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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 "client/event_manager.h"
38 #include "fontengine.h"
39 #include "itemdef.h"
40 #include "log.h"
41 #include "filesys.h"
42 #include "gettext.h"
43 #include "gui/guiChatConsole.h"
44 #include "gui/guiConfirmRegistration.h"
45 #include "gui/guiFormSpecMenu.h"
46 #include "gui/guiKeyChangeMenu.h"
47 #include "gui/guiPasswordChange.h"
48 #include "gui/guiVolumeChange.h"
49 #include "gui/mainmenumanager.h"
50 #include "gui/profilergraph.h"
51 #include "mapblock.h"
52 #include "minimap.h"
53 #include "nodedef.h"         // Needed for determining pointing to nodes
54 #include "nodemetadata.h"
55 #include "particles.h"
56 #include "porting.h"
57 #include "profiler.h"
58 #include "raycast.h"
59 #include "server.h"
60 #include "settings.h"
61 #include "shader.h"
62 #include "sky.h"
63 #include "translation.h"
64 #include "util/basic_macros.h"
65 #include "util/directiontables.h"
66 #include "util/pointedthing.h"
67 #include "util/quicktune_shortcutter.h"
68 #include "irrlicht_changes/static_text.h"
69 #include "version.h"
70 #include "script/scripting_client.h"
71 #include "hud.h"
72
73 #if USE_SOUND
74         #include "client/sound_openal.h"
75 #else
76         #include "client/sound.h"
77 #endif
78 /*
79         Text input system
80 */
81
82 struct TextDestNodeMetadata : public TextDest
83 {
84         TextDestNodeMetadata(v3s16 p, Client *client)
85         {
86                 m_p = p;
87                 m_client = client;
88         }
89         // This is deprecated I guess? -celeron55
90         void gotText(const std::wstring &text)
91         {
92                 std::string ntext = wide_to_utf8(text);
93                 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
94                            << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
95                 StringMap fields;
96                 fields["text"] = ntext;
97                 m_client->sendNodemetaFields(m_p, "", fields);
98         }
99         void gotText(const StringMap &fields)
100         {
101                 m_client->sendNodemetaFields(m_p, "", fields);
102         }
103
104         v3s16 m_p;
105         Client *m_client;
106 };
107
108 struct TextDestPlayerInventory : public TextDest
109 {
110         TextDestPlayerInventory(Client *client)
111         {
112                 m_client = client;
113                 m_formname = "";
114         }
115         TextDestPlayerInventory(Client *client, const std::string &formname)
116         {
117                 m_client = client;
118                 m_formname = formname;
119         }
120         void gotText(const StringMap &fields)
121         {
122                 m_client->sendInventoryFields(m_formname, fields);
123         }
124
125         Client *m_client;
126 };
127
128 struct LocalFormspecHandler : public TextDest
129 {
130         LocalFormspecHandler(const std::string &formname)
131         {
132                 m_formname = formname;
133         }
134
135         LocalFormspecHandler(const std::string &formname, Client *client):
136                 m_client(client)
137         {
138                 m_formname = formname;
139         }
140
141         void gotText(const StringMap &fields)
142         {
143                 if (m_formname == "MT_PAUSE_MENU") {
144                         if (fields.find("btn_sound") != fields.end()) {
145                                 g_gamecallback->changeVolume();
146                                 return;
147                         }
148
149                         if (fields.find("btn_key_config") != fields.end()) {
150                                 g_gamecallback->keyConfig();
151                                 return;
152                         }
153
154                         if (fields.find("btn_exit_menu") != fields.end()) {
155                                 g_gamecallback->disconnect();
156                                 return;
157                         }
158
159                         if (fields.find("btn_exit_os") != fields.end()) {
160                                 g_gamecallback->exitToOS();
161 #ifndef __ANDROID__
162                                 RenderingEngine::get_raw_device()->closeDevice();
163 #endif
164                                 return;
165                         }
166
167                         if (fields.find("btn_change_password") != fields.end()) {
168                                 g_gamecallback->changePassword();
169                                 return;
170                         }
171
172                         if (fields.find("quit") != fields.end()) {
173                                 return;
174                         }
175
176                         if (fields.find("btn_continue") != fields.end()) {
177                                 return;
178                         }
179                 }
180
181                 if (m_formname == "MT_DEATH_SCREEN") {
182                         assert(m_client != 0);
183                         m_client->sendRespawn();
184                         return;
185                 }
186
187                 if (m_client && m_client->modsLoaded())
188                         m_client->getScript()->on_formspec_input(m_formname, fields);
189         }
190
191         Client *m_client = nullptr;
192 };
193
194 /* Form update callback */
195
196 class NodeMetadataFormSource: public IFormSource
197 {
198 public:
199         NodeMetadataFormSource(ClientMap *map, v3s16 p):
200                 m_map(map),
201                 m_p(p)
202         {
203         }
204         const std::string &getForm() const
205         {
206                 static const std::string empty_string = "";
207                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
208
209                 if (!meta)
210                         return empty_string;
211
212                 return meta->getString("formspec");
213         }
214
215         virtual std::string resolveText(const std::string &str)
216         {
217                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
218
219                 if (!meta)
220                         return str;
221
222                 return meta->resolveString(str);
223         }
224
225         ClientMap *m_map;
226         v3s16 m_p;
227 };
228
229 class PlayerInventoryFormSource: public IFormSource
230 {
231 public:
232         PlayerInventoryFormSource(Client *client):
233                 m_client(client)
234         {
235         }
236
237         const std::string &getForm() const
238         {
239                 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
240                 return player->inventory_formspec;
241         }
242
243         Client *m_client;
244 };
245
246 class NodeDugEvent: public MtEvent
247 {
248 public:
249         v3s16 p;
250         MapNode n;
251
252         NodeDugEvent(v3s16 p, MapNode n):
253                 p(p),
254                 n(n)
255         {}
256         MtEvent::Type getType() const
257         {
258                 return MtEvent::NODE_DUG;
259         }
260 };
261
262 class SoundMaker
263 {
264         ISoundManager *m_sound;
265         const NodeDefManager *m_ndef;
266 public:
267         bool makes_footstep_sound;
268         float m_player_step_timer;
269
270         SimpleSoundSpec m_player_step_sound;
271         SimpleSoundSpec m_player_leftpunch_sound;
272         SimpleSoundSpec m_player_rightpunch_sound;
273
274         SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
275                 m_sound(sound),
276                 m_ndef(ndef),
277                 makes_footstep_sound(true),
278                 m_player_step_timer(0)
279         {
280         }
281
282         void playPlayerStep()
283         {
284                 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
285                         m_player_step_timer = 0.03;
286                         if (makes_footstep_sound)
287                                 m_sound->playSound(m_player_step_sound, false);
288                 }
289         }
290
291         static void viewBobbingStep(MtEvent *e, void *data)
292         {
293                 SoundMaker *sm = (SoundMaker *)data;
294                 sm->playPlayerStep();
295         }
296
297         static void playerRegainGround(MtEvent *e, void *data)
298         {
299                 SoundMaker *sm = (SoundMaker *)data;
300                 sm->playPlayerStep();
301         }
302
303         static void playerJump(MtEvent *e, void *data)
304         {
305                 //SoundMaker *sm = (SoundMaker*)data;
306         }
307
308         static void cameraPunchLeft(MtEvent *e, void *data)
309         {
310                 SoundMaker *sm = (SoundMaker *)data;
311                 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
312         }
313
314         static void cameraPunchRight(MtEvent *e, void *data)
315         {
316                 SoundMaker *sm = (SoundMaker *)data;
317                 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
318         }
319
320         static void nodeDug(MtEvent *e, void *data)
321         {
322                 SoundMaker *sm = (SoundMaker *)data;
323                 NodeDugEvent *nde = (NodeDugEvent *)e;
324                 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
325         }
326
327         static void playerDamage(MtEvent *e, void *data)
328         {
329                 SoundMaker *sm = (SoundMaker *)data;
330                 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
331         }
332
333         static void playerFallingDamage(MtEvent *e, void *data)
334         {
335                 SoundMaker *sm = (SoundMaker *)data;
336                 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
337         }
338
339         void registerReceiver(MtEventManager *mgr)
340         {
341                 mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
342                 mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
343                 mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
344                 mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
345                 mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
346                 mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
347                 mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
348                 mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
349         }
350
351         void step(float dtime)
352         {
353                 m_player_step_timer -= dtime;
354         }
355 };
356
357 // Locally stored sounds don't need to be preloaded because of this
358 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
359 {
360         std::set<std::string> m_fetched;
361 private:
362         void paths_insert(std::set<std::string> &dst_paths,
363                 const std::string &base,
364                 const std::string &name)
365         {
366                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
367                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
368                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
369                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
370                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
371                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
372                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
373                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
374                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
375                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
376                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
377         }
378 public:
379         void fetchSounds(const std::string &name,
380                 std::set<std::string> &dst_paths,
381                 std::set<std::string> &dst_datas)
382         {
383                 if (m_fetched.count(name))
384                         return;
385
386                 m_fetched.insert(name);
387
388                 paths_insert(dst_paths, porting::path_share, name);
389                 paths_insert(dst_paths, porting::path_user,  name);
390         }
391 };
392
393
394 // before 1.8 there isn't a "integer interface", only float
395 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
396 typedef f32 SamplerLayer_t;
397 #else
398 typedef s32 SamplerLayer_t;
399 #endif
400
401
402 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
403 {
404         Sky *m_sky;
405         bool *m_force_fog_off;
406         f32 *m_fog_range;
407         bool m_fog_enabled;
408         CachedPixelShaderSetting<float, 4> m_sky_bg_color;
409         CachedPixelShaderSetting<float> m_fog_distance;
410         CachedVertexShaderSetting<float> m_animation_timer_vertex;
411         CachedPixelShaderSetting<float> m_animation_timer_pixel;
412         CachedPixelShaderSetting<float, 3> m_day_light;
413         CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
414         CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
415         CachedPixelShaderSetting<float, 3> m_minimap_yaw;
416         CachedPixelShaderSetting<float, 3> m_camera_offset_pixel;
417         CachedPixelShaderSetting<float, 3> m_camera_offset_vertex;
418         CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
419         CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
420         CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
421         Client *m_client;
422
423 public:
424         void onSettingsChange(const std::string &name)
425         {
426                 if (name == "enable_fog")
427                         m_fog_enabled = g_settings->getBool("enable_fog");
428         }
429
430         static void settingsCallback(const std::string &name, void *userdata)
431         {
432                 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
433         }
434
435         void setSky(Sky *sky) { m_sky = sky; }
436
437         GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
438                         f32 *fog_range, Client *client) :
439                 m_sky(sky),
440                 m_force_fog_off(force_fog_off),
441                 m_fog_range(fog_range),
442                 m_sky_bg_color("skyBgColor"),
443                 m_fog_distance("fogDistance"),
444                 m_animation_timer_vertex("animationTimer"),
445                 m_animation_timer_pixel("animationTimer"),
446                 m_day_light("dayLight"),
447                 m_eye_position_pixel("eyePosition"),
448                 m_eye_position_vertex("eyePosition"),
449                 m_minimap_yaw("yawVec"),
450                 m_camera_offset_pixel("cameraOffset"),
451                 m_camera_offset_vertex("cameraOffset"),
452                 m_base_texture("baseTexture"),
453                 m_normal_texture("normalTexture"),
454                 m_texture_flags("textureFlags"),
455                 m_client(client)
456         {
457                 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
458                 m_fog_enabled = g_settings->getBool("enable_fog");
459         }
460
461         ~GameGlobalShaderConstantSetter()
462         {
463                 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
464         }
465
466         virtual void onSetConstants(video::IMaterialRendererServices *services,
467                         bool is_highlevel)
468         {
469                 if (!is_highlevel)
470                         return;
471
472                 // Background color
473                 video::SColor bgcolor = m_sky->getBgColor();
474                 video::SColorf bgcolorf(bgcolor);
475                 float bgcolorfa[4] = {
476                         bgcolorf.r,
477                         bgcolorf.g,
478                         bgcolorf.b,
479                         bgcolorf.a,
480                 };
481                 m_sky_bg_color.set(bgcolorfa, services);
482
483                 // Fog distance
484                 float fog_distance = 10000 * BS;
485
486                 if (m_fog_enabled && !*m_force_fog_off)
487                         fog_distance = *m_fog_range;
488
489                 m_fog_distance.set(&fog_distance, services);
490
491                 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
492                 video::SColorf sunlight;
493                 get_sunlight_color(&sunlight, daynight_ratio);
494                 float dnc[3] = {
495                         sunlight.r,
496                         sunlight.g,
497                         sunlight.b };
498                 m_day_light.set(dnc, services);
499
500                 u32 animation_timer = porting::getTimeMs() % 1000000;
501                 float animation_timer_f = (float)animation_timer / 100000.f;
502                 m_animation_timer_vertex.set(&animation_timer_f, services);
503                 m_animation_timer_pixel.set(&animation_timer_f, services);
504
505                 float eye_position_array[3];
506                 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
507 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
508                 eye_position_array[0] = epos.X;
509                 eye_position_array[1] = epos.Y;
510                 eye_position_array[2] = epos.Z;
511 #else
512                 epos.getAs3Values(eye_position_array);
513 #endif
514                 m_eye_position_pixel.set(eye_position_array, services);
515                 m_eye_position_vertex.set(eye_position_array, services);
516
517                 if (m_client->getMinimap()) {
518                         float minimap_yaw_array[3];
519                         v3f minimap_yaw = m_client->getMinimap()->getYawVec();
520 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
521                         minimap_yaw_array[0] = minimap_yaw.X;
522                         minimap_yaw_array[1] = minimap_yaw.Y;
523                         minimap_yaw_array[2] = minimap_yaw.Z;
524 #else
525                         minimap_yaw.getAs3Values(minimap_yaw_array);
526 #endif
527                         m_minimap_yaw.set(minimap_yaw_array, services);
528                 }
529
530                 float camera_offset_array[3];
531                 v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
532 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
533                 camera_offset_array[0] = offset.X;
534                 camera_offset_array[1] = offset.Y;
535                 camera_offset_array[2] = offset.Z;
536 #else
537                 offset.getAs3Values(camera_offset_array);
538 #endif
539                 m_camera_offset_pixel.set(camera_offset_array, services);
540                 m_camera_offset_vertex.set(camera_offset_array, services);
541
542                 SamplerLayer_t base_tex = 0,
543                                 normal_tex = 1,
544                                 flags_tex = 2;
545                 m_base_texture.set(&base_tex, services);
546                 m_normal_texture.set(&normal_tex, services);
547                 m_texture_flags.set(&flags_tex, services);
548         }
549 };
550
551
552 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
553 {
554         Sky *m_sky;
555         bool *m_force_fog_off;
556         f32 *m_fog_range;
557         Client *m_client;
558         std::vector<GameGlobalShaderConstantSetter *> created_nosky;
559 public:
560         GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
561                         f32 *fog_range, Client *client) :
562                 m_sky(NULL),
563                 m_force_fog_off(force_fog_off),
564                 m_fog_range(fog_range),
565                 m_client(client)
566         {}
567
568         void setSky(Sky *sky) {
569                 m_sky = sky;
570                 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
571                         ggscs->setSky(m_sky);
572                 }
573                 created_nosky.clear();
574         }
575
576         virtual IShaderConstantSetter* create()
577         {
578                 GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
579                                 m_sky, m_force_fog_off, m_fog_range, m_client);
580                 if (!m_sky)
581                         created_nosky.push_back(scs);
582                 return scs;
583         }
584 };
585
586 #ifdef __ANDROID__
587 #define SIZE_TAG "size[11,5.5]"
588 #else
589 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
590 #endif
591
592 /****************************************************************************
593
594  ****************************************************************************/
595
596 const float object_hit_delay = 0.2;
597
598 struct FpsControl {
599         u32 last_time, busy_time, sleep_time;
600 };
601
602
603 /* The reason the following structs are not anonymous structs within the
604  * class is that they are not used by the majority of member functions and
605  * many functions that do require objects of thse types do not modify them
606  * (so they can be passed as a const qualified parameter)
607  */
608
609 struct GameRunData {
610         u16 dig_index;
611         u16 new_playeritem;
612         PointedThing pointed_old;
613         bool digging;
614         bool ldown_for_dig;
615         bool dig_instantly;
616         bool digging_blocked;
617         bool left_punch;
618         bool reset_jump_timer;
619         float nodig_delay_timer;
620         float dig_time;
621         float dig_time_complete;
622         float repeat_rightclick_timer;
623         float object_hit_delay_timer;
624         float time_from_last_punch;
625         ClientActiveObject *selected_object;
626
627         float jump_timer;
628         float damage_flash;
629         float update_draw_list_timer;
630
631         f32 fog_range;
632
633         v3f update_draw_list_last_cam_dir;
634
635         float time_of_day_smooth;
636 };
637
638 class Game;
639
640 struct ClientEventHandler
641 {
642         void (Game::*handler)(ClientEvent *, CameraOrientation *);
643 };
644
645 /****************************************************************************
646  THE GAME
647  ****************************************************************************/
648
649 /* This is not intended to be a public class. If a public class becomes
650  * desirable then it may be better to create another 'wrapper' class that
651  * hides most of the stuff in this class (nothing in this class is required
652  * by any other file) but exposes the public methods/data only.
