]> git.lizzy.rs Git - minetest.git/blob - src/game.cpp
Use Irrlicht's mesh cache for animated meshes.
[minetest.git] / src / game.cpp
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/inputhandler.h"
29 #include "client/tile.h"     // For TextureSource
30 #include "client/keys.h"
31 #include "client/joystick_controller.h"
32 #include "clientmap.h"
33 #include "clouds.h"
34 #include "config.h"
35 #include "content_cao.h"
36 #include "event_manager.h"
37 #include "fontengine.h"
38 #include "itemdef.h"
39 #include "log.h"
40 #include "filesys.h"
41 #include "gettext.h"
42 #include "gui/guiChatConsole.h"
43 #include "gui/guiFormSpecMenu.h"
44 #include "gui/guiKeyChangeMenu.h"
45 #include "gui/guiPasswordChange.h"
46 #include "gui/guiVolumeChange.h"
47 #include "gui/mainmenumanager.h"
48 #include "mapblock.h"
49 #include "minimap.h"
50 #include "nodedef.h"         // Needed for determining pointing to nodes
51 #include "nodemetadata.h"
52 #include "particles.h"
53 #include "profiler.h"
54 #include "quicktune_shortcutter.h"
55 #include "raycast.h"
56 #include "server.h"
57 #include "settings.h"
58 #include "shader.h"
59 #include "sky.h"
60 #include "subgame.h"
61 #include "tool.h"
62 #include "translation.h"
63 #include "util/basic_macros.h"
64 #include "util/directiontables.h"
65 #include "util/pointedthing.h"
66 #include "irrlicht_changes/static_text.h"
67 #include "version.h"
68 #include "script/scripting_client.h"
69
70 #if USE_SOUND
71         #include "sound_openal.h"
72 #endif
73
74
75 /*
76         Text input system
77 */
78
79 struct TextDestNodeMetadata : public TextDest
80 {
81         TextDestNodeMetadata(v3s16 p, Client *client)
82         {
83                 m_p = p;
84                 m_client = client;
85         }
86         // This is deprecated I guess? -celeron55
87         void gotText(const std::wstring &text)
88         {
89                 std::string ntext = wide_to_utf8(text);
90                 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
91                            << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
92                 StringMap fields;
93                 fields["text"] = ntext;
94                 m_client->sendNodemetaFields(m_p, "", fields);
95         }
96         void gotText(const StringMap &fields)
97         {
98                 m_client->sendNodemetaFields(m_p, "", fields);
99         }
100
101         v3s16 m_p;
102         Client *m_client;
103 };
104
105 struct TextDestPlayerInventory : public TextDest
106 {
107         TextDestPlayerInventory(Client *client)
108         {
109                 m_client = client;
110                 m_formname = "";
111         }
112         TextDestPlayerInventory(Client *client, const std::string &formname)
113         {
114                 m_client = client;
115                 m_formname = formname;
116         }
117         void gotText(const StringMap &fields)
118         {
119                 m_client->sendInventoryFields(m_formname, fields);
120         }
121
122         Client *m_client;
123 };
124
125 struct LocalFormspecHandler : public TextDest
126 {
127         LocalFormspecHandler(const std::string &formname)
128         {
129                 m_formname = formname;
130         }
131
132         LocalFormspecHandler(const std::string &formname, Client *client):
133                 m_client(client)
134         {
135                 m_formname = formname;
136         }
137
138         void gotText(const StringMap &fields)
139         {
140                 if (m_formname == "MT_PAUSE_MENU") {
141                         if (fields.find("btn_sound") != fields.end()) {
142                                 g_gamecallback->changeVolume();
143                                 return;
144                         }
145
146                         if (fields.find("btn_key_config") != fields.end()) {
147                                 g_gamecallback->keyConfig();
148                                 return;
149                         }
150
151                         if (fields.find("btn_exit_menu") != fields.end()) {
152                                 g_gamecallback->disconnect();
153                                 return;
154                         }
155
156                         if (fields.find("btn_exit_os") != fields.end()) {
157                                 g_gamecallback->exitToOS();
158 #ifndef __ANDROID__
159                                 RenderingEngine::get_raw_device()->closeDevice();
160 #endif
161                                 return;
162                         }
163
164                         if (fields.find("btn_change_password") != fields.end()) {
165                                 g_gamecallback->changePassword();
166                                 return;
167                         }
168
169                         if (fields.find("quit") != fields.end()) {
170                                 return;
171                         }
172
173                         if (fields.find("btn_continue") != fields.end()) {
174                                 return;
175                         }
176                 }
177
178                 // Don't disable this part when modding is disabled, it's used in builtin
179                 if (m_client && m_client->getScript())
180                         m_client->getScript()->on_formspec_input(m_formname, fields);
181         }
182
183         Client *m_client = nullptr;
184 };
185
186 /* Form update callback */
187
188 static const std::string empty_string = "";
189 class NodeMetadataFormSource: public IFormSource
190 {
191 public:
192         NodeMetadataFormSource(ClientMap *map, v3s16 p):
193                 m_map(map),
194                 m_p(p)
195         {
196         }
197         const std::string &getForm() const
198         {
199                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
200
201                 if (!meta)
202                         return empty_string;
203
204                 return meta->getString("formspec");
205         }
206
207         virtual std::string resolveText(const std::string &str)
208         {
209                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
210
211                 if (!meta)
212                         return str;
213
214                 return meta->resolveString(str);
215         }
216
217         ClientMap *m_map;
218         v3s16 m_p;
219 };
220
221 class PlayerInventoryFormSource: public IFormSource
222 {
223 public:
224         PlayerInventoryFormSource(Client *client):
225                 m_client(client)
226         {
227         }
228
229         const std::string &getForm() const
230         {
231                 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
232                 return player->inventory_formspec;
233         }
234
235         Client *m_client;
236 };
237
238 /* Profiler display */
239
240 void update_profiler_gui(gui::IGUIStaticText *guitext_profiler, FontEngine *fe,
241                 u32 show_profiler, u32 show_profiler_max, s32 screen_height)
242 {
243         if (show_profiler == 0) {
244                 guitext_profiler->setVisible(false);
245         } else {
246
247                 std::ostringstream os(std::ios_base::binary);
248                 g_profiler->printPage(os, show_profiler, show_profiler_max);
249                 std::wstring text = translate_string(utf8_to_wide(os.str()));
250                 setStaticText(guitext_profiler, text.c_str());
251                 guitext_profiler->setVisible(true);
252
253                 s32 w = fe->getTextWidth(text);
254
255                 if (w < 400)
256                         w = 400;
257
258                 unsigned text_height = fe->getTextHeight();
259
260                 core::position2di upper_left, lower_right;
261
262                 upper_left.X  = 6;
263                 upper_left.Y  = (text_height + 5) * 2;
264                 lower_right.X = 12 + w;
265                 lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
266
267                 if (lower_right.Y > screen_height * 2 / 3)
268                         lower_right.Y = screen_height * 2 / 3;
269
270                 core::rect<s32> rect(upper_left, lower_right);
271
272                 guitext_profiler->setRelativePosition(rect);
273                 guitext_profiler->setVisible(true);
274         }
275 }
276
277 class ProfilerGraph
278 {
279 private:
280         struct Piece {
281                 Profiler::GraphValues values;
282         };
283         struct Meta {
284                 float min;
285                 float max;
286                 video::SColor color;
287                 Meta(float initial = 0,
288                         video::SColor color = video::SColor(255, 255, 255, 255)):
289                         min(initial),
290                         max(initial),
291                         color(color)
292                 {}
293         };
294         std::deque<Piece> m_log;
295 public:
296         u32 m_log_max_size = 200;
297
298         ProfilerGraph() = default;
299
300         void put(const Profiler::GraphValues &values)
301         {
302                 Piece piece;
303                 piece.values = values;
304                 m_log.push_back(piece);
305
306                 while (m_log.size() > m_log_max_size)
307                         m_log.erase(m_log.begin());
308         }
309
310         void draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
311                   gui::IGUIFont *font) const
312         {
313                 // Do *not* use UNORDERED_MAP here as the order needs
314                 // to be the same for each call to prevent flickering
315                 std::map<std::string, Meta> m_meta;
316
317                 for (const Piece &piece : m_log) {
318                         for (const auto &i : piece.values) {
319                                 const std::string &id = i.first;
320                                 const float &value = i.second;
321                                 std::map<std::string, Meta>::iterator j = m_meta.find(id);
322
323                                 if (j == m_meta.end()) {
324                                         m_meta[id] = Meta(value);
325                                         continue;
326                                 }
327
328                                 if (value < j->second.min)
329                                         j->second.min = value;
330
331                                 if (value > j->second.max)
332                                         j->second.max = value;
333                         }
334                 }
335
336                 // Assign colors
337                 static const video::SColor usable_colors[] = {
338                         video::SColor(255, 255, 100, 100),
339                         video::SColor(255, 90, 225, 90),
340                         video::SColor(255, 100, 100, 255),
341                         video::SColor(255, 255, 150, 50),
342                         video::SColor(255, 220, 220, 100)
343                 };
344                 static const u32 usable_colors_count =
345                         sizeof(usable_colors) / sizeof(*usable_colors);
346                 u32 next_color_i = 0;
347
348                 for (auto &i : m_meta) {
349                         Meta &meta = i.second;
350                         video::SColor color(255, 200, 200, 200);
351
352                         if (next_color_i < usable_colors_count)
353                                 color = usable_colors[next_color_i++];
354
355                         meta.color = color;
356                 }
357
358                 s32 graphh = 50;
359                 s32 textx = x_left + m_log_max_size + 15;
360                 s32 textx2 = textx + 200 - 15;
361                 s32 meta_i = 0;
362
363                 for (std::map<std::string, Meta>::const_iterator i = m_meta.begin();
364                                 i != m_meta.end(); ++i) {
365                         const std::string &id = i->first;
366                         const Meta &meta = i->second;
367                         s32 x = x_left;
368                         s32 y = y_bottom - meta_i * 50;
369                         float show_min = meta.min;
370                         float show_max = meta.max;
371
372                         if (show_min >= -0.0001 && show_max >= -0.0001) {
373                                 if (show_min <= show_max * 0.5)
374                                         show_min = 0;
375                         }
376
377                         s32 texth = 15;
378                         char buf[10];
379                         snprintf(buf, 10, "%.3g", show_max);
380                         font->draw(utf8_to_wide(buf).c_str(),
381                                         core::rect<s32>(textx, y - graphh,
382                                                    textx2, y - graphh + texth),
383                                         meta.color);
384                         snprintf(buf, 10, "%.3g", show_min);
385                         font->draw(utf8_to_wide(buf).c_str(),
386                                         core::rect<s32>(textx, y - texth,
387                                                    textx2, y),
388                                         meta.color);
389                         font->draw(utf8_to_wide(id).c_str(),
390                                         core::rect<s32>(textx, y - graphh / 2 - texth / 2,
391                                                    textx2, y - graphh / 2 + texth / 2),
392                                         meta.color);
393                         s32 graph1y = y;
394                         s32 graph1h = graphh;
395                         bool relativegraph = (show_min != 0 && show_min != show_max);
396                         float lastscaledvalue = 0.0;
397                         bool lastscaledvalue_exists = false;
398
399                         for (const Piece &piece : m_log) {
400                                 float value = 0;
401                                 bool value_exists = false;
402                                 Profiler::GraphValues::const_iterator k =
403                                         piece.values.find(id);
404
405                                 if (k != piece.values.end()) {
406                                         value = k->second;
407                                         value_exists = true;
408                                 }
409
410                                 if (!value_exists) {
411                                         x++;
412                                         lastscaledvalue_exists = false;
413                                         continue;
414                                 }
415
416                                 float scaledvalue = 1.0;
417
418                                 if (show_max != show_min)
419                                         scaledvalue = (value - show_min) / (show_max - show_min);
420
421                                 if (scaledvalue == 1.0 && value == 0) {
422                                         x++;
423                                         lastscaledvalue_exists = false;
424                                         continue;
425                                 }
426
427                                 if (relativegraph) {
428                                         if (lastscaledvalue_exists) {
429                                                 s32 ivalue1 = lastscaledvalue * graph1h;
430                                                 s32 ivalue2 = scaledvalue * graph1h;
431                                                 driver->draw2DLine(v2s32(x - 1, graph1y - ivalue1),
432                                                                    v2s32(x, graph1y - ivalue2), meta.color);
433                                         }
434
435                                         lastscaledvalue = scaledvalue;
436                                         lastscaledvalue_exists = true;
437                                 } else {
438                                         s32 ivalue = scaledvalue * graph1h;
439                                         driver->draw2DLine(v2s32(x, graph1y),
440                                                            v2s32(x, graph1y - ivalue), meta.color);
441                                 }
442
443                                 x++;
444                         }
445
446                         meta_i++;
447                 }
448         }
449 };
450
451 class NodeDugEvent: public MtEvent
452 {
453 public:
454         v3s16 p;
455         MapNode n;
456
457         NodeDugEvent(v3s16 p, MapNode n):
458                 p(p),
459                 n(n)
460         {}
461         const char *getType() const
462         {
463                 return "NodeDug";
464         }
465 };
466
467 class SoundMaker
468 {
469         ISoundManager *m_sound;
470         INodeDefManager *m_ndef;
471 public:
472         bool makes_footstep_sound;
473         float m_player_step_timer;
474
475         SimpleSoundSpec m_player_step_sound;
476         SimpleSoundSpec m_player_leftpunch_sound;
477         SimpleSoundSpec m_player_rightpunch_sound;
478
479         SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
480                 m_sound(sound),
481                 m_ndef(ndef),
482                 makes_footstep_sound(true),
483                 m_player_step_timer(0)
484         {
485         }
486
487         void playPlayerStep()
488         {
489                 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
490                         m_player_step_timer = 0.03;
491                         if (makes_footstep_sound)
492                                 m_sound->playSound(m_player_step_sound, false);
493                 }
494         }
495
496         static void viewBobbingStep(MtEvent *e, void *data)
497         {
498                 SoundMaker *sm = (SoundMaker *)data;
499                 sm->playPlayerStep();
500         }
501
502         static void playerRegainGround(MtEvent *e, void *data)
503         {
504                 SoundMaker *sm = (SoundMaker *)data;
505                 sm->playPlayerStep();
506         }
507
508         static void playerJump(MtEvent *e, void *data)
509         {
510                 //SoundMaker *sm = (SoundMaker*)data;
511         }
512
513         static void cameraPunchLeft(MtEvent *e, void *data)
514         {
515                 SoundMaker *sm = (SoundMaker *)data;
516                 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
517         }
518
519         static void cameraPunchRight(MtEvent *e, void *data)
520         {
521                 SoundMaker *sm = (SoundMaker *)data;
522                 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
523         }
524
525         static void nodeDug(MtEvent *e, void *data)
526         {
527                 SoundMaker *sm = (SoundMaker *)data;
528                 NodeDugEvent *nde = (NodeDugEvent *)e;
529                 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
530         }
531
532         static void playerDamage(MtEvent *e, void *data)
533         {
534                 SoundMaker *sm = (SoundMaker *)data;
535                 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
536         }
537
538         static void playerFallingDamage(MtEvent *e, void *data)
539         {
540                 SoundMaker *sm = (SoundMaker *)data;
541                 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
542         }
543
544         void registerReceiver(MtEventManager *mgr)
545         {
546                 mgr->reg("ViewBobbingStep", SoundMaker::viewBobbingStep, this);
547                 mgr->reg("PlayerRegainGround", SoundMaker::playerRegainGround, this);
548                 mgr->reg("PlayerJump", SoundMaker::playerJump, this);
549                 mgr->reg("CameraPunchLeft", SoundMaker::cameraPunchLeft, this);
550                 mgr->reg("CameraPunchRight", SoundMaker::cameraPunchRight, this);
551                 mgr->reg("NodeDug", SoundMaker::nodeDug, this);
552                 mgr->reg("PlayerDamage", SoundMaker::playerDamage, this);
553                 mgr->reg("PlayerFallingDamage", SoundMaker::playerFallingDamage, this);
554         }
555
556         void step(float dtime)
557         {
558                 m_player_step_timer -= dtime;
559         }
560 };
561
562 // Locally stored sounds don't need to be preloaded because of this
563 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
564 {
565         std::set<std::string> m_fetched;
566 private:
567         void paths_insert(std::set<std::string> &dst_paths,
568                 const std::string &base,
569                 const std::string &name)
570         {
