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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/guiFormSpecMenu.h"
47 #include "gui/guiKeyChangeMenu.h"
48 #include "gui/guiPasswordChange.h"
49 #include "gui/guiVolumeChange.h"
50 #include "gui/mainmenumanager.h"
51 #include "gui/profilergraph.h"
52 #include "mapblock.h"
53 #include "minimap.h"
54 #include "nodedef.h"         // Needed for determining pointing to nodes
55 #include "nodemetadata.h"
56 #include "particles.h"
57 #include "porting.h"
58 #include "profiler.h"
59 #include "raycast.h"
60 #include "server.h"
61 #include "settings.h"
62 #include "shader.h"
63 #include "sky.h"
64 #include "translation.h"
65 #include "util/basic_macros.h"
66 #include "util/directiontables.h"
67 #include "util/pointedthing.h"
68 #include "util/quicktune_shortcutter.h"
69 #include "irrlicht_changes/static_text.h"
70 #include "irr_ptr.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.clear();
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                         return;
175                 }
176
177                 if (m_formname == "MT_DEATH_SCREEN") {
178                         assert(m_client != 0);
179                         m_client->sendRespawn();
180                         return;
181                 }
182
183                 if (m_client->modsLoaded())
184                         m_client->getScript()->on_formspec_input(m_formname, fields);
185         }
186
187         Client *m_client = nullptr;
188 };
189
190 /* Form update callback */
191
192 class NodeMetadataFormSource: public IFormSource
193 {
194 public:
195         NodeMetadataFormSource(ClientMap *map, v3s16 p):
196                 m_map(map),
197                 m_p(p)
198         {
199         }
200         const std::string &getForm() const
201         {
202                 static const std::string empty_string = "";
203                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
204
205                 if (!meta)
206                         return empty_string;
207
208                 return meta->getString("formspec");
209         }
210
211         virtual std::string resolveText(const std::string &str)
212         {
213                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
214
215                 if (!meta)
216                         return str;
217
218                 return meta->resolveString(str);
219         }
220
221         ClientMap *m_map;
222         v3s16 m_p;
223 };
224
225 class PlayerInventoryFormSource: public IFormSource
226 {
227 public:
228         PlayerInventoryFormSource(Client *client):
229                 m_client(client)
230         {
231         }
232
233         const std::string &getForm() const
234         {
235                 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
236                 return player->inventory_formspec;
237         }
238
239         Client *m_client;
240 };
241
242 class NodeDugEvent : public MtEvent
243 {
244 public:
245         v3s16 p;
246         MapNode n;
247
248         NodeDugEvent(v3s16 p, MapNode n):
249                 p(p),
250                 n(n)
251         {}
252         Type getType() const { return NODE_DUG; }
253 };
254
255 class SoundMaker
256 {
257         ISoundManager *m_sound;
258         const NodeDefManager *m_ndef;
259
260 public:
261         bool makes_footstep_sound;
262         float m_player_step_timer;
263         float m_player_jump_timer;
264
265         SimpleSoundSpec m_player_step_sound;
266         SimpleSoundSpec m_player_leftpunch_sound;
267         // Second sound made on left punch, currently used for item 'use' sound
268         SimpleSoundSpec m_player_leftpunch_sound2;
269         SimpleSoundSpec m_player_rightpunch_sound;
270
271         SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
272                 m_sound(sound),
273                 m_ndef(ndef),
274                 makes_footstep_sound(true),
275                 m_player_step_timer(0.0f),
276                 m_player_jump_timer(0.0f)
277         {
278         }
279
280         void playPlayerStep()
281         {
282                 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
283                         m_player_step_timer = 0.03;
284                         if (makes_footstep_sound)
285                                 m_sound->playSound(m_player_step_sound);
286                 }
287         }
288
289         void playPlayerJump()
290         {
291                 if (m_player_jump_timer <= 0.0f) {
292                         m_player_jump_timer = 0.2f;
293                         m_sound->playSound(SimpleSoundSpec("player_jump", 0.5f));
294                 }
295         }
296
297         static void viewBobbingStep(MtEvent *e, void *data)
298         {
299                 SoundMaker *sm = (SoundMaker *)data;
300                 sm->playPlayerStep();
301         }
302
303         static void playerRegainGround(MtEvent *e, void *data)
304         {
305                 SoundMaker *sm = (SoundMaker *)data;
306                 sm->playPlayerStep();
307         }
308
309         static void playerJump(MtEvent *e, void *data)
310         {
311                 SoundMaker *sm = (SoundMaker *)data;
312                 sm->playPlayerJump();
313         }
314
315         static void cameraPunchLeft(MtEvent *e, void *data)
316         {
317                 SoundMaker *sm = (SoundMaker *)data;
318                 sm->m_sound->playSound(sm->m_player_leftpunch_sound);
319                 sm->m_sound->playSound(sm->m_player_leftpunch_sound2);
320         }
321
322         static void cameraPunchRight(MtEvent *e, void *data)
323         {
324                 SoundMaker *sm = (SoundMaker *)data;
325                 sm->m_sound->playSound(sm->m_player_rightpunch_sound);
326         }
327
328         static void nodeDug(MtEvent *e, void *data)
329         {
330                 SoundMaker *sm = (SoundMaker *)data;
331                 NodeDugEvent *nde = (NodeDugEvent *)e;
332                 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug);
333         }
334
335         static void playerDamage(MtEvent *e, void *data)
336         {
337                 SoundMaker *sm = (SoundMaker *)data;
338                 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5));
339         }
340
341         static void playerFallingDamage(MtEvent *e, void *data)
342         {
343                 SoundMaker *sm = (SoundMaker *)data;
344                 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5));
345         }
346
347         void registerReceiver(MtEventManager *mgr)
348         {
349                 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
350                 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
351                 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
352                 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
353                 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
354                 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
355                 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
356                 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
357         }
358
359         void step(float dtime)
360         {
361                 m_player_step_timer -= dtime;
362                 m_player_jump_timer -= dtime;
363         }
364 };
365
366 // Locally stored sounds don't need to be preloaded because of this
367 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
368 {
369         std::set<std::string> m_fetched;
370 private:
371         void paths_insert(std::set<std::string> &dst_paths,
372                 const std::string &base,
373                 const std::string &name)
374         {
375                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
376                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
377                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
378                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
379                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
380                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
381                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
382                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
383                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
384                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
385                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
386         }
387 public:
388         void fetchSounds(const std::string &name,
389                 std::set<std::string> &dst_paths,
390                 std::set<std::string> &dst_datas)
391         {
392                 if (m_fetched.count(name))
393                         return;
394
395                 m_fetched.insert(name);
396
397                 paths_insert(dst_paths, porting::path_share, name);
398                 paths_insert(dst_paths, porting::path_user,  name);
399         }
400 };
401
402
403 typedef s32 SamplerLayer_t;
404
405
406 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
407 {
408         Sky *m_sky;
409         Client *m_client;
410         bool *m_force_fog_off;
411         f32 *m_fog_range;
412         bool m_fog_enabled;
413         CachedPixelShaderSetting<float, 4> m_sky_bg_color;
414         CachedPixelShaderSetting<float> m_fog_distance;
415         CachedVertexShaderSetting<float> m_animation_timer_vertex;
416         CachedPixelShaderSetting<float> m_animation_timer_pixel;
417         CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
418         CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
419         CachedPixelShaderSetting<float, 3> m_day_light;
420         CachedPixelShaderSetting<float, 4> m_star_color;
421         CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
422         CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
423         CachedPixelShaderSetting<float, 3> m_minimap_yaw;
424         CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
425         CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
426         CachedPixelShaderSetting<SamplerLayer_t> m_texture0;
427         CachedPixelShaderSetting<SamplerLayer_t> m_texture1;
428         CachedPixelShaderSetting<SamplerLayer_t> m_texture2;
429         CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
430         CachedPixelShaderSetting<float, 2> m_texel_size0;
431         std::array<float, 2> m_texel_size0_values;
432         CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
433         float m_user_exposure_compensation;
434         bool m_bloom_enabled;
435         CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
436         float m_bloom_intensity;
437         CachedPixelShaderSetting<float> m_bloom_strength_pixel;
438         float m_bloom_strength;
439         CachedPixelShaderSetting<float> m_bloom_radius_pixel;
440         float m_bloom_radius;
441         CachedPixelShaderSetting<float> m_saturation_pixel;
442
443 public:
444         void onSettingsChange(const std::string &name)
445         {
446                 if (name == "enable_fog")
447                         m_fog_enabled = g_settings->getBool("enable_fog");
448                 if (name == "exposure_compensation")
449                         m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
450                 if (name == "bloom_intensity")
451                         m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
452                 if (name == "bloom_strength_factor")
453                         m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
454                 if (name == "bloom_radius")
455                         m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
456         }
457
458         static void settingsCallback(const std::string &name, void *userdata)
459         {
460                 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
461         }
462
463         void setSky(Sky *sky) { m_sky = sky; }
464
465         GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
466                         f32 *fog_range, Client *client) :
467                 m_sky(sky),
468                 m_client(client),
469                 m_force_fog_off(force_fog_off),
470                 m_fog_range(fog_range),
471                 m_sky_bg_color("skyBgColor"),
472                 m_fog_distance("fogDistance"),
473                 m_animation_timer_vertex("animationTimer"),
474                 m_animation_timer_pixel("animationTimer"),
475                 m_animation_timer_delta_vertex("animationTimerDelta"),
476                 m_animation_timer_delta_pixel("animationTimerDelta"),
477                 m_day_light("dayLight"),
478                 m_star_color("starColor"),
479                 m_eye_position_pixel("eyePosition"),
480                 m_eye_position_vertex("eyePosition"),
481                 m_minimap_yaw("yawVec"),
482                 m_camera_offset_pixel("cameraOffset"),
483                 m_camera_offset_vertex("cameraOffset"),
484                 m_texture0("texture0"),
485                 m_texture1("texture1"),
486                 m_texture2("texture2"),
487                 m_texture3("texture3"),
488                 m_texel_size0("texelSize0"),
489                 m_exposure_params_pixel("exposureParams",
490                                 std::array<const char*, 7> {
491                                                 "luminanceMin", "luminanceMax", "exposureCorrection",
492                                                 "speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
493                                 }),
494                 m_bloom_intensity_pixel("bloomIntensity"),
495                 m_bloom_strength_pixel("bloomStrength"),
496                 m_bloom_radius_pixel("bloomRadius"),
497                 m_saturation_pixel("saturation")
498         {
499                 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
500                 g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
501                 g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
502                 g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
503                 g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
504                 g_settings->registerChangedCallback("saturation", settingsCallback, this);
505                 m_fog_enabled = g_settings->getBool("enable_fog");
506                 m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
507                 m_bloom_enabled = g_settings->getBool("enable_bloom");
508                 m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
509                 m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
510                 m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
511         }
512
513         ~GameGlobalShaderConstantSetter()
514         {
515                 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
516         }
517
518         void onSetConstants(video::IMaterialRendererServices *services) override
519         {
520                 // Background color
521                 video::SColor bgcolor = m_sky->getBgColor();
522                 video::SColorf bgcolorf(bgcolor);
523                 float bgcolorfa[4] = {
524                         bgcolorf.r,
525                         bgcolorf.g,
526                         bgcolorf.b,
527                         bgcolorf.a,
528                 };
529                 m_sky_bg_color.set(bgcolorfa, services);
530
531                 // Fog distance
532                 float fog_distance = 10000 * BS;
533
534                 if (m_fog_enabled && !*m_force_fog_off)
535                         fog_distance = *m_fog_range;
536
537                 m_fog_distance.set(&fog_distance, services);
538
539                 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
540                 video::SColorf sunlight;
541                 get_sunlight_color(&sunlight, daynight_ratio);
542                 float dnc[3] = {
543                         sunlight.r,
544                         sunlight.g,
545                         sunlight.b };
546                 m_day_light.set(dnc, services);
547
548                 video::SColorf star_color = m_sky->getCurrentStarColor();
549                 float clr[4] = {star_color.r, star_color.g, star_color.b, star_color.a};
550                 m_star_color.set(clr, services);
551
552                 u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
553                 float animation_timer_f = (float)animation_timer / 100000.f;
554                 m_animation_timer_vertex.set(&animation_timer_f, services);
555                 m_animation_timer_pixel.set(&animation_timer_f, services);
556
557                 float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
558                 m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
559                 m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
560
561                 float eye_position_array[3];
562                 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
563                 epos.getAs3Values(eye_position_array);
564                 m_eye_position_pixel.set(eye_position_array, services);
565                 m_eye_position_vertex.set(eye_position_array, services);
566
567                 if (m_client->getMinimap()) {
568                         float minimap_yaw_array[3];
569                         v3f minimap_yaw = m_client->getMinimap()->getYawVec();
570                         minimap_yaw.getAs3Values(minimap_yaw_array);
571                         m_minimap_yaw.set(minimap_yaw_array, services);
572                 }
573
574                 float camera_offset_array[3];
575                 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
576                 offset.getAs3Values(camera_offset_array);
577                 m_camera_offset_pixel.set(camera_offset_array, services);
578                 m_camera_offset_vertex.set(camera_offset_array, services);
579
580                 SamplerLayer_t tex_id;
581                 tex_id = 0;
582                 m_texture0.set(&tex_id, services);
583                 tex_id = 1;
584                 m_texture1.set(&tex_id, services);
585                 tex_id = 2;
586                 m_texture2.set(&tex_id, services);
587                 tex_id = 3;
588                 m_texture3.set(&tex_id, services);
589
590                 m_texel_size0.set(m_texel_size0_values.data(), services);
591
592                 const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
593                 std::array<float, 7> exposure_buffer = {
594                         std::pow(2.0f, exposure_params.luminance_min),
595                         std::pow(2.0f, exposure_params.luminance_max),
596                         exposure_params.exposure_correction,
597                         exposure_params.speed_dark_bright,
598                         exposure_params.speed_bright_dark,
599                         exposure_params.center_weight_power,
600                         powf(2.f, m_user_exposure_compensation)
601                 };
602                 m_exposure_params_pixel.set(exposure_buffer.data(), services);
603
604                 if (m_bloom_enabled) {
605                         m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
606                         m_bloom_radius_pixel.set(&m_bloom_radius, services);
607                         m_bloom_strength_pixel.set(&m_bloom_strength, services);
608                 }
609                 float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
610                 m_saturation_pixel.set(&saturation, services);
611         }
612
613         void onSetMaterial(const video::SMaterial &material)
614         {
615                 video::ITexture *texture = material.getTexture(0);
616                 if (texture) {
617                         core::dimension2du size = texture->getSize();
618                         m_texel_size0_values[0] = 1.f / size.Width;
619                         m_texel_size0_values[1] = 1.f / size.Height;
620                 }
621                 else {
622                         m_texel_size0_values[0] = 0.f;
623                         m_texel_size0_values[1] = 0.f;
624                 }
625         }
626 };
627
628
629 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
630 {
631         Sky *m_sky;
632         bool *m_force_fog_off;
633         f32 *m_fog_range;
634         Client *m_client;
635         std::vector<GameGlobalShaderConstantSetter *> created_nosky;
636 public:
637         GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
638                         f32 *fog_range, Client *client) :
639                 m_sky(NULL),
640                 m_force_fog_off(force_fog_off),
641                 m_fog_range(fog_range),
642                 m_client(client)
643         {}
644
645         void setSky(Sky *sky) {
646                 m_sky = sky;
647                 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
648                         ggscs->setSky(m_sky);
649                 }
650                 created_nosky.clear();
651         }
652
653         virtual IShaderConstantSetter* create()
654         {
655                 auto *scs = new GameGlobalShaderConstantSetter(
656                                 m_sky, m_force_fog_off, m_fog_range, m_client);
657                 if (!m_sky)
658                         created_nosky.push_back(scs);
659                 return scs;
660         }
661 };
662
663 #ifdef HAVE_TOUCHSCREENGUI
664 #define SIZE_TAG "size[11,5.5]"
665 #else
666 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
667 #endif
668
669 /****************************************************************************
670  ****************************************************************************/
671
672 const static float object_hit_delay = 0.2;
673
674 struct FpsControl {
675         FpsControl() : last_time(0), busy_time(0), sleep_time(0) {}
676
677         void reset();
678
679         void limit(IrrlichtDevice *device, f32 *dtime);
680
681         u32 getBusyMs() const { return busy_time / 1000; }
682
683         // all values in microseconds (us)
684         u64 last_time, busy_time, sleep_time;
685 };
686
687
688 /* The reason the following structs are not anonymous structs within the
689  * class is that they are not used by the majority of member functions and
690  * many functions that do require objects of thse types do not modify them
691  * (so they can be passed as a const qualified parameter)
692  */
693
694 struct GameRunData {
695         u16 dig_index;
696         u16 new_playeritem;
697         PointedThing pointed_old;
698         bool digging;
699         bool punching;
700         bool btn_down_for_dig;
701         bool dig_instantly;
702         bool digging_blocked;
703         bool reset_jump_timer;
704         float nodig_delay_timer;
705         float dig_time;
706         float dig_time_complete;
707         float repeat_place_timer;
708         float object_hit_delay_timer;
709         float time_from_last_punch;
710         ClientActiveObject *selected_object;
711
712         float jump_timer_up;          // from key up until key down
713         float jump_timer_down;        // since last key down
714         float jump_timer_down_before; // from key down until key down again
715
716         float damage_flash;
717         float update_draw_list_timer;
718         float touch_blocks_timer;
719
720         f32 fog_range;
721
722         v3f update_draw_list_last_cam_dir;
723
724         float time_of_day_smooth;
725 };
726
727 class Game;
728
729 struct ClientEventHandler
730 {
731         void (Game::*handler)(ClientEvent *, CameraOrientation *);
732 };
733
734 /****************************************************************************
735  THE GAME
736  ****************************************************************************/
737
738 using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
739
740 /* This is not intended to be a public class. If a public class becomes
741  * desirable then it may be better to create another 'wrapper' class that
742  * hides most of the stuff in this class (nothing in this class is required
743  * by any other file) but exposes the public methods/data only.