653  */
654 class Game {
655 public:
656         Game();
657         ~Game();
658
659         bool startup(bool *kill,
660                         bool random_input,
661                         InputHandler *input,
662                         const std::string &map_dir,
663                         const std::string &playername,
664                         const std::string &password,
665                         // If address is "", local server is used and address is updated
666                         std::string *address,
667                         u16 port,
668                         std::string &error_message,
669                         bool *reconnect,
670                         ChatBackend *chat_backend,
671                         const SubgameSpec &gamespec,    // Used for local game
672                         bool simple_singleplayer_mode);
673
674         void run();
675         void shutdown();
676
677 protected:
678
679         void extendedResourceCleanup();
680
681         // Basic initialisation
682         bool init(const std::string &map_dir, std::string *address,
683                         u16 port,
684                         const SubgameSpec &gamespec);
685         bool initSound();
686         bool createSingleplayerServer(const std::string &map_dir,
687                         const SubgameSpec &gamespec, u16 port, std::string *address);
688
689         // Client creation
690         bool createClient(const std::string &playername,
691                         const std::string &password, std::string *address, u16 port);
692         bool initGui();
693
694         // Client connection
695         bool connectToServer(const std::string &playername,
696                         const std::string &password, std::string *address, u16 port,
697                         bool *connect_ok, bool *aborted);
698         bool getServerContent(bool *aborted);
699
700         // Main loop
701
702         void updateInteractTimers(f32 dtime);
703         bool checkConnection();
704         bool handleCallbacks();
705         void processQueues();
706         void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
707         void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
708         void updateProfilerGraphs(ProfilerGraph *graph);
709
710         // Input related
711         void processUserInput(f32 dtime);
712         void processKeyInput();
713         void processItemSelection(u16 *new_playeritem);
714
715         void dropSelectedItem(bool single_item = false);
716         void openInventory();
717         void openConsole(float scale, const wchar_t *line=NULL);
718         void toggleFreeMove();
719         void toggleFreeMoveAlt();
720         void togglePitchMove();
721         void toggleFast();
722         void toggleNoClip();
723         void toggleCinematic();
724         void toggleAutoforward();
725
726         void toggleMinimap(bool shift_pressed);
727         void toggleFog();
728         void toggleDebug();
729         void toggleUpdateCamera();
730
731         void increaseViewRange();
732         void decreaseViewRange();
733         void toggleFullViewRange();
734         void checkZoomEnabled();
735
736         void updateCameraDirection(CameraOrientation *cam, float dtime);
737         void updateCameraOrientation(CameraOrientation *cam, float dtime);
738         void updatePlayerControl(const CameraOrientation &cam);
739         void step(f32 *dtime);
740         void processClientEvents(CameraOrientation *cam);
741         void updateCamera(u32 busy_time, f32 dtime);
742         void updateSound(f32 dtime);
743         void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
744         /*!
745          * Returns the object or node the player is pointing at.
746          * Also updates the selected thing in the Hud.
747          *
748          * @param[in]  shootline         the shootline, starting from
749          * the camera position. This also gives the maximal distance
750          * of the search.
751          * @param[in]  liquids_pointable if false, liquids are ignored
752          * @param[in]  look_for_object   if false, objects are ignored
753          * @param[in]  camera_offset     offset of the camera
754          * @param[out] selected_object   the selected object or
755          * NULL if not found
756          */
757         PointedThing updatePointedThing(
758                         const core::line3d<f32> &shootline, bool liquids_pointable,
759                         bool look_for_object, const v3s16 &camera_offset);
760         void handlePointingAtNothing(const ItemStack &playerItem);
761         void handlePointingAtNode(const PointedThing &pointed,
762                         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
763         void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
764                         const v3f &player_position, bool show_debug);
765         void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
766                         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
767         void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
768                         const CameraOrientation &cam);
769
770         // Misc
771         void limitFps(FpsControl *fps_timings, f32 *dtime);
772
773         void showOverlayMessage(const char *msg, float dtime, int percent,
774                         bool draw_clouds = true);
775
776         static void settingChangedCallback(const std::string &setting_name, void *data);
777         void readSettings();
778
779         inline bool isKeyDown(GameKeyType k)
780         {
781                 return input->isKeyDown(k);
782         }
783         inline bool wasKeyDown(GameKeyType k)
784         {
785                 return input->wasKeyDown(k);
786         }
787
788 #ifdef __ANDROID__
789         void handleAndroidChatInput();
790 #endif
791
792 private:
793         struct Flags {
794                 bool force_fog_off = false;
795                 bool disable_camera_update = false;
796         };
797
798         void showDeathFormspec();
799         void showPauseMenu();
800
801         // ClientEvent handlers
802         void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
803         void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
804         void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
805         void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
806         void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
807         void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
808         void handleClientEvent_HandleParticleEvent(ClientEvent *event,
809                 CameraOrientation *cam);
810         void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
811         void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
812         void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
813         void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
814         void handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam);
815         void handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam);
816         void handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam);
817         void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
818                 CameraOrientation *cam);
819         void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
820
821         void updateChat(f32 dtime, const v2u32 &screensize);
822
823         bool nodePlacement(const ItemDefinition &selected_def, const ItemStack &selected_item,
824                 const v3s16 &nodepos, const v3s16 &neighbourpos, const PointedThing &pointed,
825                 const NodeMetadata *meta);
826         static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
827
828         InputHandler *input = nullptr;
829
830         Client *client = nullptr;
831         Server *server = nullptr;
832
833         IWritableTextureSource *texture_src = nullptr;
834         IWritableShaderSource *shader_src = nullptr;
835
836         // When created, these will be filled with data received from the server
837         IWritableItemDefManager *itemdef_manager = nullptr;
838         NodeDefManager *nodedef_manager = nullptr;
839
840         GameOnDemandSoundFetcher soundfetcher; // useful when testing
841         ISoundManager *sound = nullptr;
842         bool sound_is_dummy = false;
843         SoundMaker *soundmaker = nullptr;
844
845         ChatBackend *chat_backend = nullptr;
846
847         EventManager *eventmgr = nullptr;
848         QuicktuneShortcutter *quicktune = nullptr;
849         bool registration_confirmation_shown = false;
850
851         std::unique_ptr<GameUI> m_game_ui;
852         GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
853         MapDrawControl *draw_control = nullptr;
854         Camera *camera = nullptr;
855         Clouds *clouds = nullptr;                         // Free using ->Drop()
856         Sky *sky = nullptr;                         // Free using ->Drop()
857         Hud *hud = nullptr;
858         Minimap *mapper = nullptr;
859
860         GameRunData runData;
861         Flags m_flags;
862
863         /* 'cache'
864            This class does take ownership/responsibily for cleaning up etc of any of
865            these items (e.g. device)
866         */
867         IrrlichtDevice *device;
868         video::IVideoDriver *driver;
869         scene::ISceneManager *smgr;
870         bool *kill;
871         std::string *error_message;
872         bool *reconnect_requested;
873         scene::ISceneNode *skybox;
874
875         bool random_input;
876         bool simple_singleplayer_mode;
877         /* End 'cache' */
878
879         /* Pre-calculated values
880          */
881         int crack_animation_length;
882
883         IntervalLimiter profiler_interval;
884
885         /*
886          * TODO: Local caching of settings is not optimal and should at some stage
887          *       be updated to use a global settings object for getting thse values
888          *       (as opposed to the this local caching). This can be addressed in
889          *       a later release.
890          */
891         bool m_cache_doubletap_jump;
892         bool m_cache_enable_clouds;
893         bool m_cache_enable_joysticks;
894         bool m_cache_enable_particles;
895         bool m_cache_enable_fog;
896         bool m_cache_enable_noclip;
897         bool m_cache_enable_free_move;
898         f32  m_cache_mouse_sensitivity;
899         f32  m_cache_joystick_frustum_sensitivity;
900         f32  m_repeat_right_click_time;
901         f32  m_cache_cam_smoothing;
902         f32  m_cache_fog_start;
903
904         bool m_invert_mouse = false;
905         bool m_first_loop_after_window_activation = false;
906         bool m_camera_offset_changed = false;
907
908         bool m_does_lost_focus_pause_game = false;
909
910 #ifdef __ANDROID__
911         bool m_cache_hold_aux1;
912         bool m_android_chat_open;
913 #endif
914 };
915
916 Game::Game() :
917         m_game_ui(new GameUI())
918 {
919         g_settings->registerChangedCallback("doubletap_jump",
920                 &settingChangedCallback, this);
921         g_settings->registerChangedCallback("enable_clouds",
922                 &settingChangedCallback, this);
923         g_settings->registerChangedCallback("doubletap_joysticks",
924                 &settingChangedCallback, this);
925         g_settings->registerChangedCallback("enable_particles",
926                 &settingChangedCallback, this);
927         g_settings->registerChangedCallback("enable_fog",
928                 &settingChangedCallback, this);
929         g_settings->registerChangedCallback("mouse_sensitivity",
930                 &settingChangedCallback, this);
931         g_settings->registerChangedCallback("joystick_frustum_sensitivity",
932                 &settingChangedCallback, this);
933         g_settings->registerChangedCallback("repeat_rightclick_time",
934                 &settingChangedCallback, this);
935         g_settings->registerChangedCallback("noclip",
936                 &settingChangedCallback, this);
937         g_settings->registerChangedCallback("free_move",
938                 &settingChangedCallback, this);
939         g_settings->registerChangedCallback("cinematic",
940                 &settingChangedCallback, this);
941         g_settings->registerChangedCallback("cinematic_camera_smoothing",
942                 &settingChangedCallback, this);
943         g_settings->registerChangedCallback("camera_smoothing",
944                 &settingChangedCallback, this);
945
946         readSettings();
947
948 #ifdef __ANDROID__
949         m_cache_hold_aux1 = false;      // This is initialised properly later
950 #endif
951
952 }
953
954
955
956 /****************************************************************************
957  MinetestApp Public
958  ****************************************************************************/
959
960 Game::~Game()
961 {
962         delete client;
963         delete soundmaker;
964         if (!sound_is_dummy)
965                 delete sound;
966
967         delete server; // deleted first to stop all server threads
968
969         delete hud;
970         delete camera;
971         delete quicktune;
972         delete eventmgr;
973         delete texture_src;
974         delete shader_src;
975         delete nodedef_manager;
976         delete itemdef_manager;
977         delete draw_control;
978
979         extendedResourceCleanup();
980
981         g_settings->deregisterChangedCallback("doubletap_jump",
982                 &settingChangedCallback, this);
983         g_settings->deregisterChangedCallback("enable_clouds",
984                 &settingChangedCallback, this);
985         g_settings->deregisterChangedCallback("enable_particles",
986                 &settingChangedCallback, this);
987         g_settings->deregisterChangedCallback("enable_fog",
988                 &settingChangedCallback, this);
989         g_settings->deregisterChangedCallback("mouse_sensitivity",
990                 &settingChangedCallback, this);
991         g_settings->deregisterChangedCallback("repeat_rightclick_time",
992                 &settingChangedCallback, this);
993         g_settings->deregisterChangedCallback("noclip",
994                 &settingChangedCallback, this);
995         g_settings->deregisterChangedCallback("free_move",
996                 &settingChangedCallback, this);
997         g_settings->deregisterChangedCallback("cinematic",
998                 &settingChangedCallback, this);
999         g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1000                 &settingChangedCallback, this);
1001         g_settings->deregisterChangedCallback("camera_smoothing",
1002                 &settingChangedCallback, this);
1003 }
1004
1005 bool Game::startup(bool *kill,
1006                 bool random_input,
1007                 InputHandler *input,
1008                 const std::string &map_dir,
1009                 const std::string &playername,
1010                 const std::string &password,
1011                 std::string *address,     // can change if simple_singleplayer_mode
1012                 u16 port,
1013                 std::string &error_message,
1014                 bool *reconnect,
1015                 ChatBackend *chat_backend,
1016                 const SubgameSpec &gamespec,
1017                 bool simple_singleplayer_mode)
1018 {
1019         // "cache"
1020         this->device              = RenderingEngine::get_raw_device();
1021         this->kill                = kill;
1022         this->error_message       = &error_message;
1023         this->reconnect_requested = reconnect;
1024         this->random_input        = random_input;
1025         this->input               = input;
1026         this->chat_backend        = chat_backend;
1027         this->simple_singleplayer_mode = simple_singleplayer_mode;
1028
1029         input->keycache.populate();
1030
1031         driver = device->getVideoDriver();
1032         smgr = RenderingEngine::get_scene_manager();
1033
1034         RenderingEngine::get_scene_manager()->getParameters()->
1035                 setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1036
1037         // Reinit runData
1038         runData = GameRunData();
1039         runData.time_from_last_punch = 10.0;
1040
1041         m_game_ui->initFlags();
1042
1043         m_invert_mouse = g_settings->getBool("invert_mouse");
1044         m_first_loop_after_window_activation = true;
1045
1046         g_translations->clear();
1047
1048         if (!init(map_dir, address, port, gamespec))
1049                 return false;
1050
1051         if (!createClient(playername, password, address, port))
1052                 return false;
1053
1054         RenderingEngine::initialize(client, hud);
1055
1056         return true;
1057 }
1058
1059
1060 void Game::run()
1061 {
1062         ProfilerGraph graph;
1063         RunStats stats              = { 0 };
1064         CameraOrientation cam_view_target  = { 0 };
1065         CameraOrientation cam_view  = { 0 };
1066         FpsControl draw_times       = { 0 };
1067         f32 dtime; // in seconds
1068
1069         /* Clear the profiler */
1070         Profiler::GraphValues dummyvalues;
1071         g_profiler->graphGet(dummyvalues);
1072
1073         draw_times.last_time = RenderingEngine::get_timer_time();
1074
1075         set_light_table(g_settings->getFloat("display_gamma"));
1076
1077 #ifdef __ANDROID__
1078         m_cache_hold_aux1 = g_settings->getBool("fast_move")
1079                         && client->checkPrivilege("fast");
1080 #endif
1081
1082         irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1083                 g_settings->getU16("screen_h"));
1084
1085         while (RenderingEngine::run()
1086                         && !(*kill || g_gamecallback->shutdown_requested
1087                         || (server && server->isShutdownRequested()))) {
1088
1089                 const irr::core::dimension2d<u32> &current_screen_size =
1090                         RenderingEngine::get_video_driver()->getScreenSize();
1091                 // Verify if window size has changed and save it if it's the case
1092                 // Ensure evaluating settings->getBool after verifying screensize
1093                 // First condition is cheaper
1094                 if (previous_screen_size != current_screen_size &&
1095                                 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1096                                 g_settings->getBool("autosave_screensize")) {
1097                         g_settings->setU16("screen_w", current_screen_size.Width);
1098                         g_settings->setU16("screen_h", current_screen_size.Height);
1099                         previous_screen_size = current_screen_size;
1100                 }
1101
1102                 // Calculate dtime =
1103                 //    RenderingEngine::run() from this iteration
1104                 //  + Sleep time until the wanted FPS are reached
1105                 limitFps(&draw_times, &dtime);
1106
1107                 // Prepare render data for next iteration
1108
1109                 updateStats(&stats, draw_times, dtime);
1110                 updateInteractTimers(dtime);
1111
1112                 if (!checkConnection())
1113                         break;
1114                 if (!handleCallbacks())
1115                         break;
1116
1117                 processQueues();
1118
1119                 m_game_ui->clearInfoText();
1120                 hud->resizeHotbar();
1121
1122                 updateProfilers(stats, draw_times, dtime);
1123                 processUserInput(dtime);
1124                 // Update camera before player movement to avoid camera lag of one frame
1125                 updateCameraDirection(&cam_view_target, dtime);
1126                 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1127                                 cam_view.camera_yaw) * m_cache_cam_smoothing;
1128                 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1129                                 cam_view.camera_pitch) * m_cache_cam_smoothing;
1130                 updatePlayerControl(cam_view);
1131                 step(&dtime);
1132                 processClientEvents(&cam_view_target);
1133                 updateCamera(draw_times.busy_time, dtime);
