         m_client->sendRespawn();
186                         return;
187                 }
188
189                 if (m_client && m_client->modsLoaded())
190                         m_client->getScript()->on_formspec_input(m_formname, fields);
191         }
192
193         Client *m_client = nullptr;
194 };
195
196 /* Form update callback */
197
198 class NodeMetadataFormSource: public IFormSource
199 {
200 public:
201         NodeMetadataFormSource(ClientMap *map, v3s16 p):
202                 m_map(map),
203                 m_p(p)
204         {
205         }
206         const std::string &getForm() const
207         {
208                 static const std::string empty_string = "";
209                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
210
211                 if (!meta)
212                         return empty_string;
213
214                 return meta->getString("formspec");
215         }
216
217         virtual std::string resolveText(const std::string &str)
218         {
219                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
220
221                 if (!meta)
222                         return str;
223
224                 return meta->resolveString(str);
225         }
226
227         ClientMap *m_map;
228         v3s16 m_p;
229 };
230
231 class PlayerInventoryFormSource: public IFormSource
232 {
233 public:
234         PlayerInventoryFormSource(Client *client):
235                 m_client(client)
236         {
237         }
238
239         const std::string &getForm() const
240         {
241                 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
242                 return player->inventory_formspec;
243         }
244
245         Client *m_client;
246 };
247
248 class NodeDugEvent: public MtEvent
249 {
250 public:
251         v3s16 p;
252         MapNode n;
253
254         NodeDugEvent(v3s16 p, MapNode n):
255                 p(p),
256                 n(n)
257         {}
258         MtEvent::Type getType() const
259         {
260                 return MtEvent::NODE_DUG;
261         }
262 };
263
264 class SoundMaker
265 {
266         ISoundManager *m_sound;
267         const NodeDefManager *m_ndef;
268 public:
269         bool makes_footstep_sound;
270         float m_player_step_timer;
271         float m_player_jump_timer;
272
273         SimpleSoundSpec m_player_step_sound;
274         SimpleSoundSpec m_player_leftpunch_sound;
275         SimpleSoundSpec m_player_rightpunch_sound;
276
277         SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
278                 m_sound(sound),
279                 m_ndef(ndef),
280                 makes_footstep_sound(true),
281                 m_player_step_timer(0.0f),
282                 m_player_jump_timer(0.0f)
283         {
284         }
285
286         void playPlayerStep()
287         {
288                 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
289                         m_player_step_timer = 0.03;
290                         if (makes_footstep_sound)
291                                 m_sound->playSound(m_player_step_sound, false);
292                 }
293         }
294
295         void playPlayerJump()
296         {
297                 if (m_player_jump_timer <= 0.0f) {
298                         m_player_jump_timer = 0.2f;
299                         m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f), false);
300                 }
301         }
302
303         static void viewBobbingStep(MtEvent *e, void *data)
304         {
305                 SoundMaker *sm = (SoundMaker *)data;
306                 sm->playPlayerStep();
307         }
308
309         static void playerRegainGround(MtEvent *e, void *data)
310         {
311                 SoundMaker *sm = (SoundMaker *)data;
312                 sm->playPlayerStep();
313         }
314
315         static void playerJump(MtEvent *e, void *data)
316         {
317                 SoundMaker *sm = (SoundMaker *)data;
318                 sm->playPlayerJump();
319         }
320
321         static void cameraPunchLeft(MtEvent *e, void *data)
322         {
323                 SoundMaker *sm = (SoundMaker *)data;
324                 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
325         }
326
327         static void cameraPunchRight(MtEvent *e, void *data)
328         {
329                 SoundMaker *sm = (SoundMaker *)data;
330                 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
331         }
332
333         static void nodeDug(MtEvent *e, void *data)
334         {
335                 SoundMaker *sm = (SoundMaker *)data;
336                 NodeDugEvent *nde = (NodeDugEvent *)e;
337                 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
338         }
339
340         static void playerDamage(MtEvent *e, void *data)
341         {
342                 SoundMaker *sm = (SoundMaker *)data;
343                 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
344         }
345
346         static void playerFallingDamage(MtEvent *e, void *data)
347         {
348                 SoundMaker *sm = (SoundMaker *)data;
349                 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
350         }
351
352         void registerReceiver(MtEventManager *mgr)
353         {
354                 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
355                 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
356                 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
357                 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
358                 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
359                 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
360                 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
361                 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
362         }
363
364         void step(float dtime)
365         {
366                 m_player_step_timer -= dtime;
367                 m_player_jump_timer -= dtime;
368         }
369 };
370
371 // Locally stored sounds don't need to be preloaded because of this
372 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
373 {
374         std::set<std::string> m_fetched;
375 private:
376         void paths_insert(std::set<std::string> &dst_paths,
377                 const std::string &base,
378                 const std::string &name)
379         {
380                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
381                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
382                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
383                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
384                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
385                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
386                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
387                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
388                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
389                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
390                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
391         }
392 public:
393         void fetchSounds(const std::string &name,
394                 std::set<std::string> &dst_paths,
395                 std::set<std::string> &dst_datas)
396         {
397                 if (m_fetched.count(name))
398                         return;
399
400                 m_fetched.insert(name);
401
402                 paths_insert(dst_paths, porting::path_share, name);
403                 paths_insert(dst_paths, porting::path_user,  name);
404         }
405 };
406
407
408 // before 1.8 there isn't a "integer interface", only float
409 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
410 typedef f32 SamplerLayer_t;
411 #else
412 typedef s32 SamplerLayer_t;
413 #endif
414
415
416 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
417 {
418         Sky *m_sky;
419         bool *m_force_fog_off;
420         f32 *m_fog_range;
421         bool m_fog_enabled;
422         CachedPixelShaderSetting<float, 4> m_sky_bg_color;
423         CachedPixelShaderSetting<float> m_fog_distance;
424         CachedVertexShaderSetting<float> m_animation_timer_vertex;
425         CachedPixelShaderSetting<float> m_animation_timer_pixel;
426         CachedPixelShaderSetting<float, 3> m_day_light;
427         CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
428         CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
429         CachedPixelShaderSetting<float, 3> m_minimap_yaw;
430         CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
431         CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
432         CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
433         Client *m_client;
434
435 public:
436         void onSettingsChange(const std::string &name)
437         {
438                 if (name == "enable_fog")
439                         m_fog_enabled = g_settings->getBool("enable_fog");
440         }
441
442         static void settingsCallback(const std::string &name, void *userdata)
443         {
444                 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
445         }
446
447         void setSky(Sky *sky) { m_sky = sky; }
448
449         GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
450                         f32 *fog_range, Client *client) :
451                 m_sky(sky),
452                 m_force_fog_off(force_fog_off),
453                 m_fog_range(fog_range),
454                 m_sky_bg_color("skyBgColor"),
455                 m_fog_distance("fogDistance"),
456                 m_animation_timer_vertex("animationTimer"),
457                 m_animation_timer_pixel("animationTimer"),
458                 m_day_light("dayLight"),
459                 m_eye_position_pixel("eyePosition"),
460                 m_eye_position_vertex("eyePosition"),
461                 m_minimap_yaw("yawVec"),
462                 m_camera_offset_pixel("cameraOffset"),
463                 m_camera_offset_vertex("cameraOffset"),
464                 m_base_texture("baseTexture"),
465                 m_client(client)
466         {
467                 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
468                 m_fog_enabled = g_settings->getBool("enable_fog");
469         }
470
471         ~GameGlobalShaderConstantSetter()
472         {
473                 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
474         }
475
476         virtual void onSetConstants(video::IMaterialRendererServices *services,
477                         bool is_highlevel)
478         {
479                 if (!is_highlevel)
480                         return;
481
482                 // Background color
483                 video::SColor bgcolor = m_sky->getBgColor();
484                 video::SColorf bgcolorf(bgcolor);
485                 float bgcolorfa[4] = {
486                         bgcolorf.r,
487                         bgcolorf.g,
488                         bgcolorf.b,
489                         bgcolorf.a,
490                 };
491                 m_sky_bg_color.set(bgcolorfa, services);
492
493                 // Fog distance
494                 float fog_distance = 10000 * BS;
495
496                 if (m_fog_enabled && !*m_force_fog_off)
497                         fog_distance = *m_fog_range;
498
499                 m_fog_distance.set(&fog_distance, services);
500
501                 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
502                 video::SColorf sunlight;
503                 get_sunlight_color(&sunlight, daynight_ratio);
504                 float dnc[3] = {
505                         sunlight.r,
506                         sunlight.g,
507                         sunlight.b };
508                 m_day_light.set(dnc, services);
509
510                 u32 animation_timer = porting::getTimeMs() % 1000000;
511                 float animation_timer_f = (float)animation_timer / 100000.f;
512                 m_animation_timer_vertex.set(&animation_timer_f, services);
513                 m_animation_timer_pixel.set(&animation_timer_f, services);
514
515                 float eye_position_array[3];
516                 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
517 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
518                 eye_position_array[0] = epos.X;
519                 eye_position_array[1] = epos.Y;
520                 eye_position_array[2] = epos.Z;
521 #else
522                 epos.getAs3Values(eye_position_array);
523 #endif
524                 m_eye_position_pixel.set(eye_position_array, services);
525                 m_eye_position_vertex.set(eye_position_array, services);
526
527                 if (m_client->getMinimap()) {
528                         float minimap_yaw_array[3];
529                         v3f minimap_yaw = m_client->getMinimap()->getYawVec();
530 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
531                         minimap_yaw_array[0] = minimap_yaw.X;
532                         minimap_yaw_array[1] = minimap_yaw.Y;
533                         minimap_yaw_array[2] = minimap_yaw.Z;
534 #else
535                         minimap_yaw.getAs3Values(minimap_yaw_array);
536 #endif
537                         m_minimap_yaw.set(minimap_yaw_array, services);
538                 }
539
540                 float camera_offset_array[3];
541                 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
542 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
543                 camera_offset_array[0] = offset.X;
544                 camera_offset_array[1] = offset.Y;
545                 camera_offset_array[2] = offset.Z;
546 #else
547                 offset.getAs3Values(camera_offset_array);
548 #endif
549                 m_camera_offset_pixel.set(camera_offset_array, services);
550                 m_camera_offset_vertex.set(camera_offset_array, services);
551
552                 SamplerLayer_t base_tex = 0;
553                 m_base_texture.set(&base_tex, services);
554         }
555 };
556
557
558 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
559 {
560         Sky *m_sky;
561         bool *m_force_fog_off;
562         f32 *m_fog_range;
563         Client *m_client;
564         std::vector<GameGlobalShaderConstantSetter *> created_nosky;
565 public:
566         GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
567                         f32 *fog_range, Client *client) :
568                 m_sky(NULL),
569                 m_force_fog_off(force_fog_off),
570                 m_fog_range(fog_range),
571                 m_client(client)
572         {}
573
574         void setSky(Sky *sky) {
575                 m_sky = sky;
576                 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
577                         ggscs->setSky(m_sky);
578                 }
579                 created_nosky.clear();
580         }
581
582         virtual IShaderConstantSetter* create()
583         {
584                 GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
585                                 m_sky, m_force_fog_off, m_fog_range, m_client);
586                 if (!m_sky)
587                         created_nosky.push_back(scs);
588                 return scs;
589         }
590 };
591
592 #ifdef __ANDROID__
593 #define SIZE_TAG "size[11,5.5]"
594 #else
595 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
596 #endif
597
598 /****************************************************************************
599  ****************************************************************************/
600
601 const float object_hit_delay = 0.2;
602
603 struct FpsControl {
604         u32 last_time, busy_time, sleep_time;
605 };
606
607
608 /* The reason the following structs are not anonymous structs within the
609  * class is that they are not used by the majority of member functions and
610  * many functions that do require objects of thse types do not modify them
611  * (so they can be passed as a const qualified parameter)
612  */
613
614 struct GameRunData {
615         u16 dig_index;
616         u16 new_playeritem;
617         PointedThing pointed_old;
618         bool digging;
619         bool punching;
620         bool btn_down_for_dig;
621         bool dig_instantly;
622         bool digging_blocked;
623         bool reset_jump_timer;
624         float nodig_delay_timer;
625         float dig_time;
626         float dig_time_complete;
627         float repeat_place_timer;
628         float object_hit_delay_timer;
629         float time_from_last_punch;
630         ClientActiveObject *selected_object;
631
632         float jump_timer;
633         float damage_flash;
634         float update_draw_list_timer;
635
636         f32 fog_range;
637
638         v3f update_draw_list_last_cam_dir;
639
640         float time_of_day_smooth;
641 };
642
643 class Game;
644
645 struct ClientEventHandler
646 {
647         void (Game::*handler)(ClientEvent *, CameraOrientation *);
648 };
649
650 /****************************************************************************
651  THE GAME
652  ****************************************************************************/
653
654 /* This is not intended to be a public class. If a public class becomes
655  * desirable then it may be better to create another 'wrapper' class that
656  * hides most of the stuff in this class (nothing in this class is required
657  * by any other file) but exposes the public methods/data only.
658  */
659 class Game {
660 public:
661         Game();
662         ~Game();
663
664         bool startup(bool *kill,
665                         InputHandler *input,
666                         const GameStartData &game_params,
667                         std::string &error_message,
668                         bool *reconnect,
669                         ChatBackend *chat_backend);
670
671         void run();
672         void shutdown();
673
674 protected:
675
676         void extendedResourceCleanup();
677
678         // Basic initialisation
679         bool init(const std::string &map_dir, const std::string &address,
680                         u16 port, const SubgameSpec &gamespec);
681         bool initSound();
682         bool createSingleplayerServer(const std::string &map_dir,
683                         const SubgameSpec &gamespec, u16 port);
684
685         // Client creation
686         bool createClient(const GameStartData &start_data);
687         bool initGui();
688
689         // Client connection
690         bool connectToServer(const GameStartData &start_data,
691                         bool *connect_ok, bool *aborted);
692         bool getServerContent(bool *aborted);
693
694         // Main loop
695
696         void updateInteractTimers(f32 dtime);
697         bool checkConnection();
698         bool handleCallbacks();
699         void processQueues();
700         void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
701         void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
702         void updateProfilerGraphs(ProfilerGraph *graph);
703
704         // Input related
705         void processUserInput(f32 dtime);
706         void processKeyInput();
707         void processItemSelection(u16 *new_playeritem);
708
709         void dropSelectedItem(bool single_item = false);
710         void openInventory();
711         void openConsole(float scale, const wchar_t *line=NULL);
712         void toggleFreeMove();
713         void toggleFreeMoveAlt();
714         void togglePitchMove();
715         void toggleFast();
716         void toggleNoClip();
717         void toggleCinematic();
718         void toggleAutoforward();
719
720         void toggleMinimap(bool shift_pressed);
721         void toggleFog();
722         void toggleDebug();
723         void toggleUpdateCamera();
724
725         void increaseViewRange();
726         void decreaseViewRange();
727         void toggleFullViewRange();
728         void checkZoomEnabled();
729
730         void updateCameraDirection(CameraOrientation *cam, float dtime);
731         void updateCameraOrientation(CameraOrientation *cam, float dtime);
732         void updatePlayerControl(const CameraOrientation &cam);
733         void step(f32 *dtime);
734         void processClientEvents(CameraOrientation *cam);
735         void updateCamera(u32 busy_time, f32 dtime);
736         void updateSound(f32 dtime);
737         void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
738         /*!
739          * Returns the object or node the player is pointing at.
740          * Also updates the selected thing in the Hud.
741          *
742          * @param[in]  shootline         the shootline, starting from
743          * the camera position. This also gives the maximal distance
744          * of the search.