744  */
745 class Game {
746 public:
747         Game();
748         ~Game();
749
750         bool startup(bool *kill,
751                         InputHandler *input,
752                         RenderingEngine *rendering_engine,
753                         const GameStartData &game_params,
754                         std::string &error_message,
755                         bool *reconnect,
756                         ChatBackend *chat_backend);
757
758         void run();
759         void shutdown();
760
761 protected:
762
763         // Basic initialisation
764         bool init(const std::string &map_dir, const std::string &address,
765                         u16 port, const SubgameSpec &gamespec);
766         bool initSound();
767         bool createSingleplayerServer(const std::string &map_dir,
768                         const SubgameSpec &gamespec, u16 port);
769
770         // Client creation
771         bool createClient(const GameStartData &start_data);
772         bool initGui();
773
774         // Client connection
775         bool connectToServer(const GameStartData &start_data,
776                         bool *connect_ok, bool *aborted);
777         bool getServerContent(bool *aborted);
778
779         // Main loop
780
781         void updateInteractTimers(f32 dtime);
782         bool checkConnection();
783         bool handleCallbacks();
784         void processQueues();
785         void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
786         void updateDebugState();
787         void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
788         void updateProfilerGraphs(ProfilerGraph *graph);
789
790         // Input related
791         void processUserInput(f32 dtime);
792         void processKeyInput();
793         void processItemSelection(u16 *new_playeritem);
794
795         void dropSelectedItem(bool single_item = false);
796         void openInventory();
797         void openConsole(float scale, const wchar_t *line=NULL);
798         void toggleFreeMove();
799         void toggleFreeMoveAlt();
800         void togglePitchMove();
801         void toggleFast();
802         void toggleNoClip();
803         void toggleCinematic();
804         void toggleBlockBounds();
805         void toggleAutoforward();
806
807         void toggleMinimap(bool shift_pressed);
808         void toggleFog();
809         void toggleDebug();
810         void toggleUpdateCamera();
811
812         void increaseViewRange();
813         void decreaseViewRange();
814         void toggleFullViewRange();
815         void checkZoomEnabled();
816
817         void updateCameraDirection(CameraOrientation *cam, float dtime);
818         void updateCameraOrientation(CameraOrientation *cam, float dtime);
819         void updatePlayerControl(const CameraOrientation &cam);
820         void step(f32 dtime);
821         void processClientEvents(CameraOrientation *cam);
822         void updateCamera(f32 dtime);
823         void updateSound(f32 dtime);
824         void processPlayerInteraction(f32 dtime, bool show_hud);
825         /*!
826          * Returns the object or node the player is pointing at.
827          * Also updates the selected thing in the Hud.
828          *
829          * @param[in]  shootline         the shootline, starting from
830          * the camera position. This also gives the maximal distance
831          * of the search.
832          * @param[in]  liquids_pointable if false, liquids are ignored
833          * @param[in]  look_for_object   if false, objects are ignored
834          * @param[in]  camera_offset     offset of the camera
835          * @param[out] selected_object   the selected object or
836          * NULL if not found
837          */
838         PointedThing updatePointedThing(
839                         const core::line3d<f32> &shootline, bool liquids_pointable,
840                         bool look_for_object, const v3s16 &camera_offset);
841         void handlePointingAtNothing(const ItemStack &playerItem);
842         void handlePointingAtNode(const PointedThing &pointed,
843                         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
844         void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
845                         const v3f &player_position, bool show_debug);
846         void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
847                         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
848         void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
849                         const CameraOrientation &cam);
850         void updateShadows();
851
852         // Misc
853         void showOverlayMessage(const char *msg, float dtime, int percent,
854                         bool draw_clouds = true);
855
856         static void settingChangedCallback(const std::string &setting_name, void *data);
857         void readSettings();
858
859         inline bool isKeyDown(GameKeyType k)
860         {
861                 return input->isKeyDown(k);
862         }
863         inline bool wasKeyDown(GameKeyType k)
864         {
865                 return input->wasKeyDown(k);
866         }
867         inline bool wasKeyPressed(GameKeyType k)
868         {
869                 return input->wasKeyPressed(k);
870         }
871         inline bool wasKeyReleased(GameKeyType k)
872         {
873                 return input->wasKeyReleased(k);
874         }
875
876 #ifdef __ANDROID__
877         void handleAndroidChatInput();
878 #endif
879
880 private:
881         struct Flags {
882                 bool force_fog_off = false;
883                 bool disable_camera_update = false;
884         };
885
886         void showDeathFormspec();
887         void showPauseMenu();
888
889         void pauseAnimation();
890         void resumeAnimation();
891
892         // ClientEvent handlers
893         void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
894         void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
895         void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
896         void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
897         void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
898         void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
899         void handleClientEvent_HandleParticleEvent(ClientEvent *event,
900                 CameraOrientation *cam);
901         void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
902         void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
903         void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
904         void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
905         void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
906         void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
907         void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
908         void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
909                 CameraOrientation *cam);
910         void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
911
912         void updateChat(f32 dtime);
913
914         bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
915                 const v3s16 &nodepos, const v3s16 &neighborpos, const PointedThing &pointed,
916                 const NodeMetadata *meta);
917         static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
918
919         f32 getSensitivityScaleFactor() const;
920
921         InputHandler *input = nullptr;
922
923         Client *client = nullptr;
924         Server *server = nullptr;
925
926         IWritableTextureSource *texture_src = nullptr;
927         IWritableShaderSource *shader_src = nullptr;
928
929         // When created, these will be filled with data received from the server
930         IWritableItemDefManager *itemdef_manager = nullptr;
931         NodeDefManager *nodedef_manager = nullptr;
932
933         GameOnDemandSoundFetcher soundfetcher; // useful when testing
934         ISoundManager *sound = nullptr;
935         bool sound_is_dummy = false;
936         SoundMaker *soundmaker = nullptr;
937
938         ChatBackend *chat_backend = nullptr;
939         LogOutputBuffer m_chat_log_buf;
940
941         EventManager *eventmgr = nullptr;
942         QuicktuneShortcutter *quicktune = nullptr;
943
944         std::unique_ptr<GameUI> m_game_ui;
945         GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
946         MapDrawControl *draw_control = nullptr;
947         Camera *camera = nullptr;
948         Clouds *clouds = nullptr;                         // Free using ->Drop()
949         Sky *sky = nullptr;                         // Free using ->Drop()
950         Hud *hud = nullptr;
951         Minimap *mapper = nullptr;
952
953         // Map server hud ids to client hud ids
954         std::unordered_map<u32, u32> m_hud_server_to_client;
955
956         GameRunData runData;
957         Flags m_flags;
958
959         /* 'cache'
960            This class does take ownership/responsibily for cleaning up etc of any of
961            these items (e.g. device)
962         */
963         IrrlichtDevice *device;
964         RenderingEngine *m_rendering_engine;
965         video::IVideoDriver *driver;
966         scene::ISceneManager *smgr;
967         bool *kill;
968         std::string *error_message;
969         bool *reconnect_requested;
970         scene::ISceneNode *skybox;
971         PausedNodesList paused_animated_nodes;
972
973         bool simple_singleplayer_mode;
974         /* End 'cache' */
975
976         /* Pre-calculated values
977          */
978         int crack_animation_length;
979
980         IntervalLimiter profiler_interval;
981
982         /*
983          * TODO: Local caching of settings is not optimal and should at some stage
984          *       be updated to use a global settings object for getting thse values
985          *       (as opposed to the this local caching). This can be addressed in
986          *       a later release.
987          */
988         bool m_cache_doubletap_jump;
989         bool m_cache_enable_clouds;
990         bool m_cache_enable_joysticks;
991         bool m_cache_enable_particles;
992         bool m_cache_enable_fog;
993         bool m_cache_enable_noclip;
994         bool m_cache_enable_free_move;
995         f32  m_cache_mouse_sensitivity;
996         f32  m_cache_joystick_frustum_sensitivity;
997         f32  m_repeat_place_time;
998         f32  m_cache_cam_smoothing;
999         f32  m_cache_fog_start;
1000
1001         bool m_invert_mouse = false;
1002         bool m_first_loop_after_window_activation = false;
1003         bool m_camera_offset_changed = false;
1004
1005         bool m_does_lost_focus_pause_game = false;
1006
1007         // if true, (almost) the whole game is paused
1008         // this happens in pause menu in singleplayer
1009         bool m_is_paused = false;
1010
1011 #ifdef HAVE_TOUCHSCREENGUI
1012         bool m_cache_hold_aux1;
1013         bool m_touch_use_crosshair;
1014         inline bool isNoCrosshairAllowed() {
1015                 return !m_touch_use_crosshair && camera->getCameraMode() == CAMERA_MODE_FIRST;
1016         }
1017 #endif
1018 #ifdef __ANDROID__
1019         bool m_android_chat_open;
1020 #endif
1021 };
1022
1023 Game::Game() :
1024         m_chat_log_buf(g_logger),
1025         m_game_ui(new GameUI())
1026 {
1027         g_settings->registerChangedCallback("doubletap_jump",
1028                 &settingChangedCallback, this);
1029         g_settings->registerChangedCallback("enable_clouds",
1030                 &settingChangedCallback, this);
1031         g_settings->registerChangedCallback("doubletap_joysticks",
1032                 &settingChangedCallback, this);
1033         g_settings->registerChangedCallback("enable_particles",
1034                 &settingChangedCallback, this);
1035         g_settings->registerChangedCallback("enable_fog",
1036                 &settingChangedCallback, this);
1037         g_settings->registerChangedCallback("mouse_sensitivity",
1038                 &settingChangedCallback, this);
1039         g_settings->registerChangedCallback("joystick_frustum_sensitivity",
1040                 &settingChangedCallback, this);
1041         g_settings->registerChangedCallback("repeat_place_time",
1042                 &settingChangedCallback, this);
1043         g_settings->registerChangedCallback("noclip",
1044                 &settingChangedCallback, this);
1045         g_settings->registerChangedCallback("free_move",
1046                 &settingChangedCallback, this);
1047         g_settings->registerChangedCallback("cinematic",
1048                 &settingChangedCallback, this);
1049         g_settings->registerChangedCallback("cinematic_camera_smoothing",
1050                 &settingChangedCallback, this);
1051         g_settings->registerChangedCallback("camera_smoothing",
1052                 &settingChangedCallback, this);
1053
1054         readSettings();
1055
1056 #ifdef HAVE_TOUCHSCREENGUI
1057         m_cache_hold_aux1 = false;      // This is initialised properly later
1058 #endif
1059
1060 }
1061
1062
1063
1064 /****************************************************************************
1065  MinetestApp Public
1066  ****************************************************************************/
1067
1068 Game::~Game()
1069 {
1070         delete client;
1071         delete soundmaker;
1072         if (!sound_is_dummy)
1073                 delete sound;
1074
1075         delete server; // deleted first to stop all server threads
1076
1077         delete hud;
1078         delete camera;
1079         delete quicktune;
1080         delete eventmgr;
1081         delete texture_src;
1082         delete shader_src;
1083         delete nodedef_manager;
1084         delete itemdef_manager;
1085         delete draw_control;
1086
1087         clearTextureNameCache();
1088
1089         g_settings->deregisterChangedCallback("doubletap_jump",
1090                 &settingChangedCallback, this);
1091         g_settings->deregisterChangedCallback("enable_clouds",
1092                 &settingChangedCallback, this);
1093         g_settings->deregisterChangedCallback("enable_particles",
1094                 &settingChangedCallback, this);
1095         g_settings->deregisterChangedCallback("enable_fog",
1096                 &settingChangedCallback, this);
1097         g_settings->deregisterChangedCallback("mouse_sensitivity",
1098                 &settingChangedCallback, this);
1099         g_settings->deregisterChangedCallback("repeat_place_time",
1100                 &settingChangedCallback, this);
1101         g_settings->deregisterChangedCallback("noclip",
1102                 &settingChangedCallback, this);
1103         g_settings->deregisterChangedCallback("free_move",
1104                 &settingChangedCallback, this);
1105         g_settings->deregisterChangedCallback("cinematic",
1106                 &settingChangedCallback, this);
1107         g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1108                 &settingChangedCallback, this);
1109         g_settings->deregisterChangedCallback("camera_smoothing",
1110                 &settingChangedCallback, this);
1111 }
1112
1113 bool Game::startup(bool *kill,
1114                 InputHandler *input,
1115                 RenderingEngine *rendering_engine,
1116                 const GameStartData &start_data,
1117                 std::string &error_message,
1118                 bool *reconnect,
1119                 ChatBackend *chat_backend)
1120 {
1121
1122         // "cache"
1123         m_rendering_engine        = rendering_engine;
1124         device                    = m_rendering_engine->get_raw_device();
1125         this->kill                = kill;
1126         this->error_message       = &error_message;
1127         reconnect_requested       = reconnect;
1128         this->input               = input;
1129         this->chat_backend        = chat_backend;
1130         simple_singleplayer_mode  = start_data.isSinglePlayer();
1131
1132         input->keycache.populate();
1133
1134         driver = device->getVideoDriver();
1135         smgr = m_rendering_engine->get_scene_manager();
1136
1137         smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1138
1139         // Reinit runData
1140         runData = GameRunData();
1141         runData.time_from_last_punch = 10.0;
1142
1143         m_game_ui->initFlags();
1144
1145         m_invert_mouse = g_settings->getBool("invert_mouse");
1146         m_first_loop_after_window_activation = true;
1147
1148 #ifdef HAVE_TOUCHSCREENGUI
1149         m_touch_use_crosshair = g_settings->getBool("touch_use_crosshair");
1150 #endif
1151
1152         g_client_translations->clear();
1153
1154         // address can change if simple_singleplayer_mode
1155         if (!init(start_data.world_spec.path, start_data.address,
1156                         start_data.socket_port, start_data.game_spec))
1157                 return false;
1158
1159         if (!createClient(start_data))
1160                 return false;
1161
1162         m_rendering_engine->initialize(client, hud);
1163
1164         return true;
1165 }
1166
1167
1168 void Game::run()
1169 {
1170         ProfilerGraph graph;
1171         RunStats stats = {};
1172         CameraOrientation cam_view_target = {};
1173         CameraOrientation cam_view = {};
1174         FpsControl draw_times;
1175         f32 dtime; // in seconds
1176
1177         /* Clear the profiler */
1178         Profiler::GraphValues dummyvalues;
1179         g_profiler->graphGet(dummyvalues);
1180
1181         draw_times.reset();
1182
1183         set_light_table(g_settings->getFloat("display_gamma"));
1184
1185 #ifdef HAVE_TOUCHSCREENGUI
1186         m_cache_hold_aux1 = g_settings->getBool("fast_move")
1187                         && client->checkPrivilege("fast");
1188 #endif
1189
1190         irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1191                 g_settings->getU16("screen_h"));
1192
1193         while (m_rendering_engine->run()
1194                         && !(*kill || g_gamecallback->shutdown_requested
1195                         || (server && server->isShutdownRequested()))) {
1196
1197                 const irr::core::dimension2d<u32> &current_screen_size =
1198                         m_rendering_engine->get_video_driver()->getScreenSize();
1199                 // Verify if window size has changed and save it if it's the case
1200                 // Ensure evaluating settings->getBool after verifying screensize
1201                 // First condition is cheaper
1202                 if (previous_screen_size != current_screen_size &&
1203                                 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1204                                 g_settings->getBool("autosave_screensize")) {
1205                         g_settings->setU16("screen_w", current_screen_size.Width);
1206                         g_settings->setU16("screen_h", current_screen_size.Height);
1207                         previous_screen_size = current_screen_size;
1208                 }
1209
1210                 // Calculate dtime =
1211                 //    m_rendering_engine->run() from this iteration
1212                 //  + Sleep time until the wanted FPS are reached
1213                 draw_times.limit(device, &dtime);
1214
1215                 // Prepare render data for next iteration
1216
1217                 updateStats(&stats, draw_times, dtime);
1218                 updateInteractTimers(dtime);
1219
1220                 if (!checkConnection())
1221                         break;
1222                 if (!handleCallbacks())
1223                         break;
1224
1225                 processQueues();
1226
1227                 m_game_ui->clearInfoText();
1228
1229                 updateProfilers(stats, draw_times, dtime);
1230                 processUserInput(dtime);
1231                 // Update camera before player movement to avoid camera lag of one frame
1232                 updateCameraDirection(&cam_view_target, dtime);
1233                 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1234                                 cam_view.camera_yaw) * m_cache_cam_smoothing;
1235                 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1236                                 cam_view.camera_pitch) * m_cache_cam_smoothing;
1237                 updatePlayerControl(cam_view);
1238
1239                 {
1240                         bool was_paused = m_is_paused;
1241                         m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
1242                         if (m_is_paused)
1243                                 dtime = 0.0f;
1244
1245                         if (!was_paused && m_is_paused)
1246                                 pauseAnimation();
1247                         else if (was_paused && !m_is_paused)
1248                                 resumeAnimation();
1249                 }
1250
1251                 if (!m_is_paused)
1252                         step(dtime);
1253                 processClientEvents(&cam_view_target);
1254                 updateDebugState();
1255                 updateCamera(dtime);
1256                 updateSound(dtime);
1257                 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud);
1258                 updateFrame(&graph, &stats, dtime, cam_view);
1259                 updateProfilerGraphs(&graph);
1260
1261                 // Update if minimap has been disabled by the server
1262                 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1263
1264                 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1265                         showPauseMenu();
1266                 }
1267         }
1268 }
1269
1270
1271 void Game::shutdown()
1272 {
1273         m_rendering_engine->finalize();
1274
1275         auto formspec = m_game_ui->getFormspecGUI();
1276         if (formspec)
1277                 formspec->quitMenu();
1278
1279 #ifdef HAVE_TOUCHSCREENGUI
1280         g_touchscreengui->hide();
1281 #endif
1282
1283         showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1284
1285         if (clouds)
1286                 clouds->drop();
1287
1288         if (gui_chat_console)
1289                 gui_chat_console->drop();
1290
1291         if (sky)
1292                 sky->drop();
1293
1294         /* cleanup menus */
1295         while (g_menumgr.menuCount() > 0) {
1296                 g_menumgr.m_stack.front()->setVisible(false);