1134                 updateSound(dtime);
1135                 processPlayerInteraction(dtime, m_game_ui->m_flags.show_hud,
1136                         m_game_ui->m_flags.show_debug);
1137                 updateFrame(&graph, &stats, dtime, cam_view);
1138                 updateProfilerGraphs(&graph);
1139
1140                 // Update if minimap has been disabled by the server
1141                 m_game_ui->m_flags.show_minimap &= client->shouldShowMinimap();
1142
1143                 if (m_does_lost_focus_pause_game && !device->isWindowFocused() && !isMenuActive()) {
1144                         showPauseMenu();
1145                 }
1146         }
1147 }
1148
1149
1150 void Game::shutdown()
1151 {
1152         RenderingEngine::finalize();
1153 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1154         if (g_settings->get("3d_mode") == "pageflip") {
1155                 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1156         }
1157 #endif
1158         auto formspec = m_game_ui->getFormspecGUI();
1159         if (formspec)
1160                 formspec->quitMenu();
1161
1162         showOverlayMessage(N_("Shutting down..."), 0, 0, false);
1163
1164         if (clouds)
1165                 clouds->drop();
1166
1167         if (gui_chat_console)
1168                 gui_chat_console->drop();
1169
1170         if (sky)
1171                 sky->drop();
1172
1173         /* cleanup menus */
1174         while (g_menumgr.menuCount() > 0) {
1175                 g_menumgr.m_stack.front()->setVisible(false);
1176                 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1177         }
1178
1179         m_game_ui->deleteFormspec();
1180
1181         chat_backend->addMessage(L"", L"# Disconnected.");
1182         chat_backend->addMessage(L"", L"");
1183
1184         if (client) {
1185                 client->Stop();
1186                 while (!client->isShutdown()) {
1187                         assert(texture_src != NULL);
1188                         assert(shader_src != NULL);
1189                         texture_src->processQueue();
1190                         shader_src->processQueue();
1191                         sleep_ms(100);
1192                 }
1193         }
1194 }
1195
1196
1197 /****************************************************************************/
1198 /****************************************************************************
1199  Startup
1200  ****************************************************************************/
1201 /****************************************************************************/
1202
1203 bool Game::init(
1204                 const std::string &map_dir,
1205                 std::string *address,
1206                 u16 port,
1207                 const SubgameSpec &gamespec)
1208 {
1209         texture_src = createTextureSource();
1210
1211         showOverlayMessage(N_("Loading..."), 0, 0);
1212
1213         shader_src = createShaderSource();
1214
1215         itemdef_manager = createItemDefManager();
1216         nodedef_manager = createNodeDefManager();
1217
1218         eventmgr = new EventManager();
1219         quicktune = new QuicktuneShortcutter();
1220
1221         if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1222                         && eventmgr && quicktune))
1223                 return false;
1224
1225         if (!initSound())
1226                 return false;
1227
1228         // Create a server if not connecting to an existing one
1229         if (address->empty()) {
1230                 if (!createSingleplayerServer(map_dir, gamespec, port, address))
1231                         return false;
1232         }
1233
1234         return true;
1235 }
1236
1237 bool Game::initSound()
1238 {
1239 #if USE_SOUND
1240         if (g_settings->getBool("enable_sound")) {
1241                 infostream << "Attempting to use OpenAL audio" << std::endl;
1242                 sound = createOpenALSoundManager(g_sound_manager_singleton.get(), &soundfetcher);
1243                 if (!sound)
1244                         infostream << "Failed to initialize OpenAL audio" << std::endl;
1245         } else
1246                 infostream << "Sound disabled." << std::endl;
1247 #endif
1248
1249         if (!sound) {
1250                 infostream << "Using dummy audio." << std::endl;
1251                 sound = &dummySoundManager;
1252                 sound_is_dummy = true;
1253         }
1254
1255         soundmaker = new SoundMaker(sound, nodedef_manager);
1256         if (!soundmaker)
1257                 return false;
1258
1259         soundmaker->registerReceiver(eventmgr);
1260
1261         return true;
1262 }
1263
1264 bool Game::createSingleplayerServer(const std::string &map_dir,
1265                 const SubgameSpec &gamespec, u16 port, std::string *address)
1266 {
1267         showOverlayMessage(N_("Creating server..."), 0, 5);
1268
1269         std::string bind_str = g_settings->get("bind_address");
1270         Address bind_addr(0, 0, 0, 0, port);
1271
1272         if (g_settings->getBool("ipv6_server")) {
1273                 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1274         }
1275
1276         try {
1277                 bind_addr.Resolve(bind_str.c_str());
1278         } catch (ResolveError &e) {
1279                 infostream << "Resolving bind address \"" << bind_str
1280                            << "\" failed: " << e.what()
1281                            << " -- Listening on all addresses." << std::endl;
1282         }
1283
1284         if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1285                 *error_message = "Unable to listen on " +
1286                                 bind_addr.serializeString() +
1287                                 " because IPv6 is disabled";
1288                 errorstream << *error_message << std::endl;
1289                 return false;
1290         }
1291
1292         server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
1293         server->init();
1294         server->start();
1295
1296         return true;
1297 }
1298
1299 bool Game::createClient(const std::string &playername,
1300                 const std::string &password, std::string *address, u16 port)
1301 {
1302         showOverlayMessage(N_("Creating client..."), 0, 10);
1303
1304         draw_control = new MapDrawControl;
1305         if (!draw_control)
1306                 return false;
1307
1308         bool could_connect, connect_aborted;
1309 #ifdef HAVE_TOUCHSCREENGUI
1310         if (g_touchscreengui) {
1311                 g_touchscreengui->init(texture_src);
1312                 g_touchscreengui->hide();
1313         }
1314 #endif
1315         if (!connectToServer(playername, password, address, port,
1316                         &could_connect, &connect_aborted))
1317                 return false;
1318
1319         if (!could_connect) {
1320                 if (error_message->empty() && !connect_aborted) {
1321                         // Should not happen if error messages are set properly
1322                         *error_message = "Connection failed for unknown reason";
1323                         errorstream << *error_message << std::endl;
1324                 }
1325                 return false;
1326         }
1327
1328         if (!getServerContent(&connect_aborted)) {
1329                 if (error_message->empty() && !connect_aborted) {
1330                         // Should not happen if error messages are set properly
1331                         *error_message = "Connection failed for unknown reason";
1332                         errorstream << *error_message << std::endl;
1333                 }
1334                 return false;
1335         }
1336
1337         GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
1338                         &m_flags.force_fog_off, &runData.fog_range, client);
1339         shader_src->addShaderConstantSetterFactory(scsf);
1340
1341         // Update cached textures, meshes and materials
1342         client->afterContentReceived();
1343
1344         /* Camera
1345          */
1346         camera = new Camera(*draw_control, client);
1347         if (!camera || !camera->successfullyCreated(*error_message))
1348                 return false;
1349         client->setCamera(camera);
1350
1351         /* Clouds
1352          */
1353         if (m_cache_enable_clouds) {
1354                 clouds = new Clouds(smgr, -1, time(0));
1355                 if (!clouds) {
1356                         *error_message = "Memory allocation error (clouds)";
1357                         errorstream << *error_message << std::endl;
1358                         return false;
1359                 }
1360         }
1361
1362         /* Skybox
1363          */
1364         sky = new Sky(-1, texture_src);
1365         scsf->setSky(sky);
1366         skybox = NULL;  // This is used/set later on in the main run loop
1367
1368         if (!sky) {
1369                 *error_message = "Memory allocation error sky";
1370                 errorstream << *error_message << std::endl;
1371                 return false;
1372         }
1373
1374         /* Pre-calculated values
1375          */
1376         video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1377         if (t) {
1378                 v2u32 size = t->getOriginalSize();
1379                 crack_animation_length = size.Y / size.X;
1380         } else {
1381                 crack_animation_length = 5;
1382         }
1383
1384         if (!initGui())
1385                 return false;
1386
1387         /* Set window caption
1388          */
1389         std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1390         str += L" ";
1391         str += utf8_to_wide(g_version_hash);
1392         str += L" [";
1393         str += driver->getName();
1394         str += L"]";
1395         device->setWindowCaption(str.c_str());
1396
1397         LocalPlayer *player = client->getEnv().getLocalPlayer();
1398         player->hurt_tilt_timer = 0;
1399         player->hurt_tilt_strength = 0;
1400
1401         hud = new Hud(guienv, client, player, &player->inventory);
1402
1403         if (!hud) {
1404                 *error_message = "Memory error: could not create HUD";
1405                 errorstream << *error_message << std::endl;
1406                 return false;
1407         }
1408
1409         mapper = client->getMinimap();
1410         if (mapper)
1411                 mapper->setMinimapMode(MINIMAP_MODE_OFF);
1412
1413         return true;
1414 }
1415
1416 bool Game::initGui()
1417 {
1418         m_game_ui->init();
1419
1420         // Remove stale "recent" chat messages from previous connections
1421         chat_backend->clearRecentChat();
1422
1423         // Make sure the size of the recent messages buffer is right
1424         chat_backend->applySettings();
1425
1426         // Chat backend and console
1427         gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
1428                         -1, chat_backend, client, &g_menumgr);
1429         if (!gui_chat_console) {
1430                 *error_message = "Could not allocate memory for chat console";
1431                 errorstream << *error_message << std::endl;
1432                 return false;
1433         }
1434
1435 #ifdef HAVE_TOUCHSCREENGUI
1436
1437         if (g_touchscreengui)
1438                 g_touchscreengui->show();
1439
1440 #endif
1441
1442         return true;
1443 }
1444
1445 bool Game::connectToServer(const std::string &playername,
1446                 const std::string &password, std::string *address, u16 port,
1447                 bool *connect_ok, bool *connection_aborted)
1448 {
1449         *connect_ok = false;    // Let's not be overly optimistic
1450         *connection_aborted = false;
1451         bool local_server_mode = false;
1452
1453         showOverlayMessage(N_("Resolving address..."), 0, 15);
1454
1455         Address connect_address(0, 0, 0, 0, port);
1456
1457         try {
1458                 connect_address.Resolve(address->c_str());
1459
1460                 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
1461                         //connect_address.Resolve("localhost");
1462                         if (connect_address.isIPv6()) {
1463                                 IPv6AddressBytes addr_bytes;
1464                                 addr_bytes.bytes[15] = 1;
1465                                 connect_address.setAddress(&addr_bytes);
1466                         } else {
1467                                 connect_address.setAddress(127, 0, 0, 1);
1468                         }
1469                         local_server_mode = true;
1470                 }
1471         } catch (ResolveError &e) {
1472                 *error_message = std::string("Couldn't resolve address: ") + e.what();
1473                 errorstream << *error_message << std::endl;
1474                 return false;
1475         }
1476
1477         if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1478                 *error_message = "Unable to connect to " +
1479                                 connect_address.serializeString() +
1480                                 " because IPv6 is disabled";
1481                 errorstream << *error_message << std::endl;
1482                 return false;
1483         }
1484
1485         client = new Client(playername.c_str(), password, *address,
1486                         *draw_control, texture_src, shader_src,
1487                         itemdef_manager, nodedef_manager, sound, eventmgr,
1488                         connect_address.isIPv6(), m_game_ui.get());
1489
1490         if (!client)
1491                 return false;
1492
1493         client->m_simple_singleplayer_mode = simple_singleplayer_mode;
1494
1495         infostream << "Connecting to server at ";
1496         connect_address.print(&infostream);
1497         infostream << std::endl;
1498
1499         client->connect(connect_address,
1500                 simple_singleplayer_mode || local_server_mode);
1501
1502         /*
1503                 Wait for server to accept connection
1504         */
1505
1506         try {
1507                 input->clear();
1508
1509                 FpsControl fps_control = { 0 };
1510                 f32 dtime;
1511                 f32 wait_time = 0; // in seconds
1512
1513                 fps_control.last_time = RenderingEngine::get_timer_time();
1514
1515                 while (RenderingEngine::run()) {
1516
1517                         limitFps(&fps_control, &dtime);
1518
1519                         // Update client and server
1520                         client->step(dtime);
1521
1522                         if (server != NULL)
1523                                 server->step(dtime);
1524
1525                         // End condition
1526                         if (client->getState() == LC_Init) {
1527                                 *connect_ok = true;
1528                                 break;
1529                         }
1530
1531                         // Break conditions
1532                         if (*connection_aborted)
1533                                 break;
1534
1535                         if (client->accessDenied()) {
1536                                 *error_message = "Access denied. Reason: "
1537                                                 + client->accessDeniedReason();
1538                                 *reconnect_requested = client->reconnectRequested();
1539                                 errorstream << *error_message << std::endl;
1540                                 break;
1541                         }
1542
1543                         if (input->cancelPressed()) {
1544                                 *connection_aborted = true;
1545                                 infostream << "Connect aborted [Escape]" << std::endl;
1546                                 break;
1547                         }
1548
1549                         if (client->m_is_registration_confirmation_state) {
1550                                 if (registration_confirmation_shown) {
1551                                         // Keep drawing the GUI
1552                                         RenderingEngine::draw_menu_scene(guienv, dtime, true);
1553                                 } else {
1554                                         registration_confirmation_shown = true;
1555                                         (new GUIConfirmRegistration(guienv, guienv->getRootGUIElement(), -1,
1556                                                    &g_menumgr, client, playername, password, connection_aborted))->drop();
1557                                 }
1558                         } else {
1559                                 wait_time += dtime;
1560                                 // Only time out if we aren't waiting for the server we started
1561                                 if (!address->empty() && wait_time > 10) {
1562                                         *error_message = "Connection timed out.";
1563                                         errorstream << *error_message << std::endl;
1564                                         break;
1565                                 }
1566
1567                                 // Update status
1568                                 showOverlayMessage(N_("Connecting to server..."), dtime, 20);
1569                         }
1570                 }
1571         } catch (con::PeerNotFoundException &e) {
1572                 // TODO: Should something be done here? At least an info/error
1573                 // message?
1574                 return false;
1575         }
1576
1577         return true;
1578 }
1579
1580 bool Game::getServerContent(bool *aborted)
1581 {
1582         input->clear();
1583
1584         FpsControl fps_control = { 0 };
1585         f32 dtime; // in seconds
1586
1587         fps_control.last_time = RenderingEngine::get_timer_time();
1588
1589         while (RenderingEngine::run()) {
1590
1591                 limitFps(&fps_control, &dtime);
1592
1593                 // Update client and server
1594                 client->step(dtime);
1595
1596                 if (server != NULL)
1597                         server->step(dtime);
1598
1599                 // End condition
1600                 if (client->mediaReceived() && client->itemdefReceived() &&
1601                                 client->nodedefReceived()) {
1602                         break;
1603                 }
1604
1605                 // Error conditions
1606                 if (!checkConnection())
1607                         return false;
1608
1609                 if (client->getState() < LC_Init) {
1610                         *error_message = "Client disconnected";
1611                         errorstream << *error_message << std::endl;
1612                         return false;
1613                 }
1614
1615                 if (input->cancelPressed()) {
1616                         *aborted = true;
1617                         infostream << "Connect aborted [Escape]" << std::endl;
1618                         return false;
1619                 }
1620
1621                 // Display status
1622                 int progress = 25;
1623
1624                 if (!client->itemdefReceived()) {
1625                         const wchar_t *text = wgettext("Item definitions...");
1626                         progress = 25;
1627                         RenderingEngine::draw_load_screen(text, guienv, texture_src,
1628                                 dtime, progress);
1629                         delete[] text;
1630                 } else if (!client->nodedefReceived()) {
1631                         const wchar_t *text = wgettext("Node definitions...");
1632                         progress = 30;
1633                         RenderingEngine::draw_load_screen(text, guienv, texture_src,
1634                                 dtime, progress);
1635                         delete[] text;
1636                 } else {
1637                         std::stringstream message;
1638                         std::fixed(message);
1639                         message.precision(0);
1640                         message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
1641                         message.precision(2);
1642
1643                         if ((USE_CURL == 0) ||
1644                                         (!g_settings->getBool("enable_remote_media_server"))) {
1645                                 float cur = client->getCurRate();