745          * @param[in]  liquids_pointable if false, liquids are ignored
746          * @param[in]  look_for_object   if false, objects are ignored
747          * @param[in]  camera_offset     offset of the camera
748          * @param[out] selected_object   the selected object or
749          * NULL if not found
750          */
751         PointedThing updatePointedThing(
752                         const core::line3d<f32> &shootline, bool liquids_pointable,
753                         bool look_for_object, const v3s16 &camera_offset);
754         void handlePointingAtNothing(const ItemStack &playerItem);
755         void handlePointingAtNode(const PointedThing &pointed,
756                         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
757         void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
758                         const v3f &player_position, bool show_debug);
759         void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
760                         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
761         void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
762                         const CameraOrientation &cam);
763
764         // Misc
765         void limitFps(FpsControl *fps_timings, f32 *dtime);
766
767         void showOverlayMessage(const char *msg, float dtime, int percent,
768                         bool draw_clouds = true);
769
770         static void settingChangedCallback(const std::string &setting_name, void *data);
771         void readSettings();
772
773         inline bool isKeyDown(GameKeyType k)
774         {
775                 return input->isKeyDown(k);
776         }
777         inline bool wasKeyDown(GameKeyType k)
778         {
779                 return input->wasKeyDown(k);
780         }
781         inline bool wasKeyPressed(GameKeyType k)
782         {
783                 return input->wasKeyPressed(k);
784         }
785         inline bool wasKeyReleased(GameKeyType k)
786         {
787                 return input->wasKeyReleased(k);
788         }
789
790 #ifdef __ANDROID__
791         void handleAndroidChatInput();
792 #endif
793
794 private:
795         struct Flags {
796                 bool force_fog_off = false;
797                 bool disable_camera_update = false;
798         };
799
800         void showDeathFormspec();
801         void showPauseMenu();
802
803         // ClientEvent handlers
804         void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
805         void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
806         void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
807         void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
808         void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
809         void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
810         void handleClientEvent_HandleParticleEvent(ClientEvent *event,
811                 CameraOrientation *cam);
812         void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
813         void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
814         void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
815         void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
816         void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
817         void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
818         void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
819         void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
820                 CameraOrientation *cam);
821         void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
822
823         void updateChat(f32 dtime, const v2u32 &screensize);
824
825         bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
826                 const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
827                 const NodeMetadata *meta);
828         static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
829
830         InputHandler *input = nullptr;
831
832         Client *client = nullptr;
833         Server *server = nullptr;
834
835         IWritableTextureSource *texture_src = nullptr;
836         IWritableShaderSource *shader_src = nullptr;
837
838         // When created, these will be filled with data received from the server
839         IWritableItemDefManager *itemdef_manager = nullptr;
840         NodeDefManager *nodedef_manager = nullptr;
841
842         GameOnDemandSoundFetcher soundfetcher; // useful when testing
843         ISoundManager *sound = nullptr;
844         bool sound_is_dummy = false;
845         SoundMaker *soundmaker = nullptr;
846
847         ChatBackend *chat_backend = nullptr;
848         LogOutputBuffer m_chat_log_buf;
849
850         EventManager *eventmgr = nullptr;
851         QuicktuneShortcutter *quicktune = nullptr;
852         bool registration_confirmation_shown = false;
853
854         std::unique_ptr<GameUI> m_game_ui;
855         GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
856         MapDrawControl *draw_control = nullptr;
857         Camera *camera = nullptr;
858         Clouds *clouds = nullptr;                         // Free using ->Drop()
859         Sky *sky = nullptr;                         // Free using ->Drop()
860         Hud *hud = nullptr;
861         Minimap *mapper = nullptr;
862
863         GameRunData runData;
864         Flags m_flags;
865
866         /* 'cache'
867            This class does take ownership/responsibily for cleaning up etc of any of
868            these items (e.g. device)
869         */
870         IrrlichtDevice *device;
871         video::IVideoDriver *driver;
872         scene::ISceneManager *smgr;
873         bool *kill;
874         std::string *error_message;
875         bool *reconnect_requested;
876         scene::ISceneNode *skybox;
877
878         bool simple_singleplayer_mode;
879         /* End 'cache' */
880
881         /* Pre-calculated values
882          */
883         int crack_animation_length;
884
885         IntervalLimiter profiler_interval;
886
887         /*
888          * TODO: Local caching of settings is not optimal and should at some stage
889          *       be updated to use a global settings object for getting thse values
890          *       (as opposed to the this local caching). This can be addressed in
891          *       a later release.
892          */
893         bool m_cache_doubletap_jump;
894         bool m_cache_enable_clouds;
895         bool m_cache_enable_joysticks;
896         bool m_cache_enable_particles;
897         bool m_cache_enable_fog;
898         bool m_cache_enable_noclip;
899         bool m_cache_enable_free_move;
900         f32  m_cache_mouse_sensitivity;
901         f32  m_cache_joystick_frustum_sensitivity;
902         f32  m_repeat_place_time;
903         f32  m_cache_cam_smoothing;
904         f32  m_cache_fog_start;
905
906         bool m_invert_mouse = false;
907         bool m_first_loop_after_window_activation = false;
908         bool m_camera_offset_changed = false;
909
910         bool m_does_lost_focus_pause_game = false;
911
912 #ifdef __ANDROID__
913         bool m_cache_hold_aux1;
914         bool m_android_chat_open;
915 #endif
916 };
917
918 Game::Game() :
919         m_chat_log_buf(g_logger),
920         m_game_ui(new GameUI())
921 {
922         g_settings->registerChangedCallback("doubletap_jump",
923                 &settingChangedCallback, this);
924         g_settings->registerChangedCallback("enable_clouds",
925                 &settingChangedCallback, this);
926         g_settings->registerChangedCallback("doubletap_joysticks",
927                 &settingChangedCallback, this);
928         g_settings->registerChangedCallback("enable_particles",
929                 &settingChangedCallback, this);
930         g_settings->registerChangedCallback("enable_fog",
931                 &settingChangedCallback, this);
932         g_settings->registerChangedCallback("mouse_sensitivity",
933                 &settingChangedCallback, this);
934         g_settings->registerChangedCallback("joystick_frustum_sensitivity",
935                 &settingChangedCallback, this);
936         g_settings->registerChangedCallback("repeat_place_time",
937                 &settingChangedCallback, this);
938         g_settings->registerChangedCallback("noclip",
939                 &settingChangedCallback, this);
940         g_settings->registerChangedCallback("free_move",
941                 &settingChangedCallback, this);
942         g_settings->registerChangedCallback("cinematic",
943                 &settingChangedCallback, this);
944         g_settings->registerChangedCallback("cinematic_camera_smoothing",
945                 &settingChangedCallback, this);
946         g_settings->registerChangedCallback("camera_smoothing",
947                 &settingChangedCallback, this);
948
949         readSettings();
950
951 #ifdef __ANDROID__
952         m_cache_hold_aux1 = false;      // This is initialised properly later
953 #endif
954
955 }
956
957
958
959 /****************************************************************************
960  MinetestApp Public
961  ****************************************************************************/
962
963 Game::~Game()
964 {
965         delete client;
966         delete soundmaker;
967         if (!sound_is_dummy)
968                 delete sound;
969
970         delete server; // deleted first to stop all server threads
971
972         delete hud;
973         delete camera;
974         delete quicktune;
975         delete eventmgr;
976         delete texture_src;
977         delete shader_src;
978         delete nodedef_manager;
979         delete itemdef_manager;
980         delete draw_control;
981
982         extendedResourceCleanup();
983
984         g_settings->deregisterChangedCallback("doubletap_jump",
985                 &settingChangedCallback, this);
986         g_settings->deregisterChangedCallback("enable_clouds",
987                 &settingChangedCallback, this);
988         g_settings->deregisterChangedCallback("enable_particles",
989                 &settingChangedCallback, this);
990         g_settings->deregisterChangedCallback("enable_fog",
991                 &settingChangedCallback, this);
992         g_settings->deregisterChangedCallback("mouse_sensitivity",
993                 &settingChangedCallback, this);
994         g_settings->deregisterChangedCallback("repeat_place_time",
995                 &settingChangedCallback, this);
996         g_settings->deregisterChangedCallback("noclip",
997                 &settingChangedCallback, this);
998         g_settings->deregisterChangedCallback("free_move",
999                 &settingChangedCallback, this);
1000         g_settings->deregisterChangedCallback("cinematic",
1001                 &settingChangedCallback, this);
1002         g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1003                 &settingChangedCallback, this);
1004         g_settings->deregisterChangedCallback("camera_smoothing",
1005                 &settingChangedCallback, this);
1006 }
1007
1008 bool Game::startup(bool *kill,
1009                 InputHandler *input,
1010                 const GameStartData &start_data,
1011                 std::string &error_message,
1012                 bool *reconnect,
1013                 ChatBackend *chat_backend)
1014 {
1015
1016         // "cache"
1017         this->device              = RenderingEngine::get_raw_device();
1018         this->kill                = kill;
1019         this->error_message       = &error_message;
1020         this->reconnect_requested = reconnect;
1021         this->input               = input;
1022         this->chat_backend        = chat_backend;
1023         this->simple_singleplayer_mode = start_data.isSinglePlayer();
1024
1025         input->keycache.populate();
1026
1027         driver = device->getVideoDriver();
1028         smgr = RenderingEngine::get_scene_manager();
1029
1030         RenderingEngine::get_scene_manager()->getParameters()->
1031                 setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1032
1033         // Reinit runData
1034         runData = GameRunData();
1035         runData.time_from_last_punch = 10.0;
1036
1037         m_game_ui->initFlags();
1038
1039         m_invert_mouse = g_settings->getBool("invert_mouse");
1040         m_first_loop_after_window_activation = true;
1041
1042         g_client_translations->clear();
1043
1044         // address can change if simple_singleplayer_mode
1045         if (!init(start_data.world_spec.path, start_data.address,
1046                         start_data.socket_port, start_data.game_spec))
1047                 return false;
1048
1049         if (!createClient(start_data))
1050                 return false;
1051
1052         RenderingEngine::initialize(client, hud);
1053
1054         return true;
1055 }
1056
1057
1058 void Game::run()
1059 {
1060         ProfilerGraph graph;
1061         RunStats stats              = { 0 };
1062         CameraOrientation cam_view_target  = { 0 };
1063         CameraOrientation cam_view  = { 0 };
1064         FpsControl draw_times       = { 0 };
1065         f32 dtime; // in seconds
1066
1067         /* Clear the profiler */
1068         Profiler::GraphValues dummyvalues;
1069         g_profiler->graphGet(dummyvalues);
1070
1071         draw_times.last_time = RenderingEngine::get_timer_time();
1072
1073         set_light_table(g_settings->getFloat("display_gamma"));
1074
1075 #ifdef __ANDROID__
1076         m_cache_hold_aux1 = g_settings->getBool("fast_move")
1077                         && client->checkPrivilege("fast");
1078 #endif
1079
1080         irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1081                 g_settings->getU16("screen_h"));
1082
1083         while (RenderingEngine::run()
1084                         && !(*kill || g_gamecallback->shutdown_requested
1085                         || (server && server->isShutdownRequested()))) {
1086
1087                 const irr::core::dimension2d<u32> &current_screen_size =
1088                         RenderingEngine::get_video_driver()->getScreenSize();
1089                 // Verify if window size has changed and save it if it's the case
1090                 // Ensure evaluating settings->getBool after verifying screensize
1091                 // First condition is cheaper
1092                 if (previous_screen_size != current_screen_size &&
1093                                 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1094                                 g_settings->getBool("autosave_screensize")) {
1095                         g_settings->setU16("screen_w", current_screen_size.Width);
1096                         g_settings->setU16("screen_h", current_screen_size.Height);
1097                         previous_screen_size = current_screen_size;
1098                 }
1099
1100                 // Calculate dtime =
1101                 //    RenderingEngine::run() from this iteration
1102                 //  + Sleep time until the wanted FPS are reached
1103                 limitFps(&draw_times, &dtime);
1104
1105                 // Prepare render data for next iteration
1106
1107                 updateStats(&stats, draw_times, dtime);
1108                 updateInteractTimers(dtime);
1109
1110                 if (!checkConnection())
1111                         break;
1112                 if (!handleCallbacks())
1113                         break;
1114
1115                 processQueues();
1116
1117                 m_game_ui->clearInfoText();
1118                 hud->resizeHotbar();
1119
1120                 updateProfilers(stats, draw_times, dtime);
1121                 processUserInput(dtime);
1122                 // Update camera before player movement to avoid camera lag of one frame
1123                 updateCameraDirection(&cam_view_target, dtime);
1124                 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1125                                 cam_view.camera_yaw) * m_cache_cam_smoothing;
1126                 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1127                                 cam_view.camera_pitch) * m_cache_cam_smoothing;
1128                 updatePlayerControl(cam_view);
1129                 step(&dtime);
1130                 processClientEvents(&cam_view_target);
1131                 updateCamera(draw_times.busy_time, dtime);
1132                 updateSound(dtime);
1133                 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
1134                         m_game_ui->m_flags.show_debug);
1135                 updateFrame(&graph, &stats, dtime, cam_view);
1136                 updateProfilerGraphs(&graph);
1137
1138                 // Update if minimap has been disabled by the server
1139                 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1140
1141                 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1142                         showPauseMenu();
1143                 }
1144         }
1145 }
1146
1147
1148 void Game::shutdown()
1149 {
1150         RenderingEngine::finalize();
1151 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1152         if (g_settings->get("3d_mode") == "pageflip") {
1153                 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1154         }
1155 #endif
1156         auto formspec = m_game_ui->getFormspecGUI();
1157         if (formspec)
1158                 formspec->quitMenu();
1159
1160 #ifdef HAVE_TOUCHSCREENGUI
1161         g_touchscreengui->hide();
1162 #endif
1163
1164         showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1165
1166         if (clouds)
1167                 clouds->drop();
1168
1169         if (gui_chat_console)
1170                 gui_chat_console->drop();
1171
1172         if (sky)
1173                 sky->drop();
1174
1175         /* cleanup menus */
1176         while (g_menumgr.menuCount() > 0) {
1177                 g_menumgr.m_stack.front()->setVisible(false);
1178                 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1179         }
1180
1181         m_game_ui->deleteFormspec();
1182
1183         chat_backend->addMessage(L"", L"# Disconnected.");
1184         chat_backend->addMessage(L"", L"");
1185         m_chat_log_buf.clear();
1186
1187         if (client) {
1188                 client->Stop();
1189                 while (!client->isShutdown()) {
1190                         assert(texture_src != NULL);
1191                         assert(shader_src != NULL);
1192                         texture_src->processQueue();
1193                         shader_src->processQueue();
1194                         sleep_ms(100);
1195                 }
1196         }
1197 }
1198
1199
1200 /****************************************************************************/
1201 /****************************************************************************
1202  Startup
1203  ****************************************************************************/
1204 /****************************************************************************/
1205
1206 bool Game::init(
1207                 const std::string &map_dir,
1208                 const std::string &address,
1209                 u16 port,
1210                 const SubgameSpec &gamespec)
1211 {
1212         texture_src = createTextureSource();
1213
1214         showOverlayMessage(N_("Loading..."), 0, 0);
1215
1216         shader_src = createShaderSource();
1217
1218         itemdef_manager = createItemDefManager();
1219         nodedef_manager = createNodeDefManager();
1220
1221         eventmgr = new EventManager();
1222         quicktune = new QuicktuneShortcutter();
1223
1224         if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1225                         && eventmgr && quicktune))
1226                 return false;
1227
1228         if (!initSound())
1229                 return false;
1230
1231         // Create a server if not connecting to an existing one
1232         if (address.empty()) {
1233                 if (!createSingleplayerServer(map_dir, gamespec, port))
1234                         return false;
1235         }
1236
1237         return true;
1238 }
1239
1240 bool Game::initSound()
1241 {
1242 #if USE_SOUND
1243         if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1244                 infostream << "Attempting to use OpenAL audio" << std::endl;
1245                 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1246                 if (!sound)
1247                         infostream << "Failed to initialize OpenAL audio" << std::endl;
1248         } else
1249                 infostream << "Sound disabled." << std::endl;
1250 #endif
1251
1252         if (!sound) {
1253                 infostream << "Using dummy audio." << std::endl;
1254                 sound = &dummySoundManager;
1255                 sound_is_dummy = true;
1256         }
1257
1258         soundmaker = new SoundMaker(sound, nodedef_manager);
1259         if (!soundmaker)
1260                 return false;
1261
1262         soundmaker->registerReceiver(eventmgr);
1263
1264         return true;
1265 }
1266
1267 bool Game::createSingleplayerServer(const std::string &map_dir,
1268                 const SubgameSpec &gamespec, u16 port)
1269 {
1270         showOverlayMessage(N_("Creating server..."), 0, 5);
1271
1272         std::string bind_str = g_settings->get("bind_address");
1273         Address bind_addr(0, 0, 0, 0, port);
1274
1275         if (g_settings->getBool("ipv6_server")) {
1276                 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1277         }
1278
1279         try {
1280                 bind_addr.Resolve(bind_str.c_str());
1281         } catch (ResolveError &e) {
1282                 infostream << "Resolving bind address \"" << bind_str
1283                            << "\" failed: " << e.what()
1284                            << " -- Listening on all addresses." << std::endl;
1285         }
1286
1287         if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1288                 *error_message = "Unable to listen on " +
1289                                 bind_addr.serializeString() +
1290                                 " because IPv6 is disabled";
1291                 errorstream << *error_message << std::endl;
1292                 return false;
1293         }
1294
1295         server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1296                         false, nullptr, error_message);
1297         server->start();
1298
1299         return true;
1300 }
1301
1302 bool Game::createClient(const GameStartData &start_data)
1303 {