1297                 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1298         }
1299
1300         m_game_ui->deleteFormspec();
1301
1302         chat_backend->addMessage(L"", L"# Disconnected.");
1303         chat_backend->addMessage(L"", L"");
1304         m_chat_log_buf.clear();
1305
1306         if (client) {
1307                 client->Stop();
1308                 while (!client->isShutdown()) {
1309                         assert(texture_src != NULL);
1310                         assert(shader_src != NULL);
1311                         texture_src->processQueue();
1312                         shader_src->processQueue();
1313                         sleep_ms(100);
1314                 }
1315         }
1316 }
1317
1318
1319 /****************************************************************************/
1320 /****************************************************************************
1321  Startup
1322  ****************************************************************************/
1323 /****************************************************************************/
1324
1325 bool Game::init(
1326                 const std::string &map_dir,
1327                 const std::string &address,
1328                 u16 port,
1329                 const SubgameSpec &gamespec)
1330 {
1331         texture_src = createTextureSource();
1332
1333         showOverlayMessage(N_("Loading..."), 0, 0);
1334
1335         shader_src = createShaderSource();
1336
1337         itemdef_manager = createItemDefManager();
1338         nodedef_manager = createNodeDefManager();
1339
1340         eventmgr = new EventManager();
1341         quicktune = new QuicktuneShortcutter();
1342
1343         if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1344                         && eventmgr && quicktune))
1345                 return false;
1346
1347         if (!initSound())
1348                 return false;
1349
1350         // Create a server if not connecting to an existing one
1351         if (address.empty()) {
1352                 if (!createSingleplayerServer(map_dir, gamespec, port))
1353                         return false;
1354         }
1355
1356         return true;
1357 }
1358
1359 bool Game::initSound()
1360 {
1361 #if USE_SOUND
1362         if (g_settings->getBool("enable_sound") && g_sound_manager_singleton.get()) {
1363                 infostream << "Attempting to use OpenAL audio" << std::endl;
1364                 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1365                 if (!sound)
1366                         infostream << "Failed to initialize OpenAL audio" << std::endl;
1367         } else
1368                 infostream << "Sound disabled." << std::endl;
1369 #endif
1370
1371         if (!sound) {
1372                 infostream << "Using dummy audio." << std::endl;
1373                 sound = &dummySoundManager;
1374                 sound_is_dummy = true;
1375         }
1376
1377         soundmaker = new SoundMaker(sound, nodedef_manager);
1378         if (!soundmaker)
1379                 return false;
1380
1381         soundmaker->registerReceiver(eventmgr);
1382
1383         return true;
1384 }
1385
1386 bool Game::createSingleplayerServer(const std::string &map_dir,
1387                 const SubgameSpec &gamespec, u16 port)
1388 {
1389         showOverlayMessage(N_("Creating server..."), 0, 5);
1390
1391         std::string bind_str = g_settings->get("bind_address");
1392         Address bind_addr(0, 0, 0, 0, port);
1393
1394         if (g_settings->getBool("ipv6_server")) {
1395                 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1396         }
1397
1398         try {
1399                 bind_addr.Resolve(bind_str.c_str());
1400         } catch (ResolveError &e) {
1401                 infostream << "Resolving bind address \"" << bind_str
1402                            << "\" failed: " << e.what()
1403                            << " -- Listening on all addresses." << std::endl;
1404         }
1405
1406         if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1407                 *error_message = fmtgettext("Unable to listen on %s because IPv6 is disabled",
1408                         bind_addr.serializeString().c_str());
1409                 errorstream << *error_message << std::endl;
1410                 return false;
1411         }
1412
1413         server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr,
1414                         false, nullptr, error_message);
1415         server->start();
1416
1417         return true;
1418 }
1419
1420 bool Game::createClient(const GameStartData &start_data)
1421 {
1422         showOverlayMessage(N_("Creating client..."), 0, 10);
1423
1424         draw_control = new MapDrawControl();
1425         if (!draw_control)
1426                 return false;
1427
1428         bool could_connect, connect_aborted;
1429 #ifdef HAVE_TOUCHSCREENGUI
1430         if (g_touchscreengui) {
1431                 g_touchscreengui->init(texture_src);
1432                 g_touchscreengui->hide();
1433         }
1434 #endif
1435         if (!connectToServer(start_data, &could_connect, &connect_aborted))
1436                 return false;
1437
1438         if (!could_connect) {
1439                 if (error_message->empty() && !connect_aborted) {
1440                         // Should not happen if error messages are set properly
1441                         *error_message = gettext("Connection failed for unknown reason");
1442                         errorstream << *error_message << std::endl;
1443                 }
1444                 return false;
1445         }
1446
1447         if (!getServerContent(&connect_aborted)) {
1448                 if (error_message->empty() && !connect_aborted) {
1449                         // Should not happen if error messages are set properly
1450                         *error_message = gettext("Connection failed for unknown reason");
1451                         errorstream << *error_message << std::endl;
1452                 }
1453                 return false;
1454         }
1455
1456         auto *scsf = new GameGlobalShaderConstantSetterFactory(
1457                         &m_flags.force_fog_off, &runData.fog_range, client);
1458         shader_src->addShaderConstantSetterFactory(scsf);
1459
1460         // Update cached textures, meshes and materials
1461         client->afterContentReceived();
1462
1463         /* Camera
1464          */
1465         camera = new Camera(*draw_control, client, m_rendering_engine);
1466         if (client->modsLoaded())
1467                 client->getScript()->on_camera_ready(camera);
1468         client->setCamera(camera);
1469 #ifdef HAVE_TOUCHSCREENGUI
1470         if (g_touchscreengui) {
1471                 g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
1472         }
1473 #endif
1474
1475         /* Clouds
1476          */
1477         if (m_cache_enable_clouds)
1478                 clouds = new Clouds(smgr, -1, time(0));
1479
1480         /* Skybox
1481          */
1482         sky = new Sky(-1, m_rendering_engine, texture_src, shader_src);
1483         scsf->setSky(sky);
1484         skybox = NULL;  // This is used/set later on in the main run loop
1485
1486         /* Pre-calculated values
1487          */
1488         video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1489         if (t) {
1490                 v2u32 size = t->getOriginalSize();
1491                 crack_animation_length = size.Y / size.X;
1492         } else {
1493                 crack_animation_length = 5;
1494         }
1495
1496         if (!initGui())
1497                 return false;
1498
1499         /* Set window caption
1500          */
1501         std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1502         str += L" ";
1503         str += utf8_to_wide(g_version_hash);
1504         {
1505                 const wchar_t *text = nullptr;
1506                 if (simple_singleplayer_mode)
1507                         text = wgettext("Singleplayer");
1508                 else
1509                         text = wgettext("Multiplayer");
1510                 str += L" [";
1511                 str += text;
1512                 str += L"]";
1513                 delete[] text;
1514         }
1515         str += L" [";
1516         str += driver->getName();
1517         str += L"]";
1518
1519         device->setWindowCaption(str.c_str());
1520
1521         LocalPlayer *player = client->getEnv().getLocalPlayer();
1522         player->hurt_tilt_timer = 0;
1523         player->hurt_tilt_strength = 0;
1524
1525         hud = new Hud(client, player, &player->inventory);
1526
1527         mapper = client->getMinimap();
1528
1529         if (mapper && client->modsLoaded())
1530                 client->getScript()->on_minimap_ready(mapper);
1531
1532         return true;
1533 }
1534
1535 bool Game::initGui()
1536 {
1537         m_game_ui->init();
1538
1539         // Remove stale "recent" chat messages from previous connections
1540         chat_backend->clearRecentChat();
1541
1542         // Make sure the size of the recent messages buffer is right
1543         chat_backend->applySettings();
1544
1545         // Chat backend and console
1546         gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1547                         -1, chat_backend, client, &g_menumgr);
1548
1549 #ifdef HAVE_TOUCHSCREENGUI
1550
1551         if (g_touchscreengui)
1552                 g_touchscreengui->show();
1553
1554 #endif
1555
1556         return true;
1557 }
1558
1559 bool Game::connectToServer(const GameStartData &start_data,
1560                 bool *connect_ok, bool *connection_aborted)
1561 {
1562         *connect_ok = false;    // Let's not be overly optimistic
1563         *connection_aborted = false;
1564         bool local_server_mode = false;
1565
1566         showOverlayMessage(N_("Resolving address..."), 0, 15);
1567
1568         Address connect_address(0, 0, 0, 0, start_data.socket_port);
1569
1570         try {
1571                 connect_address.Resolve(start_data.address.c_str());
1572
1573                 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1574                         if (connect_address.isIPv6()) {
1575                                 IPv6AddressBytes addr_bytes;
1576                                 addr_bytes.bytes[15] = 1;
1577                                 connect_address.setAddress(&addr_bytes);
1578                         } else {
1579                                 connect_address.setAddress(127, 0, 0, 1);
1580                         }
1581                         local_server_mode = true;
1582                 }
1583         } catch (ResolveError &e) {
1584                 *error_message = fmtgettext("Couldn't resolve address: %s", e.what());
1585
1586                 errorstream << *error_message << std::endl;
1587                 return false;
1588         }
1589
1590         if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1591                 *error_message = fmtgettext("Unable to connect to %s because IPv6 is disabled", connect_address.serializeString().c_str());
1592                 errorstream << *error_message << std::endl;
1593                 return false;
1594         }
1595
1596         try {
1597                 client = new Client(start_data.name.c_str(),
1598                                 start_data.password, start_data.address,
1599                                 *draw_control, texture_src, shader_src,
1600                                 itemdef_manager, nodedef_manager, sound, eventmgr,
1601                                 m_rendering_engine, connect_address.isIPv6(), m_game_ui.get(),
1602                                 start_data.allow_login_or_register);
1603                 client->migrateModStorage();
1604         } catch (const BaseException &e) {
1605                 *error_message = fmtgettext("Error creating client: %s", e.what());
1606                 errorstream << *error_message << std::endl;
1607                 return false;
1608         }
1609
1610         client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1611
1612         infostream << "Connecting to server at ";
1613         connect_address.print(infostream);
1614         infostream << std::endl;
1615
1616         client->connect(connect_address,
1617                 simple_singleplayer_mode || local_server_mode);
1618
1619         /*
1620                 Wait for server to accept connection
1621         */
1622
1623         try {
1624                 input->clear();
1625
1626                 FpsControl fps_control;
1627                 f32 dtime;
1628                 f32 wait_time = 0; // in seconds
1629
1630                 fps_control.reset();
1631
1632                 while (m_rendering_engine->run()) {
1633
1634                         fps_control.limit(device, &dtime);
1635
1636                         // Update client and server
1637                         client->step(dtime);
1638
1639                         if (server != NULL)
1640                                 server->step(dtime);
1641
1642                         // End condition
1643                         if (client->getState() == LC_Init) {
1644                                 *connect_ok = true;
1645                                 break;
1646                         }
1647
1648                         // Break conditions
1649                         if (*connection_aborted)
1650                                 break;
1651
1652                         if (client->accessDenied()) {
1653                                 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1654                                 *reconnect_requested = client->reconnectRequested();
1655                                 errorstream << *error_message << std::endl;
1656                                 break;
1657                         }
1658
1659                         if (input->cancelPressed()) {
1660                                 *connection_aborted = true;
1661                                 infostream << "Connect aborted [Escape]" << std::endl;
1662                                 break;
1663                         }
1664
1665                         wait_time += dtime;
1666                         // Only time out if we aren't waiting for the server we started
1667                         if (!start_data.address.empty() && wait_time > 10) {
1668                                 *error_message = gettext("Connection timed out.");
1669                                 errorstream << *error_message << std::endl;
1670                                 break;
1671                         }
1672
1673                         // Update status
1674                         showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1675                 }
1676         } catch (con::PeerNotFoundException &e) {
1677                 // TODO: Should something be done here? At least an info/error
1678                 // message?
1679                 return false;
1680         }
1681
1682         return true;
1683 }
1684
1685 bool Game::getServerContent(bool *aborted)
1686 {
1687         input->clear();
1688
1689         FpsControl fps_control;
1690         f32 dtime; // in seconds
1691
1692         fps_control.reset();
1693
1694         while (m_rendering_engine->run()) {
1695
1696                 fps_control.limit(device, &dtime);
1697
1698                 // Update client and server
1699                 client->step(dtime);
1700
1701                 if (server != NULL)
1702                         server->step(dtime);
1703
1704                 // End condition
1705                 if (client->mediaReceived() && client->itemdefReceived() &&
1706                                 client->nodedefReceived()) {
1707                         break;
1708                 }
1709
1710                 // Error conditions
1711                 if (!checkConnection())
1712                         return false;
1713
1714                 if (client->getState() < LC_Init) {
1715                         *error_message = gettext("Client disconnected");
1716                         errorstream << *error_message << std::endl;
1717                         return false;
1718                 }
1719
1720                 if (input->cancelPressed()) {
1721                         *aborted = true;
1722                         infostream << "Connect aborted [Escape]" << std::endl;
1723                         return false;
1724                 }
1725
1726                 // Display status
1727                 int progress = 25;
1728
1729                 if (!client->itemdefReceived()) {
1730                         const wchar_t *text = wgettext("Item definitions...");
1731                         progress = 25;
1732                         m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1733                                 dtime, progress);
1734                         delete[] text;
1735                 } else if (!client->nodedefReceived()) {
1736                         const wchar_t *text = wgettext("Node definitions...");
1737                         progress = 30;
1738                         m_rendering_engine->draw_load_screen(text, guienv, texture_src,
1739                                 dtime, progress);
1740                         delete[] text;
1741                 } else {
1742                         std::ostringstream message;
1743                         std::fixed(message);
1744                         message.precision(0);
1745                         float receive = client->mediaReceiveProgress() * 100;
1746                         message << gettext("Media...");
1747                         if (receive > 0)
1748                                 message << " " << receive << "%";
1749                         message.precision(2);
1750
1751                         if ((USE_CURL == 0) ||
1752                                         (!g_settings->getBool("enable_remote_media_server"))) {
1753                                 float cur = client->getCurRate();
1754                                 std::string cur_unit = gettext("KiB/s");
1755
1756                                 if (cur > 900) {
1757                                         cur /= 1024.0;
1758                                         cur_unit = gettext("MiB/s");
1759                                 }
1760
1761                                 message << " (" << cur << ' ' << cur_unit << ")";
1762                         }
1763
1764                         progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1765                         m_rendering_engine->draw_load_screen(utf8_to_wide(message.str()), guienv,
1766                                 texture_src, dtime, progress);
1767                 }
1768         }
1769
1770         return true;
1771 }
1772
1773
1774 /****************************************************************************/
1775 /****************************************************************************
1776  Run
1777  ****************************************************************************/
1778 /****************************************************************************/
1779
1780 inline void Game::updateInteractTimers(f32 dtime)
1781 {
1782         if (runData.nodig_delay_timer >= 0)
1783                 runData.nodig_delay_timer -= dtime;
1784
1785         if (runData.object_hit_delay_timer >= 0)
1786                 runData.object_hit_delay_timer -= dtime;
1787
1788         runData.time_from_last_punch += dtime;
1789 }
1790
1791
1792 /* returns false if game should exit, otherwise true
1793  */
1794 inline bool Game::checkConnection()
1795 {
1796         if (client->accessDenied()) {
1797                 *error_message = fmtgettext("Access denied. Reason: %s", client->accessDeniedReason().c_str());
1798                 *reconnect_requested = client->reconnectRequested();
1799                 errorstream << *error_message << std::endl;
1800                 return false;
1801         }
1802
1803         return true;
1804 }
1805
1806
1807 /* returns false if game should exit, otherwise true
1808  */
1809 inline bool Game::handleCallbacks()
1810 {
1811         if (g_gamecallback->disconnect_requested) {
1812                 g_gamecallback->disconnect_requested = false;
1813                 return false;
1814         }
1815
1816         if (g_gamecallback->changepassword_requested) {
1817                 (new GUIPasswordChange(guienv, guiroot, -1,
1818                                        &g_menumgr, client, texture_src))->drop();
1819                 g_gamecallback->changepassword_requested = false;
1820         }
1821
1822         if (g_gamecallback->changevolume_requested) {
1823                 (new GUIVolumeChange(guienv, guiroot, -1,
1824                                      &g_menumgr, texture_src))->drop();
1825                 g_gamecallback->changevolume_requested = false;
1826         }
1827
1828         if (g_gamecallback->keyconfig_requested) {
1829                 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1830                                       &g_menumgr, texture_src))->drop();
1831                 g_gamecallback->keyconfig_requested = false;
1832         }
1833
1834         if (g_gamecallback->keyconfig_changed) {
1835                 input->keycache.populate(); // update the cache with new settings
1836                 g_gamecallback->keyconfig_changed = false;
1837         }
1838
1839         return true;
1840 }
1841
1842
1843 void Game::processQueues()
1844 {
1845         texture_src->processQueue();
1846         itemdef_manager->processQueue(client);
1847         shader_src->processQueue();
1848 }
1849
1850 void Game::updateDebugState()
1851 {
1852         LocalPlayer *player = client->getEnv().getLocalPlayer();
1853
1854         // debug UI and wireframe
1855         bool has_debug = client->checkPrivilege("debug");
1856         bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
1857
1858         if (m_game_ui->m_flags.show_basic_debug) {
1859                 if (!has_basic_debug)
1860                         m_game_ui->m_flags.show_basic_debug = false;
1861         } else if (m_game_ui->m_flags.show_minimal_debug) {
1862                 if (has_basic_debug)
1863                         m_game_ui->m_flags.show_basic_debug = true;
1864         }
1865         if (!has_basic_debug)
1866                 hud->disableBlockBounds();
1867         if (!has_debug)
1868                 draw_control->show_wireframe = false;
1869
1870         // noclip
1871         draw_control->allow_noclip = m_cache_enable_noclip && client->checkPrivilege("noclip");