1646                                 std::string cur_unit = gettext("KiB/s");
1647
1648                                 if (cur > 900) {
1649                                         cur /= 1024.0;
1650                                         cur_unit = gettext("MiB/s");
1651                                 }
1652
1653                                 message << " (" << cur << ' ' << cur_unit << ")";
1654                         }
1655
1656                         progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
1657                         RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
1658                                 texture_src, dtime, progress);
1659                 }
1660         }
1661
1662         return true;
1663 }
1664
1665
1666 /****************************************************************************/
1667 /****************************************************************************
1668  Run
1669  ****************************************************************************/
1670 /****************************************************************************/
1671
1672 inline void Game::updateInteractTimers(f32 dtime)
1673 {
1674         if (runData.nodig_delay_timer >= 0)
1675                 runData.nodig_delay_timer -= dtime;
1676
1677         if (runData.object_hit_delay_timer >= 0)
1678                 runData.object_hit_delay_timer -= dtime;
1679
1680         runData.time_from_last_punch += dtime;
1681 }
1682
1683
1684 /* returns false if game should exit, otherwise true
1685  */
1686 inline bool Game::checkConnection()
1687 {
1688         if (client->accessDenied()) {
1689                 *error_message = "Access denied. Reason: "
1690                                 + client->accessDeniedReason();
1691                 *reconnect_requested = client->reconnectRequested();
1692                 errorstream << *error_message << std::endl;
1693                 return false;
1694         }
1695
1696         return true;
1697 }
1698
1699
1700 /* returns false if game should exit, otherwise true
1701  */
1702 inline bool Game::handleCallbacks()
1703 {
1704         if (g_gamecallback->disconnect_requested) {
1705                 g_gamecallback->disconnect_requested = false;
1706                 return false;
1707         }
1708
1709         if (g_gamecallback->changepassword_requested) {
1710                 (new GUIPasswordChange(guienv, guiroot, -1,
1711                                        &g_menumgr, client))->drop();
1712                 g_gamecallback->changepassword_requested = false;
1713         }
1714
1715         if (g_gamecallback->changevolume_requested) {
1716                 (new GUIVolumeChange(guienv, guiroot, -1,
1717                                      &g_menumgr))->drop();
1718                 g_gamecallback->changevolume_requested = false;
1719         }
1720
1721         if (g_gamecallback->keyconfig_requested) {
1722                 (new GUIKeyChangeMenu(guienv, guiroot, -1,
1723                                       &g_menumgr))->drop();
1724                 g_gamecallback->keyconfig_requested = false;
1725         }
1726
1727         if (g_gamecallback->keyconfig_changed) {
1728                 input->keycache.populate(); // update the cache with new settings
1729                 g_gamecallback->keyconfig_changed = false;
1730         }
1731
1732         return true;
1733 }
1734
1735
1736 void Game::processQueues()
1737 {
1738         texture_src->processQueue();
1739         itemdef_manager->processQueue(client);
1740         shader_src->processQueue();
1741 }
1742
1743
1744 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
1745                 f32 dtime)
1746 {
1747         float profiler_print_interval =
1748                         g_settings->getFloat("profiler_print_interval");
1749         bool print_to_log = true;
1750
1751         if (profiler_print_interval == 0) {
1752                 print_to_log = false;
1753                 profiler_print_interval = 3;
1754         }
1755
1756         if (profiler_interval.step(dtime, profiler_print_interval)) {
1757                 if (print_to_log) {
1758                         infostream << "Profiler:" << std::endl;
1759                         g_profiler->print(infostream);
1760                 }
1761
1762                 m_game_ui->updateProfiler();
1763                 g_profiler->clear();
1764         }
1765
1766         // Update update graphs
1767         g_profiler->graphAdd("Time non-rendering [ms]",
1768                 draw_times.busy_time - stats.drawtime);
1769
1770         g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
1771         g_profiler->graphAdd("FPS", 1.0f / dtime);
1772 }
1773
1774 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
1775                 f32 dtime)
1776 {
1777
1778         f32 jitter;
1779         Jitter *jp;
1780
1781         /* Time average and jitter calculation
1782          */
1783         jp = &stats->dtime_jitter;
1784         jp->avg = jp->avg * 0.96 + dtime * 0.04;
1785
1786         jitter = dtime - jp->avg;
1787
1788         if (jitter > jp->max)
1789                 jp->max = jitter;
1790
1791         jp->counter += dtime;
1792
1793         if (jp->counter > 0.0) {
1794                 jp->counter -= 3.0;
1795                 jp->max_sample = jp->max;
1796                 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
1797                 jp->max = 0.0;
1798         }
1799
1800         /* Busytime average and jitter calculation
1801          */
1802         jp = &stats->busy_time_jitter;
1803         jp->avg = jp->avg + draw_times.busy_time * 0.02;
1804
1805         jitter = draw_times.busy_time - jp->avg;
1806
1807         if (jitter > jp->max)
1808                 jp->max = jitter;
1809         if (jitter < jp->min)
1810                 jp->min = jitter;
1811
1812         jp->counter += dtime;
1813
1814         if (jp->counter > 0.0) {
1815                 jp->counter -= 3.0;
1816                 jp->max_sample = jp->max;
1817                 jp->min_sample = jp->min;
1818                 jp->max = 0.0;
1819                 jp->min = 0.0;
1820         }
1821 }
1822
1823
1824
1825 /****************************************************************************
1826  Input handling
1827  ****************************************************************************/
1828
1829 void Game::processUserInput(f32 dtime)
1830 {
1831         // Reset input if window not active or some menu is active
1832         if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
1833                 input->clear();
1834 #ifdef HAVE_TOUCHSCREENGUI
1835                 g_touchscreengui->hide();
1836 #endif
1837         }
1838 #ifdef HAVE_TOUCHSCREENGUI
1839         else if (g_touchscreengui) {
1840                 /* on touchscreengui step may generate own input events which ain't
1841                  * what we want in case we just did clear them */
1842                 g_touchscreengui->step(dtime);
1843         }
1844 #endif
1845
1846         if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
1847                 gui_chat_console->closeConsoleAtOnce();
1848         }
1849
1850         // Input handler step() (used by the random input generator)
1851         input->step(dtime);
1852
1853 #ifdef __ANDROID__
1854         auto formspec = m_game_ui->getFormspecGUI();
1855         if (formspec)
1856                 formspec->getAndroidUIInput();
1857         else
1858                 handleAndroidChatInput();
1859 #endif
1860
1861         // Increase timer for double tap of "keymap_jump"
1862         if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
1863                 runData.jump_timer += dtime;
1864
1865         processKeyInput();
1866         processItemSelection(&runData.new_playeritem);
1867 }
1868
1869
1870 void Game::processKeyInput()
1871 {
1872         if (wasKeyDown(KeyType::DROP)) {
1873                 dropSelectedItem(isKeyDown(KeyType::SNEAK));
1874         } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
1875                 toggleAutoforward();
1876         } else if (wasKeyDown(KeyType::BACKWARD)) {
1877                 if (g_settings->getBool("continuous_forward"))
1878                         toggleAutoforward();
1879         } else if (wasKeyDown(KeyType::INVENTORY)) {
1880                 openInventory();
1881         } else if (input->cancelPressed()) {
1882 #ifdef __ANDROID__
1883                 m_android_chat_open = false;
1884 #endif
1885                 if (!gui_chat_console->isOpenInhibited()) {
1886                         showPauseMenu();
1887                 }
1888         } else if (wasKeyDown(KeyType::CHAT)) {
1889                 openConsole(0.2, L"");
1890         } else if (wasKeyDown(KeyType::CMD)) {
1891                 openConsole(0.2, L"/");
1892         } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
1893                 if (client->modsLoaded())
1894                         openConsole(0.2, L".");
1895                 else
1896                         m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
1897         } else if (wasKeyDown(KeyType::CONSOLE)) {
1898                 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
1899         } else if (wasKeyDown(KeyType::FREEMOVE)) {
1900                 toggleFreeMove();
1901         } else if (wasKeyDown(KeyType::JUMP)) {
1902                 toggleFreeMoveAlt();
1903         } else if (wasKeyDown(KeyType::PITCHMOVE)) {
1904                 togglePitchMove();
1905         } else if (wasKeyDown(KeyType::FASTMOVE)) {
1906                 toggleFast();
1907         } else if (wasKeyDown(KeyType::NOCLIP)) {
1908                 toggleNoClip();
1909         } else if (wasKeyDown(KeyType::MUTE)) {
1910                 bool new_mute_sound = !g_settings->getBool("mute_sound");
1911                 g_settings->setBool("mute_sound", new_mute_sound);
1912                 if (new_mute_sound)
1913                         m_game_ui->showTranslatedStatusText("Sound muted");
1914                 else
1915                         m_game_ui->showTranslatedStatusText("Sound unmuted");
1916         } else if (wasKeyDown(KeyType::INC_VOLUME)) {
1917                 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
1918                 wchar_t buf[100];
1919                 g_settings->setFloat("sound_volume", new_volume);
1920                 const wchar_t *str = wgettext("Volume changed to %d%%");
1921                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1922                 delete[] str;
1923                 m_game_ui->showStatusText(buf);
1924         } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
1925                 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
1926                 wchar_t buf[100];
1927                 g_settings->setFloat("sound_volume", new_volume);
1928                 const wchar_t *str = wgettext("Volume changed to %d%%");
1929                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
1930                 delete[] str;
1931                 m_game_ui->showStatusText(buf);
1932         } else if (wasKeyDown(KeyType::CINEMATIC)) {
1933                 toggleCinematic();
1934         } else if (wasKeyDown(KeyType::SCREENSHOT)) {
1935                 client->makeScreenshot();
1936         } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
1937                 m_game_ui->toggleHud();
1938         } else if (wasKeyDown(KeyType::MINIMAP)) {
1939                 toggleMinimap(isKeyDown(KeyType::SNEAK));
1940         } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
1941                 m_game_ui->toggleChat();
1942         } else if (wasKeyDown(KeyType::TOGGLE_FOG)) {
1943                 toggleFog();
1944         } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
1945                 toggleUpdateCamera();
1946         } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
1947                 toggleDebug();
1948         } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
1949                 m_game_ui->toggleProfiler();
1950         } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
1951                 increaseViewRange();
1952         } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
1953                 decreaseViewRange();
1954         } else if (wasKeyDown(KeyType::RANGESELECT)) {
1955                 toggleFullViewRange();
1956         } else if (wasKeyDown(KeyType::ZOOM)) {
1957                 checkZoomEnabled();
1958         } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
1959                 quicktune->next();
1960         } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
1961                 quicktune->prev();
1962         } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
1963                 quicktune->inc();
1964         } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
1965                 quicktune->dec();
1966         }
1967
1968         if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
1969                 runData.reset_jump_timer = false;
1970                 runData.jump_timer = 0.0f;
1971         }
1972
1973         if (quicktune->hasMessage()) {
1974                 m_game_ui->showStatusText(utf8_to_wide(quicktune->getMessage()));
1975         }
1976 }
1977
1978 void Game::processItemSelection(u16 *new_playeritem)
1979 {
1980         LocalPlayer *player = client->getEnv().getLocalPlayer();
1981
1982         /* Item selection using mouse wheel
1983          */
1984         *new_playeritem = player->getWieldIndex();
1985
1986         s32 wheel = input->getMouseWheel();
1987         u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
1988                     player->hud_hotbar_itemcount - 1);
1989
1990         s32 dir = wheel;
1991
1992         if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
1993                         wasKeyDown(KeyType::HOTBAR_NEXT)) {
1994                 dir = -1;
1995         }
1996
1997         if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
1998                         wasKeyDown(KeyType::HOTBAR_PREV)) {
1999                 dir = 1;
2000         }
2001
2002         if (dir < 0)
2003                 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2004         else if (dir > 0)
2005                 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2006         // else dir == 0
2007
2008         /* Item selection using hotbar slot keys
2009          */
2010         for (u16 i = 0; i <= max_item; i++) {
2011                 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2012                         *new_playeritem = i;
2013                         infostream << "Selected item: " << new_playeritem << std::endl;
2014                         break;
2015                 }
2016         }
2017 }
2018
2019
2020 void Game::dropSelectedItem(bool single_item)
2021 {
2022         IDropAction *a = new IDropAction();
2023         a->count = single_item ? 1 : 0;
2024         a->from_inv.setCurrentPlayer();
2025         a->from_list = "main";
2026         a->from_i = client->getEnv().getLocalPlayer()->getWieldIndex();
2027         client->inventoryAction(a);
2028 }
2029
2030
2031 void Game::openInventory()
2032 {
2033         /*
2034          * Don't permit to open inventory is CAO or player doesn't exists.
2035          * This prevent showing an empty inventory at player load
2036          */
2037
2038         LocalPlayer *player = client->getEnv().getLocalPlayer();
2039         if (!player || !player->getCAO())
2040                 return;
2041
2042         infostream << "the_game: " << "Launching inventory" << std::endl;
2043
2044         PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2045
2046         InventoryLocation inventoryloc;
2047         inventoryloc.setCurrentPlayer();
2048
2049         if (!client->modsLoaded()
2050                         || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2051                 TextDest *txt_dst = new TextDestPlayerInventory(client);
2052                 auto *&formspec = m_game_ui->updateFormspec("");
2053                 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
2054                         txt_dst, client->getFormspecPrepend());
2055
2056                 formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2057         }
2058 }
2059
2060
2061 void Game::openConsole(float scale, const wchar_t *line)
2062 {
2063         assert(scale > 0.0f && scale <= 1.0f);
2064
2065 #ifdef __ANDROID__
2066         porting::showInputDialog(gettext("ok"), "", "", 2);
2067         m_android_chat_open = true;
2068 #else
2069         if (gui_chat_console->isOpenInhibited())
2070                 return;
2071         gui_chat_console->openConsole(scale);
2072         if (line) {
2073                 gui_chat_console->setCloseOnEnter(true);
2074                 gui_chat_console->replaceAndAddToHistory(line);
2075         }
2076 #endif
2077 }
2078
2079 #ifdef __ANDROID__
2080 void Game::handleAndroidChatInput()
2081 {
2082         if (m_android_chat_open && porting::getInputDialogState() == 0) {
2083                 std::string text = porting::getInputDialogValue();
2084                 client->typeChatMessage(utf8_to_wide(text));
2085                 m_android_chat_open = false;
2086         }
2087 }
2088 #endif
2089
2090
2091 void Game::toggleFreeMove()
2092 {
2093         bool free_move = !g_settings->getBool("free_move");
2094         g_settings->set("free_move", bool_to_cstr(free_move));
2095
2096         if (free_move) {
2097                 if (client->checkPrivilege("fly")) {
2098                         m_game_ui->showTranslatedStatusText("Fly mode enabled");
2099                 } else {
2100                         m_game_ui->showTranslatedStatusText("Fly mode enabled (note: no 'fly' privilege)");
2101                 }
2102         } else {
2103                 m_game_ui->showTranslatedStatusText("Fly mode disabled");
2104         }
2105 }
2106
2107 void Game::toggleFreeMoveAlt()
2108 {
2109         if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2110                 toggleFreeMove();
2111
2112         runData.reset_jump_timer = true;
2113 }
2114
2115
2116 void Game::togglePitchMove()
2117 {
2118         bool pitch_move = !g_settings->getBool("pitch_move");
2119         g_settings->set("pitch_move", bool_to_cstr(pitch_move));
2120
2121         if (pitch_move) {
2122                 m_game_ui->showTranslatedStatusText("Pitch move mode enabled");
2123         } else {
2124                 m_game_ui->showTranslatedStatusText("Pitch move mode disabled");
2125         }
2126 }
2127
2128
2129 void Game::toggleFast()
2130 {
2131         bool fast_move = !g_settings->getBool("fast_move");
2132         bool has_fast_privs = client->checkPrivilege("fast");
2133         g_settings->set("fast_move", bool_to_cstr(fast_move));
2134
2135         if (fast_move) {
2136                 if (has_fast_privs) {
2137                         m_game_ui->showTranslatedStatusText("Fast mode enabled");
2138                 } else {
2139                         m_game_ui->showTranslatedStatusText("Fast mode enabled (note: no 'fast' privilege)");
2140                 }
2141         } else {
2142                 m_game_ui->showTranslatedStatusText("Fast mode disabled");
2143         }
2144
2145 #ifdef __ANDROID__
2146         m_cache_hold_aux1 = fast_move && has_fast_privs;
2147 #endif
2148 }
2149
2150
2151 void Game::toggleNoClip()
2152 {
2153         bool noclip = !g_settings->getBool("noclip");
2154         g_settings->set("noclip", bool_to_cstr(noclip));
2155
2156         if (noclip) {
2157                 if (client->checkPrivilege("noclip")) {
2158                         m_game_ui->showTranslatedStatusText("Noclip mode enabled");
2159                 } else {
2160                         m_game_ui->showTranslatedStatusText("Noclip mode enabled (note: no 'noclip' privilege)");
2161                 }
2162         } else {
2163                 m_game_ui->showTranslatedStatusText("Noclip mode disabled");
2164         }
2165 }
2166
2167 void Game::toggleCinematic()
2168 {
2169         bool cinematic = !g_settings->getBool("cinematic");
2170         g_settings->set("cinematic", bool_to_cstr(cinematic));
2171
2172         if (cinematic)
2173                 m_game_ui->showTranslatedStatusText("Cinematic mode enabled");
2174         else
2175                 m_game_ui->showTranslatedStatusText("Cinematic mode disabled");
2176 }
2177
2178 // Autoforward by toggling continuous forward.