1304         showOverlayMessage(N_("Creating client..."), 0, 10);
1305
1306         draw_control = new MapDrawControl;
1307         if (!draw_control)
1308                 return false;
1309
1310         bool could_connect, connect_aborted;
1311 #ifdef HAVE_TOUCHSCREENGUI
1312         if (g_touchscreengui) {
1313                 g_touchscreengui->init(texture_src);
1314                 g_touchscreengui->hide();
1315         }
1316 #endif
1317         if (!connectToServer(start_data, &could_connect, &connect_aborted))
1318                 return false;
1319
1320         if (!could_connect) {
1321                 if (error_message->empty() && !connect_aborted) {
1322                         // Should not happen if error messages are set properly
1323                         *error_message = "Connection failed for unknown reason";
1324                         errorstream << *error_message << std::endl;
1325                 }
1326                 return false;
1327         }
1328
1329         if (!getServerContent(&connect_aborted)) {
1330                 if (error_message->empty() && !connect_aborted) {
1331                         // Should not happen if error messages are set properly
1332                         *error_message = "Connection failed for unknown reason";
1333                         errorstream << *error_message << std::endl;
1334                 }
1335                 return false;
1336         }
1337
1338         GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
1339                         &m_flags.force_fog_off, &runData.fog_range, client);
1340         shader_src->addShaderConstantSetterFactory(scsf);
1341
1342         // Update cached textures, meshes and materials
1343         client->afterContentReceived();
1344
1345         /* Camera
1346          */
1347         camera = new Camera(*draw_control, client);
1348         if (!camera || !camera->successfullyCreated(*error_message))
1349                 return false;
1350         client->setCamera(camera);
1351
1352         /* Clouds
1353          */
1354         if (m_cache_enable_clouds) {
1355                 clouds = new Clouds(smgr, -1, time(0));
1356                 if (!clouds) {
1357                         *error_message = "Memory allocation error (clouds)";
1358                         errorstream << *error_message << std::endl;
1359                         return false;
1360                 }
1361         }
1362
1363         /* Skybox
1364          */
1365         sky = new Sky(-1, texture_src);
1366         scsf->setSky(sky);
1367         skybox = NULL;  // This is used/set later on in the main run loop
1368
1369         if (!sky) {
1370                 *error_message = "Memory allocation error sky";
1371                 errorstream << *error_message << std::endl;
1372                 return false;
1373         }
1374
1375         /* Pre-calculated values
1376          */
1377         video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1378         if (t) {
1379                 v2u32 size = t->getOriginalSize();
1380                 crack_animation_length = size.Y / size.X;
1381         } else {
1382                 crack_animation_length = 5;
1383         }
1384
1385         if (!initGui())
1386                 return false;
1387
1388         /* Set window caption
1389          */
1390         std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1391         str += L" ";
1392         str += utf8_to_wide(g_version_hash);
1393         str += L" [";
1394         str += driver->getName();
1395         str += L"]";
1396         device->setWindowCaption(str.c_str());
1397
1398         LocalPlayer *player = client->getEnv().getLocalPlayer();
1399         player->hurt_tilt_timer = 0;
1400         player->hurt_tilt_strength = 0;
1401
1402         hud = new Hud(guienv, client, player, &player->inventory);
1403
1404         if (!hud) {
1405                 *error_message = "Memory error: could not create HUD";
1406                 errorstream << *error_message << std::endl;
1407                 return false;
1408         }
1409
1410         mapper = client->getMinimap();
1411
1412         if (mapper && client->modsLoaded())
1413                 client->getScript()->on_minimap_ready(mapper);
1414
1415         return true;
1416 }
1417
1418 bool Game::initGui()
1419 {
1420         m_game_ui->init();
1421
1422         // Remove stale "recent" chat messages from previous connections
1423         chat_backend->clearRecentChat();
1424
1425         // Make sure the size of the recent messages buffer is right
1426         chat_backend->applySettings();
1427
1428         // Chat backend and console
1429         gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1430                         -1, chat_backend, client, &g_menumgr);
1431         if (!gui_chat_console) {
1432                 *error_message = "Could not allocate memory for chat console";
1433                 errorstream << *error_message << std::endl;
1434                 return false;
1435         }
1436
1437 #ifdef HAVE_TOUCHSCREENGUI
1438
1439         if (g_touchscreengui)
1440                 g_touchscreengui->show();
1441
1442 #endif
1443
1444         return true;
1445 }
1446
1447 bool Game::connectToServer(const GameStartData &start_data,
1448                 bool *connect_ok, bool *connection_aborted)
1449 {
1450         *connect_ok = false;    // Let's not be overly optimistic
1451         *connection_aborted = false;
1452         bool local_server_mode = false;
1453
1454         showOverlayMessage(N_("Resolving address..."), 0, 15);
1455
1456         Address connect_address(0, 0, 0, 0, start_data.socket_port);
1457
1458         try {
1459                 connect_address.Resolve(start_data.address.c_str());
1460
1461                 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1462                         //connect_address.Resolve("localhost");
1463                         if (connect_address.isIPv6()) {
1464                                 IPv6AddressBytes addr_bytes;
1465                                 addr_bytes.bytes[15] = 1;
1466                                 connect_address.setAddress(&addr_bytes);
1467                         } else {
1468                                 connect_address.setAddress(127, 0, 0, 1);
1469                         }
1470                         local_server_mode = true;
1471                 }
1472         } catch (ResolveError &e) {
1473                 *error_message = std::string("Couldn't resolve address: ") + e.what();
1474                 errorstream << *error_message << std::endl;
1475                 return false;
1476         }
1477
1478         if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1479                 *error_message = "Unable to connect to " +
1480                                 connect_address.serializeString() +
1481                                 " because IPv6 is disabled";
1482                 errorstream << *error_message << std::endl;
1483                 return false;
1484         }
1485
1486         client = new Client(start_data.name.c_str(),
1487                         start_data.password, start_data.address,
1488                         *draw_control, texture_src, shader_src,
1489                         itemdef_manager, nodedef_manager, sound, eventmgr,
1490                         connect_address.isIPv6(), m_game_ui.get());
1491
1492         if (!client)
1493                 return false;
1494
1495         client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1496
1497         infostream << "Connecting to server at ";
1498         connect_address.print(&infostream);
1499         infostream << std::endl;
1500
1501         client->connect(connect_address,
1502                 simple_singleplayer_mode || local_server_mode);
1503
1504         /*
1505                 Wait for server to accept connection
1506         */
1507
1508         try {
1509                 input->clear();
1510
1511                 FpsControl fps_control = { 0 };
1512                 f32 dtime;
1513                 f32 wait_time = 0; // in seconds
1514
1515                 fps_control.last_time = RenderingEngine::get_timer_time();
1516
1517                 while (RenderingEngine::run()) {
1518
1519                         limitFps(&fps_control, &dtime);
1520
1521                         // Update client and server
1522                         client->step(dtime);
1523
1524                         if (server != NULL)
1525                                 server->step(dtime);
1526
1527                         // End condition
1528                         if (client->getState() == LC_Init) {
1529                                 *connect_ok = true;
1530                                 break;
1531                         }
1532
1533                         // Break conditions
1534                         if (*connection_aborted)
1535                                 break;
1536
1537                         if (client->accessDenied()) {
1538                                 *error_message = "Access denied. Reason: "
1539                                                 + client->accessDeniedReason();
1540                                 *reconnect_requested = client->reconnectRequested();
1541                                 errorstream << *error_message << std::endl;
1542                                 break;
1543                         }
1544
1545                         if (input->cancelPressed()) {
1546                                 *connection_aborted = true;
1547                                 infostream << "Connect aborted [Escape]" << std::endl;
1548                                 break;
1549                         }
1550
1551                         if (client->m_is_registration_confirmation_state) {
1552                                 if (registration_confirmation_shown) {
1553                                         // Keep drawing the GUI
1554                                         RenderingEngine::draw_menu_scene(guienv, dtime, true);
1555                                 } else {
1556                                         registration_confirmation_shown = true;
1557                                         (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
1558                                                    &g_menumgr, client, start_data.name, start_data.password,
1559                                                    connection_aborted, texture_src))->drop();
1560                                 }
1561                         } else {
1562                                 wait_time += dtime;
1563                                 // Only time out if we aren't waiting for the server we started
1564                                 if (!start_data.isSinglePlayer() && wait_time > 10) {
1565                                         *error_message = "Connection timed out.";
1566                                         errorstream << *error_message << std::endl;
1567                                         break;
1568                                 }
1569
1570                                 // Update status
1571                                 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1572                         }
1573                 }
1574         } catch (con::PeerNotFoundException &e) {
1575                 // TODO: Should something be done here? At least an info/error
1576                 // message?
1577                 return false;
1578         }
1579
1580         return true;
1581 }
1582
1583 bool Game::getServerContent(bool *aborted)
1584 {
1585         input->clear();
1586
1587         FpsControl fps_control = { 0 };
1588         f32 dtime; // in seconds
1589
1590         fps_control.last_time = RenderingEngine::get_timer_time();
1591
1592         while (RenderingEngine::run()) {
1593
1594                 limitFps(&fps_control, &dtime);
1595
1596                 // Update client and server
1597                 client->step(dtime);
1598
1599                 if (server != NULL)
1600                         server->step(dtime);
1601
1602                 // End condition
1603                 if (client->mediaReceived() && client->itemdefReceived() &&
1604                                 client->nodedefReceived()) {
1605                         break;
1606                 }
1607
1608                 // Error conditions
1609                 if (!checkConnection())
1610                         return false;
1611
1612                 if (client->getState() < LC_Init) {
1613                         *error_message = "Client disconnected";
1614                         errorstream << *error_message << std::endl;
1615                         return false;
1616                 }
1617
1618                 if (input->cancelPressed()) {
1619                         *aborted = true;
1620                         infostream << "Connect aborted [Escape]" << std::endl;
1621                         return false;
1622                 }
1623
1624                 // Display status
1625                 int progress = 25;
1626
1627                 if (!client->itemdefReceived()) {
1628                         const wchar_t *text = wgettext("Item definitions...");
1629                         progress = 25;
1630                         RenderingEngine::draw_load_screen(text, guienv, texture_src,
1631                                 dtime, progress);
1632                         delete[] text;
1633                 } else if (!client->nodedefReceived()) {
1634                         const wchar_t *text = wgettext("Node definitions...");
1635                         progress = 30;
1636                         RenderingEngine::draw_load_screen(text, guienv, texture_src,
1637                                 dtime, progress);
1638                         delete[] text;
1639                 } else {
1640                         std::stringstream message;
1641                         std::fixed(message);
1642                         message.precision(0);
1643                         message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
1644                         message.precision(2);
1645
1646                         if ((USE_CURL == 0) ||
1647                                         (!g_settings->getBool("enable_remote_media_server"))) {
1648                                 float cur = client->getCurRate();
1649                                 std::string cur_unit = gettext("KiB/s");
1650
1651                                 if (cur > 900) {
1652                                         cur /= 1024.0;
1653                                         cur_unit = gettext("MiB/s");
1654                                 }
1655
1656                                 message << " (" << cur << ' ' << cur_unit << ")";
1657                         }
1658
1659                         progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1660                         RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
1661                                 texture_src, dtime, progress);
1662                 }
1663         }
1664
1665         return true;
1666 }
1667
1668
1669 /****************************************************************************/
1670 /****************************************************************************
1671  Run
1672  ****************************************************************************/
1673 /****************************************************************************/
1674
1675 inline void Game::updateInteractTimers(f32 dtime)
1676 {
1677         if (runData.nodig_delay_timer >= 0)
1678                 runData.nodig_delay_timer -= dtime;
1679
1680         if (runData.object_hit_delay_timer >= 0)
1681                 runData.object_hit_delay_timer -= dtime;
1682
1683         runData.time_from_last_punch += dtime;
1684 }
1685
1686
1687 /* returns false if game should exit, otherwise true
1688  */
1689 inline bool Game::checkConnection()
1690 {
1691         if (client->accessDenied()) {
1692                 *error_message = "Access denied. Reason: "
1693                                 + client->accessDeniedReason();
1694                 *reconnect_requested = client->reconnectRequested();
1695                 errorstream << *error_message << std::endl;
1696                 return false;
1697         }
1698
1699         return true;
1700 }
1701
1702
1703 /* returns false if game should exit, otherwise true
1704  */
1705 inline bool Game::handleCallbacks()
1706 {
1707         if (g_gamecallback->disconnect_requested) {
1708                 g_gamecallback->disconnect_requested = false;
1709                 return false;
1710         }
1711
1712         if (g_gamecallback->changepassword_requested) {
1713                 (new GUIPasswordChange(guienv, guiroot, -1,
1714                                        &g_menumgr, client, texture_src))->drop();
1715                 g_gamecallback->changepassword_requested = false;
1716         }
1717
1718         if (g_gamecallback->changevolume_requested) {
1719                 (new GUIVolumeChange(guienv, guiroot, -1,
1720                                      &g_menumgr, texture_src))->drop();
1721                 g_gamecallback->changevolume_requested = false;
1722         }
1723
1724         if (g_gamecallback->keyconfig_requested) {
1725                 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1726                                       &g_menumgr, texture_src))->drop();
1727                 g_gamecallback->keyconfig_requested = false;
1728         }
1729
1730         if (g_gamecallback->keyconfig_changed) {
1731                 input->keycache.populate(); // update the cache with new settings
1732                 g_gamecallback->keyconfig_changed = false;
1733         }
1734
1735         return true;
1736 }
1737
1738
1739 void Game::processQueues()
1740 {
1741         texture_src->processQueue();
1742         itemdef_manager->processQueue(client);
1743         shader_src->processQueue();
1744 }
1745
1746
1747 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1748                 f32 dtime)
1749 {
1750         float profiler_print_interval =
1751                         g_settings->getFloat("profiler_print_interval");
1752         bool print_to_log = true;
1753
1754         if (profiler_print_interval == 0) {
1755                 print_to_log = false;
1756                 profiler_print_interval = 3;
1757         }
1758
1759         if (profiler_interval.step(dtime, profiler_print_interval)) {
1760                 if (print_to_log) {
1761                         infostream << "Profiler:" << std::endl;
1762                         g_profiler->print(infostream);
1763                 }
1764
1765                 m_game_ui->updateProfiler();
1766                 g_profiler->clear();
1767         }
1768
1769         // Update update graphs
1770         g_profiler->graphAdd("Time non-rendering [ms]",
1771                 draw_times.busy_time - stats.drawtime);
1772
1773         g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
1774         g_profiler->graphAdd("FPS", 1.0f / dtime);
1775 }
1776
1777 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1778                 f32 dtime)
1779 {
1780
1781         f32 jitter;
1782         Jitter *jp;
1783
1784         /* Time average and jitter calculation
1785          */
1786         jp = &stats->dtime_jitter;
1787         jp->avg = jp->avg * 0.96 + dtime * 0.04;
1788
1789         jitter = dtime - jp->avg;
1790
1791         if (jitter > jp->max)
1792                 jp->max = jitter;
1793
1794         jp->counter += dtime;
1795
1796         if (jp->counter > 0.0) {
1797                 jp->counter -= 3.0;
1798                 jp->max_sample = jp->max;
1799                 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1800                 jp->max = 0.0;
1801         }
1802
1803         /* Busytime average and jitter calculation
1804          */
1805         jp = &stats->busy_time_jitter;
1806         jp->avg = jp->avg + draw_times.busy_time * 0.02;
1807
1808         jitter = draw_times.busy_time - jp->avg;
1809
1810         if (jitter > jp->max)
1811                 jp->max = jitter;
1812         if (jitter < jp->min)
1813                 jp->min = jitter;
1814
1815         jp->counter += dtime;
1816
1817         if (jp->counter > 0.0) {
1818                 jp->counter -= 3.0;
1819                 jp->max_sample = jp->max;
1820                 jp->min_sample = jp->min;
1821                 jp->max = 0.0;
1822                 jp->min = 0.0;
1823         }
1824 }
1825
1826
1827
1828 /****************************************************************************
1829  Input handling
1830  ****************************************************************************/
1831
1832 void Game::processUserInput(f32 dtime)
1833 {
1834         // Reset input if window not active or some menu is active
1835         if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1836                 input->clear();
1837 #ifdef HAVE_TOUCHSCREENGUI
1838                 g_touchscreengui->hide();
1839 #endif
1840         }
1841 #ifdef HAVE_TOUCHSCREENGUI
1842         else if (g_touchscreengui) {
1843                 /* on touchscreengui step may generate own input events which ain't
1844                  * what we want in case we just did clear them */
1845                 g_touchscreengui->step(dtime);
1846         }
1847 #endif
1848
1849         if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1850                 gui_chat_console->closeConsoleAtOnce();
1851         }
1852
1853         // Input handler step() (used by the random input generator)
1854         input->step(dtime);
1855
1856 #ifdef __ANDROID__
1857         auto formspec = m_game_ui->getFormspecGUI();
1858         if (formspec)
1859                 formspec->getAndroidUIInput();
1860         else
1861                 handleAndroidChatInput();
1862 #endif
1863
1864         // Increase timer for double tap of "keymap_jump"
1865         if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1866                 runData.jump_timer += dtime;
1867
1868         processKeyInput();
1869         processItemSelection(&runData.new_playeritem);
1870 }
1871
1872
1873 void Game::processKeyInput()
1874 {
1875         if (wasKeyDown(KeyType::DROP)) {
1876                 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1877         } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1878                 toggleAutoforward();
1879         } else if (wasKeyDown(KeyType::BACKWARD)) {
1880                 if (g_settings->getBool("continuous_forward"))
1881                         toggleAutoforward();
1882         } else if (wasKeyDown(KeyType::INVENTORY)) {
1883                 openInventory();