571                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
572                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
573                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
574                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
575                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
576                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
577                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
578                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
579                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
580                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
581                 dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
582         }
583 public:
584         void fetchSounds(const std::string &name,
585                 std::set<std::string> &dst_paths,
586                 std::set<std::string> &dst_datas)
587         {
588                 if (m_fetched.count(name))
589                         return;
590
591                 m_fetched.insert(name);
592
593                 paths_insert(dst_paths, porting::path_share, name);
594                 paths_insert(dst_paths, porting::path_user,  name);
595         }
596 };
597
598
599 // before 1.8 there isn't a "integer interface", only float
600 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
601 typedef f32 SamplerLayer_t;
602 #else
603 typedef s32 SamplerLayer_t;
604 #endif
605
606
607 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
608 {
609         Sky *m_sky;
610         bool *m_force_fog_off;
611         f32 *m_fog_range;
612         bool m_fog_enabled;
613         CachedPixelShaderSetting<float, 4> m_sky_bg_color;
614         CachedPixelShaderSetting<float> m_fog_distance;
615         CachedVertexShaderSetting<float> m_animation_timer_vertex;
616         CachedPixelShaderSetting<float> m_animation_timer_pixel;
617         CachedPixelShaderSetting<float, 3> m_day_light;
618         CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
619         CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
620         CachedPixelShaderSetting<float, 3> m_minimap_yaw;
621         CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
622         CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
623         CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
624         Client *m_client;
625
626 public:
627         void onSettingsChange(const std::string &name)
628         {
629                 if (name == "enable_fog")
630                         m_fog_enabled = g_settings->getBool("enable_fog");
631         }
632
633         static void settingsCallback(const std::string &name, void *userdata)
634         {
635                 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
636         }
637
638         void setSky(Sky *sky) { m_sky = sky; }
639
640         GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
641                         f32 *fog_range, Client *client) :
642                 m_sky(sky),
643                 m_force_fog_off(force_fog_off),
644                 m_fog_range(fog_range),
645                 m_sky_bg_color("skyBgColor"),
646                 m_fog_distance("fogDistance"),
647                 m_animation_timer_vertex("animationTimer"),
648                 m_animation_timer_pixel("animationTimer"),
649                 m_day_light("dayLight"),
650                 m_eye_position_pixel("eyePosition"),
651                 m_eye_position_vertex("eyePosition"),
652                 m_minimap_yaw("yawVec"),
653                 m_base_texture("baseTexture"),
654                 m_normal_texture("normalTexture"),
655                 m_texture_flags("textureFlags"),
656                 m_client(client)
657         {
658                 g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
659                 m_fog_enabled = g_settings->getBool("enable_fog");
660         }
661
662         ~GameGlobalShaderConstantSetter()
663         {
664                 g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
665         }
666
667         virtual void onSetConstants(video::IMaterialRendererServices *services,
668                         bool is_highlevel)
669         {
670                 if (!is_highlevel)
671                         return;
672
673                 // Background color
674                 video::SColor bgcolor = m_sky->getBgColor();
675                 video::SColorf bgcolorf(bgcolor);
676                 float bgcolorfa[4] = {
677                         bgcolorf.r,
678                         bgcolorf.g,
679                         bgcolorf.b,
680                         bgcolorf.a,
681                 };
682                 m_sky_bg_color.set(bgcolorfa, services);
683
684                 // Fog distance
685                 float fog_distance = 10000 * BS;
686
687                 if (m_fog_enabled && !*m_force_fog_off)
688                         fog_distance = *m_fog_range;
689
690                 m_fog_distance.set(&fog_distance, services);
691
692                 u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
693                 video::SColorf sunlight;
694                 get_sunlight_color(&sunlight, daynight_ratio);
695                 float dnc[3] = {
696                         sunlight.r,
697                         sunlight.g,
698                         sunlight.b };
699                 m_day_light.set(dnc, services);
700
701                 u32 animation_timer = porting::getTimeMs() % 100000;
702                 float animation_timer_f = (float)animation_timer / 100000.f;
703                 m_animation_timer_vertex.set(&animation_timer_f, services);
704                 m_animation_timer_pixel.set(&animation_timer_f, services);
705
706                 float eye_position_array[3];
707                 v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
708 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
709                 eye_position_array[0] = epos.X;
710                 eye_position_array[1] = epos.Y;
711                 eye_position_array[2] = epos.Z;
712 #else
713                 epos.getAs3Values(eye_position_array);
714 #endif
715                 m_eye_position_pixel.set(eye_position_array, services);
716                 m_eye_position_vertex.set(eye_position_array, services);
717
718                 if (m_client->getMinimap()) {
719                         float minimap_yaw_array[3];
720                         v3f minimap_yaw = m_client->getMinimap()->getYawVec();
721 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
722                         minimap_yaw_array[0] = minimap_yaw.X;
723                         minimap_yaw_array[1] = minimap_yaw.Y;
724                         minimap_yaw_array[2] = minimap_yaw.Z;
725 #else
726                         minimap_yaw.getAs3Values(minimap_yaw_array);
727 #endif
728                         m_minimap_yaw.set(minimap_yaw_array, services);
729                 }
730
731                 SamplerLayer_t base_tex = 0,
732                                 normal_tex = 1,
733                                 flags_tex = 2;
734                 m_base_texture.set(&base_tex, services);
735                 m_normal_texture.set(&normal_tex, services);
736                 m_texture_flags.set(&flags_tex, services);
737         }
738 };
739
740
741 class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
742 {
743         Sky *m_sky;
744         bool *m_force_fog_off;
745         f32 *m_fog_range;
746         Client *m_client;
747         std::vector<GameGlobalShaderConstantSetter *> created_nosky;
748 public:
749         GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
750                         f32 *fog_range, Client *client) :
751                 m_sky(NULL),
752                 m_force_fog_off(force_fog_off),
753                 m_fog_range(fog_range),
754                 m_client(client)
755         {}
756
757         void setSky(Sky *sky) {
758                 m_sky = sky;
759                 for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
760                         ggscs->setSky(m_sky);
761                 }
762                 created_nosky.clear();
763         }
764
765         virtual IShaderConstantSetter* create()
766         {
767                 GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
768                                 m_sky, m_force_fog_off, m_fog_range, m_client);
769                 if (!m_sky)
770                         created_nosky.push_back(scs);
771                 return scs;
772         }
773 };
774
775
776 bool nodePlacementPrediction(Client &client, const ItemDefinition &playeritem_def,
777         const ItemStack &playeritem, v3s16 nodepos, v3s16 neighbourpos)
778 {
779         std::string prediction = playeritem_def.node_placement_prediction;
780         INodeDefManager *nodedef = client.ndef();
781         ClientMap &map = client.getEnv().getClientMap();
782         MapNode node;
783         bool is_valid_position;
784
785         node = map.getNodeNoEx(nodepos, &is_valid_position);
786         if (!is_valid_position)
787                 return false;
788
789         if (!prediction.empty() && !nodedef->get(node).rightclickable) {
790                 verbosestream << "Node placement prediction for "
791                               << playeritem_def.name << " is "
792                               << prediction << std::endl;
793                 v3s16 p = neighbourpos;
794
795                 // Place inside node itself if buildable_to
796                 MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
797                 if (is_valid_position)
798                 {
799                         if (nodedef->get(n_under).buildable_to)
800                                 p = nodepos;
801                         else {
802                                 node = map.getNodeNoEx(p, &is_valid_position);
803                                 if (is_valid_position &&!nodedef->get(node).buildable_to)
804                                         return false;
805                         }
806                 }
807
808                 // Find id of predicted node
809                 content_t id;
810                 bool found = nodedef->getId(prediction, id);
811
812                 if (!found) {
813                         errorstream << "Node placement prediction failed for "
814                                     << playeritem_def.name << " (places "
815                                     << prediction
816                                     << ") - Name not known" << std::endl;
817                         return false;
818                 }
819
820                 const ContentFeatures &predicted_f = nodedef->get(id);
821
822                 // Predict param2 for facedir and wallmounted nodes
823                 u8 param2 = 0;
824
825                 if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
826                                 predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
827                         v3s16 dir = nodepos - neighbourpos;
828
829                         if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
830                                 param2 = dir.Y < 0 ? 1 : 0;
831                         } else if (abs(dir.X) > abs(dir.Z)) {
832                                 param2 = dir.X < 0 ? 3 : 2;
833                         } else {
834                                 param2 = dir.Z < 0 ? 5 : 4;
835                         }
836                 }
837
838                 if (predicted_f.param_type_2 == CPT2_FACEDIR ||
839                                 predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
840                         v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
841
842                         if (abs(dir.X) > abs(dir.Z)) {
843                                 param2 = dir.X < 0 ? 3 : 1;
844                         } else {
845                                 param2 = dir.Z < 0 ? 2 : 0;
846                         }
847                 }
848
849                 assert(param2 <= 5);
850
851                 //Check attachment if node is in group attached_node
852                 if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
853                         static v3s16 wallmounted_dirs[8] = {
854                                 v3s16(0, 1, 0),
855                                 v3s16(0, -1, 0),
856                                 v3s16(1, 0, 0),
857                                 v3s16(-1, 0, 0),
858                                 v3s16(0, 0, 1),
859                                 v3s16(0, 0, -1),
860                         };
861                         v3s16 pp;
862
863                         if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
864                                         predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
865                                 pp = p + wallmounted_dirs[param2];
866                         else
867                                 pp = p + v3s16(0, -1, 0);
868
869                         if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
870                                 return false;
871                 }
872
873                 // Apply color
874                 if ((predicted_f.param_type_2 == CPT2_COLOR
875                                 || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
876                                 || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
877                         const std::string &indexstr = playeritem.metadata.getString(
878                                 "palette_index", 0);
879                         if (!indexstr.empty()) {
880                                 s32 index = mystoi(indexstr);
881                                 if (predicted_f.param_type_2 == CPT2_COLOR) {
882                                         param2 = index;
883                                 } else if (predicted_f.param_type_2
884                                                 == CPT2_COLORED_WALLMOUNTED) {
885                                         // param2 = pure palette index + other
886                                         param2 = (index & 0xf8) | (param2 & 0x07);
887                                 } else if (predicted_f.param_type_2
888                                                 == CPT2_COLORED_FACEDIR) {
889                                         // param2 = pure palette index + other
890                                         param2 = (index & 0xe0) | (param2 & 0x1f);
891                                 }
892                         }
893                 }
894
895                 // Add node to client map
896                 MapNode n(id, 0, param2);
897
898                 try {
899                         LocalPlayer *player = client.getEnv().getLocalPlayer();
900
901                         // Dont place node when player would be inside new node
902                         // NOTE: This is to be eventually implemented by a mod as client-side Lua
903                         if (!nodedef->get(n).walkable ||
904                                         g_settings->getBool("enable_build_where_you_stand") ||
905                                         (client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
906                                         (nodedef->get(n).walkable &&
907                                          neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
908                                          neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
909
910                                 // This triggers the required mesh update too
911                                 client.addNode(p, n);
912                                 return true;
913                         }
914                 } catch (InvalidPositionException &e) {
915                         errorstream << "Node placement prediction failed for "
916                                     << playeritem_def.name << " (places "
917                                     << prediction
918                                     << ") - Position not loaded" << std::endl;
919                 }
920         }
921
922         return false;
923 }
924
925 static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec,
926                 Client *client, JoystickController *joystick,
927                 IFormSource *fs_src, TextDest *txt_dest)
928 {
929
930         if (*cur_formspec == 0) {
931                 *cur_formspec = new GUIFormSpecMenu(joystick, guiroot, -1, &g_menumgr,
932                         client, client->getTextureSource(), fs_src, txt_dest);
933                 (*cur_formspec)->doPause = false;
934
935                 /*
936                         Caution: do not call (*cur_formspec)->drop() here --
937                         the reference might outlive the menu, so we will
938                         periodically check if *cur_formspec is the only
939                         remaining reference (i.e. the menu was removed)
940                         and delete it in that case.
941                 */
942
943         } else {
944                 (*cur_formspec)->setFormSource(fs_src);
945                 (*cur_formspec)->setTextDest(txt_dest);
946         }
947
948 }
949
950 #ifdef __ANDROID__
951 #define SIZE_TAG "size[11,5.5]"
952 #else
953 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
954 #endif
955
956 /******************************************************************************/
957 static void updateChat(Client &client, f32 dtime, bool show_debug,
958                 const v2u32 &screensize, bool show_chat, u32 show_profiler,
959                 ChatBackend &chat_backend, gui::IGUIStaticText *guitext_chat)
960 {
961         // Add chat log output for errors to be shown in chat
962         static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
963
964         // Get new messages from error log buffer
965         while (!chat_log_error_buf.empty()) {
966                 std::wstring error_message = utf8_to_wide(chat_log_error_buf.get());
967                 if (!g_settings->getBool("disable_escape_sequences")) {
968                         error_message = L"\x1b(c@red)" + error_message + L"\x1b(c@white)";
969                 }
970                 chat_backend.addMessage(L"", error_message);
971         }
972
973         // Get new messages from client
974         std::wstring message;
975         while (client.getChatMessage(message)) {
976                 chat_backend.addUnparsedMessage(message);
977         }
978
979         // Remove old messages
980         chat_backend.step(dtime);
981
982         // Display all messages in a static text element
983         unsigned int recent_chat_count = chat_backend.getRecentBuffer().getLineCount();
984         EnrichedString recent_chat     = chat_backend.getRecentChat();
985         unsigned int line_height       = g_fontengine->getLineHeight();
986
987         setStaticText(guitext_chat, recent_chat);
988
989         // Update gui element size and position
990         s32 chat_y = 5;
991
992         if (show_debug)
993                 chat_y += 2 * line_height;
994
995         // first pass to calculate height of text to be set
996         const v2u32 &window_size = RenderingEngine::get_instance()->getWindowSize();
997         s32 width = std::min(g_fontengine->getTextWidth(recent_chat.c_str()) + 10,
998                         window_size.X - 20);
999         core::rect<s32> rect(10, chat_y, width, chat_y + window_size.Y);
1000         guitext_chat->setRelativePosition(rect);
1001
1002         //now use real height of text and adjust rect according to this size
1003         rect = core::rect<s32>(10, chat_y, width,
1004                                chat_y + guitext_chat->getTextHeight());
1005
1006
1007         guitext_chat->setRelativePosition(rect);
1008         // Don't show chat if disabled or empty or profiler is enabled
1009         guitext_chat->setVisible(
1010                 show_chat && recent_chat_count != 0 && !show_profiler);
1011 }
1012
1013
1014 /****************************************************************************
1015  Fast key cache for main game loop
1016  ****************************************************************************/
1017
1018 /* This is faster than using getKeySetting with the tradeoff that functions
1019  * using it must make sure that it's initialised before using it and there is
1020  * no error handling (for example bounds checking). This is really intended for
1021  * use only in the main running loop of the client (the_game()) where the faster
1022  * (up to 10x faster) key lookup is an asset. Other parts of the codebase
1023  * (e.g. formspecs) should continue using getKeySetting().