1872 }
1873
1874 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1875                 f32 dtime)
1876 {
1877         float profiler_print_interval =
1878                         g_settings->getFloat("profiler_print_interval");
1879         bool print_to_log = true;
1880
1881         if (profiler_print_interval == 0) {
1882                 print_to_log = false;
1883                 profiler_print_interval = 3;
1884         }
1885
1886         if (profiler_interval.step(dtime, profiler_print_interval)) {
1887                 if (print_to_log) {
1888                         infostream << "Profiler:" << std::endl;
1889                         g_profiler->print(infostream);
1890                 }
1891
1892                 m_game_ui->updateProfiler();
1893                 g_profiler->clear();
1894         }
1895
1896         // Update update graphs
1897         g_profiler->graphAdd("Time non-rendering [us]",
1898                 draw_times.busy_time - stats.drawtime);
1899
1900         g_profiler->graphAdd("Sleep [us]", draw_times.sleep_time);
1901         g_profiler->graphAdd("FPS", 1.0f / dtime);
1902 }
1903
1904 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1905                 f32 dtime)
1906 {
1907
1908         f32 jitter;
1909         Jitter *jp;
1910
1911         /* Time average and jitter calculation
1912          */
1913         jp = &stats->dtime_jitter;
1914         jp->avg = jp->avg * 0.96 + dtime * 0.04;
1915
1916         jitter = dtime - jp->avg;
1917
1918         if (jitter > jp->max)
1919                 jp->max = jitter;
1920
1921         jp->counter += dtime;
1922
1923         if (jp->counter > 0.0) {
1924                 jp->counter -= 3.0;
1925                 jp->max_sample = jp->max;
1926                 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1927                 jp->max = 0.0;
1928         }
1929
1930         /* Busytime average and jitter calculation
1931          */
1932         jp = &stats->busy_time_jitter;
1933         jp->avg = jp->avg + draw_times.getBusyMs() * 0.02;
1934
1935         jitter = draw_times.getBusyMs() - jp->avg;
1936
1937         if (jitter > jp->max)
1938                 jp->max = jitter;
1939         if (jitter < jp->min)
1940                 jp->min = jitter;
1941
1942         jp->counter += dtime;
1943
1944         if (jp->counter > 0.0) {
1945                 jp->counter -= 3.0;
1946                 jp->max_sample = jp->max;
1947                 jp->min_sample = jp->min;
1948                 jp->max = 0.0;
1949                 jp->min = 0.0;
1950         }
1951 }
1952
1953
1954
1955 /****************************************************************************
1956  Input handling
1957  ****************************************************************************/
1958
1959 void Game::processUserInput(f32 dtime)
1960 {
1961         // Reset input if window not active or some menu is active
1962         if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1963                 input->clear();
1964 #ifdef HAVE_TOUCHSCREENGUI
1965                 g_touchscreengui->hide();
1966 #endif
1967         }
1968 #ifdef HAVE_TOUCHSCREENGUI
1969         else if (g_touchscreengui) {
1970                 /* on touchscreengui step may generate own input events which ain't
1971                  * what we want in case we just did clear them */
1972                 g_touchscreengui->show();
1973                 g_touchscreengui->step(dtime);
1974         }
1975 #endif
1976
1977         if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1978                 gui_chat_console->closeConsoleAtOnce();
1979         }
1980
1981         // Input handler step() (used by the random input generator)
1982         input->step(dtime);
1983
1984 #ifdef __ANDROID__
1985         auto formspec = m_game_ui->getFormspecGUI();
1986         if (formspec)
1987                 formspec->getAndroidUIInput();
1988         else
1989                 handleAndroidChatInput();
1990 #endif
1991
1992         // Increase timer for double tap of "keymap_jump"
1993         if (m_cache_doubletap_jump && runData.jump_timer_up <= 0.2f)
1994                 runData.jump_timer_up += dtime;
1995         if (m_cache_doubletap_jump && runData.jump_timer_down <= 0.4f)
1996                 runData.jump_timer_down += dtime;
1997
1998         processKeyInput();
1999         processItemSelection(&runData.new_playeritem);
2000 }
2001
2002
2003 void Game::processKeyInput()
2004 {
2005         if (wasKeyDown(KeyType::DROP)) {
2006                 dropSelectedItem(isKeyDown(KeyType::SNEAK));
2007         } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
2008                 toggleAutoforward();
2009         } else if (wasKeyDown(KeyType::BACKWARD)) {
2010                 if (g_settings->getBool("continuous_forward"))
2011                         toggleAutoforward();
2012         } else if (wasKeyDown(KeyType::INVENTORY)) {
2013                 openInventory();
2014         } else if (input->cancelPressed()) {
2015 #ifdef __ANDROID__
2016                 m_android_chat_open = false;
2017 #endif
2018                 if (!gui_chat_console->isOpenInhibited()) {
2019                         showPauseMenu();
2020                 }
2021         } else if (wasKeyDown(KeyType::CHAT)) {
2022                 openConsole(0.2, L"");
2023         } else if (wasKeyDown(KeyType::CMD)) {
2024                 openConsole(0.2, L"/");
2025         } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
2026                 if (client->modsLoaded())
2027                         openConsole(0.2, L".");
2028                 else
2029                         m_game_ui->showTranslatedStatusText("Client side scripting is disabled");
2030         } else if (wasKeyDown(KeyType::CONSOLE)) {
2031                 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
2032         } else if (wasKeyDown(KeyType::FREEMOVE)) {
2033                 toggleFreeMove();
2034         } else if (wasKeyDown(KeyType::JUMP)) {
2035                 toggleFreeMoveAlt();
2036         } else if (wasKeyDown(KeyType::PITCHMOVE)) {
2037                 togglePitchMove();
2038         } else if (wasKeyDown(KeyType::FASTMOVE)) {
2039                 toggleFast();
2040         } else if (wasKeyDown(KeyType::NOCLIP)) {
2041                 toggleNoClip();
2042 #if USE_SOUND
2043         } else if (wasKeyDown(KeyType::MUTE)) {
2044                 if (g_settings->getBool("enable_sound")) {
2045                         bool new_mute_sound = !g_settings->getBool("mute_sound");
2046                         g_settings->setBool("mute_sound", new_mute_sound);
2047                         if (new_mute_sound)
2048                                 m_game_ui->showTranslatedStatusText("Sound muted");
2049                         else
2050                                 m_game_ui->showTranslatedStatusText("Sound unmuted");
2051                 } else {
2052                         m_game_ui->showTranslatedStatusText("Sound system is disabled");
2053                 }
2054         } else if (wasKeyDown(KeyType::INC_VOLUME)) {
2055                 if (g_settings->getBool("enable_sound")) {
2056                         float new_volume = g_settings->getFloat("sound_volume", 0.0f, 0.9f) + 0.1f;
2057                         g_settings->setFloat("sound_volume", new_volume);
2058                         std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2059                         m_game_ui->showStatusText(msg);
2060                 } else {
2061                         m_game_ui->showTranslatedStatusText("Sound system is disabled");
2062                 }
2063         } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
2064                 if (g_settings->getBool("enable_sound")) {
2065                         float new_volume = g_settings->getFloat("sound_volume", 0.1f, 1.0f) - 0.1f;
2066                         g_settings->setFloat("sound_volume", new_volume);
2067                         std::wstring msg = fwgettext("Volume changed to %d%%", myround(new_volume * 100));
2068                         m_game_ui->showStatusText(msg);
2069                 } else {
2070                         m_game_ui->showTranslatedStatusText("Sound system is disabled");
2071                 }
2072 #else
2073         } else if (wasKeyDown(KeyType::MUTE) || wasKeyDown(KeyType::INC_VOLUME)
2074                         || wasKeyDown(KeyType::DEC_VOLUME)) {
2075                 m_game_ui->showTranslatedStatusText("Sound system is not supported on this build");
2076 #endif
2077         } else if (wasKeyDown(KeyType::CINEMATIC)) {
2078                 toggleCinematic();
2079         } else if (wasKeyDown(KeyType::SCREENSHOT)) {
2080                 client->makeScreenshot();
2081         } else if (wasKeyDown(KeyType::TOGGLE_BLOCK_BOUNDS)) {
2082                 toggleBlockBounds();
2083         } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
2084                 m_game_ui->toggleHud();
2085         } else if (wasKeyDown(KeyType::MINIMAP)) {
2086                 toggleMinimap(isKeyDown(KeyType::SNEAK));
2087         } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
2088                 m_game_ui->toggleChat(client);
2089         } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
2090                 toggleFog();
2091         } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
2092                 toggleUpdateCamera();
2093         } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
2094                 toggleDebug();
2095         } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
2096                 m_game_ui->toggleProfiler();
2097         } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
2098                 increaseViewRange();
2099         } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
2100                 decreaseViewRange();
2101         } else if (wasKeyDown(KeyType::RANGESELECT)) {
2102                 toggleFullViewRange();
2103         } else if (wasKeyDown(KeyType::ZOOM)) {
2104                 checkZoomEnabled();
2105         } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
2106                 quicktune->next();
2107         } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
2108                 quicktune->prev();
2109         } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
2110                 quicktune->inc();
2111         } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
2112                 quicktune->dec();
2113         }
2114
2115         if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
2116                 runData.reset_jump_timer = false;
2117                 runData.jump_timer_up = 0.0f;
2118         }
2119
2120         if (quicktune->hasMessage()) {
2121                 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
2122         }
2123 }
2124
2125 void Game::processItemSelection(u16 *new_playeritem)
2126 {
2127         LocalPlayer *player = client->getEnv().getLocalPlayer();
2128
2129         /* Item selection using mouse wheel
2130          */
2131         *new_playeritem = player->getWieldIndex();
2132         s32 wheel = input->getMouseWheel();
2133         u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2134                     player->hud_hotbar_itemcount - 1);
2135
2136         s32 dir = wheel;
2137
2138         if (wasKeyDown(KeyType::HOTBAR_NEXT))
2139                 dir = -1;
2140
2141         if (wasKeyDown(KeyType::HOTBAR_PREV))
2142                 dir = 1;
2143
2144         if (dir < 0)
2145                 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2146         else if (dir > 0)
2147                 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2148         // else dir == 0
2149
2150         /* Item selection using hotbar slot keys
2151          */
2152         for (u16 i = 0; i <= max_item; i++) {
2153                 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2154                         *new_playeritem = i;
2155                         break;
2156                 }
2157         }
2158
2159         // Clamp selection again in case it wasn't changed but max_item was
2160         *new_playeritem = MYMIN(*new_playeritem, max_item);
2161 }
2162
2163
2164 void Game::dropSelectedItem(bool single_item)
2165 {
2166         IDropAction *a = new IDropAction();
2167         a->count = single_item ? 1 : 0;
2168         a->from_inv.setCurrentPlayer();
2169         a->from_list = "main";
2170         a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2171         client->inventoryAction(a);
2172 }
2173
2174
2175 void Game::openInventory()
2176 {
2177         /*
2178          * Don't permit to open inventory is CAO or player doesn't exists.
2179          * This prevent showing an empty inventory at player load
2180          */
2181
2182         LocalPlayer *player = client->getEnv().getLocalPlayer();
2183         if (!player || !player->getCAO())
2184                 return;
2185
2186         infostream << "Game: Launching inventory" << std::endl;
2187
2188         PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2189
2190         InventoryLocation inventoryloc;
2191         inventoryloc.setCurrentPlayer();
2192
2193         if (client->modsLoaded() && client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2194                 delete fs_src;
2195                 return;
2196         }
2197
2198         if (fs_src->getForm().empty()) {
2199                 delete fs_src;
2200                 return;
2201         }
2202
2203         TextDest *txt_dst = new TextDestPlayerInventory(client);
2204         auto *&formspec = m_game_ui->updateFormspec("");
2205         GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2206                 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2207
2208         formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2209 }
2210
2211
2212 void Game::openConsole(float scale, const wchar_t *line)
2213 {
2214         assert(scale > 0.0f && scale <= 1.0f);
2215
2216 #ifdef __ANDROID__
2217         porting::showInputDialog(gettext("ok"), "", "", 2);
2218         m_android_chat_open = true;
2219 #else
2220         if (gui_chat_console->isOpenInhibited())
2221                 return;
2222         gui_chat_console->openConsole(scale);
2223         if (line) {
2224                 gui_chat_console->setCloseOnEnter(true);
2225                 gui_chat_console->replaceAndAddToHistory(line);
2226         }
2227 #endif
2228 }
2229
2230 #ifdef __ANDROID__
2231 void Game::handleAndroidChatInput()
2232 {
2233         if (m_android_chat_open && porting::getInputDialogState() == 0) {
2234                 std::string text = porting::getInputDialogValue();
2235                 client->typeChatMessage(utf8_to_wide(text));
2236                 m_android_chat_open = false;
2237         }
2238 }
2239 #endif
2240
2241
2242 void Game::toggleFreeMove()
2243 {
2244         bool free_move = !g_settings->getBool("free_move");
2245         g_settings->set("free_move", bool_to_cstr(free_move));
2246
2247         if (free_move) {
2248                 if (client->checkPrivilege("fly")) {
2249                         m_game_ui->showTranslatedStatusText("Fly mode enabled");
2250                 } else {
2251                         m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2252                 }
2253         } else {
2254                 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2255         }
2256 }
2257
2258 void Game::toggleFreeMoveAlt()
2259 {
2260         if (!runData.reset_jump_timer) {
2261                 runData.jump_timer_down_before = runData.jump_timer_down;
2262                 runData.jump_timer_down = 0.0f;
2263         }
2264
2265         // key down (0.2 s max.), then key up (0.2 s max.), then key down
2266         if (m_cache_doubletap_jump && runData.jump_timer_up < 0.2f &&
2267                         runData.jump_timer_down_before < 0.4f) // 0.2 + 0.2
2268                 toggleFreeMove();
2269
2270         runData.reset_jump_timer = true;
2271 }
2272
2273
2274 void Game::togglePitchMove()
2275 {
2276         bool pitch_move = !g_settings->getBool("pitch_move");
2277         g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2278
2279         if (pitch_move) {
2280                 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2281         } else {
2282                 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2283         }
2284 }
2285
2286
2287 void Game::toggleFast()
2288 {
2289         bool fast_move = !g_settings->getBool("fast_move");
2290         bool has_fast_privs = client->checkPrivilege("fast");
2291         g_settings->set("fast_move", bool_to_cstr(fast_move));
2292
2293         if (fast_move) {
2294                 if (has_fast_privs) {
2295                         m_game_ui->showTranslatedStatusText("Fast mode enabled");
2296                 } else {
2297                         m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2298                 }
2299         } else {
2300                 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2301         }
2302
2303 #ifdef HAVE_TOUCHSCREENGUI
2304         m_cache_hold_aux1 = fast_move && has_fast_privs;
2305 #endif
2306 }
2307
2308
2309 void Game::toggleNoClip()
2310 {
2311         bool noclip = !g_settings->getBool("noclip");
2312         g_settings->set("noclip", bool_to_cstr(noclip));
2313
2314         if (noclip) {
2315                 if (client->checkPrivilege("noclip")) {
2316                         m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2317                 } else {
2318                         m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2319                 }
2320         } else {
2321                 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2322         }
2323 }
2324
2325 void Game::toggleCinematic()
2326 {
2327         bool cinematic = !g_settings->getBool("cinematic");
2328         g_settings->set("cinematic", bool_to_cstr(cinematic));
2329
2330         if (cinematic)
2331                 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2332         else
2333                 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2334 }
2335
2336 void Game::toggleBlockBounds()
2337 {
2338         LocalPlayer *player = client->getEnv().getLocalPlayer();
2339         if (!(client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG))) {
2340                 m_game_ui->showTranslatedStatusText("Can't show block bounds (disabled by mod or game)");
2341                 return;
2342         }
2343         enum Hud::BlockBoundsMode newmode = hud->toggleBlockBounds();
2344         switch (newmode) {
2345                 case Hud::BLOCK_BOUNDS_OFF:
2346                         m_game_ui->showTranslatedStatusText("Block bounds hidden");
2347                         break;
2348                 case Hud::BLOCK_BOUNDS_CURRENT:
2349                         m_game_ui->showTranslatedStatusText("Block bounds shown for current block");
2350                         break;
2351                 case Hud::BLOCK_BOUNDS_NEAR:
2352                         m_game_ui->showTranslatedStatusText("Block bounds shown for nearby blocks");
2353                         break;
2354                 case Hud::BLOCK_BOUNDS_MAX:
2355                         m_game_ui->showTranslatedStatusText("Block bounds shown for all blocks");
2356                         break;
2357                 default:
2358                         break;
2359         }
2360 }
2361
2362 // Autoforward by toggling continuous forward.
2363 void Game::toggleAutoforward()
2364 {
2365         bool autorun_enabled = !g_settings->getBool("continuous_forward");
2366         g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2367
2368         if (autorun_enabled)
2369                 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2370         else
2371                 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2372 }
2373
2374 void Game::toggleMinimap(bool shift_pressed)
2375 {
2376         if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2377                 return;
2378
2379         if (shift_pressed)
2380                 mapper->toggleMinimapShape();
2381         else
2382                 mapper->nextMode();
2383
2384         // TODO: When legacy minimap is deprecated, keep only HUD minimap stuff here
2385
2386         // Not so satisying code to keep compatibility with old fixed mode system
2387         // -->
2388         u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2389
2390         if (!(hud_flags & HUD_FLAG_MINIMAP_VISIBLE)) {
2391                 m_game_ui->m_flags.show_minimap = false;
2392         } else {
2393
2394         // If radar is disabled, try to find a non radar mode or fall back to 0
2395                 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE))
2396                         while (mapper->getModeIndex() &&
2397                                         mapper->getModeDef().type == MINIMAP_TYPE_RADAR)
2398                                 mapper->nextMode();
2399
2400                 m_game_ui->m_flags.show_minimap = mapper->getModeDef().type !=
2401                                 MINIMAP_TYPE_OFF;
2402         }
2403         // <--
2404         // End of 'not so satifying code'
2405         if ((hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ||
2406                         (hud && hud->hasElementOfType(HUD_ELEM_MINIMAP)))
2407                 m_game_ui->showStatusText(utf8_to_wide(mapper->getModeDef().label));
2408         else
2409                 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2410 }
2411
2412 void Game::toggleFog()
2413 {
2414         bool fog_enabled = g_settings->getBool("enable_fog");
2415         g_settings->setBool("enable_fog", !fog_enabled);
2416         if (fog_enabled)
2417                 m_game_ui->showTranslatedStatusText("Fog disabled");
2418         else
2419                 m_game_ui->showTranslatedStatusText("Fog enabled");
2420 }
2421
2422
2423 void Game::toggleDebug()
2424 {
2425         LocalPlayer *player = client->getEnv().getLocalPlayer();
2426         bool has_debug = client->checkPrivilege("debug");
2427         bool has_basic_debug = has_debug || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
2428         // Initial: No debug info
2429         // 1x toggle: Debug text
2430         // 2x toggle: Debug text with profiler graph
2431         // 3x toggle: Debug text and wireframe (needs "debug" priv)
2432         // Next toggle: Back to initial
2433         //
2434         // The debug text can be in 2 modes: minimal and basic.