1884         } else if (input->cancelPressed()) {
1885 #ifdef __ANDROID__
1886                 m_android_chat_open = false;
1887 #endif
1888                 if (!gui_chat_console->isOpenInhibited()) {
1889                         showPauseMenu();
1890                 }
1891         } else if (wasKeyDown(KeyType::CHAT)) {
1892                 openConsole(0.2, L"");
1893         } else if (wasKeyDown(KeyType::CMD)) {
1894                 openConsole(0.2, L"/");
1895         } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1896                 if (client->modsLoaded())
1897                         openConsole(0.2, L".");
1898                 else
1899                         m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
1900         } else if (wasKeyDown(KeyType::CONSOLE)) {
1901                 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1902         } else if (wasKeyDown(KeyType::FREEMOVE)) {
1903                 toggleFreeMove();
1904         } else if (wasKeyDown(KeyType::JUMP)) {
1905                 toggleFreeMoveAlt();
1906         } else if (wasKeyDown(KeyType::PITCHMOVE)) {
1907                 togglePitchMove();
1908         } else if (wasKeyDown(KeyType::FASTMOVE)) {
1909                 toggleFast();
1910         } else if (wasKeyDown(KeyType::NOCLIP)) {
1911                 toggleNoClip();
1912 #if USE_SOUND
1913         } else if (wasKeyDown(KeyType::MUTE)) {
1914                 if (g_settings->getBool("enable_sound")) {
1915                         bool new_mute_sound = !g_settings->getBool("mute_sound");
1916                         g_settings->setBool("mute_sound", new_mute_sound);
1917                         if (new_mute_sound)
1918                                 m_game_ui->showTranslatedStatusText("Sound muted");
1919                         else
1920                                 m_game_ui->showTranslatedStatusText("Sound unmuted");
1921                 } else {
1922                         m_game_ui->showTranslatedStatusText("Sound system is disabled");
1923                 }
1924         } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1925                 if (g_settings->getBool("enable_sound")) {
1926                         float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1927                         wchar_t buf[100];
1928                         g_settings->setFloat("sound_volume", new_volume);
1929                         const wchar_t *str = wgettext("Volume changed to %d%%");
1930                         swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1931                         delete[] str;
1932                         m_game_ui->showStatusText(buf);
1933                 } else {
1934                         m_game_ui->showTranslatedStatusText("Sound system is disabled");
1935                 }
1936         } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1937                 if (g_settings->getBool("enable_sound")) {
1938                         float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1939                         wchar_t buf[100];
1940                         g_settings->setFloat("sound_volume", new_volume);
1941                         const wchar_t *str = wgettext("Volume changed to %d%%");
1942                         swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1943                         delete[] str;
1944                         m_game_ui->showStatusText(buf);
1945                 } else {
1946                         m_game_ui->showTranslatedStatusText("Sound system is disabled");
1947                 }
1948 #else
1949         } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
1950                         || wasKeyDown(KeyType::DEC_VOLUME)) {
1951                 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
1952 #endif
1953         } else if (wasKeyDown(KeyType::CINEMATIC)) {
1954                 toggleCinematic();
1955         } else if (wasKeyDown(KeyType::SCREENSHOT)) {
1956                 client->makeScreenshot();
1957         } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
1958                 m_game_ui->toggleHud();
1959         } else if (wasKeyDown(KeyType::MINIMAP)) {
1960                 toggleMinimap(isKeyDown(KeyType::SNEAK));
1961         } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
1962                 m_game_ui->toggleChat();
1963         } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
1964                 toggleFog();
1965         } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
1966                 toggleUpdateCamera();
1967         } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
1968                 toggleDebug();
1969         } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
1970                 m_game_ui->toggleProfiler();
1971         } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
1972                 increaseViewRange();
1973         } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
1974                 decreaseViewRange();
1975         } else if (wasKeyDown(KeyType::RANGESELECT)) {
1976                 toggleFullViewRange();
1977         } else if (wasKeyDown(KeyType::ZOOM)) {
1978                 checkZoomEnabled();
1979         } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
1980                 quicktune->next();
1981         } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
1982                 quicktune->prev();
1983         } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
1984                 quicktune->inc();
1985         } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
1986                 quicktune->dec();
1987         }
1988
1989         if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
1990                 runData.reset_jump_timer = false;
1991                 runData.jump_timer = 0.0f;
1992         }
1993
1994         if (quicktune->hasMessage()) {
1995                 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
1996         }
1997 }
1998
1999 void Game::processItemSelection(u16 *new_playeritem)
2000 {
2001         LocalPlayer *player = client->getEnv().getLocalPlayer();
2002
2003         /* Item selection using mouse wheel
2004          */
2005         *new_playeritem = player->getWieldIndex();
2006
2007         s32 wheel = input->getMouseWheel();
2008         u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2009                     player->hud_hotbar_itemcount - 1);
2010
2011         s32 dir = wheel;
2012
2013         if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
2014                         wasKeyDown(KeyType::HOTBAR_NEXT)) {
2015                 dir = -1;
2016         }
2017
2018         if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
2019                         wasKeyDown(KeyType::HOTBAR_PREV)) {
2020                 dir = 1;
2021         }
2022
2023         if (dir < 0)
2024                 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2025         else if (dir > 0)
2026                 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2027         // else dir == 0
2028
2029         /* Item selection using hotbar slot keys
2030          */
2031         for (u16 i = 0; i <= max_item; i++) {
2032                 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2033                         *new_playeritem = i;
2034                         break;
2035                 }
2036         }
2037 }
2038
2039
2040 void Game::dropSelectedItem(bool single_item)
2041 {
2042         IDropAction *a = new IDropAction();
2043         a->count = single_item ? 1 : 0;
2044         a->from_inv.setCurrentPlayer();
2045         a->from_list = "main";
2046         a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2047         client->inventoryAction(a);
2048 }
2049
2050
2051 void Game::openInventory()
2052 {
2053         /*
2054          * Don't permit to open inventory is CAO or player doesn't exists.
2055          * This prevent showing an empty inventory at player load
2056          */
2057
2058         LocalPlayer *player = client->getEnv().getLocalPlayer();
2059         if (!player || !player->getCAO())
2060                 return;
2061
2062         infostream << "Game: Launching inventory" << std::endl;
2063
2064         PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2065
2066         InventoryLocation inventoryloc;
2067         inventoryloc.setCurrentPlayer();
2068
2069         if (!client->modsLoaded()
2070                         || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2071                 TextDest *txt_dst = new TextDestPlayerInventory(client);
2072                 auto *&formspec = m_game_ui->updateFormspec("");
2073                 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
2074                         txt_dst, client->getFormspecPrepend());
2075
2076                 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2077         }
2078 }
2079
2080
2081 void Game::openConsole(float scale, const wchar_t *line)
2082 {
2083         assert(scale > 0.0f && scale <= 1.0f);
2084
2085 #ifdef __ANDROID__
2086         porting::showInputDialog(gettext("ok"), "", "", 2);
2087         m_android_chat_open = true;
2088 #else
2089         if (gui_chat_console->isOpenInhibited())
2090                 return;
2091         gui_chat_console->openConsole(scale);
2092         if (line) {
2093                 gui_chat_console->setCloseOnEnter(true);
2094                 gui_chat_console->replaceAndAddToHistory(line);
2095         }
2096 #endif
2097 }
2098
2099 #ifdef __ANDROID__
2100 void Game::handleAndroidChatInput()
2101 {
2102         if (m_android_chat_open && porting::getInputDialogState() == 0) {
2103                 std::string text = porting::getInputDialogValue();
2104                 client->typeChatMessage(utf8_to_wide(text));
2105                 m_android_chat_open = false;
2106         }
2107 }
2108 #endif
2109
2110
2111 void Game::toggleFreeMove()
2112 {
2113         bool free_move = !g_settings->getBool("free_move");
2114         g_settings->set("free_move", bool_to_cstr(free_move));
2115
2116         if (free_move) {
2117                 if (client->checkPrivilege("fly")) {
2118                         m_game_ui->showTranslatedStatusText("Fly mode enabled");
2119                 } else {
2120                         m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2121                 }
2122         } else {
2123                 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2124         }
2125 }
2126
2127 void Game::toggleFreeMoveAlt()
2128 {
2129         if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2130                 toggleFreeMove();
2131
2132         runData.reset_jump_timer = true;
2133 }
2134
2135
2136 void Game::togglePitchMove()
2137 {
2138         bool pitch_move = !g_settings->getBool("pitch_move");
2139         g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2140
2141         if (pitch_move) {
2142                 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2143         } else {
2144                 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2145         }
2146 }
2147
2148
2149 void Game::toggleFast()
2150 {
2151         bool fast_move = !g_settings->getBool("fast_move");
2152         bool has_fast_privs = client->checkPrivilege("fast");
2153         g_settings->set("fast_move", bool_to_cstr(fast_move));
2154
2155         if (fast_move) {
2156                 if (has_fast_privs) {
2157                         m_game_ui->showTranslatedStatusText("Fast mode enabled");
2158                 } else {
2159                         m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2160                 }
2161         } else {
2162                 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2163         }
2164
2165 #ifdef __ANDROID__
2166         m_cache_hold_aux1 = fast_move && has_fast_privs;
2167 #endif
2168 }
2169
2170
2171 void Game::toggleNoClip()
2172 {
2173         bool noclip = !g_settings->getBool("noclip");
2174         g_settings->set("noclip", bool_to_cstr(noclip));
2175
2176         if (noclip) {
2177                 if (client->checkPrivilege("noclip")) {
2178                         m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2179                 } else {
2180                         m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2181                 }
2182         } else {
2183                 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2184         }
2185 }
2186
2187 void Game::toggleCinematic()
2188 {
2189         bool cinematic = !g_settings->getBool("cinematic");
2190         g_settings->set("cinematic", bool_to_cstr(cinematic));
2191
2192         if (cinematic)
2193                 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2194         else
2195                 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2196 }
2197
2198 // Autoforward by toggling continuous forward.
2199 void Game::toggleAutoforward()
2200 {
2201         bool autorun_enabled = !g_settings->getBool("continuous_forward");
2202         g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2203
2204         if (autorun_enabled)
2205                 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2206         else
2207                 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2208 }
2209
2210 void Game::toggleMinimap(bool shift_pressed)
2211 {
2212         if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2213                 return;
2214
2215         if (shift_pressed)
2216                 mapper->toggleMinimapShape();
2217         else
2218                 mapper->nextMode();
2219
2220         // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2221
2222         // Not so satisying code to keep compatibility with old fixed mode system
2223         // -->
2224         u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2225
2226         if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2227                 m_game_ui->m_flags.show_minimap = false;
2228         } else {
2229
2230         // If radar is disabled, try to find a non radar mode or fall back to 0
2231                 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2232                         while (mapper->getModeIndex() &&
2233                                         mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2234                                 mapper->nextMode();
2235
2236                 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2237                                 MINIMAP_TYPE_OFF;
2238         }
2239         // <--
2240         // End of 'not so satifying code'
2241         if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2242                         (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2243                 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2244         else
2245                 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2246 }
2247
2248 void Game::toggleFog()
2249 {
2250         bool fog_enabled = g_settings->getBool("enable_fog");
2251         g_settings->setBool("enable_fog", !fog_enabled);
2252         if (fog_enabled)
2253                 m_game_ui->showTranslatedStatusText("Fog disabled");
2254         else
2255                 m_game_ui->showTranslatedStatusText("Fog enabled");
2256 }
2257
2258
2259 void Game::toggleDebug()
2260 {
2261         // Initial / 4x toggle: Chat only
2262         // 1x toggle: Debug text with chat
2263         // 2x toggle: Debug text with profiler graph
2264         // 3x toggle: Debug text and wireframe
2265         if (!m_game_ui->m_flags.show_debug) {
2266                 m_game_ui->m_flags.show_debug = true;
2267                 m_game_ui->m_flags.show_profiler_graph = false;
2268                 draw_control->show_wireframe = false;
2269                 m_game_ui->showTranslatedStatusText("Debug info shown");
2270         } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2271                 m_game_ui->m_flags.show_profiler_graph = true;
2272                 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2273         } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2274                 m_game_ui->m_flags.show_profiler_graph = false;
2275                 draw_control->show_wireframe = true;
2276                 m_game_ui->showTranslatedStatusText("Wireframe shown");
2277         } else {
2278                 m_game_ui->m_flags.show_debug = false;
2279                 m_game_ui->m_flags.show_profiler_graph = false;
2280                 draw_control->show_wireframe = false;
2281                 if (client->checkPrivilege("debug")) {
2282                         m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2283                 } else {
2284                         m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2285                 }
2286         }
2287 }
2288
2289
2290 void Game::toggleUpdateCamera()
2291 {
2292         m_flags.disable_camera_update = !m_flags.disable_camera_update;
2293         if (m_flags.disable_camera_update)
2294                 m_game_ui->showTranslatedStatusText("Camera update disabled");
2295         else
2296                 m_game_ui->showTranslatedStatusText("Camera update enabled");
2297 }
2298
2299
2300 void Game::increaseViewRange()
2301 {
2302         s16 range = g_settings->getS16("viewing_range");
2303         s16 range_new = range + 10;
2304
2305         wchar_t buf[255];
2306         const wchar_t *str;
2307         if (range_new > 4000) {
2308                 range_new = 4000;
2309                 str = wgettext("Viewing range is at maximum: %d");
2310                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2311                 delete[] str;
2312                 m_game_ui->showStatusText(buf);
2313
2314         } else {
2315                 str = wgettext("Viewing range changed to %d");
2316                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2317                 delete[] str;
2318                 m_game_ui->showStatusText(buf);
2319         }
2320         g_settings->set("viewing_range", itos(range_new));
2321 }
2322
2323
2324 void Game::decreaseViewRange()
2325 {
2326         s16 range = g_settings->getS16("viewing_range");
2327         s16 range_new = range - 10;
2328
2329         wchar_t buf[255];
2330         const wchar_t *str;
2331         if (range_new < 20) {
2332                 range_new = 20;
2333                 str = wgettext("Viewing range is at minimum: %d");
2334                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2335                 delete[] str;
2336                 m_game_ui->showStatusText(buf);
2337         } else {
2338                 str = wgettext("Viewing range changed to %d");
2339                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2340                 delete[] str;
2341                 m_game_ui->showStatusText(buf);
2342         }
2343         g_settings->set("viewing_range", itos(range_new));
2344 }
2345
2346
2347 void Game::toggleFullViewRange()
2348 {
2349         draw_control->range_all = !draw_control->range_all;
2350         if (draw_control->range_all)
2351                 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2352         else
2353                 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2354 }
2355
2356
2357 void Game::checkZoomEnabled()
2358 {
2359         LocalPlayer *player = client->getEnv().getLocalPlayer();
2360         if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2361                 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2362 }
2363
2364
2365 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2366 {
2367         if ((device->isWindowActive() && device->isWindowFocused()
2368                         && !isMenuActive()) || input->isRandom()) {
2369
2370 #ifndef __ANDROID__
2371                 if (!input->isRandom()) {
2372                         // Mac OSX gets upset if this is set every frame
2373                         if (device->getCursorControl()->isVisible())
2374                                 device->getCursorControl()->setVisible(false);
2375                 }
2376 #endif
2377
2378                 if (m_first_loop_after_window_activation) {
2379                         m_first_loop_after_window_activation = false;
2380
2381                         input->setMousePos(driver->getScreenSize().Width / 2,
2382                                 driver->getScreenSize().Height / 2);
2383                 } else {
2384                         updateCameraOrientation(cam, dtime);
2385                 }
2386
2387         } else {
2388
2389 #ifndef ANDROID
2390                 // Mac OSX gets upset if this is set every frame
2391                 if (!device->getCursorControl()->isVisible())
2392                         device->getCursorControl()->setVisible(true);
2393 #endif
2394
2395                 m_first_loop_after_window_activation = true;
2396
2397         }
2398 }
2399
2400 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2401 {
2402 #ifdef HAVE_TOUCHSCREENGUI
2403         if (g_touchscreengui) {
2404                 cam->camera_yaw   += g_touchscreengui->getYawChange();
2405                 cam->camera_pitch  = g_touchscreengui->getPitch();
2406         } else {
2407 #endif
2408                 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2409                 v2s32 dist = input->getMousePos() - center;
2410
2411                 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2412                         dist.Y = -dist.Y;
2413                 }
2414
2415                 cam->camera_yaw   -= dist.X * m_cache_mouse_sensitivity;
2416                 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
2417
2418                 if (dist.X != 0 || dist.Y != 0)
2419                         input->setMousePos(center.X, center.Y);
2420 #ifdef HAVE_TOUCHSCREENGUI
2421         }
2422 #endif
2423
2424         if (m_cache_enable_joysticks) {
2425                 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
2426                 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2427                 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2428         }
2429
2430         cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2431 }
2432
2433
2434 void Game::updatePlayerControl(const CameraOrientation &cam)
2435 {
2436         //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2437
2438         // DO NOT use the isKeyDown method for the forward, backward, left, right
2439         // buttons, as the code that uses the controls needs to be able to
2440         // distinguish between the two in order to know when to use joysticks.