2179 void Game::toggleAutoforward()
2180 {
2181         bool autorun_enabled = !g_settings->getBool("continuous_forward");
2182         g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2183
2184         if (autorun_enabled)
2185                 m_game_ui->showTranslatedStatusText("Automatic forward enabled");
2186         else
2187                 m_game_ui->showTranslatedStatusText("Automatic forward disabled");
2188 }
2189
2190 void Game::toggleMinimap(bool shift_pressed)
2191 {
2192         if (!mapper || !m_game_ui->m_flags.show_hud || !g_settings->getBool("enable_minimap"))
2193                 return;
2194
2195         if (shift_pressed) {
2196                 mapper->toggleMinimapShape();
2197                 return;
2198         }
2199
2200         u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2201
2202         MinimapMode mode = MINIMAP_MODE_OFF;
2203         if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
2204                 mode = mapper->getMinimapMode();
2205                 mode = (MinimapMode)((int)mode + 1);
2206                 // If radar is disabled and in, or switching to, radar mode
2207                 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
2208                         mode = MINIMAP_MODE_OFF;
2209         }
2210
2211         m_game_ui->m_flags.show_minimap = true;
2212         switch (mode) {
2213                 case MINIMAP_MODE_SURFACEx1:
2214                         m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x1");
2215                         break;
2216                 case MINIMAP_MODE_SURFACEx2:
2217                         m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x2");
2218                         break;
2219                 case MINIMAP_MODE_SURFACEx4:
2220                         m_game_ui->showTranslatedStatusText("Minimap in surface mode, Zoom x4");
2221                         break;
2222                 case MINIMAP_MODE_RADARx1:
2223                         m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x1");
2224                         break;
2225                 case MINIMAP_MODE_RADARx2:
2226                         m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x2");
2227                         break;
2228                 case MINIMAP_MODE_RADARx4:
2229                         m_game_ui->showTranslatedStatusText("Minimap in radar mode, Zoom x4");
2230                         break;
2231                 default:
2232                         mode = MINIMAP_MODE_OFF;
2233                         m_game_ui->m_flags.show_minimap = false;
2234                         if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE)
2235                                 m_game_ui->showTranslatedStatusText("Minimap hidden");
2236                         else
2237                                 m_game_ui->showTranslatedStatusText("Minimap currently disabled by game or mod");
2238         }
2239
2240         mapper->setMinimapMode(mode);
2241 }
2242
2243 void Game::toggleFog()
2244 {
2245         bool fog_enabled = g_settings->getBool("enable_fog");
2246         g_settings->setBool("enable_fog", !fog_enabled);
2247         if (fog_enabled)
2248                 m_game_ui->showTranslatedStatusText("Fog disabled");
2249         else
2250                 m_game_ui->showTranslatedStatusText("Fog enabled");
2251 }
2252
2253
2254 void Game::toggleDebug()
2255 {
2256         // Initial / 4x toggle: Chat only
2257         // 1x toggle: Debug text with chat
2258         // 2x toggle: Debug text with profiler graph
2259         // 3x toggle: Debug text and wireframe
2260         if (!m_game_ui->m_flags.show_debug) {
2261                 m_game_ui->m_flags.show_debug = true;
2262                 m_game_ui->m_flags.show_profiler_graph = false;
2263                 draw_control->show_wireframe = false;
2264                 m_game_ui->showTranslatedStatusText("Debug info shown");
2265         } else if (!m_game_ui->m_flags.show_profiler_graph && !draw_control->show_wireframe) {
2266                 m_game_ui->m_flags.show_profiler_graph = true;
2267                 m_game_ui->showTranslatedStatusText("Profiler graph shown");
2268         } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2269                 m_game_ui->m_flags.show_profiler_graph = false;
2270                 draw_control->show_wireframe = true;
2271                 m_game_ui->showTranslatedStatusText("Wireframe shown");
2272         } else {
2273                 m_game_ui->m_flags.show_debug = false;
2274                 m_game_ui->m_flags.show_profiler_graph = false;
2275                 draw_control->show_wireframe = false;
2276                 if (client->checkPrivilege("debug")) {
2277                         m_game_ui->showTranslatedStatusText("Debug info, profiler graph, and wireframe hidden");
2278                 } else {
2279                         m_game_ui->showTranslatedStatusText("Debug info and profiler graph hidden");
2280                 }
2281         }
2282 }
2283
2284
2285 void Game::toggleUpdateCamera()
2286 {
2287         m_flags.disable_camera_update = !m_flags.disable_camera_update;
2288         if (m_flags.disable_camera_update)
2289                 m_game_ui->showTranslatedStatusText("Camera update disabled");
2290         else
2291                 m_game_ui->showTranslatedStatusText("Camera update enabled");
2292 }
2293
2294
2295 void Game::increaseViewRange()
2296 {
2297         s16 range = g_settings->getS16("viewing_range");
2298         s16 range_new = range + 10;
2299
2300         wchar_t buf[255];
2301         const wchar_t *str;
2302         if (range_new > 4000) {
2303                 range_new = 4000;
2304                 str = wgettext("Viewing range is at maximum: %d");
2305                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2306                 delete[] str;
2307                 m_game_ui->showStatusText(buf);
2308
2309         } else {
2310                 str = wgettext("Viewing range changed to %d");
2311                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2312                 delete[] str;
2313                 m_game_ui->showStatusText(buf);
2314         }
2315         g_settings->set("viewing_range", itos(range_new));
2316 }
2317
2318
2319 void Game::decreaseViewRange()
2320 {
2321         s16 range = g_settings->getS16("viewing_range");
2322         s16 range_new = range - 10;
2323
2324         wchar_t buf[255];
2325         const wchar_t *str;
2326         if (range_new < 20) {
2327                 range_new = 20;
2328                 str = wgettext("Viewing range is at minimum: %d");
2329                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2330                 delete[] str;
2331                 m_game_ui->showStatusText(buf);
2332         } else {
2333                 str = wgettext("Viewing range changed to %d");
2334                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2335                 delete[] str;
2336                 m_game_ui->showStatusText(buf);
2337         }
2338         g_settings->set("viewing_range", itos(range_new));
2339 }
2340
2341
2342 void Game::toggleFullViewRange()
2343 {
2344         draw_control->range_all = !draw_control->range_all;
2345         if (draw_control->range_all)
2346                 m_game_ui->showTranslatedStatusText("Enabled unlimited viewing range");
2347         else
2348                 m_game_ui->showTranslatedStatusText("Disabled unlimited viewing range");
2349 }
2350
2351
2352 void Game::checkZoomEnabled()
2353 {
2354         LocalPlayer *player = client->getEnv().getLocalPlayer();
2355         if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
2356                 m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
2357 }
2358
2359
2360 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
2361 {
2362         if ((device->isWindowActive() && device->isWindowFocused()
2363                         && !isMenuActive()) || random_input) {
2364
2365 #ifndef __ANDROID__
2366                 if (!random_input) {
2367                         // Mac OSX gets upset if this is set every frame
2368                         if (device->getCursorControl()->isVisible())
2369                                 device->getCursorControl()->setVisible(false);
2370                 }
2371 #endif
2372
2373                 if (m_first_loop_after_window_activation) {
2374                         m_first_loop_after_window_activation = false;
2375
2376                         input->setMousePos(driver->getScreenSize().Width / 2,
2377                                 driver->getScreenSize().Height / 2);
2378                 } else {
2379                         updateCameraOrientation(cam, dtime);
2380                 }
2381
2382         } else {
2383
2384 #ifndef ANDROID
2385                 // Mac OSX gets upset if this is set every frame
2386                 if (!device->getCursorControl()->isVisible())
2387                         device->getCursorControl()->setVisible(true);
2388 #endif
2389
2390                 m_first_loop_after_window_activation = true;
2391
2392         }
2393 }
2394
2395 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
2396 {
2397 #ifdef HAVE_TOUCHSCREENGUI
2398         if (g_touchscreengui) {
2399                 cam->camera_yaw   += g_touchscreengui->getYawChange();
2400                 cam->camera_pitch  = g_touchscreengui->getPitch();
2401         } else {
2402 #endif
2403                 v2s32 center(driver->getScreenSize().Width / 2, driver->getScreenSize().Height / 2);
2404                 v2s32 dist = input->getMousePos() - center;
2405
2406                 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
2407                         dist.Y = -dist.Y;
2408                 }
2409
2410                 cam->camera_yaw   -= dist.X * m_cache_mouse_sensitivity;
2411                 cam->camera_pitch += dist.Y * m_cache_mouse_sensitivity;
2412
2413                 if (dist.X != 0 || dist.Y != 0)
2414                         input->setMousePos(center.X, center.Y);
2415 #ifdef HAVE_TOUCHSCREENGUI
2416         }
2417 #endif
2418
2419         if (m_cache_enable_joysticks) {
2420                 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
2421                 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
2422                 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
2423         }
2424
2425         cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
2426 }
2427
2428
2429 void Game::updatePlayerControl(const CameraOrientation &cam)
2430 {
2431         //TimeTaker tt("update player control", NULL, PRECISION_NANO);
2432
2433         // DO NOT use the isKeyDown method for the forward, backward, left, right
2434         // buttons, as the code that uses the controls needs to be able to
2435         // distinguish between the two in order to know when to use joysticks.
2436
2437         PlayerControl control(
2438                 input->isKeyDown(KeyType::FORWARD),
2439                 input->isKeyDown(KeyType::BACKWARD),
2440                 input->isKeyDown(KeyType::LEFT),
2441                 input->isKeyDown(KeyType::RIGHT),
2442                 isKeyDown(KeyType::JUMP),
2443                 isKeyDown(KeyType::SPECIAL1),
2444                 isKeyDown(KeyType::SNEAK),
2445                 isKeyDown(KeyType::ZOOM),
2446                 input->getLeftState(),
2447                 input->getRightState(),
2448                 cam.camera_pitch,
2449                 cam.camera_yaw,
2450                 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
2451                 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
2452         );
2453
2454         u32 keypress_bits =
2455                         ( (u32)(isKeyDown(KeyType::FORWARD)                       & 0x1) << 0) |
2456                         ( (u32)(isKeyDown(KeyType::BACKWARD)                      & 0x1) << 1) |
2457                         ( (u32)(isKeyDown(KeyType::LEFT)                          & 0x1) << 2) |
2458                         ( (u32)(isKeyDown(KeyType::RIGHT)                         & 0x1) << 3) |
2459                         ( (u32)(isKeyDown(KeyType::JUMP)                          & 0x1) << 4) |
2460                         ( (u32)(isKeyDown(KeyType::SPECIAL1)                      & 0x1) << 5) |
2461                         ( (u32)(isKeyDown(KeyType::SNEAK)                         & 0x1) << 6) |
2462                         ( (u32)(input->getLeftState()                             & 0x1) << 7) |
2463                         ( (u32)(input->getRightState()                            & 0x1) << 8
2464                 );
2465
2466 #ifdef ANDROID
2467         /* For Android, simulate holding down AUX1 (fast move) if the user has
2468          * the fast_move setting toggled on. If there is an aux1 key defined for
2469          * Android then its meaning is inverted (i.e. holding aux1 means walk and
2470          * not fast)
2471          */
2472         if (m_cache_hold_aux1) {
2473                 control.aux1 = control.aux1 ^ true;
2474                 keypress_bits ^= ((u32)(1U << 5));
2475         }
2476 #endif
2477
2478         LocalPlayer *player = client->getEnv().getLocalPlayer();
2479
2480         // autojump if set: simulate "jump" key
2481         if (player->getAutojump()) {
2482                 control.jump = true;
2483                 keypress_bits |= 1U << 4;
2484         }
2485
2486         // autoforward if set: simulate "up" key
2487         if (player->getPlayerSettings().continuous_forward &&
2488                         client->activeObjectsReceived() && !player->isDead()) {
2489                 control.up = true;
2490                 keypress_bits |= 1U << 0;
2491         }
2492
2493         client->setPlayerControl(control);
2494         player->keyPressed = keypress_bits;
2495
2496         //tt.stop();
2497 }
2498
2499
2500 inline void Game::step(f32 *dtime)
2501 {
2502         bool can_be_and_is_paused =
2503                         (simple_singleplayer_mode && g_menumgr.pausesGame());
2504
2505         if (can_be_and_is_paused) { // This is for a singleplayer server
2506                 *dtime = 0;             // No time passes
2507         } else {
2508                 if (server)
2509                         server->step(*dtime);
2510
2511                 client->step(*dtime);
2512         }
2513 }
2514
2515 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
2516         {&Game::handleClientEvent_None},
2517         {&Game::handleClientEvent_PlayerDamage},
2518         {&Game::handleClientEvent_PlayerForceMove},
2519         {&Game::handleClientEvent_Deathscreen},
2520         {&Game::handleClientEvent_ShowFormSpec},
2521         {&Game::handleClientEvent_ShowLocalFormSpec},
2522         {&Game::handleClientEvent_HandleParticleEvent},
2523         {&Game::handleClientEvent_HandleParticleEvent},
2524         {&Game::handleClientEvent_HandleParticleEvent},
2525         {&Game::handleClientEvent_HudAdd},
2526         {&Game::handleClientEvent_HudRemove},
2527         {&Game::handleClientEvent_HudChange},
2528         {&Game::handleClientEvent_SetSky},
2529         {&Game::handleClientEvent_SetSun},
2530         {&Game::handleClientEvent_SetMoon},
2531         {&Game::handleClientEvent_SetStars},
2532         {&Game::handleClientEvent_OverrideDayNigthRatio},
2533         {&Game::handleClientEvent_CloudParams},
2534 };
2535
2536 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
2537 {
2538         FATAL_ERROR("ClientEvent type None received");
2539 }
2540
2541 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
2542 {
2543         if (client->modsLoaded())
2544                 client->getScript()->on_damage_taken(event->player_damage.amount);
2545
2546         // Damage flash and hurt tilt are not used at death
2547         if (client->getHP() > 0) {
2548                 runData.damage_flash += 95.0f + 3.2f * event->player_damage.amount;
2549                 runData.damage_flash = MYMIN(runData.damage_flash, 127.0f);
2550
2551                 LocalPlayer *player = client->getEnv().getLocalPlayer();
2552
2553                 player->hurt_tilt_timer = 1.5f;
2554                 player->hurt_tilt_strength =
2555                         rangelim(event->player_damage.amount / 4.0f, 1.0f, 4.0f);
2556         }
2557
2558         // Play damage sound
2559         client->getEventManager()->put(new SimpleTriggerEvent(MtEvent::PLAYER_DAMAGE));
2560 }
2561
2562 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
2563 {
2564         cam->camera_yaw = event->player_force_move.yaw;
2565         cam->camera_pitch = event->player_force_move.pitch;
2566 }
2567
2568 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
2569 {
2570         // If client scripting is enabled, deathscreen is handled by CSM code in
2571         // builtin/client/init.lua
2572         if (client->modsLoaded())
2573                 client->getScript()->on_death();
2574         else
2575                 showDeathFormspec();
2576
2577         /* Handle visualization */
2578         LocalPlayer *player = client->getEnv().getLocalPlayer();
2579         runData.damage_flash = 0;
2580         player->hurt_tilt_timer = 0;
2581         player->hurt_tilt_strength = 0;
2582 }
2583
2584 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
2585 {
2586         if (event->show_formspec.formspec->empty()) {
2587                 auto formspec = m_game_ui->getFormspecGUI();
2588                 if (formspec && (event->show_formspec.formname->empty()
2589                                 || *(event->show_formspec.formname) == m_game_ui->getFormspecName())) {
2590                         formspec->quitMenu();
2591                 }
2592         } else {
2593                 FormspecFormSource *fs_src =
2594                         new FormspecFormSource(*(event->show_formspec.formspec));
2595                 TextDestPlayerInventory *txt_dst =
2596                         new TextDestPlayerInventory(client, *(event->show_formspec.formname));
2597
2598                 auto *&formspec = m_game_ui->updateFormspec(*(event->show_formspec.formname));
2599                 GUIFormSpecMenu::create(formspec, client, &input->joystick,
2600                         fs_src, txt_dst, client->getFormspecPrepend());
2601         }
2602
2603         delete event->show_formspec.formspec;
2604         delete event->show_formspec.formname;
2605 }
2606
2607 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
2608 {
2609         FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
2610         LocalFormspecHandler *txt_dst =
2611                 new LocalFormspecHandler(*event->show_formspec.formname, client);
2612         GUIFormSpecMenu::create(m_game_ui->getFormspecGUI(), client, &input->joystick,
2613                         fs_src, txt_dst, client->getFormspecPrepend());
2614
2615         delete event->show_formspec.formspec;
2616         delete event->show_formspec.formname;
2617 }
2618
2619 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
2620                 CameraOrientation *cam)
2621 {
2622         LocalPlayer *player = client->getEnv().getLocalPlayer();
2623         client->getParticleManager()->handleParticleEvent(event, client, player);
2624 }
2625
2626 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
2627 {
2628         LocalPlayer *player = client->getEnv().getLocalPlayer();
2629         auto &hud_server_to_client = client->getHUDTranslationMap();
2630
2631         u32 server_id = event->hudadd.server_id;
2632         // ignore if we already have a HUD with that ID
2633         auto i = hud_server_to_client.find(server_id);
2634         if (i != hud_server_to_client.end()) {
2635                 delete event->hudadd.pos;
2636                 delete event->hudadd.name;
2637                 delete event->hudadd.scale;
2638                 delete event->hudadd.text;
2639                 delete event->hudadd.align;
2640                 delete event->hudadd.offset;
2641                 delete event->hudadd.world_pos;
2642                 delete event->hudadd.size;
2643                 return;
2644         }
2645
2646         HudElement *e = new HudElement;
2647         e->type   = (HudElementType)event->hudadd.type;
2648         e->pos    = *event->hudadd.pos;
2649         e->name   = *event->hudadd.name;
2650         e->scale  = *event->hudadd.scale;
2651         e->text   = *event->hudadd.text;
2652         e->number = event->hudadd.number;
2653         e->item   = event->hudadd.item;
2654         e->dir    = event->hudadd.dir;
2655         e->align  = *event->hudadd.align;
2656         e->offset = *event->hudadd.offset;
2657         e->world_pos = *event->hudadd.world_pos;
2658         e->size = *event->hudadd.size;
2659         e->z_index = event->hudadd.z_index;
2660         hud_server_to_client[server_id] = player->addHud(e);
2661
2662         delete event->hudadd.pos;
2663         delete event->hudadd.name;
2664         delete event->hudadd.scale;
2665         delete event->hudadd.text;
2666         delete event->hudadd.align;
2667         delete event->hudadd.offset;
2668         delete event->hudadd.world_pos;
2669         delete event->hudadd.size;
2670 }
2671
2672 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
2673 {
2674         LocalPlayer *player = client->getEnv().getLocalPlayer();
2675         HudElement *e = player->removeHud(event->hudrm.id);
2676         delete e;
2677 }
2678
2679 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
2680 {
2681         LocalPlayer *player = client->getEnv().getLocalPlayer();
2682
2683         u32 id = event->hudchange.id;
2684         HudElement *e = player->getHud(id);
2685
2686         if (e == NULL) {
2687                 delete event->hudchange.v3fdata;
2688                 delete event->hudchange.v2fdata;
2689                 delete event->hudchange.sdata;
2690                 delete event->hudchange.v2s32data;
2691                 return;
2692         }
2693
2694         switch (event->hudchange.stat) {
2695                 case HUD_STAT_POS:
2696                         e->pos = *event->hudchange.v2fdata;
2697                         break;
2698
2699                 case HUD_STAT_NAME:
2700                         e->name = *event->hudchange.sdata;
2701                         break;
2702
2703                 case HUD_STAT_SCALE:
2704                         e->scale = *event->hudchange.v2fdata;
2705                         break;
2706
2707                 case HUD_STAT_TEXT:
2708                         e->text = *event->hudchange.sdata;
2709                         break;
2710
2711                 case HUD_STAT_NUMBER:
2712                         e->number = event->hudchange.data;
2713                         break;
2714
2715                 case HUD_STAT_ITEM:
2716                         e->item = event->hudchange.data;
2717                         break;
2718
2719                 case HUD_STAT_DIR:
2720                         e->dir = event->hudchange.data;
2721                         break;
2722
2723                 case HUD_STAT_ALIGN:
2724                         e->align = *event->hudchange.v2fdata;
2725                         break;
2726
2727                 case HUD_STAT_OFFSET:
2728                         e->offset = *event->hudchange.v2fdata;
2729                         break;
2730
2731                 case HUD_STAT_WORLD_POS:
2732                         e->world_pos = *event->hudchange.v3fdata;
2733                         break;
2734
2735                 case HUD_STAT_SIZE:
2736                         e->size = *event->hudchange.v2s32data;
2737                         break;
2738
2739                 case HUD_STAT_Z_INDEX:
2740                         e->z_index = event->hudchange.data;
2741                         break;
2742         }
2743
2744         delete event->hudchange.v3fdata;
2745         delete event->hudchange.v2fdata;
2746         delete event->hudchange.sdata;
2747         delete event->hudchange.v2s32data;
2748 }
2749
2750 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
2751 {
2752         sky->setVisible(false);
2753         // Whether clouds are visible in front of a custom skybox.