1024  */
1025 struct KeyCache {
1026
1027         KeyCache()
1028         {
1029                 handler = NULL;
1030                 populate();
1031                 populate_nonchanging();
1032         }
1033
1034         void populate();
1035
1036         // Keys that are not settings dependent
1037         void populate_nonchanging();
1038
1039         KeyPress key[KeyType::INTERNAL_ENUM_COUNT];
1040         InputHandler *handler;
1041 };
1042
1043 void KeyCache::populate_nonchanging()
1044 {
1045         key[KeyType::ESC] = EscapeKey;
1046 }
1047
1048 void KeyCache::populate()
1049 {
1050         key[KeyType::FORWARD]      = getKeySetting("keymap_forward");
1051         key[KeyType::BACKWARD]     = getKeySetting("keymap_backward");
1052         key[KeyType::LEFT]         = getKeySetting("keymap_left");
1053         key[KeyType::RIGHT]        = getKeySetting("keymap_right");
1054         key[KeyType::JUMP]         = getKeySetting("keymap_jump");
1055         key[KeyType::SPECIAL1]     = getKeySetting("keymap_special1");
1056         key[KeyType::SNEAK]        = getKeySetting("keymap_sneak");
1057
1058         key[KeyType::AUTOFORWARD]  = getKeySetting("keymap_autoforward");
1059
1060         key[KeyType::DROP]         = getKeySetting("keymap_drop");
1061         key[KeyType::INVENTORY]    = getKeySetting("keymap_inventory");
1062         key[KeyType::CHAT]         = getKeySetting("keymap_chat");
1063         key[KeyType::CMD]          = getKeySetting("keymap_cmd");
1064         key[KeyType::CMD_LOCAL]    = getKeySetting("keymap_cmd_local");
1065         key[KeyType::CONSOLE]      = getKeySetting("keymap_console");
1066         key[KeyType::MINIMAP]      = getKeySetting("keymap_minimap");
1067         key[KeyType::FREEMOVE]     = getKeySetting("keymap_freemove");
1068         key[KeyType::FASTMOVE]     = getKeySetting("keymap_fastmove");
1069         key[KeyType::NOCLIP]       = getKeySetting("keymap_noclip");
1070         key[KeyType::HOTBAR_PREV]  = getKeySetting("keymap_hotbar_previous");
1071         key[KeyType::HOTBAR_NEXT]  = getKeySetting("keymap_hotbar_next");
1072         key[KeyType::MUTE]         = getKeySetting("keymap_mute");
1073         key[KeyType::INC_VOLUME]   = getKeySetting("keymap_increase_volume");
1074         key[KeyType::DEC_VOLUME]   = getKeySetting("keymap_decrease_volume");
1075         key[KeyType::CINEMATIC]    = getKeySetting("keymap_cinematic");
1076         key[KeyType::SCREENSHOT]   = getKeySetting("keymap_screenshot");
1077         key[KeyType::TOGGLE_HUD]   = getKeySetting("keymap_toggle_hud");
1078         key[KeyType::TOGGLE_CHAT]  = getKeySetting("keymap_toggle_chat");
1079         key[KeyType::TOGGLE_FORCE_FOG_OFF]
1080                         = getKeySetting("keymap_toggle_force_fog_off");
1081         key[KeyType::TOGGLE_UPDATE_CAMERA]
1082                         = getKeySetting("keymap_toggle_update_camera");
1083         key[KeyType::TOGGLE_DEBUG]
1084                         = getKeySetting("keymap_toggle_debug");
1085         key[KeyType::TOGGLE_PROFILER]
1086                         = getKeySetting("keymap_toggle_profiler");
1087         key[KeyType::CAMERA_MODE]
1088                         = getKeySetting("keymap_camera_mode");
1089         key[KeyType::INCREASE_VIEWING_RANGE]
1090                         = getKeySetting("keymap_increase_viewing_range_min");
1091         key[KeyType::DECREASE_VIEWING_RANGE]
1092                         = getKeySetting("keymap_decrease_viewing_range_min");
1093         key[KeyType::RANGESELECT]
1094                         = getKeySetting("keymap_rangeselect");
1095         key[KeyType::ZOOM] = getKeySetting("keymap_zoom");
1096
1097         key[KeyType::QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
1098         key[KeyType::QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
1099         key[KeyType::QUICKTUNE_INC]  = getKeySetting("keymap_quicktune_inc");
1100         key[KeyType::QUICKTUNE_DEC]  = getKeySetting("keymap_quicktune_dec");
1101
1102         for (int i = 0; i < 23; i++) {
1103                 std::string slot_key_name = "keymap_slot" + std::to_string(i + 1);
1104                 key[KeyType::SLOT_1 + i] = getKeySetting(slot_key_name.c_str());
1105         }
1106
1107         if (handler) {
1108                 // First clear all keys, then re-add the ones we listen for
1109                 handler->dontListenForKeys();
1110                 for (const KeyPress &k : key) {
1111                         handler->listenForKey(k);
1112                 }
1113                 handler->listenForKey(EscapeKey);
1114                 handler->listenForKey(CancelKey);
1115         }
1116 }
1117
1118
1119 /****************************************************************************
1120
1121  ****************************************************************************/
1122
1123 const float object_hit_delay = 0.2;
1124
1125 struct FpsControl {
1126         u32 last_time, busy_time, sleep_time;
1127 };
1128
1129
1130 /* The reason the following structs are not anonymous structs within the
1131  * class is that they are not used by the majority of member functions and
1132  * many functions that do require objects of thse types do not modify them
1133  * (so they can be passed as a const qualified parameter)
1134  */
1135 struct CameraOrientation {
1136         f32 camera_yaw;    // "right/left"
1137         f32 camera_pitch;  // "up/down"
1138 };
1139
1140 struct GameRunData {
1141         u16 dig_index;
1142         u16 new_playeritem;
1143         PointedThing pointed_old;
1144         bool digging;
1145         bool ldown_for_dig;
1146         bool dig_instantly;
1147         bool digging_blocked;
1148         bool left_punch;
1149         bool update_wielded_item_trigger;
1150         bool reset_jump_timer;
1151         float nodig_delay_timer;
1152         float dig_time;
1153         float dig_time_complete;
1154         float repeat_rightclick_timer;
1155         float object_hit_delay_timer;
1156         float time_from_last_punch;
1157         ClientActiveObject *selected_object;
1158
1159         float jump_timer;
1160         float damage_flash;
1161         float update_draw_list_timer;
1162         float statustext_time;
1163
1164         f32 fog_range;
1165
1166         v3f update_draw_list_last_cam_dir;
1167
1168         u32 profiler_current_page;
1169         u32 profiler_max_page;     // Number of pages
1170
1171         float time_of_day;
1172         float time_of_day_smooth;
1173 };
1174
1175 struct Jitter {
1176         f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
1177 };
1178
1179 struct RunStats {
1180         u32 drawtime;
1181
1182         Jitter dtime_jitter, busy_time_jitter;
1183 };
1184
1185 class Game;
1186
1187 struct ClientEventHandler
1188 {
1189         void (Game::*handler)(ClientEvent *, CameraOrientation *);
1190 };
1191
1192 /****************************************************************************
1193  THE GAME
1194  ****************************************************************************/
1195
1196 /* This is not intended to be a public class. If a public class becomes
1197  * desirable then it may be better to create another 'wrapper' class that
1198  * hides most of the stuff in this class (nothing in this class is required
1199  * by any other file) but exposes the public methods/data only.
1200  */
1201 class Game {
1202 public:
1203         Game();
1204         ~Game();
1205
1206         bool startup(bool *kill,
1207                         bool random_input,
1208                         InputHandler *input,
1209                         const std::string &map_dir,
1210                         const std::string &playername,
1211                         const std::string &password,
1212                         // If address is "", local server is used and address is updated
1213                         std::string *address,
1214                         u16 port,
1215                         std::string &error_message,
1216                         bool *reconnect,
1217                         ChatBackend *chat_backend,
1218                         const SubgameSpec &gamespec,    // Used for local game
1219                         bool simple_singleplayer_mode);
1220
1221         void run();
1222         void shutdown();
1223
1224 protected:
1225
1226         void extendedResourceCleanup();
1227
1228         // Basic initialisation
1229         bool init(const std::string &map_dir, std::string *address,
1230                         u16 port,
1231                         const SubgameSpec &gamespec);
1232         bool initSound();
1233         bool createSingleplayerServer(const std::string &map_dir,
1234                         const SubgameSpec &gamespec, u16 port, std::string *address);
1235
1236         // Client creation
1237         bool createClient(const std::string &playername,
1238                         const std::string &password, std::string *address, u16 port);
1239         bool initGui();
1240
1241         // Client connection
1242         bool connectToServer(const std::string &playername,
1243                         const std::string &password, std::string *address, u16 port,
1244                         bool *connect_ok, bool *aborted);
1245         bool getServerContent(bool *aborted);
1246
1247         // Main loop
1248
1249         void updateInteractTimers(f32 dtime);
1250         bool checkConnection();
1251         bool handleCallbacks();
1252         void processQueues();
1253         void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
1254         void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
1255         void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
1256
1257         // Input related
1258         void processUserInput(f32 dtime);
1259         void processKeyInput();
1260         void processItemSelection(u16 *new_playeritem);
1261
1262         void dropSelectedItem(bool single_item = false);
1263         void openInventory();
1264         void openConsole(float scale, const wchar_t *line=NULL);
1265         void toggleFreeMove();
1266         void toggleFreeMoveAlt();
1267         void toggleFast();
1268         void toggleNoClip();
1269         void toggleCinematic();
1270         void toggleAutoforward();
1271
1272         void toggleChat();
1273         void toggleHud();
1274         void toggleMinimap(bool shift_pressed);
1275         void toggleFog();
1276         void toggleDebug();
1277         void toggleUpdateCamera();
1278         void toggleProfiler();
1279
1280         void increaseViewRange();
1281         void decreaseViewRange();
1282         void toggleFullViewRange();
1283
1284         void updateCameraDirection(CameraOrientation *cam, float dtime);
1285         void updateCameraOrientation(CameraOrientation *cam, float dtime);
1286         void updatePlayerControl(const CameraOrientation &cam);
1287         void step(f32 *dtime);
1288         void processClientEvents(CameraOrientation *cam);
1289         void updateCamera(u32 busy_time, f32 dtime);
1290         void updateSound(f32 dtime);
1291         void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
1292         /*!
1293          * Returns the object or node the player is pointing at.
1294          * Also updates the selected thing in the Hud.
1295          *
1296          * @param[in]  shootline         the shootline, starting from
1297          * the camera position. This also gives the maximal distance
1298          * of the search.
1299          * @param[in]  liquids_pointable if false, liquids are ignored
1300          * @param[in]  look_for_object   if false, objects are ignored
1301          * @param[in]  camera_offset     offset of the camera
1302          * @param[out] selected_object   the selected object or
1303          * NULL if not found
1304          */
1305         PointedThing updatePointedThing(
1306                         const core::line3d<f32> &shootline, bool liquids_pointable,
1307                         bool look_for_object, const v3s16 &camera_offset);
1308         void handlePointingAtNothing(const ItemStack &playerItem);
1309         void handlePointingAtNode(const PointedThing &pointed,
1310                 const ItemDefinition &playeritem_def, const ItemStack &playeritem,
1311                 const ToolCapabilities &playeritem_toolcap, f32 dtime);
1312         void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
1313                         const v3f &player_position, bool show_debug);
1314         void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
1315                         const ToolCapabilities &playeritem_toolcap, f32 dtime);
1316         void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
1317                         const CameraOrientation &cam);
1318         void updateGui(const RunStats &stats, f32 dtime, const CameraOrientation &cam);
1319         void updateProfilerGraphs(ProfilerGraph *graph);
1320
1321         // Misc
1322         void limitFps(FpsControl *fps_timings, f32 *dtime);
1323
1324         void showOverlayMessage(const char *msg, float dtime, int percent,
1325                         bool draw_clouds = true);
1326         void showStatusTextSimple(const char *msg);
1327
1328         static void settingChangedCallback(const std::string &setting_name, void *data);
1329         void readSettings();
1330
1331         inline bool getLeftClicked()
1332         {
1333                 return input->getLeftClicked() ||
1334                         input->joystick.getWasKeyDown(KeyType::MOUSE_L);
1335         }
1336         inline bool getRightClicked()
1337         {
1338                 return input->getRightClicked() ||
1339                         input->joystick.getWasKeyDown(KeyType::MOUSE_R);
1340         }
1341         inline bool isLeftPressed()
1342         {
1343                 return input->getLeftState() ||
1344                         input->joystick.isKeyDown(KeyType::MOUSE_L);
1345         }
1346         inline bool isRightPressed()
1347         {
1348                 return input->getRightState() ||
1349                         input->joystick.isKeyDown(KeyType::MOUSE_R);
1350         }
1351         inline bool getLeftReleased()
1352         {
1353                 return input->getLeftReleased() ||
1354                         input->joystick.wasKeyReleased(KeyType::MOUSE_L);
1355         }
1356
1357         inline bool isKeyDown(GameKeyType k)
1358         {
1359                 return input->isKeyDown(keycache.key[k]) || input->joystick.isKeyDown(k);
1360         }
1361         inline bool wasKeyDown(GameKeyType k)
1362         {
1363                 return input->wasKeyDown(keycache.key[k]) || input->joystick.wasKeyDown(k);
1364         }
1365
1366 #ifdef __ANDROID__
1367         void handleAndroidChatInput();
1368 #endif
1369
1370 private:
1371         void showPauseMenu();
1372
1373         // ClientEvent handlers
1374         void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
1375         void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
1376         void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
1377         void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
1378         void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
1379         void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
1380         void handleClientEvent_HandleParticleEvent(ClientEvent *event,
1381                 CameraOrientation *cam);
1382         void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
1383         void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
1384         void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
1385         void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
1386         void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
1387                 CameraOrientation *cam);
1388         void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
1389
1390         static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
1391
1392         InputHandler *input;
1393
1394         Client *client;
1395         Server *server;
1396
1397         IWritableTextureSource *texture_src;
1398         IWritableShaderSource *shader_src;
1399
1400         // When created, these will be filled with data received from the server
1401         IWritableItemDefManager *itemdef_manager;
1402         IWritableNodeDefManager *nodedef_manager;
1403
1404         GameOnDemandSoundFetcher soundfetcher; // useful when testing
1405         ISoundManager *sound;
1406         bool sound_is_dummy = false;
1407         SoundMaker *soundmaker;
1408
1409         ChatBackend *chat_backend;
1410
1411         GUIFormSpecMenu *current_formspec;
1412         //default: "". If other than "", empty show_formspec packets will only close the formspec when the formname matches
1413         std::string cur_formname;
1414
1415         EventManager *eventmgr;
1416         QuicktuneShortcutter *quicktune;
1417
1418         GUIChatConsole *gui_chat_console; // Free using ->Drop()
1419         MapDrawControl *draw_control;
1420         Camera *camera;
1421         Clouds *clouds;                   // Free using ->Drop()
1422         Sky *sky;                         // Free using ->Drop()
1423         Inventory *local_inventory;
1424         Hud *hud;
1425         Minimap *mapper;
1426
1427         GameRunData runData;
1428         GameUIFlags flags;
1429
1430         /* 'cache'
1431            This class does take ownership/responsibily for cleaning up etc of any of
1432            these items (e.g. device)
1433         */
1434         IrrlichtDevice *device;
1435         video::IVideoDriver *driver;
1436         scene::ISceneManager *smgr;
1437         bool *kill;
1438         std::string *error_message;
1439         bool *reconnect_requested;
1440         scene::ISceneNode *skybox;
1441
1442         bool random_input;
1443         bool simple_singleplayer_mode;
1444         /* End 'cache' */
1445
1446         /* Pre-calculated values
1447          */
1448         int crack_animation_length;
1449
1450         /* GUI stuff
1451          */
1452         gui::IGUIStaticText *guitext;          // First line of debug text
1453         gui::IGUIStaticText *guitext2;         // Second line of debug text
1454         gui::IGUIStaticText *guitext_info;     // At the middle of the screen
1455         gui::IGUIStaticText *guitext_status;
1456         gui::IGUIStaticText *guitext_chat;         // Chat text
1457         gui::IGUIStaticText *guitext_profiler; // Profiler text
1458
1459         std::wstring infotext;
1460         std::wstring m_statustext;
1461
1462         KeyCache keycache;
1463
1464         IntervalLimiter profiler_interval;
1465
1466         /*
1467          * TODO: Local caching of settings is not optimal and should at some stage
1468          *       be updated to use a global settings object for getting thse values
1469          *       (as opposed to the this local caching). This can be addressed in
1470          *       a later release.