2441
2442         PlayerControl control(
2443                 input->isKeyDown(KeyType::FORWARD),
2444                 input->isKeyDown(KeyType::BACKWARD),
2445                 input->isKeyDown(KeyType::LEFT),
2446                 input->isKeyDown(KeyType::RIGHT),
2447                 isKeyDown(KeyType::JUMP),
2448                 isKeyDown(KeyType::SPECIAL1),
2449                 isKeyDown(KeyType::SNEAK),
2450                 isKeyDown(KeyType::ZOOM),
2451                 isKeyDown(KeyType::DIG),
2452                 isKeyDown(KeyType::PLACE),
2453                 cam.camera_pitch,
2454                 cam.camera_yaw,
2455                 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2456                 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2457         );
2458
2459         u32 keypress_bits = (
2460                         ( (u32)(isKeyDown(KeyType::FORWARD)                       & 0x1) << 0) |
2461                         ( (u32)(isKeyDown(KeyType::BACKWARD)                      & 0x1) << 1) |
2462                         ( (u32)(isKeyDown(KeyType::LEFT)                          & 0x1) << 2) |
2463                         ( (u32)(isKeyDown(KeyType::RIGHT)                         & 0x1) << 3) |
2464                         ( (u32)(isKeyDown(KeyType::JUMP)                          & 0x1) << 4) |
2465                         ( (u32)(isKeyDown(KeyType::SPECIAL1)                      & 0x1) << 5) |
2466                         ( (u32)(isKeyDown(KeyType::SNEAK)                         & 0x1) << 6) |
2467                         ( (u32)(isKeyDown(KeyType::DIG)                           & 0x1) << 7) |
2468                         ( (u32)(isKeyDown(KeyType::PLACE)                         & 0x1) << 8) |
2469                         ( (u32)(isKeyDown(KeyType::ZOOM)                          & 0x1) << 9)
2470                 );
2471
2472 #ifdef ANDROID
2473         /* For Android, simulate holding down AUX1 (fast move) if the user has
2474          * the fast_move setting toggled on. If there is an aux1 key defined for
2475          * Android then its meaning is inverted (i.e. holding aux1 means walk and
2476          * not fast)
2477          */
2478         if (m_cache_hold_aux1) {
2479                 control.aux1 = control.aux1 ^ true;
2480                 keypress_bits ^= ((u32)(1U << 5));
2481         }
2482 #endif
2483
2484         LocalPlayer *player = client->getEnv().getLocalPlayer();
2485
2486         // autojump if set: simulate "jump" key
2487         if (player->getAutojump()) {
2488                 control.jump = true;
2489                 keypress_bits |= 1U << 4;
2490         }
2491
2492         // autoforward if set: simulate "up" key
2493         if (player->getPlayerSettings().continuous_forward &&
2494                         client->activeObjectsReceived() && !player->isDead()) {
2495                 control.up = true;
2496                 keypress_bits |= 1U << 0;
2497         }
2498
2499         client->setPlayerControl(control);
2500         player->keyPressed = keypress_bits;
2501
2502         //tt.stop();
2503 }
2504
2505
2506 inline void Game::step(f32 *dtime)
2507 {
2508         bool can_be_and_is_paused =
2509                         (simple_singleplayer_mode && g_menumgr.pausesGame());
2510
2511         if (can_be_and_is_paused) { // This is for a singleplayer server
2512                 *dtime = 0;             // No time passes
2513         } else {
2514                 if (server)
2515                         server->step(*dtime);
2516
2517                 client->step(*dtime);
2518         }
2519 }
2520
2521 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2522         {&Game::handleClientEvent_None},
2523         {&Game::handleClientEvent_PlayerDamage},
2524         {&Game::handleClientEvent_PlayerForceMove},
2525         {&Game::handleClientEvent_Deathscreen},
2526         {&Game::handleClientEvent_ShowFormSpec},
2527         {&Game::handleClientEvent_ShowLocalFormSpec},
2528         {&Game::handleClientEvent_HandleParticleEvent},
2529         {&Game::handleClientEvent_HandleParticleEvent},
2530         {&Game::handleClientEvent_HandleParticleEvent},
2531         {&Game::handleClientEvent_HudAdd},
2532         {&Game::handleClientEvent_HudRemove},
2533         {&Game::handleClientEvent_HudChange},
2534         {&Game::handleClientEvent_SetSky},
2535         {&Game::handleClientEvent_SetSun},
2536         {&Game::handleClientEvent_SetMoon},
2537         {&Game::handleClientEvent_SetStars},
2538         {&Game::handleClientEvent_OverrideDayNigthRatio},
2539         {&Game::handleClientEvent_CloudParams},
2540 };
2541
2542 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2543 {
2544         FATAL_ERROR("ClientEvent type None received");
2545 }
2546
2547 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2548 {
2549         if (client->modsLoaded())
2550                 client->getScript()->on_damage_taken(event->player_damage.amount);
2551
2552         // Damage flash and hurt tilt are not used at death
2553         if (client->getHP() > 0) {
2554                 runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount;
2555                 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2556
2557                 LocalPlayer *player = client->getEnv().getLocalPlayer();
2558
2559                 player->hurt_tilt_timer = 1.5f;
2560                 player->hurt_tilt_strength =
2561                         rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
2562         }
2563
2564         // Play damage sound
2565         client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2566 }
2567
2568 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2569 {
2570         cam->camera_yaw = event->player_force_move.yaw;
2571         cam->camera_pitch = event->player_force_move.pitch;
2572 }
2573
2574 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2575 {
2576         // If client scripting is enabled, deathscreen is handled by CSM code in
2577         // builtin/client/init.lua
2578         if (client->modsLoaded())
2579                 client->getScript()->on_death();
2580         else
2581                 showDeathFormspec();
2582
2583         /* Handle visualization */
2584         LocalPlayer *player = client->getEnv().getLocalPlayer();
2585         runData.damage_flash = 0;
2586         player->hurt_tilt_timer = 0;
2587         player->hurt_tilt_strength = 0;
2588 }
2589
2590 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2591 {
2592         if (event->show_formspec.formspec->empty()) {
2593                 auto formspec = m_game_ui->getFormspecGUI();
2594                 if (formspec && (event->show_formspec.formname->empty()
2595                                 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2596                         formspec->quitMenu();
2597                 }
2598         } else {
2599                 FormspecFormSource *fs_src =
2600                         new FormspecFormSource(*(event->show_formspec.formspec));
2601                 TextDestPlayerInventory *txt_dst =
2602                         new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2603
2604                 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2605                 GUIFormSpecMenu::create(formspec, client, &input->joystick,
2606                         fs_src, txt_dst, client->getFormspecPrepend());
2607         }
2608
2609         delete event->show_formspec.formspec;
2610         delete event->show_formspec.formname;
2611 }
2612
2613 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2614 {
2615         FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2616         LocalFormspecHandler *txt_dst =
2617                 new LocalFormspecHandler(*event->show_formspec.formname, client);
2618         GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, &input->joystick,
2619                         fs_src, txt_dst, client->getFormspecPrepend());
2620
2621         delete event->show_formspec.formspec;
2622         delete event->show_formspec.formname;
2623 }
2624
2625 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2626                 CameraOrientation *cam)
2627 {
2628         LocalPlayer *player = client->getEnv().getLocalPlayer();
2629         client->getParticleManager()->handleParticleEvent(event, client, player);
2630 }
2631
2632 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2633 {
2634         LocalPlayer *player = client->getEnv().getLocalPlayer();
2635         auto &hud_server_to_client = client->getHUDTranslationMap();
2636
2637         u32 server_id = event->hudadd.server_id;
2638         // ignore if we already have a HUD with that ID
2639         auto i = hud_server_to_client.find(server_id);
2640         if (i != hud_server_to_client.end()) {
2641                 delete event->hudadd.pos;
2642                 delete event->hudadd.name;
2643                 delete event->hudadd.scale;
2644                 delete event->hudadd.text;
2645                 delete event->hudadd.align;
2646                 delete event->hudadd.offset;
2647                 delete event->hudadd.world_pos;
2648                 delete event->hudadd.size;
2649                 delete event->hudadd.text2;
2650                 return;
2651         }
2652
2653         HudElement *e = new HudElement;
2654         e->type   = (HudElementType)event->hudadd.type;
2655         e->pos    = *event->hudadd.pos;
2656         e->name   = *event->hudadd.name;
2657         e->scale  = *event->hudadd.scale;
2658         e->text   = *event->hudadd.text;
2659         e->number = event->hudadd.number;
2660         e->item   = event->hudadd.item;
2661         e->dir    = event->hudadd.dir;
2662         e->align  = *event->hudadd.align;
2663         e->offset = *event->hudadd.offset;
2664         e->world_pos = *event->hudadd.world_pos;
2665         e->size = *event->hudadd.size;
2666         e->z_index = event->hudadd.z_index;
2667         e->text2  = *event->hudadd.text2;
2668         hud_server_to_client[server_id] = player->addHud(e);
2669
2670         delete event->hudadd.pos;
2671         delete event->hudadd.name;
2672         delete event->hudadd.scale;
2673         delete event->hudadd.text;
2674         delete event->hudadd.align;
2675         delete event->hudadd.offset;
2676         delete event->hudadd.world_pos;
2677         delete event->hudadd.size;
2678         delete event->hudadd.text2;
2679 }
2680
2681 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2682 {
2683         LocalPlayer *player = client->getEnv().getLocalPlayer();
2684         HudElement *e = player->removeHud(event->hudrm.id);
2685         delete e;
2686 }
2687
2688 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2689 {
2690         LocalPlayer *player = client->getEnv().getLocalPlayer();
2691
2692         u32 id = event->hudchange.id;
2693         HudElement *e = player->getHud(id);
2694
2695         if (e == NULL) {
2696                 delete event->hudchange.v3fdata;
2697                 delete event->hudchange.v2fdata;
2698                 delete event->hudchange.sdata;
2699                 delete event->hudchange.v2s32data;
2700                 return;
2701         }
2702
2703         switch (event->hudchange.stat) {
2704                 case HUD_STAT_POS:
2705                         e->pos = *event->hudchange.v2fdata;
2706                         break;
2707
2708                 case HUD_STAT_NAME:
2709                         e->name = *event->hudchange.sdata;
2710                         break;
2711
2712                 case HUD_STAT_SCALE:
2713                         e->scale = *event->hudchange.v2fdata;
2714                         break;
2715
2716                 case HUD_STAT_TEXT:
2717                         e->text = *event->hudchange.sdata;
2718                         break;
2719
2720                 case HUD_STAT_NUMBER:
2721                         e->number = event->hudchange.data;
2722                         break;
2723
2724                 case HUD_STAT_ITEM:
2725                         e->item = event->hudchange.data;
2726                         break;
2727
2728                 case HUD_STAT_DIR:
2729                         e->dir = event->hudchange.data;
2730                         break;
2731
2732                 case HUD_STAT_ALIGN:
2733                         e->align = *event->hudchange.v2fdata;
2734                         break;
2735
2736                 case HUD_STAT_OFFSET:
2737                         e->offset = *event->hudchange.v2fdata;
2738                         break;
2739
2740                 case HUD_STAT_WORLD_POS:
2741                         e->world_pos = *event->hudchange.v3fdata;
2742                         break;
2743
2744                 case HUD_STAT_SIZE:
2745                         e->size = *event->hudchange.v2s32data;
2746                         break;
2747
2748                 case HUD_STAT_Z_INDEX:
2749                         e->z_index = event->hudchange.data;
2750                         break;
2751
2752                 case HUD_STAT_TEXT2:
2753                         e->text2 = *event->hudchange.sdata;
2754                         break;
2755         }
2756
2757         delete event->hudchange.v3fdata;
2758         delete event->hudchange.v2fdata;
2759         delete event->hudchange.sdata;
2760         delete event->hudchange.v2s32data;
2761 }
2762
2763 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2764 {
2765         sky->setVisible(false);
2766         // Whether clouds are visible in front of a custom skybox.
2767         sky->setCloudsEnabled(event->set_sky->clouds);
2768
2769         if (skybox) {
2770                 skybox->remove();
2771                 skybox = NULL;
2772         }
2773         // Clear the old textures out in case we switch rendering type.
2774         sky->clearSkyboxTextures();
2775         // Handle according to type
2776         if (event->set_sky->type == "regular") {
2777                 // Shows the mesh skybox
2778                 sky->setVisible(true);
2779                 // Update mesh based skybox colours if applicable.
2780                 sky->setSkyColors(event->set_sky->sky_color);
2781                 sky->setHorizonTint(
2782                         event->set_sky->fog_sun_tint,
2783                         event->set_sky->fog_moon_tint,
2784                         event->set_sky->fog_tint_type
2785                 );
2786         } else if (event->set_sky->type == "skybox" &&
2787                         event->set_sky->textures.size() == 6) {
2788                 // Disable the dyanmic mesh skybox:
2789                 sky->setVisible(false);
2790                 // Set fog colors:
2791                 sky->setFallbackBgColor(event->set_sky->bgcolor);
2792                 // Set sunrise and sunset fog tinting:
2793                 sky->setHorizonTint(
2794                         event->set_sky->fog_sun_tint,
2795                         event->set_sky->fog_moon_tint,
2796                         event->set_sky->fog_tint_type
2797                 );
2798                 // Add textures to skybox.
2799                 for (int i = 0; i < 6; i++)
2800                         sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2801         } else {
2802                 // Handle everything else as plain color.