2754         sky->setCloudsEnabled(event->set_sky->clouds);
2755
2756         if (skybox) {
2757                 skybox->remove();
2758                 skybox = NULL;
2759         }
2760         // Clear the old textures out in case we switch rendering type.
2761         sky->clearSkyboxTextures();
2762         // Handle according to type
2763         if (event->set_sky->type == "regular") {
2764                 // Shows the mesh skybox
2765                 sky->setVisible(true);
2766                 // Update mesh based skybox colours if applicable.
2767                 sky->setSkyColors(*event->set_sky);
2768                 sky->setHorizonTint(
2769                         event->set_sky->sun_tint,
2770                         event->set_sky->moon_tint,
2771                         event->set_sky->tint_type
2772                 );
2773         } else if (event->set_sky->type == "skybox" &&
2774                         event->set_sky->textures.size() == 6) {
2775                 // Disable the dyanmic mesh skybox:
2776                 sky->setVisible(false);
2777                 // Set fog colors:
2778                 sky->setFallbackBgColor(event->set_sky->bgcolor);
2779                 // Set sunrise and sunset fog tinting:
2780                 sky->setHorizonTint(
2781                         event->set_sky->sun_tint,
2782                         event->set_sky->moon_tint,
2783                         event->set_sky->tint_type
2784                 );
2785                 // Add textures to skybox.
2786                 for (int i = 0; i < 6; i++)
2787                         sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
2788         } else {
2789                 // Handle everything else as plain color.
2790                 if (event->set_sky->type != "plain")
2791                         infostream << "Unknown sky type: "
2792                                 << (event->set_sky->type) << std::endl;
2793                 sky->setVisible(false);
2794                 sky->setFallbackBgColor(event->set_sky->bgcolor);
2795                 // Disable directional sun/moon tinting on plain or invalid skyboxes.
2796                 sky->setHorizonTint(
2797                         event->set_sky->bgcolor,
2798                         event->set_sky->bgcolor,
2799                         "custom"
2800                 );
2801         }
2802         delete event->set_sky;
2803 }
2804
2805 void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
2806 {
2807         sky->setSunVisible(event->sun_params->visible);
2808         sky->setSunTexture(event->sun_params->texture,
2809                 event->sun_params->tonemap, texture_src);
2810         sky->setSunScale(event->sun_params->scale);
2811         sky->setSunriseVisible(event->sun_params->sunrise_visible);
2812         sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
2813         delete event->sun_params;
2814 }
2815
2816 void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
2817 {
2818         sky->setMoonVisible(event->moon_params->visible);
2819         sky->setMoonTexture(event->moon_params->texture,
2820                 event->moon_params->tonemap, texture_src);
2821         sky->setMoonScale(event->moon_params->scale);
2822         delete event->moon_params;
2823 }
2824
2825 void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
2826 {
2827         sky->setStarsVisible(event->star_params->visible);
2828         sky->setStarCount(event->star_params->count, false);
2829         sky->setStarColor(event->star_params->starcolor);
2830         sky->setStarScale(event->star_params->scale);
2831         delete event->star_params;
2832 }
2833
2834 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
2835                 CameraOrientation *cam)
2836 {
2837         client->getEnv().setDayNightRatioOverride(
2838                 event->override_day_night_ratio.do_override,
2839                 event->override_day_night_ratio.ratio_f * 1000.0f);
2840 }
2841
2842 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
2843 {
2844         if (!clouds)
2845                 return;
2846
2847         clouds->setDensity(event->cloud_params.density);
2848         clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
2849         clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
2850         clouds->setHeight(event->cloud_params.height);
2851         clouds->setThickness(event->cloud_params.thickness);
2852         clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
2853 }
2854
2855 void Game::processClientEvents(CameraOrientation *cam)
2856 {
2857         while (client->hasClientEvents()) {
2858                 std::unique_ptr<ClientEvent> event(client->getClientEvent());
2859                 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
2860                 const ClientEventHandler& evHandler = clientEventHandler[event->type];
2861                 (this->*evHandler.handler)(event.get(), cam);
2862         }
2863 }
2864
2865 void Game::updateChat(f32 dtime, const v2u32 &screensize)
2866 {
2867         // Add chat log output for errors to be shown in chat
2868         static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
2869
2870         // Get new messages from error log buffer
2871         while (!chat_log_error_buf.empty()) {
2872                 std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
2873                 if (!g_settings->getBool("disable_escape_sequences")) {
2874                         error_message.insert(0, L"\x1b(c@red)");
2875                         error_message.append(L"\x1b(c@white)");
2876                 }
2877                 chat_backend->addMessage(L"", error_message);
2878         }
2879
2880         // Get new messages from client
2881         std::wstring message;
2882         while (client->getChatMessage(message)) {
2883                 chat_backend->addUnparsedMessage(message);
2884         }
2885
2886         // Remove old messages
2887         chat_backend->step(dtime);
2888
2889         // Display all messages in a static text element
2890         m_game_ui->setChatText(chat_backend->getRecentChat(),
2891                 chat_backend->getRecentBuffer().getLineCount());
2892 }
2893
2894 void Game::updateCamera(u32 busy_time, f32 dtime)
2895 {
2896         LocalPlayer *player = client->getEnv().getLocalPlayer();
2897
2898         /*
2899                 For interaction purposes, get info about the held item
2900                 - What item is it?
2901                 - Is it a usable item?
2902                 - Can it point to liquids?
2903         */
2904         ItemStack playeritem;
2905         {
2906                 ItemStack selected, hand;
2907                 playeritem = player->getWieldedItem(&selected, &hand);
2908         }
2909
2910         ToolCapabilities playeritem_toolcap =
2911                 playeritem.getToolCapabilities(itemdef_manager);
2912
2913         v3s16 old_camera_offset = camera->getOffset();
2914
2915         if (wasKeyDown(KeyType::CAMERA_MODE)) {
2916                 GenericCAO *playercao = player->getCAO();
2917
2918                 // If playercao not loaded, don't change camera
2919                 if (!playercao)
2920                         return;
2921
2922                 camera->toggleCameraMode();
2923
2924                 playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2925                 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
2926         }
2927
2928         float full_punch_interval = playeritem_toolcap.full_punch_interval;
2929         float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
2930
2931         tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
2932         camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
2933         camera->step(dtime);
2934
2935         v3f camera_position = camera->getPosition();
2936         v3f camera_direction = camera->getDirection();
2937         f32 camera_fov = camera->getFovMax();
2938         v3s16 camera_offset = camera->getOffset();
2939
2940         m_camera_offset_changed = (camera_offset != old_camera_offset);
2941
2942         if (!m_flags.disable_camera_update) {
2943                 client->getEnv().getClientMap().updateCamera(camera_position,
2944                                 camera_direction, camera_fov, camera_offset);
2945
2946                 if (m_camera_offset_changed) {
2947                         client->updateCameraOffset(camera_offset);
2948                         client->getEnv().updateCameraOffset(camera_offset);
2949
2950                         if (clouds)
2951                                 clouds->updateCameraOffset(camera_offset);
2952                 }
2953         }
2954 }
2955
2956
2957 void Game::updateSound(f32 dtime)
2958 {
2959         // Update sound listener
2960         v3s16 camera_offset = camera->getOffset();
2961         sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
2962                               v3f(0, 0, 0), // velocity
2963                               camera->getDirection(),
2964                               camera->getCameraNode()->getUpVector());
2965
2966         bool mute_sound = g_settings->getBool("mute_sound");
2967         if (mute_sound) {
2968                 sound->setListenerGain(0.0f);
2969         } else {
2970                 // Check if volume is in the proper range, else fix it.
2971                 float old_volume = g_settings->getFloat("sound_volume");
2972                 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
2973                 sound->setListenerGain(new_volume);
2974
2975                 if (old_volume != new_volume) {
2976                         g_settings->setFloat("sound_volume", new_volume);
2977                 }
2978         }
2979
2980         LocalPlayer *player = client->getEnv().getLocalPlayer();
2981
2982         // Tell the sound maker whether to make footstep sounds
2983         soundmaker->makes_footstep_sound = player->makes_footstep_sound;
2984
2985         //      Update sound maker
2986         if (player->makes_footstep_sound)
2987                 soundmaker->step(dtime);
2988
2989         ClientMap &map = client->getEnv().getClientMap();
2990         MapNode n = map.getNode(player->getFootstepNodePos());
2991         soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
2992 }
2993
2994
2995 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
2996 {
2997         LocalPlayer *player = client->getEnv().getLocalPlayer();
2998
2999         v3f player_position  = player->getPosition();
3000         v3f player_eye_position = player->getEyePosition();
3001         v3f camera_position  = camera->getPosition();
3002         v3f camera_direction = camera->getDirection();
3003         v3s16 camera_offset  = camera->getOffset();
3004
3005         if (camera->getCameraMode() == CAMERA_MODE_FIRST)
3006                 player_eye_position += player->eye_offset_first;
3007         else
3008                 player_eye_position += player->eye_offset_third;
3009
3010         /*
3011                 Calculate what block is the crosshair pointing to
3012         */
3013
3014         ItemStack selected_item, hand_item;
3015         const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3016
3017         const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
3018         f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
3019
3020         core::line3d<f32> shootline;
3021
3022         if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
3023                 shootline = core::line3d<f32>(player_eye_position,
3024                         player_eye_position + camera_direction * BS * d);
3025         } else {
3026                 // prevent player pointing anything in front-view
3027                 shootline = core::line3d<f32>(camera_position, camera_position);
3028         }
3029
3030 #ifdef HAVE_TOUCHSCREENGUI
3031
3032         if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3033                 shootline = g_touchscreengui->getShootline();
3034                 // Scale shootline to the acual distance the player can reach
3035                 shootline.end = shootline.start
3036                         + shootline.getVector().normalize() * BS * d;
3037                 shootline.start += intToFloat(camera_offset, BS);
3038                 shootline.end += intToFloat(camera_offset, BS);
3039         }
3040
3041 #endif
3042
3043         PointedThing pointed = updatePointedThing(shootline,
3044                         selected_def.liquids_pointable,
3045                         !runData.ldown_for_dig,
3046                         camera_offset);
3047
3048         if (pointed != runData.pointed_old) {
3049                 infostream << "Pointing at " << pointed.dump() << std::endl;
3050                 hud->updateSelectionMesh(camera_offset);
3051         }
3052
3053         if (runData.digging_blocked && !input->getLeftState()) {
3054                 // allow digging again if button is not pressed
3055                 runData.digging_blocked = false;
3056         }
3057
3058         /*
3059                 Stop digging when
3060                 - releasing left mouse button
3061                 - pointing away from node
3062         */
3063         if (runData.digging) {
3064                 if (input->getLeftReleased()) {
3065                         infostream << "Left button released"
3066                                         << " (stopped digging)" << std::endl;
3067                         runData.digging = false;
3068                 } else if (pointed != runData.pointed_old) {
3069                         if (pointed.type == POINTEDTHING_NODE
3070                                         && runData.pointed_old.type == POINTEDTHING_NODE
3071                                         && pointed.node_undersurface
3072                                                         == runData.pointed_old.node_undersurface) {
3073                                 // Still pointing to the same node, but a different face.
3074                                 // Don't reset.
3075                         } else {
3076                                 infostream << "Pointing away from node"
3077                                                 << " (stopped digging)" << std::endl;
3078                                 runData.digging = false;
3079                                 hud->updateSelectionMesh(camera_offset);
3080                         }
3081                 }
3082
3083                 if (!runData.digging) {
3084                         client->interact(INTERACT_STOP_DIGGING, runData.pointed_old);
3085                         client->setCrack(-1, v3s16(0, 0, 0));
3086                         runData.dig_time = 0.0;
3087                 }
3088         } else if (runData.dig_instantly && input->getLeftReleased()) {
3089                 // Remove e.g. torches faster when clicking instead of holding LMB
3090                 runData.nodig_delay_timer = 0;
3091                 runData.dig_instantly = false;
3092         }
3093
3094         if (!runData.digging && runData.ldown_for_dig && !input->getLeftState()) {
3095                 runData.ldown_for_dig = false;
3096         }
3097
3098         runData.left_punch = false;
3099
3100         soundmaker->m_player_leftpunch_sound.name = "";
3101
3102         // Prepare for repeating, unless we're not supposed to
3103         if (input->getRightState() && !g_settings->getBool("safe_dig_and_place"))
3104                 runData.repeat_rightclick_timer += dtime;
3105         else
3106                 runData.repeat_rightclick_timer = 0;
3107
3108         if (selected_def.usable && input->getLeftState()) {
3109                 if (input->getLeftClicked() && (!client->modsLoaded()
3110                                 || !client->getScript()->on_item_use(selected_item, pointed)))
3111                         client->interact(INTERACT_USE, pointed);
3112         } else if (pointed.type == POINTEDTHING_NODE) {
3113                 handlePointingAtNode(pointed, selected_item, hand_item, dtime);
3114         } else if (pointed.type == POINTEDTHING_OBJECT) {
3115                 handlePointingAtObject(pointed, tool_item, player_position, show_debug);
3116         } else if (input->getLeftState()) {
3117                 // When button is held down in air, show continuous animation
3118                 runData.left_punch = true;
3119                 // Run callback even though item is not usable
3120                 if (input->getLeftClicked() && client->modsLoaded())
3121                         client->getScript()->on_item_use(selected_item, pointed);
3122         } else if (input->getRightClicked()) {
3123                 handlePointingAtNothing(selected_item);
3124         }
3125
3126         runData.pointed_old = pointed;
3127
3128         if (runData.left_punch || input->getLeftClicked())
3129                 camera->setDigging(0); // left click animation
3130
3131         input->resetLeftClicked();
3132         input->resetRightClicked();
3133
3134         input->resetLeftReleased();
3135         input->resetRightReleased();
3136 }
3137
3138
3139 PointedThing Game::updatePointedThing(
3140         const core::line3d<f32> &shootline,
3141         bool liquids_pointable,
3142         bool look_for_object,
3143         const v3s16 &camera_offset)
3144 {
3145         std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3146         selectionboxes->clear();
3147         hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3148         static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3149                 "show_entity_selectionbox");
3150
3151         ClientEnvironment &env = client->getEnv();
3152         ClientMap &map = env.getClientMap();
3153         const NodeDefManager *nodedef = map.getNodeDefManager();
3154
3155         runData.selected_object = NULL;
3156
3157         RaycastState s(shootline, look_for_object, liquids_pointable);
3158         PointedThing result;
3159         env.continueRaycast(&s, &result);
3160         if (result.type == POINTEDTHING_OBJECT) {
3161                 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3162                 aabb3f selection_box;
3163                 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3164                                 runData.selected_object->getSelectionBox(&selection_box)) {
3165                         v3f pos = runData.selected_object->getPosition();
3166                         selectionboxes->push_back(aabb3f(selection_box));
3167                         hud->setSelectionPos(pos, camera_offset);
3168                 }
3169         } else if (result.type == POINTEDTHING_NODE) {
3170                 // Update selection boxes
3171                 MapNode n = map.getNode(result.node_undersurface);
3172                 std::vector<aabb3f> boxes;
3173                 n.getSelectionBoxes(nodedef, &boxes,
3174                         n.getNeighbors(result.node_undersurface, &map));
3175
3176                 f32 d = 0.002 * BS;
3177                 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3178                         i != boxes.end(); ++i) {
3179                         aabb3f box = *i;
3180                         box.MinEdge -= v3f(d, d, d);
3181                         box.MaxEdge += v3f(d, d, d);
3182                         selectionboxes->push_back(box);
3183                 }
3184                 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3185                         camera_offset);
3186                 hud->setSelectedFaceNormal(v3f(
3187                         result.intersection_normal.X,
3188                         result.intersection_normal.Y,
3189                         result.intersection_normal.Z));
3190         }
3191
3192         // Update selection mesh light level and vertex colors
3193         if (!selectionboxes->empty()) {
3194                 v3f pf = hud->getSelectionPos();
3195                 v3s16 p = floatToInt(pf, BS);
3196
3197                 // Get selection mesh light level
3198                 MapNode n = map.getNode(p);