2435         // * Minimal: Only technical client info that not gameplay-relevant
2436         // * Basic: Info that might give gameplay advantage, e.g. pos, angle
2437         // Basic mode is used when player has the debug HUD flag set,
2438         // otherwise the Minimal mode is used.
2439         if (!m_game_ui->m_flags.show_minimal_debug) {
2440                 m_game_ui->m_flags.show_minimal_debug = true;
2441                 if (has_basic_debug)
2442                         m_game_ui->m_flags.show_basic_debug = true;
2443                 m_game_ui->m_flags.show_profiler_graph = false;
2444                 draw_control->show_wireframe = false;
2445                 m_game_ui->showTranslatedStatusText("Debug info shown");
2446         } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2447                 if (has_basic_debug)
2448                         m_game_ui->m_flags.show_basic_debug = true;
2449                 m_game_ui->m_flags.show_profiler_graph = true;
2450                 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2451         } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2452                 if (has_basic_debug)
2453                         m_game_ui->m_flags.show_basic_debug = true;
2454                 m_game_ui->m_flags.show_profiler_graph = false;
2455                 draw_control->show_wireframe = true;
2456                 m_game_ui->showTranslatedStatusText("Wireframe shown");
2457         } else {
2458                 m_game_ui->m_flags.show_minimal_debug = false;
2459                 m_game_ui->m_flags.show_basic_debug = false;
2460                 m_game_ui->m_flags.show_profiler_graph = false;
2461                 draw_control->show_wireframe = false;
2462                 if (has_debug) {
2463                         m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2464                 } else {
2465                         m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2466                 }
2467         }
2468 }
2469
2470
2471 void Game::toggleUpdateCamera()
2472 {
2473         m_flags.disable_camera_update = !m_flags.disable_camera_update;
2474         if (m_flags.disable_camera_update)
2475                 m_game_ui->showTranslatedStatusText("Camera update disabled");
2476         else
2477                 m_game_ui->showTranslatedStatusText("Camera update enabled");
2478 }
2479
2480
2481 void Game::increaseViewRange()
2482 {
2483         s16 range = g_settings->getS16("viewing_range");
2484         s16 range_new = range + 10;
2485
2486         if (range_new > 4000) {
2487                 range_new = 4000;
2488                 std::wstring msg = fwgettext("Viewing range is at maximum: %d", range_new);
2489                 m_game_ui->showStatusText(msg);
2490         } else {
2491                 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2492                 m_game_ui->showStatusText(msg);
2493         }
2494         g_settings->set("viewing_range", itos(range_new));
2495 }
2496
2497
2498 void Game::decreaseViewRange()
2499 {
2500         s16 range = g_settings->getS16("viewing_range");
2501         s16 range_new = range - 10;
2502
2503         if (range_new < 20) {
2504                 range_new = 20;
2505                 std::wstring msg = fwgettext("Viewing range is at minimum: %d", range_new);
2506                 m_game_ui->showStatusText(msg);
2507         } else {
2508                 std::wstring msg = fwgettext("Viewing range changed to %d", range_new);
2509                 m_game_ui->showStatusText(msg);
2510         }
2511         g_settings->set("viewing_range", itos(range_new));
2512 }
2513
2514
2515 void Game::toggleFullViewRange()
2516 {
2517         draw_control->range_all = !draw_control->range_all;
2518         if (draw_control->range_all)
2519                 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2520         else
2521                 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2522 }
2523
2524
2525 void Game::checkZoomEnabled()
2526 {
2527         LocalPlayer *player = client->getEnv().getLocalPlayer();
2528         if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2529                 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2530 }
2531
2532 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2533 {
2534 #if !defined(__ANDROID__) && IRRLICHT_VERSION_MT_REVISION >= 9
2535         if (isMenuActive())
2536                 device->getCursorControl()->setRelativeMode(false);
2537         else
2538                 device->getCursorControl()->setRelativeMode(true);
2539 #endif
2540
2541         if ((device->isWindowActive() && device->isWindowFocused()
2542                         && !isMenuActive()) || input->isRandom()) {
2543
2544 #ifndef __ANDROID__
2545                 if (!input->isRandom()) {
2546                         // Mac OSX gets upset if this is set every frame
2547                         if (device->getCursorControl()->isVisible())
2548                                 device->getCursorControl()->setVisible(false);
2549                 }
2550 #endif
2551
2552                 if (m_first_loop_after_window_activation) {
2553                         m_first_loop_after_window_activation = false;
2554
2555                         input->setMousePos(driver->getScreenSize().Width / 2,
2556                                 driver->getScreenSize().Height / 2);
2557                 } else {
2558                         updateCameraOrientation(cam, dtime);
2559                 }
2560
2561         } else {
2562
2563 #ifndef ANDROID
2564                 // Mac OSX gets upset if this is set every frame
2565                 if (!device->getCursorControl()->isVisible())
2566                         device->getCursorControl()->setVisible(true);
2567 #endif
2568
2569                 m_first_loop_after_window_activation = true;
2570
2571         }
2572 }
2573
2574 // Get the factor to multiply with sensitivity to get the same mouse/joystick
2575 // responsiveness independently of FOV.
2576 f32 Game::getSensitivityScaleFactor() const
2577 {
2578         f32 fov_y = client->getCamera()->getFovY();
2579
2580         // Multiply by a constant such that it becomes 1.0 at 72 degree FOV and
2581         // 16:9 aspect ratio to minimize disruption of existing sensitivity
2582         // settings.
2583         return tan(fov_y / 2.0f) * 1.3763818698f;
2584 }
2585
2586 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2587 {
2588 #ifdef HAVE_TOUCHSCREENGUI
2589         if (g_touchscreengui) {
2590                 cam->camera_yaw   += g_touchscreengui->getYawChange();
2591                 cam->camera_pitch  = g_touchscreengui->getPitch();
2592         } else {
2593 #endif
2594                 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2595                 v2s32 dist = input->getMousePos() - center;
2596
2597                 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2598                         dist.Y = -dist.Y;
2599                 }
2600
2601                 f32 sens_scale = getSensitivityScaleFactor();
2602                 cam->camera_yaw   -= dist.X * m_cache_mouse_sensitivity * sens_scale;
2603                 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity * sens_scale;
2604
2605                 if (dist.X != 0 || dist.Y != 0)
2606                         input->setMousePos(center.X, center.Y);
2607 #ifdef HAVE_TOUCHSCREENGUI
2608         }
2609 #endif
2610
2611         if (m_cache_enable_joysticks) {
2612                 f32 sens_scale = getSensitivityScaleFactor();
2613                 f32 c = m_cache_joystick_frustum_sensitivity * dtime * sens_scale;
2614                 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2615                 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2616         }
2617
2618         cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2619 }
2620
2621
2622 void Game::updatePlayerControl(const CameraOrientation &cam)
2623 {
2624         LocalPlayer *player = client->getEnv().getLocalPlayer();
2625
2626         //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2627
2628         PlayerControl control(
2629                 isKeyDown(KeyType::FORWARD),
2630                 isKeyDown(KeyType::BACKWARD),
2631                 isKeyDown(KeyType::LEFT),
2632                 isKeyDown(KeyType::RIGHT),
2633                 isKeyDown(KeyType::JUMP) || player->getAutojump(),
2634                 isKeyDown(KeyType::AUX1),
2635                 isKeyDown(KeyType::SNEAK),
2636                 isKeyDown(KeyType::ZOOM),
2637                 isKeyDown(KeyType::DIG),
2638                 isKeyDown(KeyType::PLACE),
2639                 cam.camera_pitch,
2640                 cam.camera_yaw,
2641                 input->getMovementSpeed(),
2642                 input->getMovementDirection()
2643         );
2644
2645         // autoforward if set: move at maximum speed
2646         if (player->getPlayerSettings().continuous_forward &&
2647                         client->activeObjectsReceived() && !player->isDead()) {
2648                 control.movement_speed = 1.0f;
2649                 // sideways movement only
2650                 float dx = sin(control.movement_direction);
2651                 control.movement_direction = atan2(dx, 1.0f);
2652         }
2653
2654 #ifdef HAVE_TOUCHSCREENGUI
2655         /* For touch, simulate holding down AUX1 (fast move) if the user has
2656          * the fast_move setting toggled on. If there is an aux1 key defined for
2657          * touch then its meaning is inverted (i.e. holding aux1 means walk and
2658          * not fast)
2659          */
2660         if (m_cache_hold_aux1) {
2661                 control.aux1 = control.aux1 ^ true;
2662         }
2663 #endif
2664
2665         client->setPlayerControl(control);
2666
2667         //tt.stop();
2668 }
2669
2670
2671 inline void Game::step(f32 dtime)
2672 {
2673         if (server)
2674                 server->step(dtime);
2675
2676         client->step(dtime);
2677 }
2678
2679 static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
2680         if (!node)
2681                 return;
2682         for (auto &&child: node->getChildren())
2683                 pauseNodeAnimation(paused, child);
2684         if (node->getType() != scene::ESNT_ANIMATED_MESH)
2685                 return;
2686         auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
2687         float speed = animated_node->getAnimationSpeed();
2688         if (!speed)
2689                 return;
2690         paused.push_back({grab(animated_node), speed});
2691         animated_node->setAnimationSpeed(0.0f);
2692 }
2693
2694 void Game::pauseAnimation()
2695 {
2696         pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
2697 }
2698
2699 void Game::resumeAnimation()
2700 {
2701         for (auto &&pair: paused_animated_nodes)
2702                 pair.first->setAnimationSpeed(pair.second);
2703         paused_animated_nodes.clear();
2704 }
2705
2706 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2707         {&Game::handleClientEvent_None},
2708         {&Game::handleClientEvent_PlayerDamage},
2709         {&Game::handleClientEvent_PlayerForceMove},
2710         {&Game::handleClientEvent_Deathscreen},
2711         {&Game::handleClientEvent_ShowFormSpec},
2712         {&Game::handleClientEvent_ShowLocalFormSpec},
2713         {&Game::handleClientEvent_HandleParticleEvent},
2714         {&Game::handleClientEvent_HandleParticleEvent},
2715         {&Game::handleClientEvent_HandleParticleEvent},
2716         {&Game::handleClientEvent_HudAdd},
2717         {&Game::handleClientEvent_HudRemove},
2718         {&Game::handleClientEvent_HudChange},
2719         {&Game::handleClientEvent_SetSky},
2720         {&Game::handleClientEvent_SetSun},
2721         {&Game::handleClientEvent_SetMoon},
2722         {&Game::handleClientEvent_SetStars},
2723         {&Game::handleClientEvent_OverrideDayNigthRatio},
2724         {&Game::handleClientEvent_CloudParams},
2725 };
2726
2727 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2728 {
2729         FATAL_ERROR("ClientEvent type None received");
2730 }
2731
2732 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2733 {
2734         if (client->modsLoaded())
2735                 client->getScript()->on_damage_taken(event->player_damage.amount);
2736
2737         if (!event->player_damage.effect)
2738                 return;
2739
2740         // Damage flash and hurt tilt are not used at death
2741         if (client->getHP() > 0) {
2742                 LocalPlayer *player = client->getEnv().getLocalPlayer();
2743
2744                 f32 hp_max = player->getCAO() ?
2745                         player->getCAO()->getProperties().hp_max : PLAYER_MAX_HP_DEFAULT;
2746                 f32 damage_ratio = event->player_damage.amount / hp_max;
2747
2748                 runData.damage_flash += 95.0f + 64.f * damage_ratio;
2749                 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2750
2751                 player->hurt_tilt_timer = 1.5f;
2752                 player->hurt_tilt_strength =
2753                         rangelim(damage_ratio * 5.0f, 1.0f, 4.0f);
2754         }
2755
2756         // Play damage sound
2757         client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2758 }
2759
2760 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2761 {
2762         cam->camera_yaw = event->player_force_move.yaw;
2763         cam->camera_pitch = event->player_force_move.pitch;
2764 }
2765
2766 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2767 {
2768         // If client scripting is enabled, deathscreen is handled by CSM code in
2769         // builtin/client/init.lua
2770         if (client->modsLoaded())
2771                 client->getScript()->on_death();
2772         else
2773                 showDeathFormspec();
2774
2775         /* Handle visualization */
2776         LocalPlayer *player = client->getEnv().getLocalPlayer();
2777         runData.damage_flash = 0;
2778         player->hurt_tilt_timer = 0;
2779         player->hurt_tilt_strength = 0;
2780 }
2781
2782 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2783 {
2784         if (event->show_formspec.formspec->empty()) {
2785                 auto formspec = m_game_ui->getFormspecGUI();
2786                 if (formspec && (event->show_formspec.formname->empty()
2787                                 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2788                         formspec->quitMenu();
2789                 }
2790         } else {
2791                 FormspecFormSource *fs_src =
2792                         new FormspecFormSource(*(event->show_formspec.formspec));
2793                 TextDestPlayerInventory *txt_dst =
2794                         new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2795
2796                 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2797                 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
2798                         &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2799         }
2800
2801         delete event->show_formspec.formspec;
2802         delete event->show_formspec.formname;
2803 }
2804
2805 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2806 {
2807         FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2808         LocalFormspecHandler *txt_dst =
2809                 new LocalFormspecHandler(*event->show_formspec.formname, client);
2810         GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, m_rendering_engine->get_gui_env(),
2811                         &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
2812
2813         delete event->show_formspec.formspec;
2814         delete event->show_formspec.formname;
2815 }
2816
2817 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2818                 CameraOrientation *cam)
2819 {
2820         LocalPlayer *player = client->getEnv().getLocalPlayer();
2821         client->getParticleManager()->handleParticleEvent(event, client, player);
2822 }
2823
2824 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2825 {
2826         LocalPlayer *player = client->getEnv().getLocalPlayer();
2827
2828         u32 server_id = event->hudadd->server_id;
2829         // ignore if we already have a HUD with that ID
2830         auto i = m_hud_server_to_client.find(server_id);
2831         if (i != m_hud_server_to_client.end()) {
2832                 delete event->hudadd;
2833                 return;
2834         }
2835
2836         HudElement *e = new HudElement;
2837         e->type   = static_cast<HudElementType>(event->hudadd->type);
2838         e->pos    = event->hudadd->pos;
2839         e->name   = event->hudadd->name;
2840         e->scale  = event->hudadd->scale;
2841         e->text   = event->hudadd->text;
2842         e->number = event->hudadd->number;
2843         e->item   = event->hudadd->item;
2844         e->dir    = event->hudadd->dir;
2845         e->align  = event->hudadd->align;
2846         e->offset = event->hudadd->offset;
2847         e->world_pos = event->hudadd->world_pos;
2848         e->size      = event->hudadd->size;
2849         e->z_index   = event->hudadd->z_index;
2850         e->text2     = event->hudadd->text2;
2851         e->style     = event->hudadd->style;
2852         m_hud_server_to_client[server_id] = player->addHud(e);
2853
2854         delete event->hudadd;
2855 }
2856
2857 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2858 {
2859         LocalPlayer *player = client->getEnv().getLocalPlayer();
2860
2861         auto i = m_hud_server_to_client.find(event->hudrm.id);
2862         if (i != m_hud_server_to_client.end()) {
2863                 HudElement *e = player->removeHud(i->second);
2864                 delete e;
2865                 m_hud_server_to_client.erase(i);
2866         }
2867
2868 }
2869
2870 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2871 {
2872         LocalPlayer *player = client->getEnv().getLocalPlayer();
2873
2874         HudElement *e = nullptr;
2875
2876         auto i = m_hud_server_to_client.find(event->hudchange->id);
2877         if (i != m_hud_server_to_client.end()) {
2878                 e = player->getHud(i->second);
2879         }
2880
2881         if (e == nullptr) {
2882                 delete event->hudchange;
2883                 return;
2884         }
2885
2886 #define CASE_SET(statval, prop, dataprop) \
2887         case statval: \
2888                 e->prop = event->hudchange->dataprop; \
2889                 break
2890
2891         switch (event->hudchange->stat) {
2892                 CASE_SET(HUD_STAT_POS, pos, v2fdata);
2893
2894                 CASE_SET(HUD_STAT_NAME, name, sdata);
2895
2896                 CASE_SET(HUD_STAT_SCALE, scale, v2fdata);
2897
2898                 CASE_SET(HUD_STAT_TEXT, text, sdata);
2899
2900                 CASE_SET(HUD_STAT_NUMBER, number, data);
2901
2902                 CASE_SET(HUD_STAT_ITEM, item, data);
2903
2904                 CASE_SET(HUD_STAT_DIR, dir, data);
2905
2906                 CASE_SET(HUD_STAT_ALIGN, align, v2fdata);
2907
2908                 CASE_SET(HUD_STAT_OFFSET, offset, v2fdata);
2909
2910                 CASE_SET(HUD_STAT_WORLD_POS, world_pos, v3fdata);
2911
2912                 CASE_SET(HUD_STAT_SIZE, size, v2s32data);
2913
2914                 CASE_SET(HUD_STAT_Z_INDEX, z_index, data);
2915
2916                 CASE_SET(HUD_STAT_TEXT2, text2, sdata);
2917
2918                 CASE_SET(HUD_STAT_STYLE, style, data);
2919         }
2920
2921 #undef CASE_SET
2922
2923         delete event->hudchange;
2924 }
2925
2926 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2927 {
2928         sky->setVisible(false);
2929         // Whether clouds are visible in front of a custom skybox.
2930         sky->setCloudsEnabled(event->set_sky->clouds);
2931
2932         if (skybox) {
2933                 skybox->remove();
2934                 skybox = NULL;
2935         }
2936         // Clear the old textures out in case we switch rendering type.
2937         sky->clearSkyboxTextures();
2938         // Handle according to type
2939         if (event->set_sky->type == "regular") {
2940                 // Shows the mesh skybox
2941                 sky->setVisible(true);
2942                 // Update mesh based skybox colours if applicable.