2803                 if (event->set_sky->type != "plain")
2804                         infostream << "Unknown sky type: "
2805                                 << (event->set_sky->type) << std::endl;
2806                 sky->setVisible(false);
2807                 sky->setFallbackBgColor(event->set_sky->bgcolor);
2808                 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2809                 sky->setHorizonTint(
2810                         event->set_sky->bgcolor,
2811                         event->set_sky->bgcolor,
2812                         "custom"
2813                 );
2814         }
2815         delete event->set_sky;
2816 }
2817
2818 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2819 {
2820         sky->setSunVisible(event->sun_params->visible);
2821         sky->setSunTexture(event->sun_params->texture,
2822                 event->sun_params->tonemap, texture_src);
2823         sky->setSunScale(event->sun_params->scale);
2824         sky->setSunriseVisible(event->sun_params->sunrise_visible);
2825         sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2826         delete event->sun_params;
2827 }
2828
2829 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2830 {
2831         sky->setMoonVisible(event->moon_params->visible);
2832         sky->setMoonTexture(event->moon_params->texture,
2833                 event->moon_params->tonemap, texture_src);
2834         sky->setMoonScale(event->moon_params->scale);
2835         delete event->moon_params;
2836 }
2837
2838 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
2839 {
2840         sky->setStarsVisible(event->star_params->visible);
2841         sky->setStarCount(event->star_params->count, false);
2842         sky->setStarColor(event->star_params->starcolor);
2843         sky->setStarScale(event->star_params->scale);
2844         delete event->star_params;
2845 }
2846
2847 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2848                 CameraOrientation *cam)
2849 {
2850         client->getEnv().setDayNightRatioOverride(
2851                 event->override_day_night_ratio.do_override,
2852                 event->override_day_night_ratio.ratio_f * 1000.0f);
2853 }
2854
2855 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2856 {
2857         if (!clouds)
2858                 return;
2859
2860         clouds->setDensity(event->cloud_params.density);
2861         clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2862         clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2863         clouds->setHeight(event->cloud_params.height);
2864         clouds->setThickness(event->cloud_params.thickness);
2865         clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2866 }
2867
2868 void Game::processClientEvents(CameraOrientation *cam)
2869 {
2870         while (client->hasClientEvents()) {
2871                 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2872                 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2873                 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2874                 (this->*evHandler.handler)(event.get(), cam);
2875         }
2876 }
2877
2878 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2879 {
2880         // Get new messages from error log buffer
2881         while (!m_chat_log_buf.empty())
2882                 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
2883
2884         // Get new messages from client
2885         std::wstring message;
2886         while (client->getChatMessage(message)) {
2887                 chat_backend->addUnparsedMessage(message);
2888         }
2889
2890         // Remove old messages
2891         chat_backend->step(dtime);
2892
2893         // Display all messages in a static text element
2894         m_game_ui->setChatText(chat_backend->getRecentChat(),
2895                 chat_backend->getRecentBuffer().getLineCount());
2896 }
2897
2898 void Game::updateCamera(u32 busy_time, f32 dtime)
2899 {
2900         LocalPlayer *player = client->getEnv().getLocalPlayer();
2901
2902         /*
2903                 For interaction purposes, get info about the held item
2904                 - What item is it?
2905                 - Is it a usable item?
2906                 - Can it point to liquids?
2907         */
2908         ItemStack playeritem;
2909         {
2910                 ItemStack selected, hand;
2911                 playeritem = player->getWieldedItem(&selected, &hand);
2912         }
2913
2914         ToolCapabilities playeritem_toolcap =
2915                 playeritem.getToolCapabilities(itemdef_manager);
2916
2917         v3s16 old_camera_offset = camera->getOffset();
2918
2919         if (wasKeyDown(KeyType::CAMERA_MODE)) {
2920                 GenericCAO *playercao = player->getCAO();
2921
2922                 // If playercao not loaded, don't change camera
2923                 if (!playercao)
2924                         return;
2925
2926                 camera->toggleCameraMode();
2927
2928                 // Make the player visible depending on camera mode.
2929                 playercao->updateMeshCulling();
2930                 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2931         }
2932
2933         float full_punch_interval = playeritem_toolcap.full_punch_interval;
2934         float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2935
2936         tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2937         camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2938         camera->step(dtime);
2939
2940         v3f camera_position = camera->getPosition();
2941         v3f camera_direction = camera->getDirection();
2942         f32 camera_fov = camera->getFovMax();
2943         v3s16 camera_offset = camera->getOffset();
2944
2945         m_camera_offset_changed = (camera_offset != old_camera_offset);
2946
2947         if (!m_flags.disable_camera_update) {
2948                 client->getEnv().getClientMap().updateCamera(camera_position,
2949                                 camera_direction, camera_fov, camera_offset);
2950
2951                 if (m_camera_offset_changed) {
2952                         client->updateCameraOffset(camera_offset);
2953                         client->getEnv().updateCameraOffset(camera_offset);
2954
2955                         if (clouds)
2956                                 clouds->updateCameraOffset(camera_offset);
2957                 }
2958         }
2959 }
2960
2961
2962 void Game::updateSound(f32 dtime)
2963 {
2964         // Update sound listener
2965         v3s16 camera_offset = camera->getOffset();
2966         sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
2967                               v3f(0, 0, 0), // velocity
2968                               camera->getDirection(),
2969                               camera->getCameraNode()->getUpVector());
2970
2971         bool mute_sound = g_settings->getBool("mute_sound");
2972         if (mute_sound) {
2973                 sound->setListenerGain(0.0f);
2974         } else {
2975                 // Check if volume is in the proper range, else fix it.
2976                 float old_volume = g_settings->getFloat("sound_volume");
2977                 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
2978                 sound->setListenerGain(new_volume);
2979
2980                 if (old_volume != new_volume) {
2981                         g_settings->setFloat("sound_volume", new_volume);
2982                 }
2983         }
2984
2985         LocalPlayer *player = client->getEnv().getLocalPlayer();
2986
2987         // Tell the sound maker whether to make footstep sounds
2988         soundmaker->makes_footstep_sound = player->makes_footstep_sound;
2989
2990         //      Update sound maker
2991         if (player->makes_footstep_sound)
2992                 soundmaker->step(dtime);
2993
2994         ClientMap &map = client->getEnv().getClientMap();
2995         MapNode n = map.getNode(player->getFootstepNodePos());
2996         soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
2997 }
2998
2999
3000 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
3001 {
3002         LocalPlayer *player = client->getEnv().getLocalPlayer();
3003
3004         const v3f camera_direction = camera->getDirection();
3005         const v3s16 camera_offset  = camera->getOffset();
3006
3007         /*
3008                 Calculate what block is the crosshair pointing to
3009         */
3010
3011         ItemStack selected_item, hand_item;
3012         const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3013
3014         const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3015         f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3016
3017         core::line3d<f32> shootline;
3018
3019         switch (camera->getCameraMode()) {
3020         case CAMERA_MODE_FIRST:
3021                 // Shoot from camera position, with bobbing
3022                 shootline.start = camera->getPosition();
3023                 break;
3024         case CAMERA_MODE_THIRD:
3025                 // Shoot from player head, no bobbing
3026                 shootline.start = camera->getHeadPosition();
3027                 break;
3028         case CAMERA_MODE_THIRD_FRONT:
3029                 shootline.start = camera->getHeadPosition();
3030                 // prevent player pointing anything in front-view
3031                 d = 0;
3032                 break;
3033         }
3034         shootline.end = shootline.start + camera_direction * BS * d;
3035
3036 #ifdef HAVE_TOUCHSCREENGUI
3037
3038         if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3039                 shootline = g_touchscreengui->getShootline();
3040                 // Scale shootline to the acual distance the player can reach
3041                 shootline.end = shootline.start
3042                         + shootline.getVector().normalize() * BS * d;
3043                 shootline.start += intToFloat(camera_offset, BS);
3044                 shootline.end += intToFloat(camera_offset, BS);
3045         }
3046
3047 #endif
3048
3049         PointedThing pointed = updatePointedThing(shootline,
3050                         selected_def.liquids_pointable,
3051                         !runData.btn_down_for_dig,
3052                         camera_offset);
3053
3054         if (pointed != runData.pointed_old) {
3055                 infostream << "Pointing at " << pointed.dump() << std::endl;
3056                 hud->updateSelectionMesh(camera_offset);
3057         }
3058
3059         // Allow digging again if button is not pressed
3060         if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3061                 runData.digging_blocked = false;
3062
3063         /*
3064                 Stop digging when
3065                 - releasing dig button
3066                 - pointing away from node
3067         */
3068         if (runData.digging) {
3069                 if (wasKeyReleased(KeyType::DIG)) {
3070                         infostream << "Dig button released (stopped digging)" << std::endl;
3071                         runData.digging = false;
3072                 } else if (pointed != runData.pointed_old) {
3073                         if (pointed.type == POINTEDTHING_NODE
3074                                         && runData.pointed_old.type == POINTEDTHING_NODE
3075                                         && pointed.node_undersurface
3076                                                         == runData.pointed_old.node_undersurface) {
3077                                 // Still pointing to the same node, but a different face.
3078                                 // Don't reset.
3079                         } else {
3080                                 infostream << "Pointing away from node (stopped digging)" << std::endl;
3081                                 runData.digging = false;
3082                                 hud->updateSelectionMesh(camera_offset);
3083                         }
3084                 }
3085
3086                 if (!runData.digging) {
3087                         client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3088                         client->setCrack(-1, v3s16(0, 0, 0));
3089                         runData.dig_time = 0.0;
3090                 }
3091         } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3092                 // Remove e.g. torches faster when clicking instead of holding dig button
3093                 runData.nodig_delay_timer = 0;
3094                 runData.dig_instantly = false;
3095         }
3096
3097         if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3098                 runData.btn_down_for_dig = false;
3099
3100         runData.punching = false;
3101
3102         soundmaker->m_player_leftpunch_sound.name = "";
3103
3104         // Prepare for repeating, unless we're not supposed to
3105         if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3106                 runData.repeat_place_timer += dtime;
3107         else
3108                 runData.repeat_place_timer = 0;
3109
3110         if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3111                 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3112                                 !client->getScript()->on_item_use(selected_item, pointed)))
3113                         client->interact(INTERACT_USE, pointed);
3114         } else if (pointed.type == POINTEDTHING_NODE) {
3115                 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3116         } else if (pointed.type == POINTEDTHING_OBJECT) {
3117                 v3f player_position  = player->getPosition();
3118                 handlePointingAtObject(pointed, tool_item, player_position, show_debug);
3119         } else if (isKeyDown(KeyType::DIG)) {
3120                 // When button is held down in air, show continuous animation
3121                 runData.punching = true;
3122                 // Run callback even though item is not usable
3123                 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3124                         client->getScript()->on_item_use(selected_item, pointed);
3125         } else if (wasKeyPressed(KeyType::PLACE)) {
3126                 handlePointingAtNothing(selected_item);
3127         }
3128
3129         runData.pointed_old = pointed;
3130
3131         if (runData.punching || wasKeyPressed(KeyType::DIG))
3132                 camera->setDigging(0); // dig animation
3133
3134         input->clearWasKeyPressed();
3135         input->clearWasKeyReleased();
3136
3137         input->joystick.clearWasKeyDown(KeyType::MOUSE_L);
3138         input->joystick.clearWasKeyDown(KeyType::MOUSE_R);
3139
3140         input->joystick.clearWasKeyReleased(KeyType::MOUSE_L);
3141         input->joystick.clearWasKeyReleased(KeyType::MOUSE_R);
3142 }
3143
3144
3145 PointedThing Game::updatePointedThing(
3146         const core::line3d<f32> &shootline,
3147         bool liquids_pointable,
3148         bool look_for_object,
3149         const v3s16 &camera_offset)
3150 {
3151         std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3152         selectionboxes->clear();
3153         hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3154         static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3155                 "show_entity_selectionbox");
3156
3157         ClientEnvironment &env = client->getEnv();
3158         ClientMap &map = env.getClientMap();
3159         const NodeDefManager *nodedef = map.getNodeDefManager();
3160
3161         runData.selected_object = NULL;
3162         hud->pointing_at_object = false;
3163
3164         RaycastState s(shootline, look_for_object, liquids_pointable);
3165         PointedThing result;
3166         env.continueRaycast(&s, &result);
3167         if (result.type == POINTEDTHING_OBJECT) {
3168                 hud->pointing_at_object = true;
3169
3170                 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3171                 aabb3f selection_box;
3172                 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3173                                 runData.selected_object->getSelectionBox(&selection_box)) {
3174                         v3f pos = runData.selected_object->getPosition();
3175                         selectionboxes->push_back(aabb3f(selection_box));
3176                         hud->setSelectionPos(pos, camera_offset);
3177                 }
3178         } else if (result.type == POINTEDTHING_NODE) {
3179                 // Update selection boxes
3180                 MapNode n = map.getNode(result.node_undersurface);
3181                 std::vector<aabb3f> boxes;
3182                 n.getSelectionBoxes(nodedef, &boxes,
3183                         n.getNeighbors(result.node_undersurface, &map));
3184
3185                 f32 d = 0.002 * BS;
3186                 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3187                         i != boxes.end(); ++i) {
3188                         aabb3f box = *i;
3189                         box.MinEdge -= v3f(d, d, d);
3190                         box.MaxEdge += v3f(d, d, d);
3191                         selectionboxes->push_back(box);
3192                 }
3193                 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3194                         camera_offset);
3195                 hud->setSelectedFaceNormal(v3f(
3196                         result.intersection_normal.X,
3197                         result.intersection_normal.Y,
3198                         result.intersection_normal.Z));
3199         }
3200
3201         // Update selection mesh light level and vertex colors
3202         if (!selectionboxes->empty()) {
3203                 v3f pf = hud->getSelectionPos();
3204                 v3s16 p = floatToInt(pf, BS);
3205
3206                 // Get selection mesh light level
3207                 MapNode n = map.getNode(p);
3208                 u16 node_light = getInteriorLight(n, -1, nodedef);
3209                 u16 light_level = node_light;
3210
3211                 for (const v3s16 &dir : g_6dirs) {
3212                         n = map.getNode(p + dir);
3213                         node_light = getInteriorLight(n, -1, nodedef);
3214                         if (node_light > light_level)
3215                                 light_level = node_light;
3216                 }
3217
3218                 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3219                 video::SColor c;
3220                 final_color_blend(&c, light_level, daynight_ratio);
3221
3222                 // Modify final color a bit with time
3223                 u32 timer = porting::getTimeMs() % 5000;
3224                 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3225                 float sin_r = 0.08f * std::sin(timerf);
3226                 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3227                 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3228                 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3229                 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3230                 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3231