3199                 u16 node_light = getInteriorLight(n, -1, nodedef);
3200                 u16 light_level = node_light;
3201
3202                 for (const v3s16 &dir : g_6dirs) {
3203                         n = map.getNode(p + dir);
3204                         node_light = getInteriorLight(n, -1, nodedef);
3205                         if (node_light > light_level)
3206                                 light_level = node_light;
3207                 }
3208
3209                 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3210                 video::SColor c;
3211                 final_color_blend(&c, light_level, daynight_ratio);
3212
3213                 // Modify final color a bit with time
3214                 u32 timer = porting::getTimeMs() % 5000;
3215                 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3216                 float sin_r = 0.08f * std::sin(timerf);
3217                 float sin_g = 0.08f * std::sin(timerf + irr::core::PI * 0.5f);
3218                 float sin_b = 0.08f * std::sin(timerf + irr::core::PI);
3219                 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3220                 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3221                 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3222
3223                 // Set mesh final color
3224                 hud->setSelectionMeshColor(c);
3225         }
3226         return result;
3227 }
3228
3229
3230 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3231 {
3232         infostream << "Right Clicked in Air" << std::endl;
3233         PointedThing fauxPointed;
3234         fauxPointed.type = POINTEDTHING_NOTHING;
3235         client->interact(INTERACT_ACTIVATE, fauxPointed);
3236 }
3237
3238
3239 void Game::handlePointingAtNode(const PointedThing &pointed,
3240         const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3241 {
3242         v3s16 nodepos = pointed.node_undersurface;
3243         v3s16 neighbourpos = pointed.node_abovesurface;
3244
3245         /*
3246                 Check information text of node
3247         */
3248
3249         ClientMap &map = client->getEnv().getClientMap();
3250
3251         if (runData.nodig_delay_timer <= 0.0 && input->getLeftState()
3252                         && !runData.digging_blocked
3253                         && client->checkPrivilege("interact")) {
3254                 handleDigging(pointed, nodepos, selected_item, hand_item, dtime);
3255         }
3256
3257         // This should be done after digging handling
3258         NodeMetadata *meta = map.getNodeMetadata(nodepos);
3259
3260         if (meta) {
3261                 m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
3262                         meta->getString("infotext"))));
3263         } else {
3264                 MapNode n = map.getNode(nodepos);
3265
3266                 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3267                         m_game_ui->setInfoText(L"Unknown node: " +
3268                                 utf8_to_wide(nodedef_manager->get(n).name));
3269                 }
3270         }
3271
3272         if ((input->getRightClicked() ||
3273                         runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
3274                         client->checkPrivilege("interact")) {
3275                 runData.repeat_rightclick_timer = 0;
3276                 infostream << "Ground right-clicked" << std::endl;
3277
3278                 camera->setDigging(1);  // right click animation (always shown for feedback)
3279
3280                 soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
3281
3282                 // If the wielded item has node placement prediction,
3283                 // make that happen
3284                 // And also set the sound and send the interact
3285                 // But first check for meta formspec and rightclickable
3286                 auto &def = selected_item.getDefinition(itemdef_manager);
3287                 bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
3288                         pointed, meta);
3289
3290                 if (placed && client->modsLoaded())
3291                         client->getScript()->on_placenode(pointed, def);
3292         }
3293 }
3294
3295 bool Game::nodePlacement(const ItemDefinition &selected_def,
3296         const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
3297         const PointedThing &pointed, const NodeMetadata *meta)
3298 {
3299         std::string prediction = selected_def.node_placement_prediction;
3300         const NodeDefManager *nodedef = client->ndef();
3301         ClientMap &map = client->getEnv().getClientMap();
3302         MapNode node;
3303         bool is_valid_position;
3304
3305         node = map.getNode(nodepos, &is_valid_position);
3306         if (!is_valid_position) {
3307                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3308                 return false;
3309         }
3310
3311         // formspec in meta
3312         if (meta && !meta->getString("formspec").empty() && !random_input
3313                         && !isKeyDown(KeyType::SNEAK)) {
3314                 // on_rightclick callbacks are called anyway
3315                 if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
3316                         client->interact(INTERACT_PLACE, pointed);
3317
3318                 infostream << "Launching custom inventory view" << std::endl;
3319
3320                 InventoryLocation inventoryloc;
3321                 inventoryloc.setNodeMeta(nodepos);
3322
3323                 NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3324                         &client->getEnv().getClientMap(), nodepos);
3325                 TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3326
3327                 auto *&formspec = m_game_ui->updateFormspec("");
3328                 GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
3329                         txt_dst, client->getFormspecPrepend());
3330
3331                 formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3332                 return false;
3333         }
3334
3335         // on_rightclick callback
3336         if (prediction.empty() || (nodedef->get(node).rightclickable &&
3337                         !isKeyDown(KeyType::SNEAK))) {
3338                 // Report to server
3339                 client->interact(INTERACT_PLACE, pointed);
3340                 return false;
3341         }
3342
3343         verbosestream << "Node placement prediction for "
3344                 << selected_def.name << " is "
3345                 << prediction << std::endl;
3346         v3s16 p = neighbourpos;
3347
3348         // Place inside node itself if buildable_to
3349         MapNode n_under = map.getNode(nodepos, &is_valid_position);
3350         if (is_valid_position) {
3351                 if (nodedef->get(n_under).buildable_to) {
3352                         p = nodepos;
3353                 } else {
3354                         node = map.getNode(p, &is_valid_position);
3355                         if (is_valid_position && !nodedef->get(node).buildable_to) {
3356                                 // Report to server
3357                                 client->interact(INTERACT_PLACE, pointed);
3358                                 return false;
3359                         }
3360                 }
3361         }
3362
3363         // Find id of predicted node
3364         content_t id;
3365         bool found = nodedef->getId(prediction, id);
3366
3367         if (!found) {
3368                 errorstream << "Node placement prediction failed for "
3369                         << selected_def.name << " (places "
3370                         << prediction
3371                         << ") - Name not known" << std::endl;
3372                 // Handle this as if prediction was empty
3373                 // Report to server
3374                 client->interact(INTERACT_PLACE, pointed);
3375                 return false;
3376         }
3377
3378         const ContentFeatures &predicted_f = nodedef->get(id);
3379
3380         // Predict param2 for facedir and wallmounted nodes
3381         u8 param2 = 0;
3382
3383         if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3384                         predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3385                 v3s16 dir = nodepos - neighbourpos;
3386
3387                 if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
3388                         param2 = dir.Y < 0 ? 1 : 0;
3389                 } else if (abs(dir.X) > abs(dir.Z)) {
3390                         param2 = dir.X < 0 ? 3 : 2;
3391                 } else {
3392                         param2 = dir.Z < 0 ? 5 : 4;
3393                 }
3394         }
3395
3396         if (predicted_f.param_type_2 == CPT2_FACEDIR ||
3397                         predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3398                 v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
3399
3400                 if (abs(dir.X) > abs(dir.Z)) {
3401                         param2 = dir.X < 0 ? 3 : 1;
3402                 } else {
3403                         param2 = dir.Z < 0 ? 2 : 0;
3404                 }
3405         }
3406
3407         assert(param2 <= 5);
3408
3409         //Check attachment if node is in group attached_node
3410         if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
3411                 static v3s16 wallmounted_dirs[8] = {
3412                         v3s16(0, 1, 0),
3413                         v3s16(0, -1, 0),
3414                         v3s16(1, 0, 0),
3415                         v3s16(-1, 0, 0),
3416                         v3s16(0, 0, 1),
3417                         v3s16(0, 0, -1),
3418                 };
3419                 v3s16 pp;
3420
3421                 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
3422                                 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
3423                         pp = p + wallmounted_dirs[param2];
3424                 else
3425                         pp = p + v3s16(0, -1, 0);
3426
3427                 if (!nodedef->get(map.getNode(pp)).walkable) {
3428                         // Report to server
3429                         client->interact(INTERACT_PLACE, pointed);
3430                         return false;
3431                 }
3432         }
3433
3434         // Apply color
3435         if ((predicted_f.param_type_2 == CPT2_COLOR
3436                         || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
3437                         || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
3438                 const std::string &indexstr = selected_item.metadata.getString(
3439                         "palette_index", 0);
3440                 if (!indexstr.empty()) {
3441                         s32 index = mystoi(indexstr);
3442                         if (predicted_f.param_type_2 == CPT2_COLOR) {
3443                                 param2 = index;
3444                         } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
3445                                 // param2 = pure palette index + other
3446                                 param2 = (index & 0xf8) | (param2 & 0x07);
3447                         } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
3448                                 // param2 = pure palette index + other
3449                                 param2 = (index & 0xe0) | (param2 & 0x1f);
3450                         }
3451                 }
3452         }
3453
3454         // Add node to client map
3455         MapNode n(id, 0, param2);
3456
3457         try {
3458                 LocalPlayer *player = client->getEnv().getLocalPlayer();
3459
3460                 // Dont place node when player would be inside new node
3461                 // NOTE: This is to be eventually implemented by a mod as client-side Lua
3462                 if (!nodedef->get(n).walkable ||
3463                                 g_settings->getBool("enable_build_where_you_stand") ||
3464                                 (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
3465                                 (nodedef->get(n).walkable &&
3466                                         neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
3467                                         neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
3468                         // This triggers the required mesh update too
3469                         client->addNode(p, n);
3470                         // Report to server
3471                         client->interact(INTERACT_PLACE, pointed);
3472                         // A node is predicted, also play a sound
3473                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
3474                         return true;
3475                 } else {
3476                         soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3477                         return false;
3478                 }
3479         } catch (InvalidPositionException &e) {
3480                 errorstream << "Node placement prediction failed for "
3481                         << selected_def.name << " (places "
3482                         << prediction
3483                         << ") - Position not loaded" << std::endl;
3484                 soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
3485                 return false;
3486         }
3487 }
3488
3489 void Game::handlePointingAtObject(const PointedThing &pointed,
3490                 const ItemStack &tool_item, const v3f &player_position, bool show_debug)
3491 {
3492         std::wstring infotext = unescape_translate(
3493                 utf8_to_wide(runData.selected_object->infoText()));
3494
3495         if (show_debug) {
3496                 if (!infotext.empty()) {
3497                         infotext += L"\n";
3498                 }
3499                 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3500         }
3501
3502         m_game_ui->setInfoText(infotext);
3503
3504         if (input->getLeftState()) {
3505                 bool do_punch = false;
3506                 bool do_punch_damage = false;
3507
3508                 if (runData.object_hit_delay_timer <= 0.0) {
3509                         do_punch = true;
3510                         do_punch_damage = true;
3511                         runData.object_hit_delay_timer = object_hit_delay;
3512                 }
3513
3514                 if (input->getLeftClicked())
3515                         do_punch = true;
3516
3517                 if (do_punch) {
3518                         infostream << "Left-clicked object" << std::endl;
3519                         runData.left_punch = true;
3520                 }
3521
3522                 if (do_punch_damage) {
3523                         // Report direct punch
3524                         v3f objpos = runData.selected_object->getPosition();
3525                         v3f dir = (objpos - player_position).normalize();
3526
3527                         bool disable_send = runData.selected_object->directReportPunch(
3528                                         dir, &tool_item, runData.time_from_last_punch);
3529                         runData.time_from_last_punch = 0;
3530
3531                         if (!disable_send)
3532                                 client->interact(INTERACT_START_DIGGING, pointed);
3533                 }
3534         } else if (input->getRightClicked()) {
3535                 infostream << "Right-clicked object" << std::endl;
3536                 client->interact(INTERACT_PLACE, pointed);  // place
3537         }
3538 }
3539
3540
3541 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3542                 const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime)
3543 {
3544         // See also: serverpackethandle.cpp, action == 2
3545         LocalPlayer *player = client->getEnv().getLocalPlayer();
3546         ClientMap &map = client->getEnv().getClientMap();
3547         MapNode n = client->getEnv().getClientMap().getNode(nodepos);
3548
3549         // NOTE: Similar piece of code exists on the server side for
3550         // cheat detection.
3551         // Get digging parameters
3552         DigParams params = getDigParams(nodedef_manager->get(n).groups,
3553                         &selected_item.getToolCapabilities(itemdef_manager));
3554
3555         // If can't dig, try hand
3556         if (!params.diggable) {
3557                 params = getDigParams(nodedef_manager->get(n).groups,
3558                                 &hand_item.getToolCapabilities(itemdef_manager));
3559         }
3560
3561         if (!params.diggable) {
3562                 // I guess nobody will wait for this long
3563                 runData.dig_time_complete = 10000000.0;
3564         } else {
3565                 runData.dig_time_complete = params.time;
3566
3567                 if (m_cache_enable_particles) {
3568                         const ContentFeatures &features = client->getNodeDefManager()->get(n);
3569                         client->getParticleManager()->addNodeParticle(client,
3570                                         player, nodepos, n, features);
3571                 }
3572         }
3573
3574         if (!runData.digging) {
3575                 infostream << "Started digging" << std::endl;
3576                 runData.dig_instantly = runData.dig_time_complete == 0;
3577                 if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
3578                         return;
3579                 client->interact(INTERACT_START_DIGGING, pointed);
3580                 runData.digging = true;
3581                 runData.ldown_for_dig = true;
3582         }
3583
3584         if (!runData.dig_instantly) {
3585                 runData.dig_index = (float)crack_animation_length
3586                                 * runData.dig_time
3587                                 / runData.dig_time_complete;
3588         } else {
3589                 // This is for e.g. torches
3590                 runData.dig_index = crack_animation_length;
3591         }
3592
3593         SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3594
3595         if (sound_dig.exists() && params.diggable) {
3596                 if (sound_dig.name == "__group") {
3597                         if (!params.main_group.empty()) {
3598                                 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3599                                 soundmaker->m_player_leftpunch_sound.name =
3600                                                 std::string("default_dig_") +
3601                                                 params.main_group;
3602                         }
3603                 } else {
3604                         soundmaker->m_player_leftpunch_sound = sound_dig;
3605                 }
3606         }
3607
3608         // Don't show cracks if not diggable
3609         if (runData.dig_time_complete >= 100000.0) {
3610         } else if (runData.dig_index < crack_animation_length) {
3611                 //TimeTaker timer("client.setTempMod");
3612                 //infostream<<"dig_index="<<dig_index<<std::endl;
3613                 client->setCrack(runData.dig_index, nodepos);
3614         } else {
3615                 infostream << "Digging completed" << std::endl;
3616                 client->setCrack(-1, v3s16(0, 0, 0));
3617
3618                 runData.dig_time = 0;
3619                 runData.digging = false;
3620                 // we successfully dug, now block it from repeating if we want to be safe
3621                 if (g_settings->getBool("safe_dig_and_place"))
3622                         runData.digging_blocked = true;
3623
3624                 runData.nodig_delay_timer =
3625                                 runData.dig_time_complete / (float)crack_animation_length;
3626
3627                 // We don't want a corresponding delay to very time consuming nodes
3628                 // and nodes without digging time (e.g. torches) get a fixed delay.