1471          */
1472         bool m_cache_doubletap_jump;
1473         bool m_cache_enable_clouds;
1474         bool m_cache_enable_joysticks;
1475         bool m_cache_enable_particles;
1476         bool m_cache_enable_fog;
1477         bool m_cache_enable_noclip;
1478         bool m_cache_enable_free_move;
1479         f32  m_cache_mouse_sensitivity;
1480         f32  m_cache_joystick_frustum_sensitivity;
1481         f32  m_repeat_right_click_time;
1482         f32  m_cache_cam_smoothing;
1483         f32  m_cache_fog_start;
1484
1485         bool m_invert_mouse = false;
1486         bool m_first_loop_after_window_activation = false;
1487         bool m_camera_offset_changed = false;
1488
1489 #ifdef __ANDROID__
1490         bool m_cache_hold_aux1;
1491         bool m_android_chat_open;
1492 #endif
1493 };
1494
1495 Game::Game() :
1496         client(NULL),
1497         server(NULL),
1498         texture_src(NULL),
1499         shader_src(NULL),
1500         itemdef_manager(NULL),
1501         nodedef_manager(NULL),
1502         sound(NULL),
1503         soundmaker(NULL),
1504         chat_backend(NULL),
1505         current_formspec(NULL),
1506         cur_formname(""),
1507         eventmgr(NULL),
1508         quicktune(NULL),
1509         gui_chat_console(NULL),
1510         draw_control(NULL),
1511         camera(NULL),
1512         clouds(NULL),
1513         sky(NULL),
1514         local_inventory(NULL),
1515         hud(NULL),
1516         mapper(NULL)
1517 {
1518         g_settings->registerChangedCallback("doubletap_jump",
1519                 &settingChangedCallback, this);
1520         g_settings->registerChangedCallback("enable_clouds",
1521                 &settingChangedCallback, this);
1522         g_settings->registerChangedCallback("doubletap_joysticks",
1523                 &settingChangedCallback, this);
1524         g_settings->registerChangedCallback("enable_particles",
1525                 &settingChangedCallback, this);
1526         g_settings->registerChangedCallback("enable_fog",
1527                 &settingChangedCallback, this);
1528         g_settings->registerChangedCallback("mouse_sensitivity",
1529                 &settingChangedCallback, this);
1530         g_settings->registerChangedCallback("joystick_frustum_sensitivity",
1531                 &settingChangedCallback, this);
1532         g_settings->registerChangedCallback("repeat_rightclick_time",
1533                 &settingChangedCallback, this);
1534         g_settings->registerChangedCallback("noclip",
1535                 &settingChangedCallback, this);
1536         g_settings->registerChangedCallback("free_move",
1537                 &settingChangedCallback, this);
1538         g_settings->registerChangedCallback("cinematic",
1539                 &settingChangedCallback, this);
1540         g_settings->registerChangedCallback("cinematic_camera_smoothing",
1541                 &settingChangedCallback, this);
1542         g_settings->registerChangedCallback("camera_smoothing",
1543                 &settingChangedCallback, this);
1544
1545         readSettings();
1546
1547 #ifdef __ANDROID__
1548         m_cache_hold_aux1 = false;      // This is initialised properly later
1549 #endif
1550
1551 }
1552
1553
1554
1555 /****************************************************************************
1556  MinetestApp Public
1557  ****************************************************************************/
1558
1559 Game::~Game()
1560 {
1561         delete client;
1562         delete soundmaker;
1563         if (!sound_is_dummy)
1564                 delete sound;
1565
1566         delete server; // deleted first to stop all server threads
1567
1568         delete hud;
1569         delete local_inventory;
1570         delete camera;
1571         delete quicktune;
1572         delete eventmgr;
1573         delete texture_src;
1574         delete shader_src;
1575         delete nodedef_manager;
1576         delete itemdef_manager;
1577         delete draw_control;
1578
1579         extendedResourceCleanup();
1580
1581         g_settings->deregisterChangedCallback("doubletap_jump",
1582                 &settingChangedCallback, this);
1583         g_settings->deregisterChangedCallback("enable_clouds",
1584                 &settingChangedCallback, this);
1585         g_settings->deregisterChangedCallback("enable_particles",
1586                 &settingChangedCallback, this);
1587         g_settings->deregisterChangedCallback("enable_fog",
1588                 &settingChangedCallback, this);
1589         g_settings->deregisterChangedCallback("mouse_sensitivity",
1590                 &settingChangedCallback, this);
1591         g_settings->deregisterChangedCallback("repeat_rightclick_time",
1592                 &settingChangedCallback, this);
1593         g_settings->deregisterChangedCallback("noclip",
1594                 &settingChangedCallback, this);
1595         g_settings->deregisterChangedCallback("free_move",
1596                 &settingChangedCallback, this);
1597         g_settings->deregisterChangedCallback("cinematic",
1598                 &settingChangedCallback, this);
1599         g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
1600                 &settingChangedCallback, this);
1601         g_settings->deregisterChangedCallback("camera_smoothing",
1602                 &settingChangedCallback, this);
1603 }
1604
1605 bool Game::startup(bool *kill,
1606                 bool random_input,
1607                 InputHandler *input,
1608                 const std::string &map_dir,
1609                 const std::string &playername,
1610                 const std::string &password,
1611                 std::string *address,     // can change if simple_singleplayer_mode
1612                 u16 port,
1613                 std::string &error_message,
1614                 bool *reconnect,
1615                 ChatBackend *chat_backend,
1616                 const SubgameSpec &gamespec,
1617                 bool simple_singleplayer_mode)
1618 {
1619         // "cache"
1620         this->device              = RenderingEngine::get_raw_device();
1621         this->kill                = kill;
1622         this->error_message       = &error_message;
1623         this->reconnect_requested = reconnect;
1624         this->random_input        = random_input;
1625         this->input               = input;
1626         this->chat_backend        = chat_backend;
1627         this->simple_singleplayer_mode = simple_singleplayer_mode;
1628
1629         keycache.handler = input;
1630         keycache.populate();
1631
1632         driver = device->getVideoDriver();
1633         smgr = RenderingEngine::get_scene_manager();
1634
1635         RenderingEngine::get_scene_manager()->getParameters()->
1636                 setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1637
1638         memset(&runData, 0, sizeof(runData));
1639         runData.time_from_last_punch = 10.0;
1640         runData.profiler_max_page = 3;
1641         runData.update_wielded_item_trigger = true;
1642
1643         memset(&flags, 0, sizeof(flags));
1644         flags.show_chat = true;
1645         flags.show_hud = true;
1646         flags.show_debug = g_settings->getBool("show_debug");
1647         m_invert_mouse = g_settings->getBool("invert_mouse");
1648         m_first_loop_after_window_activation = true;
1649
1650         g_translations->clear();
1651
1652         if (!init(map_dir, address, port, gamespec))
1653                 return false;
1654
1655         if (!createClient(playername, password, address, port))
1656                 return false;
1657
1658         RenderingEngine::initialize(client, hud);
1659
1660         return true;
1661 }
1662
1663
1664 void Game::run()
1665 {
1666         ProfilerGraph graph;
1667         RunStats stats              = { 0 };
1668         CameraOrientation cam_view_target  = { 0 };
1669         CameraOrientation cam_view  = { 0 };
1670         FpsControl draw_times       = { 0 };
1671         f32 dtime; // in seconds
1672
1673         /* Clear the profiler */
1674         Profiler::GraphValues dummyvalues;
1675         g_profiler->graphGet(dummyvalues);
1676
1677         draw_times.last_time = RenderingEngine::get_timer_time();
1678
1679         set_light_table(g_settings->getFloat("display_gamma"));
1680
1681 #ifdef __ANDROID__
1682         m_cache_hold_aux1 = g_settings->getBool("fast_move")
1683                         && client->checkPrivilege("fast");
1684 #endif
1685
1686         irr::core::dimension2d<u32> previous_screen_size(g_settings->getU16("screen_w"),
1687                 g_settings->getU16("screen_h"));
1688
1689         while (RenderingEngine::run()
1690                         && !(*kill || g_gamecallback->shutdown_requested
1691                         || (server && server->getShutdownRequested()))) {
1692
1693                 const irr::core::dimension2d<u32> &current_screen_size =
1694                         RenderingEngine::get_video_driver()->getScreenSize();
1695                 // Verify if window size has changed and save it if it's the case
1696                 // Ensure evaluating settings->getBool after verifying screensize
1697                 // First condition is cheaper
1698                 if (previous_screen_size != current_screen_size &&
1699                                 current_screen_size != irr::core::dimension2d<u32>(0,0) &&
1700                                 g_settings->getBool("autosave_screensize")) {
1701                         g_settings->setU16("screen_w", current_screen_size.Width);
1702                         g_settings->setU16("screen_h", current_screen_size.Height);
1703                         previous_screen_size = current_screen_size;
1704                 }
1705
1706                 /* Must be called immediately after a device->run() call because it
1707                  * uses device->getTimer()->getTime()
1708                  */
1709                 limitFps(&draw_times, &dtime);
1710
1711                 updateStats(&stats, draw_times, dtime);
1712                 updateInteractTimers(dtime);
1713
1714                 if (!checkConnection())
1715                         break;
1716                 if (!handleCallbacks())
1717                         break;
1718
1719                 processQueues();
1720
1721                 infotext = L"";
1722                 hud->resizeHotbar();
1723
1724                 updateProfilers(stats, draw_times, dtime);
1725                 processUserInput(dtime);
1726                 // Update camera before player movement to avoid camera lag of one frame
1727                 updateCameraDirection(&cam_view_target, dtime);
1728                 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1729                                 cam_view.camera_yaw) * m_cache_cam_smoothing;
1730                 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1731                                 cam_view.camera_pitch) * m_cache_cam_smoothing;
1732                 updatePlayerControl(cam_view);
1733                 step(&dtime);
1734                 processClientEvents(&cam_view_target);
1735                 updateCamera(draw_times.busy_time, dtime);
1736                 updateSound(dtime);
1737                 processPlayerInteraction(dtime, flags.show_hud, flags.show_debug);
1738                 updateFrame(&graph, &stats, dtime, cam_view);
1739                 updateProfilerGraphs(&graph);
1740
1741                 // Update if minimap has been disabled by the server
1742                 flags.show_minimap &= client->shouldShowMinimap();
1743         }
1744 }
1745
1746
1747 void Game::shutdown()
1748 {
1749         RenderingEngine::finalize();
1750 #if IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR <= 8
1751         if (g_settings->get("3d_mode") == "pageflip") {
1752                 driver->setRenderTarget(irr::video::ERT_STEREO_BOTH_BUFFERS);
1753         }
1754 #endif
1755         if (current_formspec)
1756                 current_formspec->quitMenu();
1757
1758         showOverlayMessage("Shutting down...", 0, 0, false);
1759
1760         if (clouds)
1761                 clouds->drop();
1762
1763         if (gui_chat_console)
1764                 gui_chat_console->drop();
1765
1766         if (sky)
1767                 sky->drop();
1768
1769         /* cleanup menus */
1770         while (g_menumgr.menuCount() > 0) {
1771                 g_menumgr.m_stack.front()->setVisible(false);
1772                 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1773         }
1774
1775         if (current_formspec) {
1776                 current_formspec->drop();
1777                 current_formspec = NULL;
1778         }
1779
1780         chat_backend->addMessage(L"", L"# Disconnected.");
1781         chat_backend->addMessage(L"", L"");
1782
1783         if (client) {
1784                 client->Stop();
1785                 while (!client->isShutdown()) {
1786                         assert(texture_src != NULL);
1787                         assert(shader_src != NULL);
1788                         texture_src->processQueue();
1789                         shader_src->processQueue();
1790                         sleep_ms(100);
1791                 }
1792         }
1793 }
1794
1795
1796 /****************************************************************************/
1797 /****************************************************************************
1798  Startup
1799  ****************************************************************************/
1800 /****************************************************************************/
1801
1802 bool Game::init(
1803                 const std::string &map_dir,
1804                 std::string *address,
1805                 u16 port,
1806                 const SubgameSpec &gamespec)
1807 {
1808         texture_src = createTextureSource();
1809
1810         showOverlayMessage("Loading...", 0, 0);
1811
1812         shader_src = createShaderSource();
1813
1814         itemdef_manager = createItemDefManager();
1815         nodedef_manager = createNodeDefManager();
1816
1817         eventmgr = new EventManager();
1818         quicktune = new QuicktuneShortcutter();
1819
1820         if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1821                         && eventmgr && quicktune))
1822                 return false;
1823
1824         if (!initSound())
1825                 return false;
1826
1827         // Create a server if not connecting to an existing one
1828         if (address->empty()) {
1829                 if (!createSingleplayerServer(map_dir, gamespec, port, address))
1830                         return false;
1831         }
1832
1833         return true;
1834 }
1835
1836 bool Game::initSound()
1837 {
1838 #if USE_SOUND
1839         if (g_settings->getBool("enable_sound")) {
1840                 infostream << "Attempting to use OpenAL audio" << std::endl;
1841                 sound = createOpenALSoundManager(&soundfetcher);
1842                 if (!sound)
1843                         infostream << "Failed to initialize OpenAL audio" << std::endl;
1844         } else
1845                 infostream << "Sound disabled." << std::endl;
1846 #endif
1847
1848         if (!sound) {
1849                 infostream << "Using dummy audio." << std::endl;
1850                 sound = &dummySoundManager;
1851                 sound_is_dummy = true;
1852         }
1853
1854         soundmaker = new SoundMaker(sound, nodedef_manager);
1855         if (!soundmaker)
1856                 return false;
1857
1858         soundmaker->registerReceiver(eventmgr);
1859
1860         return true;
1861 }
1862
1863 bool Game::createSingleplayerServer(const std::string &map_dir,
1864                 const SubgameSpec &gamespec, u16 port, std::string *address)
1865 {
1866         showOverlayMessage("Creating server...", 0, 5);
1867
1868         std::string bind_str = g_settings->get("bind_address");
1869         Address bind_addr(0, 0, 0, 0, port);
1870
1871         if (g_settings->getBool("ipv6_server")) {
1872                 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1873         }
1874
1875         try {
1876                 bind_addr.Resolve(bind_str.c_str());
1877         } catch (ResolveError &e) {
1878                 infostream << "Resolving bind address \"" << bind_str
1879                            << "\" failed: " << e.what()
1880                            << " -- Listening on all addresses." << std::endl;
1881         }
1882
1883         if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1884                 *error_message = "Unable to listen on " +
1885                                 bind_addr.serializeString() +
1886                                 " because IPv6 is disabled";
1887                 errorstream << *error_message << std::endl;
1888                 return false;
1889         }
1890
1891         server = new Server(map_dir, gamespec, simple_singleplayer_mode, bind_addr, false);
1892         server->start();
1893
1894         return true;
1895 }
1896
1897 bool Game::createClient(const std::string &playername,
1898                 const std::string &password, std::string *address, u16 port)
1899 {
1900         showOverlayMessage("Creating client...", 0, 10);
1901
1902         draw_control = new MapDrawControl;
1903         if (!draw_control)
1904                 return false;
1905
1906         bool could_connect, connect_aborted;
1907
1908         if (!connectToServer(playername, password, address, port,
1909                         &could_connect, &connect_aborted))
1910                 return false;
1911
1912         if (!could_connect) {
1913                 if (error_message->empty() && !connect_aborted) {
1914                         // Should not happen if error messages are set properly
1915                         *error_message = "Connection failed for unknown reason";
1916                         errorstream << *error_message << std::endl;
1917                 }
1918                 return false;
1919         }
1920
1921         if (!getServerContent(&connect_aborted)) {
1922                 if (error_message->empty() && !connect_aborted) {
1923                         // Should not happen if error messages are set properly
1924                         *error_message = "Connection failed for unknown reason";
1925                         errorstream << *error_message << std::endl;
1926                 }
1927                 return false;
1928         }
1929
1930         GameGlobalShaderConstantSetterFactory *scsf = new GameGlobalShaderConstantSetterFactory(
1931                         &flags.force_fog_off, &runData.fog_range, client);
1932         shader_src->addShaderConstantSetterFactory(scsf);
1933
1934         // Update cached textures, meshes and materials
1935         client->afterContentReceived();
1936
1937         /* Camera
1938          */
1939         camera = new Camera(*draw_control, client);
1940         if (!camera || !camera->successfullyCreated(*error_message))
1941                 return false;
1942         client->setCamera(camera);
1943
1944         /* Clouds
1945          */
1946         if (m_cache_enable_clouds) {
1947                 clouds = new Clouds(smgr, -1, time(0));
1948                 if (!clouds) {
1949                         *error_message = "Memory allocation error (clouds)";
1950                         errorstream << *error_message << std::endl;
1951                         return false;
1952                 }
1953         }
1954
1955         /* Skybox
1956          */
1957         sky = new Sky(-1, texture_src);
1958         scsf->setSky(sky);
1959         skybox = NULL;  // This is used/set later on in the main run loop
1960
1961         local_inventory = new Inventory(itemdef_manager);
1962
1963         if (!(sky && local_inventory)) {
1964                 *error_message = "Memory allocation error (sky or local inventory)";
1965                 errorstream << *error_message << std::endl;
1966                 return false;
1967         }
1968
1969         /* Pre-calculated values
1970          */
1971         video::ITexture *t = texture_src->getTexture("crack_anylength.png");
1972         if (t) {
1973                 v2u32 size = t->getOriginalSize();
1974                 crack_animation_length = size.Y / size.X;
1975         } else {
1976                 crack_animation_length = 5;
1977         }
1978
1979         if (!initGui())
1980                 return false;
1981
1982         /* Set window caption
1983          */
1984         std::wstring str = utf8_to_wide(PROJECT_NAME_C);
1985         str += L" ";
1986         str += utf8_to_wide(g_version_hash);
1987         str += L" [";
1988         str += driver->getName();
1989         str += L"]";
1990         device->setWindowCaption(str.c_str());
1991
1992         LocalPlayer *player = client->getEnv().getLocalPlayer();
1993         player->hurt_tilt_timer = 0;
1994         player->hurt_tilt_strength = 0;
1995
1996         hud = new Hud(guienv, client, player, local_inventory);
1997
1998         if (!hud) {
1999                 *error_message = "Memory error: could not create HUD";
2000                 errorstream << *error_message << std::endl;
2001                 return false;
2002         }
2003
2004         mapper = client->getMinimap();
2005         if (mapper)
2006                 mapper->setMinimapMode(MINIMAP_MODE_OFF);
2007
2008         return true;
2009 }
2010
2011 bool Game::initGui()
2012 {
2013         // First line of debug text
2014         guitext = addStaticText(guienv,
2015                         utf8_to_wide(PROJECT_NAME_C).c_str(),
2016                         core::rect<s32>(0, 0, 0, 0),
2017                         false, false, guiroot);
2018
2019         // Second line of debug text
2020         guitext2 = addStaticText(guienv,
2021                         L"",
2022                         core::rect<s32>(0, 0, 0, 0),
2023                         false, false, guiroot);
2024
2025         // At the middle of the screen
2026         // Object infos are shown in this
2027         guitext_info = addStaticText(guienv,
2028                         L"",
2029                         core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5) + v2s32(100, 200),
2030                         false, true, guiroot);
2031
2032         // Status text (displays info when showing and hiding GUI stuff, etc.)