3232                 // Set mesh final color
3233                 hud->setSelectionMeshColor(c);
3234         }
3235         return result;
3236 }
3237
3238
3239 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3240 {
3241         infostream << "Attempted to place item while pointing at nothing" << std::endl;
3242         PointedThing fauxPointed;
3243         fauxPointed.type = POINTEDTHING_NOTHING;
3244         client->interact(INTERACT_ACTIVATE, fauxPointed);
3245 }
3246
3247
3248 void Game::handlePointingAtNode(const PointedThing &pointed,
3249         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3250 {
3251         v3s16 nodepos = pointed.node_undersurface;
3252         v3s16 neighbourpos = pointed.node_abovesurface;
3253
3254         /*
3255                 Check information text of node
3256         */
3257
3258         ClientMap &map = client->getEnv().getClientMap();
3259
3260         if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3261                         && !runData.digging_blocked
3262                         && client->checkPrivilege("interact")) {
3263                 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3264         }
3265
3266         // This should be done after digging handling
3267         NodeMetadata *meta = map.getNodeMetadata(nodepos);
3268
3269         if (meta) {
3270                 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3271                         meta->getString("infotext"))));
3272         } else {
3273                 MapNode n = map.getNode(nodepos);
3274
3275                 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3276                         m_game_ui->setInfoText(L"Unknown node: " +
3277                                 utf8_to_wide(nodedef_manager->get(n).name));
3278                 }
3279         }
3280
3281         if ((wasKeyPressed(KeyType::PLACE) ||
3282                         runData.repeat_place_timer >= m_repeat_place_time) &&
3283                         client->checkPrivilege("interact")) {
3284                 runData.repeat_place_timer = 0;
3285                 infostream << "Place button pressed while looking at ground" << std::endl;
3286
3287                 // Placing animation (always shown for feedback)
3288                 camera->setDigging(1);
3289
3290                 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3291
3292                 // If the wielded item has node placement prediction,
3293                 // make that happen
3294                 // And also set the sound and send the interact
3295                 // But first check for meta formspec and rightclickable
3296                 auto &def = selected_item.getDefinition(itemdef_manager);
3297                 bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
3298                         pointed, meta);
3299
3300                 if (placed && client->modsLoaded())
3301                         client->getScript()->on_placenode(pointed, def);
3302         }
3303 }
3304
3305 bool Game::nodePlacement(const ItemDefinition &selected_def,
3306         const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
3307         const PointedThing &pointed, const NodeMetadata *meta)
3308 {
3309         std::string prediction = selected_def.node_placement_prediction;
3310         const NodeDefManager *nodedef = client->ndef();
3311         ClientMap &map = client->getEnv().getClientMap();
3312         MapNode node;
3313         bool is_valid_position;
3314
3315         node = map.getNode(nodepos, &is_valid_position);
3316         if (!is_valid_position) {
3317                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3318                 return false;
3319         }
3320
3321         // formspec in meta
3322         if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3323                         && !isKeyDown(KeyType::SNEAK)) {
3324                 // on_rightclick callbacks are called anyway
3325                 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3326                         client->interact(INTERACT_PLACE, pointed);
3327
3328                 infostream << "Launching custom inventory view" << std::endl;
3329
3330                 InventoryLocation inventoryloc;
3331                 inventoryloc.setNodeMeta(nodepos);
3332
3333                 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3334                         &client->getEnv().getClientMap(), nodepos);
3335                 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3336
3337                 auto *&formspec = m_game_ui->updateFormspec("");
3338                 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
3339                         txt_dst, client->getFormspecPrepend());
3340
3341                 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3342                 return false;
3343         }
3344
3345         // on_rightclick callback
3346         if (prediction.empty() || (nodedef->get(node).rightclickable &&
3347                         !isKeyDown(KeyType::SNEAK))) {
3348                 // Report to server
3349                 client->interact(INTERACT_PLACE, pointed);
3350                 return false;
3351         }
3352
3353         verbosestream << "Node placement prediction for "
3354                 << selected_def.name << " is " << prediction << std::endl;
3355         v3s16 p = neighbourpos;
3356
3357         // Place inside node itself if buildable_to
3358         MapNode n_under = map.getNode(nodepos, &is_valid_position);
3359         if (is_valid_position) {
3360                 if (nodedef->get(n_under).buildable_to) {
3361                         p = nodepos;
3362                 } else {
3363                         node = map.getNode(p, &is_valid_position);
3364                         if (is_valid_position && !nodedef->get(node).buildable_to) {
3365                                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3366                                 // Report to server
3367                                 client->interact(INTERACT_PLACE, pointed);
3368                                 return false;
3369                         }
3370                 }
3371         }
3372
3373         // Find id of predicted node
3374         content_t id;
3375         bool found = nodedef->getId(prediction, id);
3376
3377         if (!found) {
3378                 errorstream << "Node placement prediction failed for "
3379                         << selected_def.name << " (places "
3380                         << prediction
3381                         << ") - Name not known" << std::endl;
3382                 // Handle this as if prediction was empty
3383                 // Report to server
3384                 client->interact(INTERACT_PLACE, pointed);
3385                 return false;
3386         }
3387
3388         const ContentFeatures &predicted_f = nodedef->get(id);
3389
3390         // Predict param2 for facedir and wallmounted nodes
3391         u8 param2 = 0;
3392
3393         if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3394                         predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3395                 v3s16 dir = nodepos - neighbourpos;
3396
3397                 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3398                         param2 = dir.Y < 0 ? 1 : 0;
3399                 } else if (abs(dir.X) > abs(dir.Z)) {
3400                         param2 = dir.X < 0 ? 3 : 2;
3401                 } else {
3402                         param2 = dir.Z < 0 ? 5 : 4;
3403                 }
3404         }
3405
3406         if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3407                         predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3408                 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3409
3410                 if (abs(dir.X) > abs(dir.Z)) {
3411                         param2 = dir.X < 0 ? 3 : 1;
3412                 } else {
3413                         param2 = dir.Z < 0 ? 2 : 0;
3414                 }
3415         }
3416
3417         assert(param2 <= 5);
3418
3419         //Check attachment if node is in group attached_node
3420         if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
3421                 static v3s16 wallmounted_dirs[8] = {
3422                         v3s16(0, 1, 0),
3423                         v3s16(0, -1, 0),
3424                         v3s16(1, 0, 0),
3425                         v3s16(-1, 0, 0),
3426                         v3s16(0, 0, 1),
3427                         v3s16(0, 0, -1),
3428                 };
3429                 v3s16 pp;
3430
3431                 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3432                                 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3433                         pp = p + wallmounted_dirs[param2];
3434                 else
3435                         pp = p + v3s16(0, -1, 0);
3436
3437                 if (!nodedef->get(map.getNode(pp)).walkable) {
3438                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3439                         // Report to server
3440                         client->interact(INTERACT_PLACE, pointed);
3441                         return false;
3442                 }
3443         }
3444
3445         // Apply color
3446         if ((predicted_f.param_type_2 == CPT2_COLOR
3447                         || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3448                         || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3449                 const std::string &indexstr = selected_item.metadata.getString(
3450                         "palette_index", 0);
3451                 if (!indexstr.empty()) {
3452                         s32 index = mystoi(indexstr);
3453                         if (predicted_f.param_type_2 == CPT2_COLOR) {
3454                                 param2 = index;
3455                         } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3456                                 // param2 = pure palette index + other
3457                                 param2 = (index & 0xf8) | (param2 & 0x07);
3458                         } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3459                                 // param2 = pure palette index + other
3460                                 param2 = (index & 0xe0) | (param2 & 0x1f);
3461                         }
3462                 }
3463         }
3464
3465         // Add node to client map
3466         MapNode n(id, 0, param2);
3467
3468         try {
3469                 LocalPlayer *player = client->getEnv().getLocalPlayer();
3470
3471                 // Dont place node when player would be inside new node
3472                 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3473                 if (!nodedef->get(n).walkable ||
3474                                 g_settings->getBool("enable_build_where_you_stand") ||
3475                                 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3476                                 (nodedef->get(n).walkable &&
3477                                         neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3478                                         neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3479                         // This triggers the required mesh update too
3480                         client->addNode(p, n);
3481                         // Report to server
3482                         client->interact(INTERACT_PLACE, pointed);
3483                         // A node is predicted, also play a sound
3484                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3485                         return true;
3486                 } else {
3487                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3488                         return false;
3489                 }
3490         } catch (InvalidPositionException &e) {
3491                 errorstream << "Node placement prediction failed for "
3492                         << selected_def.name << " (places "
3493                         << prediction
3494                         << ") - Position not loaded" << std::endl;
3495                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3496                 return false;
3497         }
3498 }
3499
3500 void Game::handlePointingAtObject(const PointedThing &pointed,
3501                 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3502 {
3503         std::wstring infotext = unescape_translate(
3504                 utf8_to_wide(runData.selected_object->infoText()));
3505
3506         if (show_debug) {
3507                 if (!infotext.empty()) {
3508                         infotext += L"\n";
3509                 }
3510                 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3511         }
3512
3513         m_game_ui->setInfoText(infotext);
3514
3515         if (isKeyDown(KeyType::DIG)) {
3516                 bool do_punch = false;
3517                 bool do_punch_damage = false;
3518
3519                 if (runData.object_hit_delay_timer <= 0.0) {
3520                         do_punch = true;
3521                         do_punch_damage = true;
3522                         runData.object_hit_delay_timer = object_hit_delay;
3523                 }
3524
3525                 if (wasKeyPressed(KeyType::DIG))
3526                         do_punch = true;
3527
3528                 if (do_punch) {
3529                         infostream << "Punched object" << std::endl;
3530                         runData.punching = true;
3531                 }
3532
3533                 if (do_punch_damage) {
3534                         // Report direct punch
3535                         v3f objpos = runData.selected_object->getPosition();
3536                         v3f dir = (objpos - player_position).normalize();
3537
3538                         bool disable_send = runData.selected_object->directReportPunch(
3539                                         dir, &tool_item, runData.time_from_last_punch);
3540                         runData.time_from_last_punch = 0;
3541
3542                         if (!disable_send)
3543                                 client->interact(INTERACT_START_DIGGING, pointed);
3544                 }
3545         } else if (wasKeyDown(KeyType::PLACE)) {
3546                 infostream << "Pressed place button while pointing at object" << std::endl;
3547                 client->interact(INTERACT_PLACE, pointed);  // place
3548         }
3549 }
3550
3551
3552 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3553                 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3554 {
3555         // See also: serverpackethandle.cpp, action == 2
3556         LocalPlayer *player = client->getEnv().getLocalPlayer();
3557         ClientMap &map = client->getEnv().getClientMap();
3558         MapNode n = client->getEnv().getClientMap().getNode(nodepos);
3559
3560         // NOTE: Similar piece of code exists on the server side for
3561         // cheat detection.
3562         // Get digging parameters
3563         DigParams params = getDigParams(nodedef_manager->get(n).groups,
3564                         &selected_item.getToolCapabilities(itemdef_manager));
3565
3566         // If can't dig, try hand
3567         if (!params.diggable) {
3568                 params = getDigParams(nodedef_manager->get(n).groups,
3569                                 &hand_item.getToolCapabilities(itemdef_manager));
3570         }
3571
3572         if (!params.diggable) {
3573                 // I guess nobody will wait for this long
3574                 runData.dig_time_complete = 10000000.0;
3575         } else {
3576                 runData.dig_time_complete = params.time;
3577
3578                 if (m_cache_enable_particles) {
3579                         const ContentFeatures &features = client->getNodeDefManager()->get(n);
3580                         client->getParticleManager()->addNodeParticle(client,
3581                                         player, nodepos, n, features);
3582                 }
3583         }
3584
3585         if (!runData.digging) {
3586                 infostream << "Started digging" << std::endl;
3587                 runData.dig_instantly = runData.dig_time_complete == 0;
3588                 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3589                         return;
3590                 client->interact(INTERACT_START_DIGGING, pointed);
3591                 runData.digging = true;
3592                 runData.btn_down_for_dig = true;
3593         }
3594
3595         if (!runData.dig_instantly) {
3596                 runData.dig_index = (float)crack_animation_length
3597                                 * runData.dig_time
3598                                 / runData.dig_time_complete;
3599         } else {
3600                 // This is for e.g. torches
3601                 runData.dig_index = crack_animation_length;
3602         }
3603
3604         SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3605
3606         if (sound_dig.exists() && params.diggable) {
3607                 if (sound_dig.name == "__group") {
3608                         if (!params.main_group.empty()) {
3609                                 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3610                                 soundmaker->m_player_leftpunch_sound.name =
3611                                                 std::string("default_dig_") +
3612                                                 params.main_group;
3613                         }
3614                 } else {
3615                         soundmaker->m_player_leftpunch_sound = sound_dig;
3616                 }
3617         }
3618
3619         // Don't show cracks if not diggable
3620         if (runData.dig_time_complete >= 100000.0) {
3621         } else if (runData.dig_index < crack_animation_length) {
3622                 //TimeTaker timer("client.setTempMod");
3623                 //infostream<<"dig_index="<<dig_index<<std::endl;
3624                 client->setCrack(runData.dig_index, nodepos);
3625         } else {
3626                 infostream << "Digging completed" << std::endl;
3627                 client->setCrack(-1, v3s16(0, 0, 0));
3628
3629                 runData.dig_time = 0;
3630                 runData.digging = false;
3631                 // we successfully dug, now block it from repeating if we want to be safe
3632                 if (g_settings->getBool("safe_dig_and_place"))
3633                         runData.digging_blocked = true;
3634
3635                 runData.nodig_delay_timer =
3636                                 runData.dig_time_complete / (float)crack_animation_length;
3637
3638                 // We don't want a corresponding delay to very time consuming nodes
3639                 // and nodes without digging time (e.g. torches) get a fixed delay.