2943                 sky->setSkyColors(event->set_sky->sky_color);
2944                 sky->setHorizonTint(
2945                         event->set_sky->fog_sun_tint,
2946                         event->set_sky->fog_moon_tint,
2947                         event->set_sky->fog_tint_type
2948                 );
2949         } else if (event->set_sky->type == "skybox" &&
2950                         event->set_sky->textures.size() == 6) {
2951                 // Disable the dyanmic mesh skybox:
2952                 sky->setVisible(false);
2953                 // Set fog colors:
2954                 sky->setFallbackBgColor(event->set_sky->bgcolor);
2955                 // Set sunrise and sunset fog tinting:
2956                 sky->setHorizonTint(
2957                         event->set_sky->fog_sun_tint,
2958                         event->set_sky->fog_moon_tint,
2959                         event->set_sky->fog_tint_type
2960                 );
2961                 // Add textures to skybox.
2962                 for (int i = 0; i < 6; i++)
2963                         sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2964         } else {
2965                 // Handle everything else as plain color.
2966                 if (event->set_sky->type != "plain")
2967                         infostream << "Unknown sky type: "
2968                                 << (event->set_sky->type) << std::endl;
2969                 sky->setVisible(false);
2970                 sky->setFallbackBgColor(event->set_sky->bgcolor);
2971                 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2972                 sky->setHorizonTint(
2973                         event->set_sky->bgcolor,
2974                         event->set_sky->bgcolor,
2975                         "custom"
2976                 );
2977         }
2978
2979         // Orbit Tilt:
2980         sky->setBodyOrbitTilt(event->set_sky->body_orbit_tilt);
2981
2982         delete event->set_sky;
2983 }
2984
2985 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2986 {
2987         sky->setSunVisible(event->sun_params->visible);
2988         sky->setSunTexture(event->sun_params->texture,
2989                 event->sun_params->tonemap, texture_src);
2990         sky->setSunScale(event->sun_params->scale);
2991         sky->setSunriseVisible(event->sun_params->sunrise_visible);
2992         sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2993         delete event->sun_params;
2994 }
2995
2996 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2997 {
2998         sky->setMoonVisible(event->moon_params->visible);
2999         sky->setMoonTexture(event->moon_params->texture,
3000                 event->moon_params->tonemap, texture_src);
3001         sky->setMoonScale(event->moon_params->scale);
3002         delete event->moon_params;
3003 }
3004
3005 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
3006 {
3007         sky->setStarsVisible(event->star_params->visible);
3008         sky->setStarCount(event->star_params->count);
3009         sky->setStarColor(event->star_params->starcolor);
3010         sky->setStarScale(event->star_params->scale);
3011         sky->setStarDayOpacity(event->star_params->day_opacity);
3012         delete event->star_params;
3013 }
3014
3015 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
3016                 CameraOrientation *cam)
3017 {
3018         client->getEnv().setDayNightRatioOverride(
3019                 event->override_day_night_ratio.do_override,
3020                 event->override_day_night_ratio.ratio_f * 1000.0f);
3021 }
3022
3023 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
3024 {
3025         if (!clouds)
3026                 return;
3027
3028         clouds->setDensity(event->cloud_params.density);
3029         clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
3030         clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
3031         clouds->setHeight(event->cloud_params.height);
3032         clouds->setThickness(event->cloud_params.thickness);
3033         clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
3034 }
3035
3036 void Game::processClientEvents(CameraOrientation *cam)
3037 {
3038         while (client->hasClientEvents()) {
3039                 std::unique_ptr<ClientEvent> event(client->getClientEvent());
3040                 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
3041                 const ClientEventHandler& evHandler = clientEventHandler[event->type];
3042                 (this->*evHandler.handler)(event.get(), cam);
3043         }
3044 }
3045
3046 void Game::updateChat(f32 dtime)
3047 {
3048         // Get new messages from error log buffer
3049         while (!m_chat_log_buf.empty())
3050                 chat_backend->addMessage(L"", utf8_to_wide(m_chat_log_buf.get()));
3051
3052         // Get new messages from client
3053         std::wstring message;
3054         while (client->getChatMessage(message)) {
3055                 chat_backend->addUnparsedMessage(message);
3056         }
3057
3058         // Remove old messages
3059         chat_backend->step(dtime);
3060
3061         // Display all messages in a static text element
3062         auto &buf = chat_backend->getRecentBuffer();
3063         if (buf.getLinesModified()) {
3064                 buf.resetLinesModified();
3065                 m_game_ui->setChatText(chat_backend->getRecentChat(), buf.getLineCount());
3066         }
3067
3068         // Make sure that the size is still correct
3069         m_game_ui->updateChatSize();
3070 }
3071
3072 void Game::updateCamera(f32 dtime)
3073 {
3074         LocalPlayer *player = client->getEnv().getLocalPlayer();
3075
3076         /*
3077                 For interaction purposes, get info about the held item
3078                 - What item is it?
3079                 - Is it a usable item?
3080                 - Can it point to liquids?
3081         */
3082         ItemStack playeritem;
3083         {
3084                 ItemStack selected, hand;
3085                 playeritem = player->getWieldedItem(&selected, &hand);
3086         }
3087
3088         ToolCapabilities playeritem_toolcap =
3089                 playeritem.getToolCapabilities(itemdef_manager);
3090
3091         v3s16 old_camera_offset = camera->getOffset();
3092
3093         if (wasKeyDown(KeyType::CAMERA_MODE)) {
3094                 GenericCAO *playercao = player->getCAO();
3095
3096                 // If playercao not loaded, don't change camera
3097                 if (!playercao)
3098                         return;
3099
3100                 camera->toggleCameraMode();
3101
3102 #ifdef HAVE_TOUCHSCREENGUI
3103                 if (g_touchscreengui)
3104                         g_touchscreengui->setUseCrosshair(!isNoCrosshairAllowed());
3105 #endif
3106
3107                 // Make the player visible depending on camera mode.
3108                 playercao->updateMeshCulling();
3109                 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3110         }
3111
3112         float full_punch_interval = playeritem_toolcap.full_punch_interval;
3113         float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
3114
3115         tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3116         camera->update(player, dtime, tool_reload_ratio);
3117         camera->step(dtime);
3118
3119         f32 camera_fov = camera->getFovMax();
3120         v3s16 camera_offset = camera->getOffset();
3121
3122         m_camera_offset_changed = (camera_offset != old_camera_offset);
3123
3124         if (!m_flags.disable_camera_update) {
3125                 v3f camera_position = camera->getPosition();
3126                 v3f camera_direction = camera->getDirection();
3127
3128                 client->getEnv().getClientMap().updateCamera(camera_position,
3129                                 camera_direction, camera_fov, camera_offset);
3130
3131                 if (m_camera_offset_changed) {
3132                         client->updateCameraOffset(camera_offset);
3133                         client->getEnv().updateCameraOffset(camera_offset);
3134
3135                         if (clouds)
3136                                 clouds->updateCameraOffset(camera_offset);
3137                 }
3138         }
3139 }
3140
3141
3142 void Game::updateSound(f32 dtime)
3143 {
3144         // Update sound listener
3145         v3s16 camera_offset = camera->getOffset();
3146         sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3147                               v3f(0, 0, 0), // velocity
3148                               camera->getDirection(),
3149                               camera->getCameraNode()->getUpVector());
3150
3151         bool mute_sound = g_settings->getBool("mute_sound");
3152         if (mute_sound) {
3153                 sound->setListenerGain(0.0f);
3154         } else {
3155                 // Check if volume is in the proper range, else fix it.
3156                 float old_volume = g_settings->getFloat("sound_volume");
3157                 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3158                 sound->setListenerGain(new_volume);
3159
3160                 if (old_volume != new_volume) {
3161                         g_settings->setFloat("sound_volume", new_volume);
3162                 }
3163         }
3164
3165         LocalPlayer *player = client->getEnv().getLocalPlayer();
3166
3167         // Tell the sound maker whether to make footstep sounds
3168         soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3169
3170         //      Update sound maker
3171         if (player->makes_footstep_sound)
3172                 soundmaker->step(dtime);
3173
3174         ClientMap &map = client->getEnv().getClientMap();
3175         MapNode n = map.getNode(player->getFootstepNodePos());
3176         soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3177 }
3178
3179
3180 void Game::processPlayerInteraction(f32 dtime, bool show_hud)
3181 {
3182         LocalPlayer *player = client->getEnv().getLocalPlayer();
3183
3184         const v3f camera_direction = camera->getDirection();
3185         const v3s16 camera_offset  = camera->getOffset();
3186
3187         /*
3188                 Calculate what block is the crosshair pointing to
3189         */
3190
3191         ItemStack selected_item, hand_item;
3192         const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3193
3194         const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3195         f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3196
3197         core::line3d<f32> shootline;
3198
3199         switch (camera->getCameraMode()) {
3200         case CAMERA_MODE_FIRST:
3201                 // Shoot from camera position, with bobbing
3202                 shootline.start = camera->getPosition();
3203                 break;
3204         case CAMERA_MODE_THIRD:
3205                 // Shoot from player head, no bobbing
3206                 shootline.start = camera->getHeadPosition();
3207                 break;
3208         case CAMERA_MODE_THIRD_FRONT:
3209                 shootline.start = camera->getHeadPosition();
3210                 // prevent player pointing anything in front-view
3211                 d = 0;
3212                 break;
3213         }
3214         shootline.end = shootline.start + camera_direction * BS * d;
3215
3216 #ifdef HAVE_TOUCHSCREENGUI
3217         if (g_touchscreengui && isNoCrosshairAllowed()) {
3218                 shootline = g_touchscreengui->getShootline();
3219                 // Scale shootline to the acual distance the player can reach
3220                 shootline.end = shootline.start +
3221                                 shootline.getVector().normalize() * BS * d;
3222                 shootline.start += intToFloat(camera_offset, BS);
3223                 shootline.end += intToFloat(camera_offset, BS);
3224         }
3225 #endif
3226
3227         PointedThing pointed = updatePointedThing(shootline,
3228                         selected_def.liquids_pointable,
3229                         !runData.btn_down_for_dig,
3230                         camera_offset);
3231
3232         if (pointed != runData.pointed_old)
3233                 infostream << "Pointing at " << pointed.dump() << std::endl;
3234
3235         // Note that updating the selection mesh every frame is not particularly efficient,
3236         // but the halo rendering code is already inefficient so there's no point in optimizing it here
3237         hud->updateSelectionMesh(camera_offset);
3238
3239         // Allow digging again if button is not pressed
3240         if (runData.digging_blocked && !isKeyDown(KeyType::DIG))
3241                 runData.digging_blocked = false;
3242
3243         /*
3244                 Stop digging when
3245                 - releasing dig button
3246                 - pointing away from node
3247         */
3248         if (runData.digging) {
3249                 if (wasKeyReleased(KeyType::DIG)) {
3250                         infostream << "Dig button released (stopped digging)" << std::endl;
3251                         runData.digging = false;
3252                 } else if (pointed != runData.pointed_old) {
3253                         if (pointed.type == POINTEDTHING_NODE
3254                                         && runData.pointed_old.type == POINTEDTHING_NODE
3255                                         && pointed.node_undersurface
3256                                                         == runData.pointed_old.node_undersurface) {
3257                                 // Still pointing to the same node, but a different face.
3258                                 // Don't reset.
3259                         } else {
3260                                 infostream << "Pointing away from node (stopped digging)" << std::endl;
3261                                 runData.digging = false;
3262                                 hud->updateSelectionMesh(camera_offset);
3263                         }
3264                 }
3265
3266                 if (!runData.digging) {
3267                         client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3268                         client->setCrack(-1, v3s16(0, 0, 0));
3269                         runData.dig_time = 0.0;
3270                 }
3271         } else if (runData.dig_instantly && wasKeyReleased(KeyType::DIG)) {
3272                 // Remove e.g. torches faster when clicking instead of holding dig button
3273                 runData.nodig_delay_timer = 0;
3274                 runData.dig_instantly = false;
3275         }
3276
3277         if (!runData.digging && runData.btn_down_for_dig && !isKeyDown(KeyType::DIG))
3278                 runData.btn_down_for_dig = false;
3279
3280         runData.punching = false;
3281
3282         soundmaker->m_player_leftpunch_sound = SimpleSoundSpec();
3283         soundmaker->m_player_leftpunch_sound2 = pointed.type != POINTEDTHING_NOTHING ?
3284                 selected_def.sound_use : selected_def.sound_use_air;
3285
3286         // Prepare for repeating, unless we're not supposed to
3287         if (isKeyDown(KeyType::PLACE) && !g_settings->getBool("safe_dig_and_place"))
3288                 runData.repeat_place_timer += dtime;
3289         else
3290                 runData.repeat_place_timer = 0;
3291
3292         if (selected_def.usable && isKeyDown(KeyType::DIG)) {
3293                 if (wasKeyPressed(KeyType::DIG) && (!client->modsLoaded() ||
3294                                 !client->getScript()->on_item_use(selected_item, pointed)))
3295                         client->interact(INTERACT_USE, pointed);
3296         } else if (pointed.type == POINTEDTHING_NODE) {
3297                 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3298         } else if (pointed.type == POINTEDTHING_OBJECT) {
3299                 v3f player_position  = player->getPosition();
3300                 bool basic_debug_allowed = client->checkPrivilege("debug") || (player->hud_flags & HUD_FLAG_BASIC_DEBUG);
3301                 handlePointingAtObject(pointed, tool_item, player_position,
3302                                 m_game_ui->m_flags.show_basic_debug && basic_debug_allowed);
3303         } else if (isKeyDown(KeyType::DIG)) {
3304                 // When button is held down in air, show continuous animation
3305                 runData.punching = true;
3306                 // Run callback even though item is not usable
3307                 if (wasKeyPressed(KeyType::DIG) && client->modsLoaded())
3308                         client->getScript()->on_item_use(selected_item, pointed);
3309         } else if (wasKeyPressed(KeyType::PLACE)) {
3310                 handlePointingAtNothing(selected_item);
3311         }
3312
3313         runData.pointed_old = pointed;
3314
3315         if (runData.punching || wasKeyPressed(KeyType::DIG))
3316                 camera->setDigging(0); // dig animation
3317
3318         input->clearWasKeyPressed();
3319         input->clearWasKeyReleased();
3320         // Ensure DIG & PLACE are marked as handled
3321         wasKeyDown(KeyType::DIG);
3322         wasKeyDown(KeyType::PLACE);
3323
3324         input->joystick.clearWasKeyPressed(KeyType::DIG);
3325         input->joystick.clearWasKeyPressed(KeyType::PLACE);
3326
3327         input->joystick.clearWasKeyReleased(KeyType::DIG);
3328         input->joystick.clearWasKeyReleased(KeyType::PLACE);
3329 }
3330
3331
3332 PointedThing Game::updatePointedThing(
3333         const core::line3d<f32> &shootline,
3334         bool liquids_pointable,
3335         bool look_for_object,
3336         const v3s16 &camera_offset)
3337 {
3338         std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3339         selectionboxes->clear();
3340         hud->setSelectedFaceNormal(v3f());
3341         static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3342                 "show_entity_selectionbox");
3343
3344         ClientEnvironment &env = client->getEnv();
3345         ClientMap &map = env.getClientMap();
3346         const NodeDefManager *nodedef = map.getNodeDefManager();
3347
3348         runData.selected_object = NULL;
3349         hud->pointing_at_object = false;
3350
3351         RaycastState s(shootline, look_for_object, liquids_pointable);
3352         PointedThing result;
3353         env.continueRaycast(&s, &result);
3354         if (result.type == POINTEDTHING_OBJECT) {
3355                 hud->pointing_at_object = true;
3356
3357                 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3358                 aabb3f selection_box;
3359                 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3360                                 runData.selected_object->getSelectionBox(&selection_box)) {
3361                         v3f pos = runData.selected_object->getPosition();
3362                         selectionboxes->push_back(aabb3f(selection_box));
3363                         hud->setSelectionPos(pos, camera_offset);
3364                         GenericCAO* gcao = dynamic_cast<GenericCAO*>(runData.selected_object);
3365                         if (gcao != nullptr && gcao->getProperties().rotate_selectionbox)
3366                                 hud->setSelectionRotation(gcao->getSceneNode()->getAbsoluteTransformation().getRotationDegrees());
3367                         else
3368                                 hud->setSelectionRotation(v3f());
3369                 }
3370                 hud->setSelectedFaceNormal(result.raw_intersection_normal);
3371         } else if (result.type == POINTEDTHING_NODE) {
3372                 // Update selection boxes
3373                 MapNode n = map.getNode(result.node_undersurface);
3374                 std::vector<aabb3f> boxes;
3375                 n.getSelectionBoxes(nodedef, &boxes,
3376                         n.getNeighbors(result.node_undersurface, &map));
3377
3378                 f32 d = 0.002 * BS;
3379                 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3380                         i != boxes.end(); ++i) {
3381                         aabb3f box = *i;
3382                         box.MinEdge -= v3f(d, d, d);
3383                         box.MaxEdge += v3f(d, d, d);
3384                         selectionboxes->push_back(box);
3385                 }
3386                 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3387                         camera_offset);
3388                 hud->setSelectionRotation(v3f());
3389                 hud->setSelectedFaceNormal(result.intersection_normal);
3390         }
3391
3392         // Update selection mesh light level and vertex colors
3393         if (!selectionboxes->empty()) {
3394                 v3f pf = hud->getSelectionPos();
3395                 v3s16 p = floatToInt(pf, BS);
3396
3397                 // Get selection mesh light level
3398                 MapNode n = map.getNode(p);
3399                 u16 node_light = getInteriorLight(n, -1, nodedef);
3400                 u16 light_level = node_light;
3401
3402                 for (const v3s16 &dir : g_6dirs) {