2033         guitext_status = addStaticText(guienv,
2034                         L"<Status>",
2035                         core::rect<s32>(0, 0, 0, 0),
2036                         false, false, guiroot);
2037         guitext_status->setVisible(false);
2038
2039         // Chat text
2040         guitext_chat = addStaticText(
2041                         guienv,
2042                         L"",
2043                         core::rect<s32>(0, 0, 0, 0),
2044                         //false, false); // Disable word wrap as of now
2045                         false, true, guiroot);
2046
2047         // Remove stale "recent" chat messages from previous connections
2048         chat_backend->clearRecentChat();
2049
2050         // Make sure the size of the recent messages buffer is right
2051         chat_backend->applySettings();
2052     
2053         // Chat backend and console
2054         gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
2055                         -1, chat_backend, client, &g_menumgr);
2056         if (!gui_chat_console) {
2057                 *error_message = "Could not allocate memory for chat console";
2058                 errorstream << *error_message << std::endl;
2059                 return false;
2060         }
2061
2062         // Profiler text (size is updated when text is updated)
2063         guitext_profiler = addStaticText(guienv,
2064                         L"<Profiler>",
2065                         core::rect<s32>(0, 0, 0, 0),
2066                         false, false, guiroot);
2067         guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
2068         guitext_profiler->setVisible(false);
2069         guitext_profiler->setWordWrap(true);
2070
2071 #ifdef HAVE_TOUCHSCREENGUI
2072
2073         if (g_touchscreengui)
2074                 g_touchscreengui->init(texture_src);
2075
2076 #endif
2077
2078         return true;
2079 }
2080
2081 bool Game::connectToServer(const std::string &playername,
2082                 const std::string &password, std::string *address, u16 port,
2083                 bool *connect_ok, bool *aborted)
2084 {
2085         *connect_ok = false;    // Let's not be overly optimistic
2086         *aborted = false;
2087         bool local_server_mode = false;
2088
2089         showOverlayMessage("Resolving address...", 0, 15);
2090
2091         Address connect_address(0, 0, 0, 0, port);
2092
2093         try {
2094                 connect_address.Resolve(address->c_str());
2095
2096                 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
2097                         //connect_address.Resolve("localhost");
2098                         if (connect_address.isIPv6()) {
2099                                 IPv6AddressBytes addr_bytes;
2100                                 addr_bytes.bytes[15] = 1;
2101                                 connect_address.setAddress(&addr_bytes);
2102                         } else {
2103                                 connect_address.setAddress(127, 0, 0, 1);
2104                         }
2105                         local_server_mode = true;
2106                 }
2107         } catch (ResolveError &e) {
2108                 *error_message = std::string("Couldn't resolve address: ") + e.what();
2109                 errorstream << *error_message << std::endl;
2110                 return false;
2111         }
2112
2113         if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
2114                 *error_message = "Unable to connect to " +
2115                                 connect_address.serializeString() +
2116                                 " because IPv6 is disabled";
2117                 errorstream << *error_message << std::endl;
2118                 return false;
2119         }
2120
2121         client = new Client(playername.c_str(), password, *address,
2122                         *draw_control, texture_src, shader_src,
2123                         itemdef_manager, nodedef_manager, sound, eventmgr,
2124                         connect_address.isIPv6(), &flags);
2125
2126         if (!client)
2127                 return false;
2128
2129         infostream << "Connecting to server at ";
2130         connect_address.print(&infostream);
2131         infostream << std::endl;
2132
2133         client->connect(connect_address,
2134                 simple_singleplayer_mode || local_server_mode);
2135
2136         /*
2137                 Wait for server to accept connection
2138         */
2139
2140         try {
2141                 input->clear();
2142
2143                 FpsControl fps_control = { 0 };
2144                 f32 dtime;
2145                 f32 wait_time = 0; // in seconds
2146
2147                 fps_control.last_time = RenderingEngine::get_timer_time();
2148
2149                 client->loadMods();
2150                 client->initMods();
2151
2152                 while (RenderingEngine::run()) {
2153
2154                         limitFps(&fps_control, &dtime);
2155
2156                         // Update client and server
2157                         client->step(dtime);
2158
2159                         if (server != NULL)
2160                                 server->step(dtime);
2161
2162                         // End condition
2163                         if (client->getState() == LC_Init) {
2164                                 *connect_ok = true;
2165                                 break;
2166                         }
2167
2168                         // Break conditions
2169                         if (client->accessDenied()) {
2170                                 *error_message = "Access denied. Reason: "
2171                                                 + client->accessDeniedReason();
2172                                 *reconnect_requested = client->reconnectRequested();
2173                                 errorstream << *error_message << std::endl;
2174                                 break;
2175                         }
2176
2177                         if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
2178                                 *aborted = true;
2179                                 infostream << "Connect aborted [Escape]" << std::endl;
2180                                 break;
2181                         }
2182
2183                         wait_time += dtime;
2184                         // Only time out if we aren't waiting for the server we started
2185                         if (!address->empty() && wait_time > 10) {
2186                                 *error_message = "Connection timed out.";
2187                                 errorstream << *error_message << std::endl;
2188                                 break;
2189                         }
2190
2191                         // Update status
2192                         showOverlayMessage("Connecting to server...", dtime, 20);
2193                 }
2194         } catch (con::PeerNotFoundException &e) {
2195                 // TODO: Should something be done here? At least an info/error
2196                 // message?
2197                 return false;
2198         }
2199
2200         return true;
2201 }
2202
2203 bool Game::getServerContent(bool *aborted)
2204 {
2205         input->clear();
2206
2207         FpsControl fps_control = { 0 };
2208         f32 dtime; // in seconds
2209
2210         fps_control.last_time = RenderingEngine::get_timer_time();
2211
2212         while (RenderingEngine::run()) {
2213
2214                 limitFps(&fps_control, &dtime);
2215
2216                 // Update client and server
2217                 client->step(dtime);
2218
2219                 if (server != NULL)
2220                         server->step(dtime);
2221
2222                 // End condition
2223                 if (client->mediaReceived() && client->itemdefReceived() &&
2224                                 client->nodedefReceived()) {
2225                         break;
2226                 }
2227
2228                 // Error conditions
2229                 if (!checkConnection())
2230                         return false;
2231
2232                 if (client->getState() < LC_Init) {
2233                         *error_message = "Client disconnected";
2234                         errorstream << *error_message << std::endl;
2235                         return false;
2236                 }
2237
2238                 if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
2239                         *aborted = true;
2240                         infostream << "Connect aborted [Escape]" << std::endl;
2241                         return false;
2242                 }
2243
2244                 // Display status
2245                 int progress = 25;
2246
2247                 if (!client->itemdefReceived()) {
2248                         const wchar_t *text = wgettext("Item definitions...");
2249                         progress = 25;
2250                         RenderingEngine::draw_load_screen(text, guienv, texture_src,
2251                                 dtime, progress);
2252                         delete[] text;
2253                 } else if (!client->nodedefReceived()) {
2254                         const wchar_t *text = wgettext("Node definitions...");
2255                         progress = 30;
2256                         RenderingEngine::draw_load_screen(text, guienv, texture_src,
2257                                 dtime, progress);
2258                         delete[] text;
2259                 } else {
2260                         std::stringstream message;
2261                         std::fixed(message);
2262                         message.precision(0);
2263                         message << gettext("Media...") << " " << (client->mediaReceiveProgress()*100) << "%";
2264                         message.precision(2);
2265
2266                         if ((USE_CURL == 0) ||
2267                                         (!g_settings->getBool("enable_remote_media_server"))) {
2268                                 float cur = client->getCurRate();
2269                                 std::string cur_unit = gettext("KiB/s");
2270
2271                                 if (cur > 900) {
2272                                         cur /= 1024.0;
2273                                         cur_unit = gettext("MiB/s");
2274                                 }
2275
2276                                 message << " (" << cur << ' ' << cur_unit << ")";
2277                         }
2278
2279                         progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
2280                         RenderingEngine::draw_load_screen(utf8_to_wide(message.str()), guienv,
2281                                 texture_src, dtime, progress);
2282                 }
2283         }
2284
2285         return true;
2286 }
2287
2288
2289 /****************************************************************************/
2290 /****************************************************************************
2291  Run
2292  ****************************************************************************/
2293 /****************************************************************************/
2294
2295 inline void Game::updateInteractTimers(f32 dtime)
2296 {
2297         if (runData.nodig_delay_timer >= 0)
2298                 runData.nodig_delay_timer -= dtime;
2299
2300         if (runData.object_hit_delay_timer >= 0)
2301                 runData.object_hit_delay_timer -= dtime;
2302
2303         runData.time_from_last_punch += dtime;
2304 }
2305
2306
2307 /* returns false if game should exit, otherwise true
2308  */
2309 inline bool Game::checkConnection()
2310 {
2311         if (client->accessDenied()) {
2312                 *error_message = "Access denied. Reason: "
2313                                 + client->accessDeniedReason();
2314                 *reconnect_requested = client->reconnectRequested();
2315                 errorstream << *error_message << std::endl;
2316                 return false;
2317         }
2318
2319         return true;
2320 }
2321
2322
2323 /* returns false if game should exit, otherwise true
2324  */
2325 inline bool Game::handleCallbacks()
2326 {
2327         if (g_gamecallback->disconnect_requested) {
2328                 g_gamecallback->disconnect_requested = false;
2329                 return false;
2330         }
2331
2332         if (g_gamecallback->changepassword_requested) {
2333                 (new GUIPasswordChange(guienv, guiroot, -1,
2334                                        &g_menumgr, client))->drop();
2335                 g_gamecallback->changepassword_requested = false;
2336         }
2337
2338         if (g_gamecallback->changevolume_requested) {
2339                 (new GUIVolumeChange(guienv, guiroot, -1,
2340                                      &g_menumgr))->drop();
2341                 g_gamecallback->changevolume_requested = false;
2342         }
2343
2344         if (g_gamecallback->keyconfig_requested) {
2345                 (new GUIKeyChangeMenu(guienv, guiroot, -1,
2346                                       &g_menumgr))->drop();
2347                 g_gamecallback->keyconfig_requested = false;
2348         }
2349
2350         if (g_gamecallback->keyconfig_changed) {
2351                 keycache.populate(); // update the cache with new settings
2352                 g_gamecallback->keyconfig_changed = false;
2353         }
2354
2355         return true;
2356 }
2357
2358
2359 void Game::processQueues()
2360 {
2361         texture_src->processQueue();
2362         itemdef_manager->processQueue(client);
2363         shader_src->processQueue();
2364 }
2365
2366
2367 void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
2368 {
2369         float profiler_print_interval =
2370                         g_settings->getFloat("profiler_print_interval");
2371         bool print_to_log = true;
2372
2373         if (profiler_print_interval == 0) {
2374                 print_to_log = false;
2375                 profiler_print_interval = 5;
2376         }
2377
2378         if (profiler_interval.step(dtime, profiler_print_interval)) {
2379                 if (print_to_log) {
2380                         infostream << "Profiler:" << std::endl;
2381                         g_profiler->print(infostream);
2382                 }
2383
2384                 update_profiler_gui(guitext_profiler, g_fontengine,
2385                                 runData.profiler_current_page, runData.profiler_max_page,
2386                                 driver->getScreenSize().Height);
2387
2388                 g_profiler->clear();
2389         }
2390
2391         addProfilerGraphs(stats, draw_times, dtime);
2392 }
2393
2394
2395 void Game::addProfilerGraphs(const RunStats &stats,
2396                 const FpsControl &draw_times, f32 dtime)
2397 {
2398         g_profiler->graphAdd("mainloop_other",
2399                         draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
2400
2401         if (draw_times.sleep_time != 0)
2402                 g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
2403         g_profiler->graphAdd("mainloop_dtime", dtime);
2404
2405         g_profiler->add("Elapsed time", dtime);
2406         g_profiler->avg("FPS", 1. / dtime);
2407 }
2408
2409
2410 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
2411                 f32 dtime)
2412 {
2413
2414         f32 jitter;
2415         Jitter *jp;
2416
2417         /* Time average and jitter calculation
2418          */
2419         jp = &stats->dtime_jitter;
2420         jp->avg = jp->avg * 0.96 + dtime * 0.04;
2421
2422         jitter = dtime - jp->avg;
2423
2424         if (jitter > jp->max)
2425                 jp->max = jitter;
2426
2427         jp->counter += dtime;
2428
2429         if (jp->counter > 0.0) {
2430                 jp->counter -= 3.0;
2431                 jp->max_sample = jp->max;
2432                 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
2433                 jp->max = 0.0;
2434         }
2435
2436         /* Busytime average and jitter calculation
2437          */
2438         jp = &stats->busy_time_jitter;
2439         jp->avg = jp->avg + draw_times.busy_time * 0.02;
2440
2441         jitter = draw_times.busy_time - jp->avg;
2442
2443         if (jitter > jp->max)
2444                 jp->max = jitter;
2445         if (jitter < jp->min)
2446                 jp->min = jitter;
2447
2448         jp->counter += dtime;
2449
2450         if (jp->counter > 0.0) {
2451                 jp->counter -= 3.0;
2452                 jp->max_sample = jp->max;
2453                 jp->min_sample = jp->min;
2454                 jp->max = 0.0;
2455                 jp->min = 0.0;
2456         }
2457 }
2458
2459
2460
2461 /****************************************************************************
2462  Input handling
2463  ****************************************************************************/
2464
2465 void Game::processUserInput(f32 dtime)
2466 {
2467         // Reset input if window not active or some menu is active
2468         if (!device->isWindowActive() || isMenuActive() || guienv->hasFocus(gui_chat_console)) {
2469                 input->clear();
2470 #ifdef HAVE_TOUCHSCREENGUI
2471                 g_touchscreengui->hide();
2472 #endif
2473         }
2474 #ifdef HAVE_TOUCHSCREENGUI
2475         else if (g_touchscreengui) {
2476                 /* on touchscreengui step may generate own input events which ain't
2477                  * what we want in case we just did clear them */
2478                 g_touchscreengui->step(dtime);
2479         }
2480 #endif
2481
2482         if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
2483                 gui_chat_console->closeConsoleAtOnce();
2484         }
2485
2486         // Input handler step() (used by the random input generator)
2487         input->step(dtime);
2488
2489 #ifdef __ANDROID__
2490         if (current_formspec != NULL)
2491                 current_formspec->getAndroidUIInput();
2492         else
2493                 handleAndroidChatInput();
2494 #endif
2495
2496         // Increase timer for double tap of "keymap_jump"
2497         if (m_cache_doubletap_jump && runData.jump_timer <= 0.2f)
2498                 runData.jump_timer += dtime;
2499
2500         processKeyInput();
2501         processItemSelection(&runData.new_playeritem);
2502 }
2503
2504
2505 void Game::processKeyInput()
2506 {
2507         if (wasKeyDown(KeyType::DROP)) {
2508                 dropSelectedItem(isKeyDown(KeyType::SNEAK));
2509         } else if (wasKeyDown(KeyType::AUTOFORWARD)) {
2510                 toggleAutoforward();
2511         } else if (wasKeyDown(KeyType::INVENTORY)) {
2512                 openInventory();
2513         } else if (wasKeyDown(KeyType::ESC) || input->wasKeyDown(CancelKey)) {
2514                 if (!gui_chat_console->isOpenInhibited()) {
2515                         showPauseMenu();
2516                 }
2517         } else if (wasKeyDown(KeyType::CHAT)) {
2518                 openConsole(0.2, L"");
2519         } else if (wasKeyDown(KeyType::CMD)) {
2520                 openConsole(0.2, L"/");
2521         } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
2522                 openConsole(0.2, L".");
2523         } else if (wasKeyDown(KeyType::CONSOLE)) {
2524                 openConsole(core::clamp(g_settings->getFloat("console_height"), 0.1f, 1.0f));
2525         } else if (wasKeyDown(KeyType::FREEMOVE)) {
2526                 toggleFreeMove();
2527         } else if (wasKeyDown(KeyType::JUMP)) {
2528                 toggleFreeMoveAlt();
2529         } else if (wasKeyDown(KeyType::FASTMOVE)) {
2530                 toggleFast();
2531         } else if (wasKeyDown(KeyType::NOCLIP)) {
2532                 toggleNoClip();
2533         } else if (wasKeyDown(KeyType::MUTE)) {
2534                 bool new_mute_sound = !g_settings->getBool("mute_sound");
2535                 g_settings->setBool("mute_sound", new_mute_sound);
2536                 if (new_mute_sound)
2537                         showStatusTextSimple("Sound muted");
2538                 else
2539                         showStatusTextSimple("Sound unmuted");
2540                 runData.statustext_time = 0;
2541         } else if (wasKeyDown(KeyType::INC_VOLUME)) {
2542                 float new_volume = rangelim(g_settings->getFloat("sound_volume") + 0.1f, 0.0f, 1.0f);
2543                 wchar_t buf[100];
2544                 g_settings->setFloat("sound_volume", new_volume);
2545                 const wchar_t *str = wgettext("Volume changed to %d%%");
2546                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
2547                 delete[] str;
2548                 m_statustext = buf;
2549                 runData.statustext_time = 0;
2550         } else if (wasKeyDown(KeyType::DEC_VOLUME)) {
2551                 float new_volume = rangelim(g_settings->getFloat("sound_volume") - 0.1f, 0.0f, 1.0f);
2552                 wchar_t buf[100];
2553                 g_settings->setFloat("sound_volume", new_volume);
2554                 const wchar_t *str = wgettext("Volume changed to %d%%");