3640                 if (runData.nodig_delay_timer > 0.3)
3641                         runData.nodig_delay_timer = 0.3;
3642                 else if (runData.dig_instantly)
3643                         runData.nodig_delay_timer = 0.15;
3644
3645                 bool is_valid_position;
3646                 MapNode wasnode = map.getNode(nodepos, &is_valid_position);
3647                 if (is_valid_position) {
3648                         if (client->modsLoaded() &&
3649                                         client->getScript()->on_dignode(nodepos, wasnode)) {
3650                                 return;
3651                         }
3652
3653                         const ContentFeatures &f = client->ndef()->get(wasnode);
3654                         if (f.node_dig_prediction == "air") {
3655                                 client->removeNode(nodepos);
3656                         } else if (!f.node_dig_prediction.empty()) {
3657                                 content_t id;
3658                                 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3659                                 if (found)
3660                                         client->addNode(nodepos, id, true);
3661                         }
3662                         // implicit else: no prediction
3663                 }
3664
3665                 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3666
3667                 if (m_cache_enable_particles) {
3668                         const ContentFeatures &features =
3669                                 client->getNodeDefManager()->get(wasnode);
3670                         client->getParticleManager()->addDiggingParticles(client,
3671                                 player, nodepos, wasnode, features);
3672                 }
3673
3674
3675                 // Send event to trigger sound
3676                 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3677         }
3678
3679         if (runData.dig_time_complete < 100000.0) {
3680                 runData.dig_time += dtime;
3681         } else {
3682                 runData.dig_time = 0;
3683                 client->setCrack(-1, nodepos);
3684         }
3685
3686         camera->setDigging(0);  // Dig animation
3687 }
3688
3689
3690 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3691                 const CameraOrientation &cam)
3692 {
3693         TimeTaker tt_update("Game::updateFrame()");
3694         LocalPlayer *player = client->getEnv().getLocalPlayer();
3695
3696         /*
3697                 Fog range
3698         */
3699
3700         if (draw_control->range_all) {
3701                 runData.fog_range = 100000 * BS;
3702         } else {
3703                 runData.fog_range = draw_control->wanted_range * BS;
3704         }
3705
3706         /*
3707                 Calculate general brightness
3708         */
3709         u32 daynight_ratio = client->getEnv().getDayNightRatio();
3710         float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3711         float direct_brightness;
3712         bool sunlight_seen;
3713
3714         if (m_cache_enable_noclip && m_cache_enable_free_move) {
3715                 direct_brightness = time_brightness;
3716                 sunlight_seen = true;
3717         } else {
3718                 float old_brightness = sky->getBrightness();
3719                 direct_brightness = client->getEnv().getClientMap()
3720                                 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3721                                         daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3722                                     / 255.0;
3723         }
3724
3725         float time_of_day_smooth = runData.time_of_day_smooth;
3726         float time_of_day = client->getEnv().getTimeOfDayF();
3727
3728         static const float maxsm = 0.05f;
3729         static const float todsm = 0.05f;
3730
3731         if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3732                         std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3733                         std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3734                 time_of_day_smooth = time_of_day;
3735
3736         if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3737                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3738                                 + (time_of_day + 1.0) * todsm;
3739         else
3740                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3741                                 + time_of_day * todsm;
3742
3743         runData.time_of_day_smooth = time_of_day_smooth;
3744
3745         sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3746                         sunlight_seen, camera->getCameraMode(), player->getYaw(),
3747                         player->getPitch());
3748
3749         /*
3750                 Update clouds
3751         */
3752         if (clouds) {
3753                 if (sky->getCloudsVisible()) {
3754                         clouds->setVisible(true);
3755                         clouds->step(dtime);
3756                         // camera->getPosition is not enough for 3rd person views
3757                         v3f camera_node_position = camera->getCameraNode()->getPosition();
3758                         v3s16 camera_offset      = camera->getOffset();
3759                         camera_node_position.X   = camera_node_position.X + camera_offset.X * BS;
3760                         camera_node_position.Y   = camera_node_position.Y + camera_offset.Y * BS;
3761                         camera_node_position.Z   = camera_node_position.Z + camera_offset.Z * BS;
3762                         clouds->update(camera_node_position,
3763                                         sky->getCloudColor());
3764                         if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3765                                 // if inside clouds, and fog enabled, use that as sky
3766                                 // color(s)
3767                                 video::SColor clouds_dark = clouds->getColor()
3768                                                 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3769                                 sky->overrideColors(clouds_dark, clouds->getColor());
3770                                 sky->setInClouds(true);
3771                                 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3772                                 // do not draw clouds after all
3773                                 clouds->setVisible(false);
3774                         }
3775                 } else {
3776                         clouds->setVisible(false);
3777                 }
3778         }
3779
3780         /*
3781                 Update particles
3782         */
3783         client->getParticleManager()->step(dtime);
3784
3785         /*
3786                 Fog
3787         */
3788
3789         if (m_cache_enable_fog) {
3790                 driver->setFog(
3791                                 sky->getBgColor(),
3792                                 video::EFT_FOG_LINEAR,
3793                                 runData.fog_range * m_cache_fog_start,
3794                                 runData.fog_range * 1.0,
3795                                 0.01,
3796                                 false, // pixel fog
3797                                 true // range fog
3798                 );
3799         } else {
3800                 driver->setFog(
3801                                 sky->getBgColor(),
3802                                 video::EFT_FOG_LINEAR,
3803                                 100000 * BS,
3804                                 110000 * BS,
3805                                 0.01f,
3806                                 false, // pixel fog
3807                                 false // range fog
3808                 );
3809         }
3810
3811         /*
3812                 Get chat messages from client
3813         */
3814
3815         v2u32 screensize = driver->getScreenSize();
3816
3817         updateChat(dtime, screensize);
3818
3819         /*
3820                 Inventory
3821         */
3822
3823         if (player->getWieldIndex() != runData.new_playeritem)
3824                 client->setPlayerItem(runData.new_playeritem);
3825
3826         if (client->updateWieldedItem()) {
3827                 // Update wielded tool
3828                 ItemStack selected_item, hand_item;
3829                 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3830                 camera->wield(tool_item);
3831         }
3832
3833         /*
3834                 Update block draw list every 200ms or when camera direction has
3835                 changed much
3836         */
3837         runData.update_draw_list_timer += dtime;
3838
3839         v3f camera_direction = camera->getDirection();
3840         if (runData.update_draw_list_timer >= 0.2
3841                         || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3842                         || m_camera_offset_changed) {
3843                 runData.update_draw_list_timer = 0;
3844                 client->getEnv().getClientMap().updateDrawList();
3845                 runData.update_draw_list_last_cam_dir = camera_direction;
3846         }
3847
3848         m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
3849
3850         /*
3851            make sure menu is on top
3852            1. Delete formspec menu reference if menu was removed
3853            2. Else, make sure formspec menu is on top
3854         */
3855         auto formspec = m_game_ui->getFormspecGUI();
3856         do { // breakable. only runs for one iteration
3857                 if (!formspec)
3858                         break;
3859
3860                 if (formspec->getReferenceCount() == 1) {
3861                         m_game_ui->deleteFormspec();
3862                         break;
3863                 }
3864
3865                 auto &loc = formspec->getFormspecLocation();
3866                 if (loc.type == InventoryLocation::NODEMETA) {
3867                         NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
3868                         if (!meta || meta->getString("formspec").empty()) {
3869                                 formspec->quitMenu();
3870                                 break;
3871                         }
3872                 }
3873
3874                 if (isMenuActive())
3875                         guiroot->bringToFront(formspec);
3876         } while (false);
3877
3878         /*
3879                 Drawing begins
3880         */
3881         const video::SColor &skycolor = sky->getSkyColor();
3882
3883         TimeTaker tt_draw("Draw scene");
3884         driver->beginScene(true, true, skycolor);
3885
3886         bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3887                         (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3888                         (camera->getCameraMode() == CAMERA_MODE_FIRST));
3889         bool draw_crosshair = (
3890                         (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3891                         (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3892 #ifdef HAVE_TOUCHSCREENGUI
3893         try {
3894                 draw_crosshair = !g_settings->getBool("touchtarget");
3895         } catch (SettingNotFoundException) {
3896         }
3897 #endif
3898         RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3899                         m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3900
3901         /*
3902                 Profiler graph
3903         */
3904         if (m_game_ui->m_flags.show_profiler_graph)
3905                 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3906
3907         /*
3908                 Damage flash
3909         */
3910         if (runData.damage_flash > 0.0f) {
3911                 video::SColor color(runData.damage_flash, 180, 0, 0);
3912                 driver->draw2DRectangle(color,
3913                                         core::rect<s32>(0, 0, screensize.X, screensize.Y),
3914                                         NULL);
3915
3916                 runData.damage_flash -= 384.0f * dtime;
3917         }
3918
3919         /*
3920                 Damage camera tilt
3921         */
3922         if (player->hurt_tilt_timer > 0.0f) {
3923                 player->hurt_tilt_timer -= dtime * 6.0f;
3924
3925                 if (player->hurt_tilt_timer < 0.0f)
3926                         player->hurt_tilt_strength = 0.0f;
3927         }
3928
3929         /*
3930                 Update minimap pos and rotation
3931         */
3932         if (mapper && m_game_ui->m_flags.show_hud) {
3933                 mapper->setPos(floatToInt(player->getPosition(), BS));
3934                 mapper->setAngle(player->getYaw());
3935         }
3936
3937         /*
3938                 End scene
3939         */
3940         driver->endScene();
3941
3942         stats->drawtime = tt_draw.stop(true);
3943         g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
3944         g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
3945 }
3946
3947 /* Log times and stuff for visualization */
3948 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
3949 {
3950         Profiler::GraphValues values;
3951         g_profiler->graphGet(values);
3952         graph->put(values);
3953 }
3954
3955
3956
3957 /****************************************************************************
3958  Misc
3959  ****************************************************************************/
3960
3961 /* On some computers framerate doesn't seem to be automatically limited
3962  */
3963 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
3964 {
3965         // not using getRealTime is necessary for wine
3966         device->getTimer()->tick(); // Maker sure device time is up-to-date
3967         u32 time = device->getTimer()->getTime();
3968         u32 last_time = fps_timings->last_time;
3969
3970         if (time > last_time)  // Make sure time hasn't overflowed
3971                 fps_timings->busy_time = time - last_time;
3972         else
3973                 fps_timings->busy_time = 0;
3974
3975         u32 frametime_min = 1000 / (
3976                 device->isWindowFocused() && !g_menumgr.pausesGame()
3977                         ? g_settings->getFloat("fps_max")
3978                         : g_settings->getFloat("fps_max_unfocused"));
3979
3980         if (fps_timings->busy_time < frametime_min) {
3981                 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
3982                 device->sleep(fps_timings->sleep_time);
3983         } else {
3984                 fps_timings->sleep_time = 0;
3985         }
3986
3987         /* Get the new value of the device timer. Note that device->sleep() may
3988          * not sleep for the entire requested time as sleep may be interrupted and
3989          * therefore it is arguably more accurate to get the new time from the
3990          * device rather than calculating it by adding sleep_time to time.
3991          */
3992
3993         device->getTimer()->tick(); // Update device timer
3994         time = device->getTimer()->getTime();
3995
3996         if (time > last_time)  // Make sure last_time hasn't overflowed
3997                 *dtime = (time - last_time) / 1000.0;
3998         else
3999                 *dtime = 0;
4000
4001         fps_timings->last_time = time;
4002 }
4003
4004 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4005 {
4006         const wchar_t *wmsg = wgettext(msg);
4007         RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4008                 draw_clouds);
4009         delete[] wmsg;
4010 }
4011
4012 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4013 {
4014         ((Game *)data)->readSettings();
4015 }
4016
4017 void Game::readSettings()
4018 {
4019         m_cache_doubletap_jump               = g_settings->getBool("doubletap_jump");
4020         m_cache_enable_clouds                = g_settings->getBool("enable_clouds");
4021         m_cache_enable_joysticks             = g_settings->getBool("enable_joysticks");
4022         m_cache_enable_particles             = g_settings->getBool("enable_particles");
4023         m_cache_enable_fog                   = g_settings->getBool("enable_fog");
4024         m_cache_mouse_sensitivity            = g_settings->getFloat("mouse_sensitivity");
4025         m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
4026         m_repeat_place_time                  = g_settings->getFloat("repeat_place_time");
4027
4028         m_cache_enable_noclip                = g_settings->getBool("noclip");
4029         m_cache_enable_free_move             = g_settings->getBool("free_move");
4030
4031         m_cache_fog_start                    = g_settings->getFloat("fog_start");
4032
4033         m_cache_cam_smoothing = 0;
4034         if (g_settings->getBool("cinematic"))
4035                 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4036         else
4037                 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4038
4039         m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4040         m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4041         m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4042
4043         m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4044 }
4045
4046 /****************************************************************************/
4047 /****************************************************************************
4048  Shutdown / cleanup
4049  ****************************************************************************/
4050 /****************************************************************************/
4051
4052 void Game::extendedResourceCleanup()
4053 {
4054         // Extended resource accounting
4055         infostream << "Irrlicht resources after cleanup:" << std::endl;
4056         infostream << "\tRemaining meshes   : "
4057                    << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
4058         infostream << "\tRemaining textures : "
4059                    << driver->getTextureCount() << std::endl;
4060
4061         for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
4062                 irr::video::ITexture *texture = driver->getTextureByIndex(i);
4063                 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
4064                            << std::endl;
4065         }
4066
4067         clearTextureNameCache();
4068         infostream << "\tRemaining materials: "
4069                << driver-> getMaterialRendererCount()
4070                        << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4071 }
4072
4073 void Game::showDeathFormspec()
4074 {
4075         static std::string formspec_str =
4076                 std::string("formspec_version[1]") +
4077                 SIZE_TAG
4078                 "bgcolor[#320000b4;true]"
4079                 "label[4.85,1.35;" + gettext("You died") + "]"
4080                 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4081                 ;
4082
4083         /* Create menu */
4084         /* Note: FormspecFormSource and LocalFormspecHandler  *
4085          * are deleted by guiFormSpecMenu                     */
4086         FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4087         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4088
4089         auto *&formspec = m_game_ui->getFormspecGUI();
4090         GUIFormSpecMenu::create(formspec, client, &input->joystick,
4091                 fs_src, txt_dst, client->getFormspecPrepend());
4092         formspec->setFocus("btn_respawn");
4093 }
4094
4095 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4096 void Game::showPauseMenu()
4097 {
4098 #ifdef __ANDROID__
4099         static const std::string control_text = strgettext("Default Controls:\n"
4100                 "No menu visible:\n"
4101                 "- single tap: button activate\n"
4102                 "- double tap: place/use\n"
4103                 "- slide finger: look around\n"
4104                 "Menu/Inventory visible:\n"
4105                 "- double tap (outside):\n"
4106                 " -->close\n"
4107                 "- touch stack, touch slot:\n"
4108                 " --> move stack\n"
4109                 "- touch&drag, tap 2nd finger\n"
4110                 " --> place single item to slot\n"
4111                 );
4112 #else
4113         static const std::string control_text_template = strgettext("Controls:\n"
4114                 "- %s: move forwards\n"
4115                 "- %s: move backwards\n"
4116                 "- %s: move left\n"
4117                 "- %s: move right\n"
4118                 "- %s: jump/climb up\n"
4119                 "- %s: dig/punch\n"
4120                 "- %s: place/use\n"
4121                 "- %s: sneak/climb down\n"
4122                 "- %s: drop item\n"
4123                 "- %s: inventory\n"
4124                 "- Mouse: turn/look\n"
4125                 "- Mouse wheel: select item\n"
4126                 "- %s: chat\n"
4127         );
4128
4129         char control_text_buf[600];
4130
4131         porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4132                 GET_KEY_NAME(keymap_forward),
4133                 GET_KEY_NAME(keymap_backward),
4134                 GET_KEY_NAME(keymap_left),
4135                 GET_KEY_NAME(keymap_right),
4136                 GET_KEY_NAME(keymap_jump),
4137                 GET_KEY_NAME(keymap_dig),
4138                 GET_KEY_NAME(keymap_place),
4139                 GET_KEY_NAME(keymap_sneak),
4140                 GET_KEY_NAME(keymap_drop),
4141                 GET_KEY_NAME(keymap_inventory),
4142                 GET_KEY_NAME(keymap_chat)
4143         );
4144
4145         std::string control_text = std::string(control_text_buf);
4146         str_formspec_escape(control_text);
4147 #endif
4148
4149         float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4150         std::ostringstream os;
4151
4152         os << "formspec_version[1]" << SIZE_TAG
4153                 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4154                 << strgettext("Continue") << "]";
4155
4156         if (!simple_singleplayer_mode) {
4157                 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4158                         << strgettext("Change Password") << "]";
4159         } else {
4160                 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4161         }
4162
4163 #ifndef __ANDROID__
4164 #if USE_SOUND
4165         if (g_settings->getBool("enable_sound")) {
4166                 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4167                         << strgettext("Sound Volume") << "]";
4168         }
4169 #endif
4170         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4171                 << strgettext("Change Keys")  << "]";
4172 #endif
4173         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4174                 << strgettext("Exit to Menu") << "]";
4175         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4176                 << strgettext("Exit to OS")   << "]"
4177                 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4178                 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4179                 << "\n"
4180                 <<  strgettext("Game info:") << "\n";
4181         const std::string &address = client->getAddressName();
4182         static const std::string mode = strgettext("- Mode: ");
4183         if (!simple_singleplayer_mode) {
4184                 Address serverAddress = client->getServerAddress();
4185                 if (!address.empty()) {
4186                         os << mode << strgettext("Remote server") << "\n"
4187                                         << strgettext("- Address: ") << address;
4188                 } else {
4189                         os << mode << strgettext("Hosting server");
4190                 }
4191                 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4192         } else {
4193                 os << mode << strgettext("Singleplayer") << "\n";
4194         }
4195         if (simple_singleplayer_mode || address.empty()) {
4196                 static const std::string on = strgettext("On");
4197                 static const std::string off = strgettext("Off");
4198                 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4199                 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4200                 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4201                 os << strgettext("- Damage: ") << damage << "\n"
4202                                 << strgettext("- Creative Mode: ") << creative << "\n";
4203                 if (!simple_singleplayer_mode) {
4204                         const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4205                         //~ PvP = Player versus Player
4206                         os << strgettext("- PvP: ") << pvp << "\n"
4207                                         << strgettext("- Public: ") << announced << "\n";
4208                         std::string server_name = g_settings->get("server_name");
4209                         str_formspec_escape(server_name);
4210                         if (announced == on && !server_name.empty())
4211                                 os << strgettext("- Server Name: ") << server_name;
4212
4213                 }
4214         }
4215         os << ";]";
4216
4217         /* Create menu */
4218         /* Note: FormspecFormSource and LocalFormspecHandler  *
4219          * are deleted by guiFormSpecMenu                     */
4220         FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4221         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4222
4223         auto *&formspec = m_game_ui->getFormspecGUI();
4224         GUIFormSpecMenu::create(formspec, client, &input->joystick,
4225                         fs_src, txt_dst, client->getFormspecPrepend());
4226         formspec->setFocus("btn_continue");
4227         formspec->doPause = true;
4228 }
4229
4230 /****************************************************************************/
4231 /****************************************************************************
4232  extern function for launching the game
4233  ****************************************************************************/
4234 /****************************************************************************/
4235
4236 void the_game(bool *kill,
4237                 InputHandler *input,
4238                 const GameStartData &start_data,
4239                 std::string &error_message,
4240                 ChatBackend &chat_backend,
4241                 bool *reconnect_requested) // Used for local game
4242 {
4243         Game game;
4244
4245         /* Make a copy of the server address because if a local singleplayer server
4246          * is created then this is updated and we don't want to change the value
4247          * passed to us by the calling function
4248          */
4249
4250         try {
4251
4252                 if (game.startup(kill, input, start_data, error_message,
4253                                 reconnect_requested, &chat_backend)) {
4254                         game.run();
4255                 }
4256
4257         } catch (SerializationError &e) {
4258                 error_message = std::string("A serialization error occurred:\n")
4259                                 + e.what() + "\n\nThe server is probably "
4260                                 " running a different version of " PROJECT_NAME_C ".";
4261                 errorstream << error_message << std::endl;
4262         } catch (ServerError &e) {
4263                 error_message = e.what();
4264                 errorstream << "ServerError: " << error_message << std::endl;
4265         } catch (ModError &e) {
4266                 error_message = std::string("ModError: ") + e.what() +
4267                                 strgettext("\nCheck debug.txt for details.");
4268                 errorstream << error_message << std::endl;
4269         }
4270         game.shutdown();
4271 }