3403                         n = map.getNode(p + dir);
3404                         node_light = getInteriorLight(n, -1, nodedef);
3405                         if (node_light > light_level)
3406                                 light_level = node_light;
3407                 }
3408
3409                 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3410                 video::SColor c;
3411                 final_color_blend(&c, light_level, daynight_ratio);
3412
3413                 // Modify final color a bit with time
3414                 u32 timer = client->getEnv().getFrameTime() % 5000;
3415                 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3416                 float sin_r = 0.08f * std::sin(timerf);
3417                 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3418                 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3419                 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3420                 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3421                 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3422
3423                 // Set mesh final color
3424                 hud->setSelectionMeshColor(c);
3425         }
3426         return result;
3427 }
3428
3429
3430 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3431 {
3432         infostream << "Attempted to place item while pointing at nothing" << std::endl;
3433         PointedThing fauxPointed;
3434         fauxPointed.type = POINTEDTHING_NOTHING;
3435         client->interact(INTERACT_ACTIVATE, fauxPointed);
3436 }
3437
3438
3439 void Game::handlePointingAtNode(const PointedThing &pointed,
3440         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3441 {
3442         v3s16 nodepos = pointed.node_undersurface;
3443         v3s16 neighborpos = pointed.node_abovesurface;
3444
3445         /*
3446                 Check information text of node
3447         */
3448
3449         ClientMap &map = client->getEnv().getClientMap();
3450
3451         if (runData.nodig_delay_timer <= 0.0 && isKeyDown(KeyType::DIG)
3452                         && !runData.digging_blocked
3453                         && client->checkPrivilege("interact")) {
3454                 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3455         }
3456
3457         // This should be done after digging handling
3458         NodeMetadata *meta = map.getNodeMetadata(nodepos);
3459
3460         if (meta) {
3461                 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3462                         meta->getString("infotext"))));
3463         } else {
3464                 MapNode n = map.getNode(nodepos);
3465
3466                 if (nodedef_manager->get(n).name == "unknown") {
3467                         m_game_ui->setInfoText(L"Unknown node");
3468                 }
3469         }
3470
3471         if ((wasKeyPressed(KeyType::PLACE) ||
3472                         runData.repeat_place_timer >= m_repeat_place_time) &&
3473                         client->checkPrivilege("interact")) {
3474                 runData.repeat_place_timer = 0;
3475                 infostream << "Place button pressed while looking at ground" << std::endl;
3476
3477                 // Placing animation (always shown for feedback)
3478                 camera->setDigging(1);
3479
3480                 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3481
3482                 // If the wielded item has node placement prediction,
3483                 // make that happen
3484                 // And also set the sound and send the interact
3485                 // But first check for meta formspec and rightclickable
3486                 auto &def = selected_item.getDefinition(itemdef_manager);
3487                 bool placed = nodePlacement(def, selected_item, nodepos, neighborpos,
3488                         pointed, meta);
3489
3490                 if (placed && client->modsLoaded())
3491                         client->getScript()->on_placenode(pointed, def);
3492         }
3493 }
3494
3495 bool Game::nodePlacement(const ItemDefinition &selected_def,
3496         const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighborpos,
3497         const PointedThing &pointed, const NodeMetadata *meta)
3498 {
3499         const auto &prediction = selected_def.node_placement_prediction;
3500
3501         const NodeDefManager *nodedef = client->ndef();
3502         ClientMap &map = client->getEnv().getClientMap();
3503         MapNode node;
3504         bool is_valid_position;
3505
3506         node = map.getNode(nodepos, &is_valid_position);
3507         if (!is_valid_position) {
3508                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3509                 return false;
3510         }
3511
3512         // formspec in meta
3513         if (meta && !meta->getString("formspec").empty() && !input->isRandom()
3514                         && !isKeyDown(KeyType::SNEAK)) {
3515                 // on_rightclick callbacks are called anyway
3516                 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3517                         client->interact(INTERACT_PLACE, pointed);
3518
3519                 infostream << "Launching custom inventory view" << std::endl;
3520
3521                 InventoryLocation inventoryloc;
3522                 inventoryloc.setNodeMeta(nodepos);
3523
3524                 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3525                         &client->getEnv().getClientMap(), nodepos);
3526                 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3527
3528                 auto *&formspec = m_game_ui->updateFormspec("");
3529                 GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
3530                         &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
3531
3532                 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3533                 return false;
3534         }
3535
3536         // on_rightclick callback
3537         if (prediction.empty() || (nodedef->get(node).rightclickable &&
3538                         !isKeyDown(KeyType::SNEAK))) {
3539                 // Report to server
3540                 client->interact(INTERACT_PLACE, pointed);
3541                 return false;
3542         }
3543
3544         verbosestream << "Node placement prediction for "
3545                 << selected_def.name << " is " << prediction << std::endl;
3546         v3s16 p = neighborpos;
3547
3548         // Place inside node itself if buildable_to
3549         MapNode n_under = map.getNode(nodepos, &is_valid_position);
3550         if (is_valid_position) {
3551                 if (nodedef->get(n_under).buildable_to) {
3552                         p = nodepos;
3553                 } else {
3554                         node = map.getNode(p, &is_valid_position);
3555                         if (is_valid_position && !nodedef->get(node).buildable_to) {
3556                                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3557                                 // Report to server
3558                                 client->interact(INTERACT_PLACE, pointed);
3559                                 return false;
3560                         }
3561                 }
3562         }
3563
3564         // Find id of predicted node
3565         content_t id;
3566         bool found = nodedef->getId(prediction, id);
3567
3568         if (!found) {
3569                 errorstream << "Node placement prediction failed for "
3570                         << selected_def.name << " (places " << prediction
3571                         << ") - Name not known" << std::endl;
3572                 // Handle this as if prediction was empty
3573                 // Report to server
3574                 client->interact(INTERACT_PLACE, pointed);
3575                 return false;
3576         }
3577
3578         const ContentFeatures &predicted_f = nodedef->get(id);
3579
3580         // Compare core.item_place_node() for what the server does with param2
3581         MapNode predicted_node(id, 0, 0);
3582
3583         const u8 place_param2 = selected_def.place_param2;
3584
3585         if (place_param2) {
3586                 predicted_node.setParam2(place_param2);
3587         } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3588                         predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3589                 v3s16 dir = nodepos - neighborpos;
3590
3591                 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3592                         predicted_node.setParam2(dir.Y < 0 ? 1 : 0);
3593                 } else if (abs(dir.X) > abs(dir.Z)) {
3594                         predicted_node.setParam2(dir.X < 0 ? 3 : 2);
3595                 } else {
3596                         predicted_node.setParam2(dir.Z < 0 ? 5 : 4);
3597                 }
3598         } else if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3599                         predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3600                         predicted_f.param_type_2 == CPT2_4DIR ||
3601                         predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3602                 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3603
3604                 if (abs(dir.X) > abs(dir.Z)) {
3605                         predicted_node.setParam2(dir.X < 0 ? 3 : 1);
3606                 } else {
3607                         predicted_node.setParam2(dir.Z < 0 ? 2 : 0);
3608                 }
3609         }
3610
3611         // Check attachment if node is in group attached_node
3612         int an = itemgroup_get(predicted_f.groups, "attached_node");
3613         if (an != 0) {
3614                 v3s16 pp;
3615
3616                 if (an == 3) {
3617                         pp = p + v3s16(0, -1, 0);
3618                 } else if (an == 4) {
3619                         pp = p + v3s16(0, 1, 0);
3620                 } else if (an == 2) {
3621                         if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3622                                         predicted_f.param_type_2 == CPT2_COLORED_FACEDIR ||
3623                                         predicted_f.param_type_2 == CPT2_4DIR ||
3624                                         predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3625                                 pp = p + facedir_dirs[predicted_node.getFaceDir(nodedef)];
3626                         } else {
3627                                 pp = p;
3628                         }
3629                 } else if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3630                                 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3631                         pp = p + predicted_node.getWallMountedDir(nodedef);
3632                 } else {
3633                         pp = p + v3s16(0, -1, 0);
3634                 }
3635
3636                 if (!nodedef->get(map.getNode(pp)).walkable) {
3637                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3638                         // Report to server
3639                         client->interact(INTERACT_PLACE, pointed);
3640                         return false;
3641                 }
3642         }
3643
3644         // Apply color
3645         if (!place_param2 && (predicted_f.param_type_2 == CPT2_COLOR
3646                         || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3647                         || predicted_f.param_type_2 == CPT2_COLORED_4DIR
3648                         || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3649                 const auto &indexstr = selected_item.metadata.
3650                         getString("palette_index", 0);
3651                 if (!indexstr.empty()) {
3652                         s32 index = mystoi(indexstr);
3653                         if (predicted_f.param_type_2 == CPT2_COLOR) {
3654                                 predicted_node.setParam2(index);
3655                         } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3656                                 // param2 = pure palette index + other
3657                                 predicted_node.setParam2((index & 0xf8) | (predicted_node.getParam2() & 0x07));
3658                         } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3659                                 // param2 = pure palette index + other
3660                                 predicted_node.setParam2((index & 0xe0) | (predicted_node.getParam2() & 0x1f));
3661                         } else if (predicted_f.param_type_2 == CPT2_COLORED_4DIR) {
3662                                 // param2 = pure palette index + other
3663                                 predicted_node.setParam2((index & 0xfc) | (predicted_node.getParam2() & 0x03));
3664                         }
3665                 }
3666         }
3667
3668         // Add node to client map
3669         try {
3670                 LocalPlayer *player = client->getEnv().getLocalPlayer();
3671
3672                 // Don't place node when player would be inside new node
3673                 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3674                 if (!predicted_f.walkable ||
3675                                 g_settings->getBool("enable_build_where_you_stand") ||
3676                                 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3677                                 (predicted_f.walkable &&
3678                                         neighborpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3679                                         neighborpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3680                         // This triggers the required mesh update too
3681                         client->addNode(p, predicted_node);
3682                         // Report to server
3683                         client->interact(INTERACT_PLACE, pointed);
3684                         // A node is predicted, also play a sound
3685                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3686                         return true;
3687                 } else {
3688                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3689                         return false;
3690                 }
3691         } catch (const InvalidPositionException &e) {
3692                 errorstream << "Node placement prediction failed for "
3693                         << selected_def.name << " (places "
3694                         << prediction << ") - Position not loaded" << std::endl;
3695                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3696                 return false;
3697         }
3698 }
3699
3700 void Game::handlePointingAtObject(const PointedThing &pointed,
3701                 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3702 {
3703         std::wstring infotext = unescape_translate(
3704                 utf8_to_wide(runData.selected_object->infoText()));
3705
3706         if (show_debug) {
3707                 if (!infotext.empty()) {
3708                         infotext += L"\n";
3709                 }
3710                 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3711         }
3712
3713         m_game_ui->setInfoText(infotext);
3714
3715         if (isKeyDown(KeyType::DIG)) {
3716                 bool do_punch = false;
3717                 bool do_punch_damage = false;
3718
3719                 if (runData.object_hit_delay_timer <= 0.0) {
3720                         do_punch = true;
3721                         do_punch_damage = true;
3722                         runData.object_hit_delay_timer = object_hit_delay;
3723                 }
3724
3725                 if (wasKeyPressed(KeyType::DIG))
3726                         do_punch = true;
3727
3728                 if (do_punch) {
3729                         infostream << "Punched object" << std::endl;
3730                         runData.punching = true;
3731                 }
3732
3733                 if (do_punch_damage) {
3734                         // Report direct punch
3735                         v3f objpos = runData.selected_object->getPosition();
3736                         v3f dir = (objpos - player_position).normalize();
3737
3738                         bool disable_send = runData.selected_object->directReportPunch(
3739                                         dir, &tool_item, runData.time_from_last_punch);
3740                         runData.time_from_last_punch = 0;
3741
3742                         if (!disable_send)
3743                                 client->interact(INTERACT_START_DIGGING, pointed);
3744                 }
3745         } else if (wasKeyDown(KeyType::PLACE)) {
3746                 infostream << "Pressed place button while pointing at object" << std::endl;
3747                 client->interact(INTERACT_PLACE, pointed);  // place
3748         }
3749 }
3750
3751
3752 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3753                 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3754 {
3755         // See also: serverpackethandle.cpp, action == 2
3756         LocalPlayer *player = client->getEnv().getLocalPlayer();
3757         ClientMap &map = client->getEnv().getClientMap();
3758         MapNode n = map.getNode(nodepos);
3759         const auto &features = nodedef_manager->get(n);
3760
3761         // NOTE: Similar piece of code exists on the server side for
3762         // cheat detection.
3763         // Get digging parameters
3764         DigParams params = getDigParams(features.groups,
3765                         &selected_item.getToolCapabilities(itemdef_manager),
3766                         selected_item.wear);
3767
3768         // If can't dig, try hand
3769         if (!params.diggable) {
3770                 params = getDigParams(features.groups,
3771                                 &hand_item.getToolCapabilities(itemdef_manager));
3772         }
3773
3774         if (!params.diggable) {
3775                 // I guess nobody will wait for this long
3776                 runData.dig_time_complete = 10000000.0;
3777         } else {
3778                 runData.dig_time_complete = params.time;
3779
3780                 if (m_cache_enable_particles) {
3781                         client->getParticleManager()->addNodeParticle(client,
3782                                         player, nodepos, n, features);
3783                 }
3784         }
3785
3786         if (!runData.digging) {
3787                 infostream << "Started digging" << std::endl;
3788                 runData.dig_instantly = runData.dig_time_complete == 0;
3789                 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3790                         return;
3791
3792                 client->interact(INTERACT_START_DIGGING, pointed);
3793                 runData.digging = true;
3794                 runData.btn_down_for_dig = true;
3795         }
3796
3797         if (!runData.dig_instantly) {
3798                 runData.dig_index = (float)crack_animation_length
3799                                 * runData.dig_time
3800                                 / runData.dig_time_complete;
3801         } else {
3802                 // This is for e.g. torches
3803                 runData.dig_index = crack_animation_length;
3804         }
3805
3806         const auto &sound_dig = features.sound_dig;
3807
3808         if (sound_dig.exists() && params.diggable) {
3809                 if (sound_dig.name == "__group") {
3810                         if (!params.main_group.empty()) {
3811                                 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3812                                 soundmaker->m_player_leftpunch_sound.name =
3813                                                 std::string("default_dig_") +
3814                                                 params.main_group;
3815                         }
3816                 } else {
3817                         soundmaker->m_player_leftpunch_sound = sound_dig;
3818                 }
3819         }
3820
3821         // Don't show cracks if not diggable
3822         if (runData.dig_time_complete >= 100000.0) {
3823         } else if (runData.dig_index < crack_animation_length) {
3824                 client->setCrack(runData.dig_index, nodepos);
3825         } else {
3826                 infostream << "Digging completed" << std::endl;
3827                 client->setCrack(-1, v3s16(0, 0, 0));
3828
3829                 runData.dig_time = 0;
3830                 runData.digging = false;
3831                 // we successfully dug, now block it from repeating if we want to be safe
3832                 if (g_settings->getBool("safe_dig_and_place"))
3833                         runData.digging_blocked = true;
3834
3835                 runData.nodig_delay_timer =
3836                                 runData.dig_time_complete / (float)crack_animation_length;
3837
3838                 // We don't want a corresponding delay to very time consuming nodes
3839                 // and nodes without digging time (e.g. torches) get a fixed delay.