2555                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, myround(new_volume * 100));
2556                 delete[] str;
2557                 m_statustext = buf;
2558                 runData.statustext_time = 0;
2559         } else if (wasKeyDown(KeyType::CINEMATIC)) {
2560                 toggleCinematic();
2561         } else if (wasKeyDown(KeyType::SCREENSHOT)) {
2562                 client->makeScreenshot();
2563         } else if (wasKeyDown(KeyType::TOGGLE_HUD)) {
2564                 toggleHud();
2565         } else if (wasKeyDown(KeyType::MINIMAP)) {
2566                 toggleMinimap(isKeyDown(KeyType::SNEAK));
2567         } else if (wasKeyDown(KeyType::TOGGLE_CHAT)) {
2568                 toggleChat();
2569         } else if (wasKeyDown(KeyType::TOGGLE_FORCE_FOG_OFF)) {
2570                 toggleFog();
2571         } else if (wasKeyDown(KeyType::TOGGLE_UPDATE_CAMERA)) {
2572                 toggleUpdateCamera();
2573         } else if (wasKeyDown(KeyType::TOGGLE_DEBUG)) {
2574                 toggleDebug();
2575         } else if (wasKeyDown(KeyType::TOGGLE_PROFILER)) {
2576                 toggleProfiler();
2577         } else if (wasKeyDown(KeyType::INCREASE_VIEWING_RANGE)) {
2578                 increaseViewRange();
2579         } else if (wasKeyDown(KeyType::DECREASE_VIEWING_RANGE)) {
2580                 decreaseViewRange();
2581         } else if (wasKeyDown(KeyType::RANGESELECT)) {
2582                 toggleFullViewRange();
2583         } else if (wasKeyDown(KeyType::QUICKTUNE_NEXT)) {
2584                 quicktune->next();
2585         } else if (wasKeyDown(KeyType::QUICKTUNE_PREV)) {
2586                 quicktune->prev();
2587         } else if (wasKeyDown(KeyType::QUICKTUNE_INC)) {
2588                 quicktune->inc();
2589         } else if (wasKeyDown(KeyType::QUICKTUNE_DEC)) {
2590                 quicktune->dec();
2591         }
2592
2593         if (!isKeyDown(KeyType::JUMP) && runData.reset_jump_timer) {
2594                 runData.reset_jump_timer = false;
2595                 runData.jump_timer = 0.0f;
2596         }
2597
2598         if (quicktune->hasMessage()) {
2599                 m_statustext = utf8_to_wide(quicktune->getMessage());
2600                 runData.statustext_time = 0.0f;
2601         }
2602 }
2603
2604 void Game::processItemSelection(u16 *new_playeritem)
2605 {
2606         LocalPlayer *player = client->getEnv().getLocalPlayer();
2607
2608         /* Item selection using mouse wheel
2609          */
2610         *new_playeritem = client->getPlayerItem();
2611
2612         s32 wheel = input->getMouseWheel();
2613         u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2614                     player->hud_hotbar_itemcount - 1);
2615
2616         s32 dir = wheel;
2617
2618         if (input->joystick.wasKeyDown(KeyType::SCROLL_DOWN) ||
2619                         wasKeyDown(KeyType::HOTBAR_NEXT)) {
2620                 dir = -1;
2621         }
2622
2623         if (input->joystick.wasKeyDown(KeyType::SCROLL_UP) ||
2624                         wasKeyDown(KeyType::HOTBAR_PREV)) {
2625                 dir = 1;
2626         }
2627
2628         if (dir < 0)
2629                 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2630         else if (dir > 0)
2631                 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2632         // else dir == 0
2633
2634         /* Item selection using hotbar slot keys
2635          */
2636         for (u16 i = 0; i < 23; i++) {
2637                 if (wasKeyDown((GameKeyType) (KeyType::SLOT_1 + i))) {
2638                         if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
2639                                 *new_playeritem = i;
2640                                 infostream << "Selected item: " << new_playeritem << std::endl;
2641                         }
2642                         break;
2643                 }
2644         }
2645 }
2646
2647
2648 void Game::dropSelectedItem(bool single_item)
2649 {
2650         IDropAction *a = new IDropAction();
2651         a->count = single_item ? 1 : 0;
2652         a->from_inv.setCurrentPlayer();
2653         a->from_list = "main";
2654         a->from_i = client->getPlayerItem();
2655         client->inventoryAction(a);
2656 }
2657
2658
2659 void Game::openInventory()
2660 {
2661         /*
2662          * Don't permit to open inventory is CAO or player doesn't exists.
2663          * This prevent showing an empty inventory at player load
2664          */
2665
2666         LocalPlayer *player = client->getEnv().getLocalPlayer();
2667         if (!player || !player->getCAO())
2668                 return;
2669
2670         infostream << "the_game: " << "Launching inventory" << std::endl;
2671
2672         PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2673
2674         InventoryLocation inventoryloc;
2675         inventoryloc.setCurrentPlayer();
2676
2677         if (!client->moddingEnabled()
2678                         || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
2679                 TextDest *txt_dst = new TextDestPlayerInventory(client);
2680                 create_formspec_menu(&current_formspec, client, &input->joystick, fs_src, txt_dst);
2681                 cur_formname = "";
2682                 current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2683         }
2684 }
2685
2686
2687 void Game::openConsole(float scale, const wchar_t *line)
2688 {
2689         assert(scale > 0.0f && scale <= 1.0f);
2690
2691 #ifdef __ANDROID__
2692         porting::showInputDialog(gettext("ok"), "", "", 2);
2693         m_android_chat_open = true;
2694 #else
2695         if (gui_chat_console->isOpenInhibited())
2696                 return;
2697         gui_chat_console->openConsole(scale);
2698         if (line) {
2699                 gui_chat_console->setCloseOnEnter(true);
2700                 gui_chat_console->replaceAndAddToHistory(line);
2701         }
2702 #endif
2703 }
2704
2705 #ifdef __ANDROID__
2706 void Game::handleAndroidChatInput()
2707 {
2708         if (m_android_chat_open && porting::getInputDialogState() == 0) {
2709                 std::string text = porting::getInputDialogValue();
2710                 client->typeChatMessage(utf8_to_wide(text));
2711         }
2712 }
2713 #endif
2714
2715
2716 void Game::toggleFreeMove()
2717 {
2718         bool free_move = !g_settings->getBool("free_move");
2719         g_settings->set("free_move", bool_to_cstr(free_move));
2720
2721         runData.statustext_time = 0;
2722
2723         if (free_move) {
2724                 if (client->checkPrivilege("fly")) {
2725                         showStatusTextSimple("Fly mode enabled");
2726                 } else {
2727                         showStatusTextSimple("Fly mode enabled (note: no 'fly' privilege)");
2728                 }
2729         } else {
2730                 showStatusTextSimple("Fly mode disabled");
2731         }
2732 }
2733
2734
2735 void Game::toggleFreeMoveAlt()
2736 {
2737         if (m_cache_doubletap_jump && runData.jump_timer < 0.2f)
2738                 toggleFreeMove();
2739
2740         runData.reset_jump_timer = true;
2741 }
2742
2743
2744 void Game::toggleFast()
2745 {
2746         bool fast_move = !g_settings->getBool("fast_move");
2747         g_settings->set("fast_move", bool_to_cstr(fast_move));
2748
2749         runData.statustext_time = 0;
2750
2751         if (fast_move) {
2752                 if (client->checkPrivilege("fast")) {
2753                         showStatusTextSimple("Fast mode enabled");
2754                 } else {
2755                         showStatusTextSimple("Fast mode enabled (note: no 'fast' privilege)");
2756                 }
2757         } else {
2758                 showStatusTextSimple("Fast mode disabled");
2759         }
2760
2761 #ifdef __ANDROID__
2762         m_cache_hold_aux1 = fast_move && has_fast_privs;
2763 #endif
2764 }
2765
2766
2767 void Game::toggleNoClip()
2768 {
2769         bool noclip = !g_settings->getBool("noclip");
2770         g_settings->set("noclip", bool_to_cstr(noclip));
2771
2772         runData.statustext_time = 0;
2773         if (noclip) {
2774                 if (client->checkPrivilege("noclip")) {
2775                         showStatusTextSimple("Noclip mode enabled");
2776                 } else {
2777                         showStatusTextSimple("Noclip mode enabled (note: no 'noclip' privilege)");
2778                 }
2779         } else {
2780                 showStatusTextSimple("Noclip mode disabled");
2781         }
2782 }
2783
2784 void Game::toggleCinematic()
2785 {
2786         bool cinematic = !g_settings->getBool("cinematic");
2787         g_settings->set("cinematic", bool_to_cstr(cinematic));
2788
2789         runData.statustext_time = 0;
2790         if (cinematic)
2791                 showStatusTextSimple("Cinematic mode enabled");
2792         else
2793                 showStatusTextSimple("Cinematic mode disabled");
2794 }
2795
2796 // Autoforward by toggling continuous forward.
2797 void Game::toggleAutoforward()
2798 {
2799         bool autorun_enabled = !g_settings->getBool("continuous_forward");
2800         g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2801
2802         runData.statustext_time = 0;
2803         if (autorun_enabled)
2804                 showStatusTextSimple("Automatic forwards enabled");
2805         else
2806                 showStatusTextSimple("Automatic forwards disabled");
2807 }
2808
2809 void Game::toggleChat()
2810 {
2811         flags.show_chat = !flags.show_chat;
2812         runData.statustext_time = 0;
2813         if (flags.show_chat)
2814                 showStatusTextSimple("Chat shown");
2815         else
2816                 showStatusTextSimple("Chat hidden");
2817 }
2818
2819
2820 void Game::toggleHud()
2821 {
2822         flags.show_hud = !flags.show_hud;
2823         runData.statustext_time = 0;
2824         if (flags.show_hud)
2825                 showStatusTextSimple("HUD shown");
2826         else
2827                 showStatusTextSimple("HUD hidden");
2828 }
2829
2830 void Game::toggleMinimap(bool shift_pressed)
2831 {
2832         if (!mapper || !flags.show_hud || !g_settings->getBool("enable_minimap"))
2833                 return;
2834
2835         if (shift_pressed) {
2836                 mapper->toggleMinimapShape();
2837                 return;
2838         }
2839
2840         u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2841
2842         MinimapMode mode = MINIMAP_MODE_OFF;
2843         if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
2844                 mode = mapper->getMinimapMode();
2845                 mode = (MinimapMode)((int)mode + 1);
2846                 // If radar is disabled and in, or switching to, radar mode
2847                 if (!(hud_flags & HUD_FLAG_MINIMAP_RADAR_VISIBLE) && mode > 3)
2848                         mode = MINIMAP_MODE_OFF;
2849         }
2850
2851         flags.show_minimap = true;
2852         switch (mode) {
2853                 case MINIMAP_MODE_SURFACEx1:
2854                         showStatusTextSimple("Minimap in surface mode, Zoom x1");
2855                         break;
2856                 case MINIMAP_MODE_SURFACEx2:
2857                         showStatusTextSimple("Minimap in surface mode, Zoom x2");
2858                         break;
2859                 case MINIMAP_MODE_SURFACEx4:
2860                         showStatusTextSimple("Minimap in surface mode, Zoom x4");
2861                         break;
2862                 case MINIMAP_MODE_RADARx1:
2863                         showStatusTextSimple("Minimap in radar mode, Zoom x1");
2864                         break;
2865                 case MINIMAP_MODE_RADARx2:
2866                         showStatusTextSimple("Minimap in radar mode, Zoom x2");
2867                         break;
2868                 case MINIMAP_MODE_RADARx4:
2869                         showStatusTextSimple("Minimap in radar mode, Zoom x4");
2870                         break;
2871                 default:
2872                         mode = MINIMAP_MODE_OFF;
2873                         flags.show_minimap = false;
2874                         if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE)
2875                                 showStatusTextSimple("Minimap hidden");
2876                         else
2877                                 showStatusTextSimple("Minimap disabled by server");
2878         }
2879
2880         runData.statustext_time = 0;
2881         mapper->setMinimapMode(mode);
2882 }
2883
2884 void Game::toggleFog()
2885 {
2886         flags.force_fog_off = !flags.force_fog_off;
2887         runData.statustext_time = 0;
2888         if (flags.force_fog_off)
2889                 showStatusTextSimple("Fog disabled");
2890         else
2891                 showStatusTextSimple("Fog enabled");
2892 }
2893
2894
2895 void Game::toggleDebug()
2896 {
2897         // Initial / 4x toggle: Chat only
2898         // 1x toggle: Debug text with chat
2899         // 2x toggle: Debug text with profiler graph
2900         // 3x toggle: Debug text and wireframe
2901         if (!flags.show_debug) {
2902                 flags.show_debug = true;
2903                 flags.show_profiler_graph = false;
2904                 draw_control->show_wireframe = false;
2905                 showStatusTextSimple("Debug info shown");
2906         } else if (!flags.show_profiler_graph && !draw_control->show_wireframe) {
2907                 flags.show_profiler_graph = true;
2908                 showStatusTextSimple("Profiler graph shown");
2909         } else if (!draw_control->show_wireframe && client->checkPrivilege("debug")) {
2910                 flags.show_profiler_graph = false;
2911                 draw_control->show_wireframe = true;
2912                 showStatusTextSimple("Wireframe shown");
2913         } else {
2914                 flags.show_debug = false;
2915                 flags.show_profiler_graph = false;
2916                 draw_control->show_wireframe = false;
2917                 if (client->checkPrivilege("debug")) {
2918                         showStatusTextSimple("Debug info, profiler graph, and wireframe hidden");
2919                 } else {
2920                         showStatusTextSimple("Debug info and profiler graph hidden");
2921                 }
2922         }
2923         runData.statustext_time = 0;
2924 }
2925
2926
2927 void Game::toggleUpdateCamera()
2928 {
2929         flags.disable_camera_update = !flags.disable_camera_update;
2930         runData.statustext_time = 0;
2931         if (flags.disable_camera_update)
2932                 showStatusTextSimple("Camera update disabled");
2933         else
2934                 showStatusTextSimple("Camera update enabled");
2935 }
2936
2937
2938 void Game::toggleProfiler()
2939 {
2940         runData.profiler_current_page =
2941                 (runData.profiler_current_page + 1) % (runData.profiler_max_page + 1);
2942
2943         // FIXME: This updates the profiler with incomplete values
2944         update_profiler_gui(guitext_profiler, g_fontengine, runData.profiler_current_page,
2945                 runData.profiler_max_page, driver->getScreenSize().Height);
2946
2947         if (runData.profiler_current_page != 0) {
2948                 wchar_t buf[255];
2949                 const wchar_t* str = wgettext("Profiler shown (page %d of %d)");
2950                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str,
2951                                 runData.profiler_current_page,
2952                                 runData.profiler_max_page);
2953                 delete[] str;
2954                 m_statustext = buf;
2955         } else {
2956                 showStatusTextSimple("Profiler hidden");
2957         }
2958         runData.statustext_time = 0;
2959 }
2960
2961
2962 void Game::increaseViewRange()
2963 {
2964         s16 range = g_settings->getS16("viewing_range");
2965         s16 range_new = range + 10;
2966
2967         wchar_t buf[255];
2968         const wchar_t *str;
2969         if (range_new > 4000) {
2970                 range_new = 4000;
2971                 str = wgettext("Viewing range is at maximum: %d");
2972                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2973                 delete[] str;
2974                 m_statustext = buf;
2975
2976         } else {
2977                 str = wgettext("Viewing range changed to %d");
2978                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2979                 delete[] str;
2980                 m_statustext = buf;
2981         }
2982         g_settings->set("viewing_range", itos(range_new));
2983         runData.statustext_time = 0;
2984 }
2985
2986
2987 void Game::decreaseViewRange()
2988 {
2989         s16 range = g_settings->getS16("viewing_range");
2990         s16 range_new = range - 10;
2991
2992         wchar_t buf[255];
2993         const wchar_t *str;
2994         if (range_new < 20) {
2995                 range_new = 20;
2996                 str = wgettext("Viewing range is at minimum: %d");
2997                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
2998                 delete[] str;
2999                 m_statustext = buf;
3000         } else {
3001                 str = wgettext("Viewing range changed to %d");
3002                 swprintf(buf, sizeof(buf) / sizeof(wchar_t), str, range_new);
3003                 delete[] str;
3004                 m_statustext = buf;
3005         }
3006         g_settings->set("viewing_range", itos(range_new));
3007         runData.statustext_time = 0;
3008 }
3009
3010
3011 void Game::toggleFullViewRange()
3012 {
3013         draw_control->range_all = !draw_control->range_all;
3014         runData.statustext_time = 0;
3015         if (draw_control->range_all)
3016                 showStatusTextSimple("Enabled unlimited viewing range");
3017         else
3018                 showStatusTextSimple("Disabled unlimited viewing range");
3019 }
3020
3021
3022 void Game::updateCameraDirection(CameraOrientation *cam, float dtime)
3023 {
3024         if ((device->isWindowActive() && device->isWindowFocused()
3025                         && !isMenuActive()) || random_input) {
3026
3027 #ifndef __ANDROID__
3028                 if (!random_input) {
3029                         // Mac OSX gets upset if this is set every frame
3030                         if (device->getCursorControl()->isVisible())
3031                                 device->getCursorControl()->setVisible(false);
3032                 }
3033 #endif
3034
3035                 if (m_first_loop_after_window_activation)
3036                         m_first_loop_after_window_activation = false;
3037                 else
3038                         updateCameraOrientation(cam, dtime);
3039
3040                 input->setMousePos((driver->getScreenSize().Width / 2),
3041                                 (driver->getScreenSize().Height / 2));
3042         } else {
3043
3044 #ifndef ANDROID
3045                 // Mac OSX gets upset if this is set every frame
3046                 if (!device->getCursorControl()->isVisible())
3047                         device->getCursorControl()->setVisible(true);
3048 #endif
3049
3050                 m_first_loop_after_window_activation = true;
3051
3052         }
3053 }
3054
3055 void Game::updateCameraOrientation(CameraOrientation *cam, float dtime)
3056 {
3057 #ifdef HAVE_TOUCHSCREENGUI
3058         if (g_touchscreengui) {
3059                 cam->camera_yaw   += g_touchscreengui->getYawChange();
3060                 cam->camera_pitch  = g_touchscreengui->getPitch();
3061         } else {
3062 #endif
3063
3064                 s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
3065                 s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
3066
3067                 if (m_invert_mouse || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
3068                         dy = -dy;
3069                 }
3070
3071                 cam->camera_yaw   -= dx * m_cache_mouse_sensitivity;
3072                 cam->camera_pitch += dy * m_cache_mouse_sensitivity;
3073
3074 #ifdef HAVE_TOUCHSCREENGUI
3075         }
3076 #endif
3077
3078         if (m_cache_enable_joysticks) {
3079                 f32 c = m_cache_joystick_frustum_sensitivity * (1.f / 32767.f) * dtime;
3080                 cam->camera_yaw -= input->joystick.getAxisWithoutDead(JA_FRUSTUM_HORIZONTAL) * c;
3081                 cam->camera_pitch += input->joystick.getAxisWithoutDead(JA_FRUSTUM_VERTICAL) * c;
3082         }
3083
3084         cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
3085 }
3086
3087
3088 void Game::updatePlayerControl(const CameraOrientation &cam)
3089 {
3090         //TimeTaker tt("update player control", NULL, PRECISION_NANO);
3091
3092         // DO NOT use the isKeyDown method for the forward, backward, left, right
3093         // buttons, as the code that uses the controls needs to be able to
3094         // distinguish between the two in order to know when to use joysticks.