3629                 if (runData.nodig_delay_timer > 0.3)
3630                         runData.nodig_delay_timer = 0.3;
3631                 else if (runData.dig_instantly)
3632                         runData.nodig_delay_timer = 0.15;
3633
3634                 bool is_valid_position;
3635                 MapNode wasnode = map.getNode(nodepos, &is_valid_position);
3636                 if (is_valid_position) {
3637                         if (client->modsLoaded() &&
3638                                         client->getScript()->on_dignode(nodepos, wasnode)) {
3639                                 return;
3640                         }
3641
3642                         const ContentFeatures &f = client->ndef()->get(wasnode);
3643                         if (f.node_dig_prediction == "air") {
3644                                 client->removeNode(nodepos);
3645                         } else if (!f.node_dig_prediction.empty()) {
3646                                 content_t id;
3647                                 bool found = client->ndef()->getId(f.node_dig_prediction, id);
3648                                 if (found)
3649                                         client->addNode(nodepos, id, true);
3650                         }
3651                         // implicit else: no prediction
3652                 }
3653
3654                 client->interact(INTERACT_DIGGING_COMPLETED, pointed);
3655
3656                 if (m_cache_enable_particles) {
3657                         const ContentFeatures &features =
3658                                 client->getNodeDefManager()->get(wasnode);
3659                         client->getParticleManager()->addDiggingParticles(client,
3660                                 player, nodepos, wasnode, features);
3661                 }
3662
3663
3664                 // Send event to trigger sound
3665                 client->getEventManager()->put(new NodeDugEvent(nodepos, wasnode));
3666         }
3667
3668         if (runData.dig_time_complete < 100000.0) {
3669                 runData.dig_time += dtime;
3670         } else {
3671                 runData.dig_time = 0;
3672                 client->setCrack(-1, nodepos);
3673         }
3674
3675         camera->setDigging(0);  // left click animation
3676 }
3677
3678
3679 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
3680                 const CameraOrientation &cam)
3681 {
3682         TimeTaker tt_update("Game::updateFrame()");
3683         LocalPlayer *player = client->getEnv().getLocalPlayer();
3684
3685         /*
3686                 Fog range
3687         */
3688
3689         if (draw_control->range_all) {
3690                 runData.fog_range = 100000 * BS;
3691         } else {
3692                 runData.fog_range = draw_control->wanted_range * BS;
3693         }
3694
3695         /*
3696                 Calculate general brightness
3697         */
3698         u32 daynight_ratio = client->getEnv().getDayNightRatio();
3699         float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3700         float direct_brightness;
3701         bool sunlight_seen;
3702
3703         if (m_cache_enable_noclip && m_cache_enable_free_move) {
3704                 direct_brightness = time_brightness;
3705                 sunlight_seen = true;
3706         } else {
3707                 float old_brightness = sky->getBrightness();
3708                 direct_brightness = client->getEnv().getClientMap()
3709                                 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
3710                                         daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3711                                     / 255.0;
3712         }
3713
3714         float time_of_day_smooth = runData.time_of_day_smooth;
3715         float time_of_day = client->getEnv().getTimeOfDayF();
3716
3717         static const float maxsm = 0.05f;
3718         static const float todsm = 0.05f;
3719
3720         if (std::fabs(time_of_day - time_of_day_smooth) > maxsm &&
3721                         std::fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3722                         std::fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3723                 time_of_day_smooth = time_of_day;
3724
3725         if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3726                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3727                                 + (time_of_day + 1.0) * todsm;
3728         else
3729                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3730                                 + time_of_day * todsm;
3731
3732         runData.time_of_day_smooth = time_of_day_smooth;
3733
3734         sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3735                         sunlight_seen, camera->getCameraMode(), player->getYaw(),
3736                         player->getPitch());
3737
3738         /*
3739                 Update clouds
3740         */
3741         if (clouds) {
3742                 if (sky->getCloudsVisible()) {
3743                         clouds->setVisible(true);
3744                         clouds->step(dtime);
3745                         // camera->getPosition is not enough for 3rd person views
3746                         v3f camera_node_position = camera->getCameraNode()->getPosition();
3747                         v3s16 camera_offset      = camera->getOffset();
3748                         camera_node_position.X   = camera_node_position.X + camera_offset.X * BS;
3749                         camera_node_position.Y   = camera_node_position.Y + camera_offset.Y * BS;
3750                         camera_node_position.Z   = camera_node_position.Z + camera_offset.Z * BS;
3751                         clouds->update(camera_node_position,
3752                                         sky->getCloudColor());
3753                         if (clouds->isCameraInsideCloud() && m_cache_enable_fog) {
3754                                 // if inside clouds, and fog enabled, use that as sky
3755                                 // color(s)
3756                                 video::SColor clouds_dark = clouds->getColor()
3757                                                 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
3758                                 sky->overrideColors(clouds_dark, clouds->getColor());
3759                                 sky->setInClouds(true);
3760                                 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
3761                                 // do not draw clouds after all
3762                                 clouds->setVisible(false);
3763                         }
3764                 } else {
3765                         clouds->setVisible(false);
3766                 }
3767         }
3768
3769         /*
3770                 Update particles
3771         */
3772         client->getParticleManager()->step(dtime);
3773
3774         /*
3775                 Fog
3776         */
3777
3778         if (m_cache_enable_fog) {
3779                 driver->setFog(
3780                                 sky->getBgColor(),
3781                                 video::EFT_FOG_LINEAR,
3782                                 runData.fog_range * m_cache_fog_start,
3783                                 runData.fog_range * 1.0,
3784                                 0.01,
3785                                 false, // pixel fog
3786                                 true // range fog
3787                 );
3788         } else {
3789                 driver->setFog(
3790                                 sky->getBgColor(),
3791                                 video::EFT_FOG_LINEAR,
3792                                 100000 * BS,
3793                                 110000 * BS,
3794                                 0.01f,
3795                                 false, // pixel fog
3796                                 false // range fog
3797                 );
3798         }
3799
3800         /*
3801                 Get chat messages from client
3802         */
3803
3804         v2u32 screensize = driver->getScreenSize();
3805
3806         updateChat(dtime, screensize);
3807
3808         /*
3809                 Inventory
3810         */
3811
3812         if (player->getWieldIndex() != runData.new_playeritem)
3813                 client->setPlayerItem(runData.new_playeritem);
3814
3815         if (client->updateWieldedItem()) {
3816                 // Update wielded tool
3817                 ItemStack selected_item, hand_item;
3818                 ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
3819                 camera->wield(tool_item);
3820         }
3821
3822         /*
3823                 Update block draw list every 200ms or when camera direction has
3824                 changed much
3825         */
3826         runData.update_draw_list_timer += dtime;
3827
3828         v3f camera_direction = camera->getDirection();
3829         if (runData.update_draw_list_timer >= 0.2
3830                         || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
3831                         || m_camera_offset_changed) {
3832                 runData.update_draw_list_timer = 0;
3833                 client->getEnv().getClientMap().updateDrawList();
3834                 runData.update_draw_list_last_cam_dir = camera_direction;
3835         }
3836
3837         m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);
3838
3839         /*
3840            make sure menu is on top
3841            1. Delete formspec menu reference if menu was removed
3842            2. Else, make sure formspec menu is on top
3843         */
3844         auto formspec = m_game_ui->getFormspecGUI();
3845         do { // breakable. only runs for one iteration
3846                 if (!formspec)
3847                         break;
3848
3849                 if (formspec->getReferenceCount() == 1) {
3850                         m_game_ui->deleteFormspec();
3851                         break;
3852                 }
3853
3854                 auto &loc = formspec->getFormspecLocation();
3855                 if (loc.type == InventoryLocation::NODEMETA) {
3856                         NodeMetadata *meta = client->getEnv().getClientMap().getNodeMetadata(loc.p);
3857                         if (!meta || meta->getString("formspec").empty()) {
3858                                 formspec->quitMenu();
3859                                 break;
3860                         }
3861                 }
3862
3863                 if (isMenuActive())
3864                         guiroot->bringToFront(formspec);
3865         } while (false);
3866
3867         /*
3868                 Drawing begins
3869         */
3870         const video::SColor &skycolor = sky->getSkyColor();
3871
3872         TimeTaker tt_draw("Draw scene");
3873         driver->beginScene(true, true, skycolor);
3874
3875         bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
3876                         (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
3877                         (camera->getCameraMode() == CAMERA_MODE_FIRST));
3878         bool draw_crosshair = (
3879                         (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
3880                         (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
3881 #ifdef HAVE_TOUCHSCREENGUI
3882         try {
3883                 draw_crosshair = !g_settings->getBool("touchtarget");
3884         } catch (SettingNotFoundException) {
3885         }
3886 #endif
3887         RenderingEngine::draw_scene(skycolor, m_game_ui->m_flags.show_hud,
3888                         m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
3889
3890         /*
3891                 Profiler graph
3892         */
3893         if (m_game_ui->m_flags.show_profiler_graph)
3894                 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
3895
3896         /*
3897                 Damage flash
3898         */
3899         if (runData.damage_flash > 0.0f) {
3900                 video::SColor color(runData.damage_flash, 180, 0, 0);
3901                 driver->draw2DRectangle(color,
3902                                         core::rect<s32>(0, 0, screensize.X, screensize.Y),
3903                                         NULL);
3904
3905                 runData.damage_flash -= 384.0f * dtime;
3906         }
3907
3908         /*
3909                 Damage camera tilt
3910         */
3911         if (player->hurt_tilt_timer > 0.0f) {
3912                 player->hurt_tilt_timer -= dtime * 6.0f;
3913
3914                 if (player->hurt_tilt_timer < 0.0f)
3915                         player->hurt_tilt_strength = 0.0f;
3916         }
3917
3918         /*
3919                 Update minimap pos and rotation
3920         */
3921         if (mapper && m_game_ui->m_flags.show_minimap && m_game_ui->m_flags.show_hud) {
3922                 mapper->setPos(floatToInt(player->getPosition(), BS));
3923                 mapper->setAngle(player->getYaw());
3924         }
3925
3926         /*
3927                 End scene
3928         */
3929         driver->endScene();
3930
3931         stats->drawtime = tt_draw.stop(true);
3932         g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
3933         g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
3934 }
3935
3936 /* Log times and stuff for visualization */
3937 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
3938 {
3939         Profiler::GraphValues values;
3940         g_profiler->graphGet(values);
3941         graph->put(values);
3942 }
3943
3944
3945
3946 /****************************************************************************
3947  Misc
3948  ****************************************************************************/
3949
3950 /* On some computers framerate doesn't seem to be automatically limited
3951  */
3952 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
3953 {
3954         // not using getRealTime is necessary for wine
3955         device->getTimer()->tick(); // Maker sure device time is up-to-date
3956         u32 time = device->getTimer()->getTime();
3957         u32 last_time = fps_timings->last_time;
3958
3959         if (time > last_time)  // Make sure time hasn't overflowed
3960                 fps_timings->busy_time = time - last_time;
3961         else
3962                 fps_timings->busy_time = 0;
3963
3964         u32 frametime_min = 1000 / (g_menumgr.pausesGame()
3965                         ? g_settings->getFloat("pause_fps_max")
3966                         : g_settings->getFloat("fps_max"));
3967
3968         if (fps_timings->busy_time < frametime_min) {
3969                 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
3970                 device->sleep(fps_timings->sleep_time);
3971         } else {
3972                 fps_timings->sleep_time = 0;
3973         }
3974
3975         /* Get the new value of the device timer. Note that device->sleep() may
3976          * not sleep for the entire requested time as sleep may be interrupted and
3977          * therefore it is arguably more accurate to get the new time from the
3978          * device rather than calculating it by adding sleep_time to time.
3979          */
3980
3981         device->getTimer()->tick(); // Update device timer
3982         time = device->getTimer()->getTime();
3983
3984         if (time > last_time)  // Make sure last_time hasn't overflowed
3985                 *dtime = (time - last_time) / 1000.0;
3986         else
3987                 *dtime = 0;
3988
3989         fps_timings->last_time = time;
3990 }
3991
3992 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
3993 {
3994         const wchar_t *wmsg = wgettext(msg);
3995         RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
3996                 draw_clouds);
3997         delete[] wmsg;
3998 }
3999
4000 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4001 {
4002         ((Game *)data)->readSettings();
4003 }
4004
4005 void Game::readSettings()
4006 {
4007         m_cache_doubletap_jump               = g_settings->getBool("doubletap_jump");
4008         m_cache_enable_clouds                = g_settings->getBool("enable_clouds");
4009         m_cache_enable_joysticks             = g_settings->getBool("enable_joysticks");
4010         m_cache_enable_particles             = g_settings->getBool("enable_particles");
4011         m_cache_enable_fog                   = g_settings->getBool("enable_fog");
4012         m_cache_mouse_sensitivity            = g_settings->getFloat("mouse_sensitivity");
4013         m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
4014         m_repeat_right_click_time            = g_settings->getFloat("repeat_rightclick_time");
4015
4016         m_cache_enable_noclip                = g_settings->getBool("noclip");
4017         m_cache_enable_free_move             = g_settings->getBool("free_move");
4018
4019         m_cache_fog_start                    = g_settings->getFloat("fog_start");
4020
4021         m_cache_cam_smoothing = 0;
4022         if (g_settings->getBool("cinematic"))
4023                 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4024         else
4025                 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4026
4027         m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4028         m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4029         m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4030
4031         m_does_lost_focus_pause_game = g_settings->getBool("pause_on_lost_focus");
4032 }
4033
4034 /****************************************************************************/
4035 /****************************************************************************
4036  Shutdown / cleanup
4037  ****************************************************************************/
4038 /****************************************************************************/
4039
4040 void Game::extendedResourceCleanup()
4041 {
4042         // Extended resource accounting
4043         infostream << "Irrlicht resources after cleanup:" << std::endl;
4044         infostream << "\tRemaining meshes   : "
4045                    << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
4046         infostream << "\tRemaining textures : "
4047                    << driver->getTextureCount() << std::endl;
4048
4049         for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
4050                 irr::video::ITexture *texture = driver->getTextureByIndex(i);
4051                 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
4052                            << std::endl;
4053         }
4054
4055         clearTextureNameCache();
4056         infostream << "\tRemaining materials: "
4057                << driver-> getMaterialRendererCount()
4058                        << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4059 }
4060
4061 void Game::showDeathFormspec()
4062 {
4063         static std::string formspec_str =
4064                 std::string("formspec_version[1]") +
4065                 SIZE_TAG
4066                 "bgcolor[#320000b4;true]"
4067                 "label[4.85,1.35;" + gettext("You died") + "]"
4068                 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
4069                 ;
4070
4071         /* Create menu */
4072         /* Note: FormspecFormSource and LocalFormspecHandler  *
4073          * are deleted by guiFormSpecMenu                     */
4074         FormspecFormSource *fs_src = new FormspecFormSource(formspec_str);
4075         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
4076
4077         auto *&formspec = m_game_ui->getFormspecGUI();
4078         GUIFormSpecMenu::create(formspec, client, &input->joystick,
4079                 fs_src, txt_dst, client->getFormspecPrepend());
4080         formspec->setFocus("btn_respawn");
4081 }
4082
4083 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4084 void Game::showPauseMenu()
4085 {
4086 #ifdef __ANDROID__
4087         static const std::string control_text = strgettext("Default Controls:\n"
4088                 "No menu visible:\n"
4089                 "- single tap: button activate\n"
4090                 "- double tap: place/use\n"
4091                 "- slide finger: look around\n"
4092                 "Menu/Inventory visible:\n"
4093                 "- double tap (outside):\n"
4094                 " -->close\n"
4095                 "- touch stack, touch slot:\n"
4096                 " --> move stack\n"
4097                 "- touch&drag, tap 2nd finger\n"
4098                 " --> place single item to slot\n"
4099                 );
4100 #else
4101         static const std::string control_text_template = strgettext("Controls:\n"
4102                 "- %s: move forwards\n"
4103                 "- %s: move backwards\n"
4104                 "- %s: move left\n"
4105                 "- %s: move right\n"
4106                 "- %s: jump/climb\n"
4107                 "- %s: sneak/go down\n"
4108                 "- %s: drop item\n"
4109                 "- %s: inventory\n"
4110                 "- Mouse: turn/look\n"
4111                 "- Mouse left: dig/punch\n"
4112                 "- Mouse right: place/use\n"
4113                 "- Mouse wheel: select item\n"
4114                 "- %s: chat\n"
4115         );
4116
4117          char control_text_buf[600];
4118
4119          porting::mt_snprintf(control_text_buf, sizeof(control_text_buf), control_text_template.c_str(),
4120                         GET_KEY_NAME(keymap_forward),
4121                         GET_KEY_NAME(keymap_backward),
4122                         GET_KEY_NAME(keymap_left),
4123                         GET_KEY_NAME(keymap_right),
4124                         GET_KEY_NAME(keymap_jump),
4125                         GET_KEY_NAME(keymap_sneak),
4126                         GET_KEY_NAME(keymap_drop),
4127                         GET_KEY_NAME(keymap_inventory),
4128                         GET_KEY_NAME(keymap_chat)
4129                         );
4130
4131         std::string control_text = std::string(control_text_buf);
4132         str_formspec_escape(control_text);
4133 #endif
4134
4135         float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4136         std::ostringstream os;
4137
4138         os << "formspec_version[1]" << SIZE_TAG
4139                 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4140                 << strgettext("Continue") << "]";
4141
4142         if (!simple_singleplayer_mode) {
4143                 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4144                         << strgettext("Change Password") << "]";
4145         } else {
4146                 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4147         }
4148
4149 #ifndef __ANDROID__
4150         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4151                 << strgettext("Sound Volume") << "]";
4152         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4153                 << strgettext("Change Keys")  << "]";
4154 #endif
4155         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4156                 << strgettext("Exit to Menu") << "]";
4157         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4158                 << strgettext("Exit to OS")   << "]"
4159                 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4160                 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4161                 << "\n"
4162                 <<  strgettext("Game info:") << "\n";
4163         const std::string &address = client->getAddressName();
4164         static const std::string mode = strgettext("- Mode: ");
4165         if (!simple_singleplayer_mode) {
4166                 Address serverAddress = client->getServerAddress();
4167                 if (!address.empty()) {
4168                         os << mode << strgettext("Remote server") << "\n"
4169                                         << strgettext("- Address: ") << address;
4170                 } else {
4171                         os << mode << strgettext("Hosting server");
4172                 }
4173                 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4174         } else {
4175                 os << mode << strgettext("Singleplayer") << "\n";
4176         }
4177         if (simple_singleplayer_mode || address.empty()) {
4178                 static const std::string on = strgettext("On");
4179                 static const std::string off = strgettext("Off");
4180                 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4181                 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4182                 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4183                 os << strgettext("- Damage: ") << damage << "\n"
4184                                 << strgettext("- Creative Mode: ") << creative << "\n";
4185                 if (!simple_singleplayer_mode) {
4186                         const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4187                         //~ PvP = Player versus Player
4188                         os << strgettext("- PvP: ") << pvp << "\n"
4189                                         << strgettext("- Public: ") << announced << "\n";
4190                         std::string server_name = g_settings->get("server_name");
4191                         str_formspec_escape(server_name);
4192                         if (announced == on && !server_name.empty())
4193                                 os << strgettext("- Server Name: ") << server_name;
4194
4195                 }
4196         }
4197         os << ";]";
4198
4199         /* Create menu */
4200         /* Note: FormspecFormSource and LocalFormspecHandler  *
4201          * are deleted by guiFormSpecMenu                     */
4202         FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4203         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4204
4205         auto *&formspec = m_game_ui->getFormspecGUI();
4206         GUIFormSpecMenu::create(formspec, client, &input->joystick,
4207                         fs_src, txt_dst, client->getFormspecPrepend());
4208         formspec->setFocus("btn_continue");
4209         formspec->doPause = true;
4210 }
4211
4212 /****************************************************************************/
4213 /****************************************************************************
4214  extern function for launching the game
4215  ****************************************************************************/
4216 /****************************************************************************/
4217
4218 void the_game(bool *kill,
4219                 bool random_input,
4220                 InputHandler *input,
4221                 const std::string &map_dir,
4222                 const std::string &playername,
4223                 const std::string &password,
4224                 const std::string &address,         // If empty local server is created
4225                 u16 port,
4226
4227                 std::string &error_message,
4228                 ChatBackend &chat_backend,
4229                 bool *reconnect_requested,
4230                 const SubgameSpec &gamespec,        // Used for local game
4231                 bool simple_singleplayer_mode)
4232 {
4233         Game game;
4234
4235         /* Make a copy of the server address because if a local singleplayer server
4236          * is created then this is updated and we don't want to change the value
4237          * passed to us by the calling function
4238          */
4239         std::string server_address = address;
4240
4241         try {
4242
4243                 if (game.startup(kill, random_input, input, map_dir,
4244                                 playername, password, &server_address, port, error_message,
4245                                 reconnect_requested, &chat_backend, gamespec,
4246                                 simple_singleplayer_mode)) {
4247                         game.run();
4248                         game.shutdown();
4249                 }
4250
4251         } catch (SerializationError &e) {
4252                 error_message = std::string("A serialization error occurred:\n")
4253                                 + e.what() + "\n\nThe server is probably "
4254                                 " running a different version of " PROJECT_NAME_C ".";
4255                 errorstream << error_message << std::endl;
4256         } catch (ServerError &e) {
4257                 error_message = e.what();
4258                 errorstream << "ServerError: " << error_message << std::endl;
4259         } catch (ModError &e) {
4260                 error_message = std::string("ModError: ") + e.what() +
4261                                 strgettext("\nCheck debug.txt for details.");
4262                 errorstream << error_message << std::endl;
4263         }
4264 }