3840                 if (runData.nodig_delay_timer > 0.3)
3841                         runData.nodig_delay_timer = 0.3;
3842                 else if (runData.dig_instantly)
3843                         runData.nodig_delay_timer = 0.15;
3844
3845                 if (client->modsLoaded() &&
3846                                 client->getScript()->on_dignode(nodepos, n)) {
3847                         return;
3848                 }
3849
3850                 if (features.node_dig_prediction == "air") {
3851                         client->removeNode(nodepos);
3852                 } else if (!features.node_dig_prediction.empty()) {
3853                         content_t id;
3854                         bool found = nodedef_manager->getId(features.node_dig_prediction, id);
3855                         if (found)
3856                                 client->addNode(nodepos, id, true);
3857                 }
3858                 // implicit else: no prediction
3859
3860                 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3861
3862                 if (m_cache_enable_particles) {
3863                         client->getParticleManager()->addDiggingParticles(client,
3864                                 player, nodepos, n, features);
3865                 }
3866
3867
3868                 // Send event to trigger sound
3869                 client->getEventManager()->put(new NodeDugEvent(nodepos, n));
3870         }
3871
3872         if (runData.dig_time_complete < 100000.0) {
3873                 runData.dig_time += dtime;
3874         } else {
3875                 runData.dig_time = 0;
3876                 client->setCrack(-1, nodepos);
3877         }
3878
3879         camera->setDigging(0);  // Dig animation
3880 }
3881
3882 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3883                 const CameraOrientation &cam)
3884 {
3885         TimeTaker tt_update("Game::updateFrame()");
3886         LocalPlayer *player = client->getEnv().getLocalPlayer();
3887
3888         /*
3889                 Frame time
3890         */
3891
3892         client->getEnv().updateFrameTime(m_is_paused);
3893
3894         /*
3895                 Fog range
3896         */
3897
3898         if (draw_control->range_all) {
3899                 runData.fog_range = 100000 * BS;
3900         } else {
3901                 runData.fog_range = draw_control->wanted_range * BS;
3902         }
3903
3904         /*
3905                 Calculate general brightness
3906         */
3907         u32 daynight_ratio = client->getEnv().getDayNightRatio();
3908         float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3909         float direct_brightness;
3910         bool sunlight_seen;
3911
3912         // When in noclip mode force same sky brightness as above ground so you
3913         // can see properly
3914         if (draw_control->allow_noclip && m_cache_enable_free_move &&
3915                 client->checkPrivilege("fly")) {
3916                 direct_brightness = time_brightness;
3917                 sunlight_seen = true;
3918         } else {
3919                 float old_brightness = sky->getBrightness();
3920                 direct_brightness = client->getEnv().getClientMap()
3921                                 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3922                                         daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3923                                     / 255.0;
3924         }
3925
3926         float time_of_day_smooth = runData.time_of_day_smooth;
3927         float time_of_day = client->getEnv().getTimeOfDayF();
3928
3929         static const float maxsm = 0.05f;
3930         static const float todsm = 0.05f;
3931
3932         if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3933                         std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3934                         std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3935                 time_of_day_smooth = time_of_day;
3936
3937         if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3938                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3939                                 + (time_of_day + 1.0) * todsm;
3940         else
3941                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3942                                 + time_of_day * todsm;
3943
3944         runData.time_of_day_smooth = time_of_day_smooth;
3945
3946         sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3947                         sunlight_seen, camera->getCameraMode(), player->getYaw(),
3948                         player->getPitch());
3949
3950         /*
3951                 Update clouds
3952         */
3953         if (clouds) {
3954                 if (sky->getCloudsVisible()) {
3955                         clouds->setVisible(true);
3956                         clouds->step(dtime);
3957                         // camera->getPosition is not enough for 3rd person views
3958                         v3f camera_node_position = camera->getCameraNode()->getPosition();
3959                         v3s16 camera_offset      = camera->getOffset();
3960                         camera_node_position.X   = camera_node_position.X + camera_offset.X * BS;
3961                         camera_node_position.Y   = camera_node_position.Y + camera_offset.Y * BS;
3962                         camera_node_position.Z   = camera_node_position.Z + camera_offset.Z * BS;
3963                         clouds->update(camera_node_position,
3964                                         sky->getCloudColor());
3965                         if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3966                                 // if inside clouds, and fog enabled, use that as sky
3967                                 // color(s)
3968                                 video::SColor clouds_dark = clouds->getColor()
3969                                                 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3970                                 sky->overrideColors(clouds_dark, clouds->getColor());
3971                                 sky->setInClouds(true);
3972                                 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3973                                 // do not draw clouds after all
3974                                 clouds->setVisible(false);
3975                         }
3976                 } else {
3977                         clouds->setVisible(false);
3978                 }
3979         }
3980
3981         /*
3982                 Update particles
3983         */
3984         client->getParticleManager()->step(dtime);
3985
3986         /*
3987                 Fog
3988         */
3989
3990         if (m_cache_enable_fog) {
3991                 driver->setFog(
3992                                 sky->getBgColor(),
3993                                 video::EFT_FOG_LINEAR,
3994                                 runData.fog_range * m_cache_fog_start,
3995                                 runData.fog_range * 1.0,
3996                                 0.01,
3997                                 false, // pixel fog
3998                                 true // range fog
3999                 );
4000         } else {
4001                 driver->setFog(
4002                                 sky->getBgColor(),
4003                                 video::EFT_FOG_LINEAR,
4004                                 100000 * BS,
4005                                 110000 * BS,
4006                                 0.01f,
4007                                 false, // pixel fog
4008                                 false // range fog
4009                 );
4010         }
4011
4012         /*
4013                 Damage camera tilt
4014         */
4015         if (player->hurt_tilt_timer > 0.0f) {
4016                 player->hurt_tilt_timer -= dtime * 6.0f;
4017
4018                 if (player->hurt_tilt_timer < 0.0f)
4019                         player->hurt_tilt_strength = 0.0f;
4020         }
4021
4022         /*
4023                 Update minimap pos and rotation
4024         */
4025         if (mapper && m_game_ui->m_flags.show_hud) {
4026                 mapper->setPos(floatToInt(player->getPosition(), BS));
4027                 mapper->setAngle(player->getYaw());
4028         }
4029
4030         /*
4031                 Get chat messages from client
4032         */
4033
4034         updateChat(dtime);
4035
4036         /*
4037                 Inventory
4038         */
4039
4040         if (player->getWieldIndex() != runData.new_playeritem)
4041                 client->setPlayerItem(runData.new_playeritem);
4042
4043         if (client->updateWieldedItem()) {
4044                 // Update wielded tool
4045                 ItemStack selected_item, hand_item;
4046                 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
4047                 camera->wield(tool_item);
4048         }
4049
4050         /*
4051                 Update block draw list every 200ms or when camera direction has
4052                 changed much
4053         */
4054         runData.update_draw_list_timer += dtime;
4055         runData.touch_blocks_timer += dtime;
4056
4057         bool draw_list_updated = false;
4058
4059         float update_draw_list_delta = 0.2f;
4060
4061         v3f camera_direction = camera->getDirection();
4062         if (runData.update_draw_list_timer >= update_draw_list_delta
4063                         || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4064                         || m_camera_offset_changed
4065                         || client->getEnv().getClientMap().needsUpdateDrawList()) {
4066                 runData.update_draw_list_timer = 0;
4067                 client->getEnv().getClientMap().updateDrawList();
4068                 runData.update_draw_list_last_cam_dir = camera_direction;
4069                 draw_list_updated = true;
4070         }
4071
4072         if (runData.touch_blocks_timer > update_draw_list_delta && !draw_list_updated) {
4073                 client->getEnv().getClientMap().touchMapBlocks();
4074                 runData.touch_blocks_timer = 0;
4075         }
4076
4077         if (RenderingEngine::get_shadow_renderer()) {
4078                 updateShadows();
4079         }
4080
4081         m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
4082
4083         /*
4084            make sure menu is on top
4085            1. Delete formspec menu reference if menu was removed
4086            2. Else, make sure formspec menu is on top
4087         */
4088         auto formspec = m_game_ui->getFormspecGUI();
4089         do { // breakable. only runs for one iteration
4090                 if (!formspec)
4091                         break;
4092
4093                 if (formspec->getReferenceCount() == 1) {
4094                         m_game_ui->deleteFormspec();
4095                         break;
4096                 }
4097
4098                 auto &loc = formspec->getFormspecLocation();
4099                 if (loc.type == InventoryLocation::NODEMETA) {
4100                         NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
4101                         if (!meta || meta->getString("formspec").empty()) {
4102                                 formspec->quitMenu();
4103                                 break;
4104                         }
4105                 }
4106
4107                 if (isMenuActive())
4108                         guiroot->bringToFront(formspec);
4109         } while (false);
4110
4111         /*
4112                 ==================== Drawing begins ====================
4113         */
4114         const video::SColor skycolor = sky->getSkyColor();
4115
4116         TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
4117         driver->beginScene(true, true, skycolor);
4118
4119         bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
4120                         (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
4121                         (camera->getCameraMode() == CAMERA_MODE_FIRST));
4122         bool draw_crosshair = (
4123                         (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
4124                         (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
4125 #ifdef HAVE_TOUCHSCREENGUI
4126         if (isNoCrosshairAllowed())
4127                 draw_crosshair = false;
4128 #endif
4129         m_rendering_engine->draw_scene(skycolor, m_game_ui->m_flags.show_hud,
4130                         m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
4131
4132         /*
4133                 Profiler graph
4134         */
4135         v2u32 screensize = driver->getScreenSize();
4136
4137         if (m_game_ui->m_flags.show_profiler_graph)
4138                 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4139
4140         /*
4141                 Damage flash
4142         */
4143         if (runData.damage_flash > 0.0f) {
4144                 video::SColor color(runData.damage_flash, 180, 0, 0);
4145                 driver->draw2DRectangle(color,
4146                                         core::rect<s32>(0, 0, screensize.X, screensize.Y),
4147                                         NULL);
4148
4149                 runData.damage_flash -= 384.0f * dtime;
4150         }
4151
4152         /*
4153                 ==================== End scene ====================
4154         */
4155
4156         driver->endScene();
4157
4158         stats->drawtime = tt_draw.stop(true);
4159         g_profiler->graphAdd("Draw scene [us]", stats->drawtime);
4160         g_profiler->avg("Game::updateFrame(): update frame [ms]", tt_update.stop(true));
4161 }
4162
4163 /* Log times and stuff for visualization */
4164 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4165 {
4166         Profiler::GraphValues values;
4167         g_profiler->graphGet(values);
4168         graph->put(values);
4169 }
4170
4171 /****************************************************************************
4172  * Shadows
4173  *****************************************************************************/
4174 void Game::updateShadows()
4175 {
4176         ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer();
4177         if (!shadow)
4178                 return;
4179
4180         float in_timeofday = fmod(runData.time_of_day_smooth, 1.0f);
4181
4182         float timeoftheday = getWickedTimeOfDay(in_timeofday);
4183         bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
4184         bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
4185         shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
4186
4187         timeoftheday = fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
4188         const float offset_constant = 10000.0f;
4189
4190         v3f light = is_day ? sky->getSunDirection() : sky->getMoonDirection();
4191
4192         v3f sun_pos = light * offset_constant;
4193
4194         if (shadow->getDirectionalLightCount() == 0)
4195                 shadow->addDirectionalLight();
4196         shadow->getDirectionalLight().setDirection(sun_pos);
4197         shadow->setTimeOfDay(in_timeofday);
4198
4199         shadow->getDirectionalLight().update_frustum(camera, client, m_camera_offset_changed);
4200 }
4201
4202 /****************************************************************************
4203  Misc
4204  ****************************************************************************/
4205
4206 void FpsControl::reset()
4207 {
4208         last_time = porting::getTimeUs();
4209 }
4210
4211 /*
4212  * On some computers framerate doesn't seem to be automatically limited
4213  */
4214 void FpsControl::limit(IrrlichtDevice *device, f32 *dtime)
4215 {
4216         const float fps_limit = (device->isWindowFocused() && !g_menumgr.pausesGame())
4217                         ? g_settings->getFloat("fps_max")
4218                         : g_settings->getFloat("fps_max_unfocused");
4219         const u64 frametime_min = 1000000.0f / std::max(fps_limit, 1.0f);
4220
4221         u64 time = porting::getTimeUs();
4222
4223         if (time > last_time) // Make sure time hasn't overflowed
4224                 busy_time = time - last_time;
4225         else
4226                 busy_time = 0;
4227
4228         if (busy_time < frametime_min) {
4229                 sleep_time = frametime_min - busy_time;
4230                 if (sleep_time > 1000)
4231                         sleep_ms(sleep_time / 1000);
4232         } else {
4233                 sleep_time = 0;
4234         }
4235
4236         // Read the timer again to accurately determine how long we actually slept,
4237         // rather than calculating it by adding sleep_time to time.
4238         time = porting::getTimeUs();
4239
4240         if (time > last_time) // Make sure last_time hasn't overflowed
4241                 *dtime = (time - last_time) / 1000000.0f;
4242         else
4243                 *dtime = 0;
4244
4245         last_time = time;
4246 }
4247
4248 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4249 {
4250         const wchar_t *wmsg = wgettext(msg);
4251         m_rendering_engine->draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4252                 draw_clouds);
4253         delete[] wmsg;
4254 }
4255
4256 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4257 {
4258         ((Game *)data)->readSettings();
4259 }
4260
4261 void Game::readSettings()
4262 {
4263         m_cache_doubletap_jump               = g_settings->getBool("doubletap_jump");
4264         m_cache_enable_clouds                = g_settings->getBool("enable_clouds");
4265         m_cache_enable_joysticks             = g_settings->getBool("enable_joysticks");
4266         m_cache_enable_particles             = g_settings->getBool("enable_particles");
4267         m_cache_enable_fog                   = g_settings->getBool("enable_fog");
4268         m_cache_mouse_sensitivity            = g_settings->getFloat("mouse_sensitivity", 0.001f, 10.0f);
4269         m_cache_joystick_frustum_sensitivity = std::max(g_settings->getFloat("joystick_frustum_sensitivity"), 0.001f);
4270         m_repeat_place_time                  = g_settings->getFloat("repeat_place_time", 0.16f, 2.0);
4271
4272         m_cache_enable_noclip                = g_settings->getBool("noclip");
4273         m_cache_enable_free_move             = g_settings->getBool("free_move");
4274
4275         m_cache_fog_start                    = g_settings->getFloat("fog_start");
4276
4277         m_cache_cam_smoothing = 0;
4278         if (g_settings->getBool("cinematic"))
4279                 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4280         else
4281                 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4282
4283         m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4284         m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4285         m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4286
4287         m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4288 }
4289
4290 /****************************************************************************/
4291 /****************************************************************************
4292  Shutdown / cleanup
4293  ****************************************************************************/
4294 /****************************************************************************/
4295
4296 void Game::showDeathFormspec()
4297 {
4298         static std::string formspec_str =
4299                 std::string("formspec_version[1]") +
4300                 SIZE_TAG
4301                 "bgcolor[#320000b4;true]"
4302                 "label[4.85,1.35;" + gettext("You died") + "]"
4303                 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4304                 ;
4305
4306         /* Create menu */
4307         /* Note: FormspecFormSource and LocalFormspecHandler  *
4308          * are deleted by guiFormSpecMenu                     */
4309         FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4310         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4311
4312         auto *&formspec = m_game_ui->getFormspecGUI();
4313         GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4314                 &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4315         formspec->setFocus("btn_respawn");
4316 }
4317
4318 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4319 void Game::showPauseMenu()
4320 {
4321 #ifdef HAVE_TOUCHSCREENGUI
4322         static const std::string control_text = strgettext("Default Controls:\n"
4323                 "No menu visible:\n"
4324                 "- single tap: button activate\n"
4325                 "- double tap: place/use\n"
4326                 "- slide finger: look around\n"
4327                 "Menu/Inventory visible:\n"
4328                 "- double tap (outside):\n"
4329                 " -->close\n"
4330                 "- touch stack, touch slot:\n"
4331                 " --> move stack\n"
4332                 "- touch&drag, tap 2nd finger\n"
4333                 " --> place single item to slot\n"
4334                 );
4335 #else
4336         static const std::string control_text_template = strgettext("Controls:\n"
4337                 "- %s: move forwards\n"
4338                 "- %s: move backwards\n"
4339                 "- %s: move left\n"
4340                 "- %s: move right\n"
4341                 "- %s: jump/climb up\n"
4342                 "- %s: dig/punch\n"
4343                 "- %s: place/use\n"
4344                 "- %s: sneak/climb down\n"
4345                 "- %s: drop item\n"
4346                 "- %s: inventory\n"
4347                 "- Mouse: turn/look\n"
4348                 "- Mouse wheel: select item\n"
4349                 "- %s: chat\n"
4350         );
4351
4352         char control_text_buf[600];
4353
4354         porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4355                 GET_KEY_NAME(keymap_forward),
4356                 GET_KEY_NAME(keymap_backward),
4357                 GET_KEY_NAME(keymap_left),
4358                 GET_KEY_NAME(keymap_right),
4359                 GET_KEY_NAME(keymap_jump),
4360                 GET_KEY_NAME(keymap_dig),
4361                 GET_KEY_NAME(keymap_place),
4362                 GET_KEY_NAME(keymap_sneak),
4363                 GET_KEY_NAME(keymap_drop),
4364                 GET_KEY_NAME(keymap_inventory),
4365                 GET_KEY_NAME(keymap_chat)
4366         );
4367
4368         std::string control_text = std::string(control_text_buf);
4369         str_formspec_escape(control_text);
4370 #endif
4371
4372         float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4373         std::ostringstream os;
4374
4375         os << "formspec_version[1]" << SIZE_TAG
4376                 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4377                 << strgettext("Continue") << "]";
4378
4379         if (!simple_singleplayer_mode) {
4380                 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4381                         << strgettext("Change Password") << "]";
4382         } else {
4383                 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4384         }
4385
4386 #ifndef __ANDROID__
4387 #if USE_SOUND
4388         if (g_settings->getBool("enable_sound")) {
4389                 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4390                         << strgettext("Sound Volume") << "]";
4391         }
4392 #endif
4393         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4394                 << strgettext("Change Keys")  << "]";
4395 #endif
4396         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4397                 << strgettext("Exit to Menu") << "]";
4398         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4399                 << strgettext("Exit to OS")   << "]"
4400                 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4401                 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4402                 << "\n"
4403                 <<  strgettext("Game info:") << "\n";
4404         const std::string &address = client->getAddressName();
4405         static const std::string mode = strgettext("- Mode: ");
4406         if (!simple_singleplayer_mode) {
4407                 Address serverAddress = client->getServerAddress();
4408                 if (!address.empty()) {
4409                         os << mode << strgettext("Remote server") << "\n"
4410                                         << strgettext("- Address: ") << address;
4411                 } else {
4412                         os << mode << strgettext("Hosting server");
4413                 }
4414                 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4415         } else {
4416                 os << mode << strgettext("Singleplayer") << "\n";
4417         }
4418         if (simple_singleplayer_mode || address.empty()) {
4419                 static const std::string on = strgettext("On");
4420                 static const std::string off = strgettext("Off");
4421                 // Note: Status of enable_damage and creative_mode settings is intentionally
4422                 // NOT shown here because the game might roll its own damage system and/or do
4423                 // a per-player Creative Mode, in which case writing it here would mislead.
4424                 bool damage = g_settings->getBool("enable_damage");
4425                 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4426                 if (!simple_singleplayer_mode) {
4427                         if (damage) {
4428                                 const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4429                                 //~ PvP = Player versus Player
4430                                 os << strgettext("- PvP: ") << pvp << "\n";
4431                         }
4432                         os << strgettext("- Public: ") << announced << "\n";
4433                         std::string server_name = g_settings->get("server_name");
4434                         str_formspec_escape(server_name);
4435                         if (announced == on && !server_name.empty())
4436                                 os << strgettext("- Server Name: ") << server_name;
4437
4438                 }
4439         }
4440         os << ";]";
4441
4442         /* Create menu */
4443         /* Note: FormspecFormSource and LocalFormspecHandler  *
4444          * are deleted by guiFormSpecMenu                     */
4445         FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4446         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4447
4448         auto *&formspec = m_game_ui->getFormspecGUI();
4449         GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
4450                         &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
4451         formspec->setFocus("btn_continue");
4452         // game will be paused in next step, if in singleplayer (see m_is_paused)
4453         formspec->doPause = true;
4454 }
4455
4456 /****************************************************************************/
4457 /****************************************************************************
4458  extern function for launching the game
4459  ****************************************************************************/
4460 /****************************************************************************/
4461
4462 void the_game(bool *kill,
4463                 InputHandler *input,
4464                 RenderingEngine *rendering_engine,
4465                 const GameStartData &start_data,
4466                 std::string &error_message,
4467                 ChatBackend &chat_backend,
4468                 bool *reconnect_requested) // Used for local game
4469 {
4470         Game game;
4471
4472         /* Make a copy of the server address because if a local singleplayer server
4473          * is created then this is updated and we don't want to change the value
4474          * passed to us by the calling function
4475          */
4476
4477         try {
4478
4479                 if (game.startup(kill, input, rendering_engine, start_data,
4480                                 error_message, reconnect_requested, &chat_backend)) {
4481                         game.run();
4482                 }
4483
4484         } catch (SerializationError &e) {
4485                 const std::string ver_err = fmtgettext("The server is probably running a different version of %s.", PROJECT_NAME_C);
4486                 error_message = strgettext("A serialization error occurred:") +"\n"
4487                                 + e.what() + "\n\n" + ver_err;
4488                 errorstream << error_message << std::endl;
4489         } catch (ServerError &e) {
4490                 error_message = e.what();
4491                 errorstream << "ServerError: " << error_message << std::endl;
4492         } catch (ModError &e) {
4493                 // DO NOT TRANSLATE the `ModError`, it's used by ui.lua
4494                 error_message = std::string("ModError: ") + e.what() +
4495                                 strgettext("\nCheck debug.txt for details.");
4496                 errorstream << error_message << std::endl;
4497         }
4498         game.shutdown();
4499 }