3095
3096         PlayerControl control(
3097                 input->isKeyDown(keycache.key[KeyType::FORWARD]),
3098                 input->isKeyDown(keycache.key[KeyType::BACKWARD]),
3099                 input->isKeyDown(keycache.key[KeyType::LEFT]),
3100                 input->isKeyDown(keycache.key[KeyType::RIGHT]),
3101                 isKeyDown(KeyType::JUMP),
3102                 isKeyDown(KeyType::SPECIAL1),
3103                 isKeyDown(KeyType::SNEAK),
3104                 isKeyDown(KeyType::ZOOM),
3105                 isLeftPressed(),
3106                 isRightPressed(),
3107                 cam.camera_pitch,
3108                 cam.camera_yaw,
3109                 input->joystick.getAxisWithoutDead(JA_SIDEWARD_MOVE),
3110                 input->joystick.getAxisWithoutDead(JA_FORWARD_MOVE)
3111         );
3112
3113         u32 keypress_bits =
3114                         ( (u32)(isKeyDown(KeyType::FORWARD)                       & 0x1) << 0) |
3115                         ( (u32)(isKeyDown(KeyType::BACKWARD)                      & 0x1) << 1) |
3116                         ( (u32)(isKeyDown(KeyType::LEFT)                          & 0x1) << 2) |
3117                         ( (u32)(isKeyDown(KeyType::RIGHT)                         & 0x1) << 3) |
3118                         ( (u32)(isKeyDown(KeyType::JUMP)                          & 0x1) << 4) |
3119                         ( (u32)(isKeyDown(KeyType::SPECIAL1)                      & 0x1) << 5) |
3120                         ( (u32)(isKeyDown(KeyType::SNEAK)                         & 0x1) << 6) |
3121                         ( (u32)(isLeftPressed()                                   & 0x1) << 7) |
3122                         ( (u32)(isRightPressed()                                  & 0x1) << 8
3123                 );
3124
3125 #ifdef ANDROID
3126         /* For Android, simulate holding down AUX1 (fast move) if the user has
3127          * the fast_move setting toggled on. If there is an aux1 key defined for
3128          * Android then its meaning is inverted (i.e. holding aux1 means walk and
3129          * not fast)
3130          */
3131         if (m_cache_hold_aux1) {
3132                 control.aux1 = control.aux1 ^ true;
3133                 keypress_bits ^= ((u32)(1U << 5));
3134         }
3135 #endif
3136
3137         client->setPlayerControl(control);
3138         LocalPlayer *player = client->getEnv().getLocalPlayer();
3139         player->keyPressed = keypress_bits;
3140
3141         //tt.stop();
3142 }
3143
3144
3145 inline void Game::step(f32 *dtime)
3146 {
3147         bool can_be_and_is_paused =
3148                         (simple_singleplayer_mode && g_menumgr.pausesGame());
3149
3150         if (can_be_and_is_paused) {     // This is for a singleplayer server
3151                 *dtime = 0;             // No time passes
3152         } else {
3153                 if (server != NULL) {
3154                         //TimeTaker timer("server->step(dtime)");
3155                         server->step(*dtime);
3156                 }
3157
3158                 //TimeTaker timer("client.step(dtime)");
3159                 client->step(*dtime);
3160         }
3161 }
3162
3163 const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
3164         {&Game::handleClientEvent_None},
3165         {&Game::handleClientEvent_PlayerDamage},
3166         {&Game::handleClientEvent_PlayerForceMove},
3167         {&Game::handleClientEvent_Deathscreen},
3168         {&Game::handleClientEvent_ShowFormSpec},
3169         {&Game::handleClientEvent_ShowLocalFormSpec},
3170         {&Game::handleClientEvent_HandleParticleEvent},
3171         {&Game::handleClientEvent_HandleParticleEvent},
3172         {&Game::handleClientEvent_HandleParticleEvent},
3173         {&Game::handleClientEvent_HudAdd},
3174         {&Game::handleClientEvent_HudRemove},
3175         {&Game::handleClientEvent_HudChange},
3176         {&Game::handleClientEvent_SetSky},
3177         {&Game::handleClientEvent_OverrideDayNigthRatio},
3178         {&Game::handleClientEvent_CloudParams},
3179 };
3180
3181 void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
3182 {
3183         FATAL_ERROR("ClientEvent type None received");
3184 }
3185
3186 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
3187 {
3188         if (client->getHP() == 0)
3189                 return;
3190
3191         if (client->moddingEnabled()) {
3192                 client->getScript()->on_damage_taken(event->player_damage.amount);
3193         }
3194
3195         runData.damage_flash += 95.0 + 3.2 * event->player_damage.amount;
3196         runData.damage_flash = MYMIN(runData.damage_flash, 127.0);
3197
3198         LocalPlayer *player = client->getEnv().getLocalPlayer();
3199
3200         player->hurt_tilt_timer = 1.5;
3201         player->hurt_tilt_strength =
3202                 rangelim(event->player_damage.amount / 4, 1.0, 4.0);
3203
3204         client->event()->put(new SimpleTriggerEvent("PlayerDamage"));
3205 }
3206
3207 void Game::handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam)
3208 {
3209         cam->camera_yaw = event->player_force_move.yaw;
3210         cam->camera_pitch = event->player_force_move.pitch;
3211 }
3212
3213 void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam)
3214 {
3215         // This should be enabled for death formspec in builtin
3216         client->getScript()->on_death();
3217
3218         LocalPlayer *player = client->getEnv().getLocalPlayer();
3219
3220         /* Handle visualization */
3221         runData.damage_flash = 0;
3222         player->hurt_tilt_timer = 0;
3223         player->hurt_tilt_strength = 0;
3224 }
3225
3226 void Game::handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam)
3227 {
3228         if (event->show_formspec.formspec->empty()) {
3229                 if (current_formspec && (event->show_formspec.formname->empty()
3230                         || *(event->show_formspec.formname) == cur_formname)) {
3231                         current_formspec->quitMenu();
3232                 }
3233         } else {
3234                 FormspecFormSource *fs_src =
3235                         new FormspecFormSource(*(event->show_formspec.formspec));
3236                 TextDestPlayerInventory *txt_dst =
3237                         new TextDestPlayerInventory(client, *(event->show_formspec.formname));
3238
3239                 create_formspec_menu(&current_formspec, client, &input->joystick,
3240                         fs_src, txt_dst);
3241                 cur_formname = *(event->show_formspec.formname);
3242         }
3243
3244         delete event->show_formspec.formspec;
3245         delete event->show_formspec.formname;
3246 }
3247
3248 void Game::handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam)
3249 {
3250         FormspecFormSource *fs_src = new FormspecFormSource(*event->show_formspec.formspec);
3251         LocalFormspecHandler *txt_dst =
3252                 new LocalFormspecHandler(*event->show_formspec.formname, client);
3253         create_formspec_menu(&current_formspec, client, &input->joystick, fs_src, txt_dst);
3254
3255         delete event->show_formspec.formspec;
3256         delete event->show_formspec.formname;
3257 }
3258
3259 void Game::handleClientEvent_HandleParticleEvent(ClientEvent *event,
3260                 CameraOrientation *cam)
3261 {
3262         LocalPlayer *player = client->getEnv().getLocalPlayer();
3263         client->getParticleManager()->handleParticleEvent(event, client, player);
3264 }
3265
3266 void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
3267 {
3268         LocalPlayer *player = client->getEnv().getLocalPlayer();
3269
3270         u32 id = event->hudadd.id;
3271
3272         HudElement *e = player->getHud(id);
3273
3274         if (e != NULL) {
3275                 delete event->hudadd.pos;
3276                 delete event->hudadd.name;
3277                 delete event->hudadd.scale;
3278                 delete event->hudadd.text;
3279                 delete event->hudadd.align;
3280                 delete event->hudadd.offset;
3281                 delete event->hudadd.world_pos;
3282                 delete event->hudadd.size;
3283                 return;
3284         }
3285
3286         e = new HudElement;
3287         e->type   = (HudElementType)event->hudadd.type;
3288         e->pos    = *event->hudadd.pos;
3289         e->name   = *event->hudadd.name;
3290         e->scale  = *event->hudadd.scale;
3291         e->text   = *event->hudadd.text;
3292         e->number = event->hudadd.number;
3293         e->item   = event->hudadd.item;
3294         e->dir    = event->hudadd.dir;
3295         e->align  = *event->hudadd.align;
3296         e->offset = *event->hudadd.offset;
3297         e->world_pos = *event->hudadd.world_pos;
3298         e->size = *event->hudadd.size;
3299
3300         u32 new_id = player->addHud(e);
3301         //if this isn't true our huds aren't consistent
3302         sanity_check(new_id == id);
3303
3304         delete event->hudadd.pos;
3305         delete event->hudadd.name;
3306         delete event->hudadd.scale;
3307         delete event->hudadd.text;
3308         delete event->hudadd.align;
3309         delete event->hudadd.offset;
3310         delete event->hudadd.world_pos;
3311         delete event->hudadd.size;
3312 }
3313
3314 void Game::handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam)
3315 {
3316         LocalPlayer *player = client->getEnv().getLocalPlayer();
3317         HudElement *e = player->removeHud(event->hudrm.id);
3318         delete e;
3319 }
3320
3321 void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam)
3322 {
3323         LocalPlayer *player = client->getEnv().getLocalPlayer();
3324
3325         u32 id = event->hudchange.id;
3326         HudElement *e = player->getHud(id);
3327
3328         if (e == NULL) {
3329                 delete event->hudchange.v3fdata;
3330                 delete event->hudchange.v2fdata;
3331                 delete event->hudchange.sdata;
3332                 delete event->hudchange.v2s32data;
3333                 return;
3334         }
3335
3336         switch (event->hudchange.stat) {
3337                 case HUD_STAT_POS:
3338                         e->pos = *event->hudchange.v2fdata;
3339                         break;
3340
3341                 case HUD_STAT_NAME:
3342                         e->name = *event->hudchange.sdata;
3343                         break;
3344
3345                 case HUD_STAT_SCALE:
3346                         e->scale = *event->hudchange.v2fdata;
3347                         break;
3348
3349                 case HUD_STAT_TEXT:
3350                         e->text = *event->hudchange.sdata;
3351                         break;
3352
3353                 case HUD_STAT_NUMBER:
3354                         e->number = event->hudchange.data;
3355                         break;
3356
3357                 case HUD_STAT_ITEM:
3358                         e->item = event->hudchange.data;
3359                         break;
3360
3361                 case HUD_STAT_DIR:
3362                         e->dir = event->hudchange.data;
3363                         break;
3364
3365                 case HUD_STAT_ALIGN:
3366                         e->align = *event->hudchange.v2fdata;
3367                         break;
3368
3369                 case HUD_STAT_OFFSET:
3370                         e->offset = *event->hudchange.v2fdata;
3371                         break;
3372
3373                 case HUD_STAT_WORLD_POS:
3374                         e->world_pos = *event->hudchange.v3fdata;
3375                         break;
3376
3377                 case HUD_STAT_SIZE:
3378                         e->size = *event->hudchange.v2s32data;
3379                         break;
3380         }
3381
3382         delete event->hudchange.v3fdata;
3383         delete event->hudchange.v2fdata;
3384         delete event->hudchange.sdata;
3385         delete event->hudchange.v2s32data;
3386 }
3387
3388 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
3389 {
3390         sky->setVisible(false);
3391         // Whether clouds are visible in front of a custom skybox
3392         sky->setCloudsEnabled(event->set_sky.clouds);
3393
3394         if (skybox) {
3395                 skybox->remove();
3396                 skybox = NULL;
3397         }
3398
3399         // Handle according to type
3400         if (*event->set_sky.type == "regular") {
3401                 sky->setVisible(true);
3402                 sky->setCloudsEnabled(true);
3403         } else if (*event->set_sky.type == "skybox" &&
3404                 event->set_sky.params->size() == 6) {
3405                 sky->setFallbackBgColor(*event->set_sky.bgcolor);
3406                 skybox = RenderingEngine::get_scene_manager()->addSkyBoxSceneNode(
3407                         texture_src->getTextureForMesh((*event->set_sky.params)[0]),
3408                         texture_src->getTextureForMesh((*event->set_sky.params)[1]),
3409                         texture_src->getTextureForMesh((*event->set_sky.params)[2]),
3410                         texture_src->getTextureForMesh((*event->set_sky.params)[3]),
3411                         texture_src->getTextureForMesh((*event->set_sky.params)[4]),
3412                         texture_src->getTextureForMesh((*event->set_sky.params)[5]));
3413         }
3414                 // Handle everything else as plain color
3415         else {
3416                 if (*event->set_sky.type != "plain")
3417                         infostream << "Unknown sky type: "
3418                                 << (*event->set_sky.type) << std::endl;
3419
3420                 sky->setFallbackBgColor(*event->set_sky.bgcolor);
3421         }
3422
3423         delete event->set_sky.bgcolor;
3424         delete event->set_sky.type;
3425         delete event->set_sky.params;
3426 }
3427
3428 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
3429                 CameraOrientation *cam)
3430 {
3431         client->getEnv().setDayNightRatioOverride(
3432                 event->override_day_night_ratio.do_override,
3433                 event->override_day_night_ratio.ratio_f * 1000.0f);
3434 }
3435
3436 void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam)
3437 {
3438         if (!clouds)
3439                 return;
3440
3441         clouds->setDensity(event->cloud_params.density);
3442         clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
3443         clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
3444         clouds->setHeight(event->cloud_params.height);
3445         clouds->setThickness(event->cloud_params.thickness);
3446         clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
3447 }
3448
3449 void Game::processClientEvents(CameraOrientation *cam)
3450 {
3451         while (client->hasClientEvents()) {
3452                 std::unique_ptr<ClientEvent> event(client->getClientEvent());
3453                 FATAL_ERROR_IF(event->type >= CLIENTEVENT_MAX, "Invalid clientevent type");
3454                 const ClientEventHandler& evHandler = clientEventHandler[event->type];
3455                 (this->*evHandler.handler)(event.get(), cam);
3456         }
3457 }
3458
3459 void Game::updateCamera(u32 busy_time, f32 dtime)
3460 {
3461         LocalPlayer *player = client->getEnv().getLocalPlayer();
3462
3463         /*
3464                 For interaction purposes, get info about the held item
3465                 - What item is it?
3466                 - Is it a usable item?
3467                 - Can it point to liquids?
3468         */
3469         ItemStack playeritem;
3470         {
3471                 InventoryList *mlist = local_inventory->getList("main");
3472
3473                 if (mlist && client->getPlayerItem() < mlist->getSize())
3474                         playeritem = mlist->getItem(client->getPlayerItem());
3475         }
3476
3477         if (playeritem.getDefinition(itemdef_manager).name.empty()) { // override the hand
3478                 InventoryList *hlist = local_inventory->getList("hand");
3479                 if (hlist)
3480                         playeritem = hlist->getItem(0);
3481         }
3482
3483
3484         ToolCapabilities playeritem_toolcap =
3485                 playeritem.getToolCapabilities(itemdef_manager);
3486
3487         v3s16 old_camera_offset = camera->getOffset();
3488
3489         if (wasKeyDown(KeyType::CAMERA_MODE)) {
3490                 GenericCAO *playercao = player->getCAO();
3491
3492                 // If playercao not loaded, don't change camera
3493                 if (!playercao)
3494                         return;
3495
3496                 camera->toggleCameraMode();
3497
3498                 playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3499                 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3500         }
3501
3502         float full_punch_interval = playeritem_toolcap.full_punch_interval;
3503         float tool_reload_ratio = runData.time_from_last_punch / full_punch_interval;
3504
3505         tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3506         camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio);
3507         camera->step(dtime);
3508
3509         v3f camera_position = camera->getPosition();
3510         v3f camera_direction = camera->getDirection();
3511         f32 camera_fov = camera->getFovMax();
3512         v3s16 camera_offset = camera->getOffset();
3513
3514         m_camera_offset_changed = (camera_offset != old_camera_offset);
3515
3516         if (!flags.disable_camera_update) {
3517                 client->getEnv().getClientMap().updateCamera(camera_position,
3518                                 camera_direction, camera_fov, camera_offset);
3519
3520                 if (m_camera_offset_changed) {
3521                         client->updateCameraOffset(camera_offset);
3522                         client->getEnv().updateCameraOffset(camera_offset);
3523
3524                         if (clouds)
3525                                 clouds->updateCameraOffset(camera_offset);
3526                 }
3527         }
3528 }
3529
3530
3531 void Game::updateSound(f32 dtime)
3532 {
3533         // Update sound listener
3534         v3s16 camera_offset = camera->getOffset();
3535         sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3536                               v3f(0, 0, 0), // velocity
3537                               camera->getDirection(),
3538                               camera->getCameraNode()->getUpVector());
3539
3540         bool mute_sound = g_settings->getBool("mute_sound");
3541         if (mute_sound) {
3542                 sound->setListenerGain(0.0f);
3543         } else {
3544                 // Check if volume is in the proper range, else fix it.
3545                 float old_volume = g_settings->getFloat("sound_volume");
3546                 float new_volume = rangelim(old_volume, 0.0f, 1.0f);
3547                 sound->setListenerGain(new_volume);
3548
3549                 if (old_volume != new_volume) {
3550                         g_settings->setFloat("sound_volume", new_volume);
3551                 }
3552         }
3553
3554         LocalPlayer *player = client->getEnv().getLocalPlayer();
3555
3556         // Tell the sound maker whether to make footstep sounds
3557         soundmaker->makes_footstep_sound = player->makes_footstep_sound;
3558
3559         //      Update sound maker
3560         if (player->makes_footstep_sound)
3561                 soundmaker->step(dtime);
3562
3563         ClientMap &map = client->getEnv().getClientMap();
3564         MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
3565         soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3566 }
3567
3568
3569 void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
3570 {
3571         LocalPlayer *player = client->getEnv().getLocalPlayer();
3572
3573         ItemStack playeritem;
3574         {
3575                 InventoryList *mlist = local_inventory->getList("main");
3576
3577                 if (mlist && client->getPlayerItem() < mlist->getSize())
3578                         playeritem = mlist->getItem(client->getPlayerItem());
3579         }
3580
3581         const ItemDefinition &playeritem_def =
3582                         playeritem.getDefinition(itemdef_manager);
3583         InventoryList *hlist = local_inventory->getList("hand");
3584         const ItemDefinition &hand_def =
3585                 hlist ? hlist->getItem(0).getDefinition(itemdef_manager) : itemdef_manager->get("");
3586
3587         v3f player_position  = player->getPosition();
3588         v3f camera_position  = camera->getPosition();
3589         v3f camera_direction = camera->getDirection();
3590         v3s16 camera_offset  = camera->getOffset();
3591
3592
3593         /*
3594                 Calculate what block is the crosshair pointing to
3595         */
3596
3597         f32 d = playeritem_def.range; // max. distance
3598         f32 d_hand = hand_def.range;
3599
3600         if (d < 0 && d_hand >= 0)
3601                 d = d_hand;
3602         else if (d < 0)
3603                 d = 4.0;
3604
3605         core::line3d<f32> shootline;
3606
3607         if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
3608                 shootline = core::line3d<f32>(camera_position,
3609                         camera_position + camera_direction * BS * d);
3610         } else {
3611             // prevent player pointing anything in front-view
3612                 shootline = core::line3d<f32>(camera_position,camera_position);
3613         }
3614
3615 #ifdef HAVE_TOUCHSCREENGUI
3616
3617         if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3618                 shootline = g_touchscreengui->getShootline();
3619                 // Scale shootline to the acual distance the player can reach
3620                 shootline.end = shootline.start
3621                         + shootline.getVector().normalize() * BS * d;
3622                 shootline.start += intToFloat(camera_offset, BS);
3623                 shootline.end += intToFloat(camera_offset, BS);
3624         }
3625
3626 #endif
3627
3628         PointedThing pointed = updatePointedThing(shootline,
3629                         playeritem_def.liquids_pointable,
3630                         !runData.ldown_for_dig,
3631                         camera_offset);
3632
3633         if (pointed != runData.pointed_old) {
3634                 infostream << "Pointing at " << pointed.dump() << std::endl;
3635                 hud->updateSelectionMesh(camera_offset);
3636         }
3637
3638         if (runData.digging_blocked && !isLeftPressed()) {
3639                 // allow digging again if button is not pressed
3640                 runData.digging_blocked = false;
3641         }
3642
3643         /*
3644                 Stop digging when
3645                 - releasing left mouse button
3646                 - pointing away from node
3647         */
3648         if (runData.digging) {
3649                 if (getLeftReleased()) {
3650                         infostream << "Left button released"
3651                                    << " (stopped digging)" << std::endl;
3652                         runData.digging = false;
3653                 } else if (pointed != runData.pointed_old) {
3654                         if (pointed.type == POINTEDTHING_NODE
3655                                         && runData.pointed_old.type == POINTEDTHING_NODE
3656                                         && pointed.node_undersurface
3657                                                         == runData.pointed_old.node_undersurface) {
3658                                 // Still pointing to the same node, but a different face.
3659                                 // Don't reset.
3660                         } else {
3661                                 infostream << "Pointing away from node"
3662                                            << " (stopped digging)" << std::endl;
3663                                 runData.digging = false;
3664                                 hud->updateSelectionMesh(camera_offset);
3665                         }
3666                 }
3667
3668                 if (!runData.digging) {
3669                         client->interact(1, runData.pointed_old);
3670                         client->setCrack(-1, v3s16(0, 0, 0));
3671                         runData.dig_time = 0.0;
3672                 }
3673         } else if (runData.dig_instantly && getLeftReleased()) {
3674                 // Remove e.g. torches faster when clicking instead of holding LMB
3675                 runData.nodig_delay_timer = 0;
3676                 runData.dig_instantly = false;
3677         }
3678
3679         if (!runData.digging && runData.ldown_for_dig && !isLeftPressed()) {
3680                 runData.ldown_for_dig = false;
3681         }
3682
3683         runData.left_punch = false;
3684
3685         soundmaker->m_player_leftpunch_sound.name = "";
3686
3687         // Prepare for repeating, unless we're not supposed to
3688         if (isRightPressed() && !g_settings->getBool("safe_dig_and_place"))
3689                 runData.repeat_rightclick_timer += dtime;
3690         else
3691                 runData.repeat_rightclick_timer = 0;
3692
3693         if (playeritem_def.usable && isLeftPressed()) {
3694                 if (getLeftClicked() && (!client->moddingEnabled()
3695                                 || !client->getScript()->on_item_use(playeritem, pointed)))
3696                         client->interact(4, pointed);
3697         } else if (pointed.type == POINTEDTHING_NODE) {
3698                 ToolCapabilities playeritem_toolcap =
3699                                 playeritem.getToolCapabilities(itemdef_manager);
3700                 if (playeritem.name.empty()) {
3701                         const ToolCapabilities *handToolcap = hlist
3702                                 ? &hlist->getItem(0).getToolCapabilities(itemdef_manager)
3703                                 : itemdef_manager->get("").tool_capabilities;
3704
3705                         if (handToolcap != nullptr)
3706                                 playeritem_toolcap = *handToolcap;
3707                 }
3708                 handlePointingAtNode(pointed, playeritem_def, playeritem,
3709                         playeritem_toolcap, dtime);
3710         } else if (pointed.type == POINTEDTHING_OBJECT) {
3711                 handlePointingAtObject(pointed, playeritem, player_position, show_debug);
3712         } else if (isLeftPressed()) {
3713                 // When button is held down in air, show continuous animation
3714                 runData.left_punch = true;
3715         } else if (getRightClicked()) {
3716                 handlePointingAtNothing(playeritem);
3717         }
3718
3719         runData.pointed_old = pointed;
3720
3721         if (runData.left_punch || getLeftClicked())
3722                 camera->setDigging(0); // left click animation
3723
3724         input->resetLeftClicked();
3725         input->resetRightClicked();
3726
3727         input->joystick.clearWasKeyDown(KeyType::MOUSE_L);
3728         input->joystick.clearWasKeyDown(KeyType::MOUSE_R);
3729
3730         input->resetLeftReleased();
3731         input->resetRightReleased();
3732
3733         input->joystick.clearWasKeyReleased(KeyType::MOUSE_L);
3734         input->joystick.clearWasKeyReleased(KeyType::MOUSE_R);
3735 }
3736
3737
3738 PointedThing Game::updatePointedThing(
3739         const core::line3d<f32> &shootline,
3740         bool liquids_pointable,
3741         bool look_for_object,
3742         const v3s16 &camera_offset)
3743 {
3744         std::vector<aabb3f> *selectionboxes = hud->getSelectionBoxes();
3745         selectionboxes->clear();
3746         hud->setSelectedFaceNormal(v3f(0.0, 0.0, 0.0));
3747         static thread_local const bool show_entity_selectionbox = g_settings->getBool(
3748                 "show_entity_selectionbox");
3749
3750         ClientEnvironment &env = client->getEnv();
3751         ClientMap &map = env.getClientMap();
3752         INodeDefManager *nodedef = map.getNodeDefManager();
3753
3754         runData.selected_object = NULL;
3755
3756         RaycastState s(shootline, look_for_object, liquids_pointable);
3757         PointedThing result;
3758         env.continueRaycast(&s, &result);
3759         if (result.type == POINTEDTHING_OBJECT) {
3760                 runData.selected_object = client->getEnv().getActiveObject(result.object_id);
3761                 aabb3f selection_box;
3762                 if (show_entity_selectionbox && runData.selected_object->doShowSelectionBox() &&
3763                                 runData.selected_object->getSelectionBox(&selection_box)) {
3764                         v3f pos = runData.selected_object->getPosition();
3765                         selectionboxes->push_back(aabb3f(selection_box));
3766                         hud->setSelectionPos(pos, camera_offset);
3767                 }
3768         } else if (result.type == POINTEDTHING_NODE) {
3769                 // Update selection boxes
3770                 MapNode n = map.getNodeNoEx(result.node_undersurface);
3771                 std::vector<aabb3f> boxes;
3772                 n.getSelectionBoxes(nodedef, &boxes,
3773                         n.getNeighbors(result.node_undersurface, &map));
3774
3775                 f32 d = 0.002 * BS;
3776                 for (std::vector<aabb3f>::const_iterator i = boxes.begin();
3777                         i != boxes.end(); ++i) {
3778                         aabb3f box = *i;
3779                         box.MinEdge -= v3f(d, d, d);
3780                         box.MaxEdge += v3f(d, d, d);
3781                         selectionboxes->push_back(box);
3782                 }
3783                 hud->setSelectionPos(intToFloat(result.node_undersurface, BS),
3784                         camera_offset);
3785                 hud->setSelectedFaceNormal(v3f(
3786                         result.intersection_normal.X,
3787                         result.intersection_normal.Y,
3788                         result.intersection_normal.Z));
3789         }
3790
3791         // Update selection mesh light level and vertex colors
3792         if (!selectionboxes->empty()) {
3793                 v3f pf = hud->getSelectionPos();
3794                 v3s16 p = floatToInt(pf, BS);
3795
3796                 // Get selection mesh light level
3797                 MapNode n = map.getNodeNoEx(p);
3798                 u16 node_light = getInteriorLight(n, -1, nodedef);
3799                 u16 light_level = node_light;
3800
3801                 for (const v3s16 &dir : g_6dirs) {
3802                         n = map.getNodeNoEx(p + dir);
3803                         node_light = getInteriorLight(n, -1, nodedef);
3804                         if (node_light > light_level)
3805                                 light_level = node_light;
3806                 }
3807
3808                 u32 daynight_ratio = client->getEnv().getDayNightRatio();
3809                 video::SColor c;
3810                 final_color_blend(&c, light_level, daynight_ratio);
3811
3812                 // Modify final color a bit with time
3813                 u32 timer = porting::getTimeMs() % 5000;
3814                 float timerf = (float) (irr::core::PI * ((timer / 2500.0) - 0.5));
3815                 float sin_r = 0.08 * sin(timerf);
3816                 float sin_g = 0.08 * sin(timerf + irr::core::PI * 0.5);
3817                 float sin_b = 0.08 * sin(timerf + irr::core::PI);
3818                 c.setRed(core::clamp(core::round32(c.getRed() * (0.8 + sin_r)), 0, 255));
3819                 c.setGreen(core::clamp(core::round32(c.getGreen() * (0.8 + sin_g)), 0, 255));
3820                 c.setBlue(core::clamp(core::round32(c.getBlue() * (0.8 + sin_b)), 0, 255));
3821
3822                 // Set mesh final color
3823                 hud->setSelectionMeshColor(c);
3824         }
3825         return result;
3826 }
3827
3828
3829 void Game::handlePointingAtNothing(const ItemStack &playerItem)
3830 {
3831         infostream << "Right Clicked in Air" << std::endl;
3832         PointedThing fauxPointed;
3833         fauxPointed.type = POINTEDTHING_NOTHING;
3834         client->interact(5, fauxPointed);
3835 }
3836
3837
3838 void Game::handlePointingAtNode(const PointedThing &pointed,
3839         const ItemDefinition &playeritem_def, const ItemStack &playeritem,
3840         const ToolCapabilities &playeritem_toolcap, f32 dtime)
3841 {
3842         v3s16 nodepos = pointed.node_undersurface;
3843         v3s16 neighbourpos = pointed.node_abovesurface;
3844
3845         /*
3846                 Check information text of node
3847         */
3848
3849         ClientMap &map = client->getEnv().getClientMap();
3850
3851         if (runData.nodig_delay_timer <= 0.0 && isLeftPressed()
3852                         && !runData.digging_blocked
3853                         && client->checkPrivilege("interact")) {
3854                 handleDigging(pointed, nodepos, playeritem_toolcap, dtime);
3855         }
3856
3857         // This should be done after digging handling
3858         NodeMetadata *meta = map.getNodeMetadata(nodepos);
3859
3860         if (meta) {
3861                 infotext = unescape_translate(utf8_to_wide(meta->getString("infotext")));
3862         } else {
3863                 MapNode n = map.getNodeNoEx(nodepos);
3864
3865                 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3866                         infotext = L"Unknown node: ";
3867                         infotext += utf8_to_wide(nodedef_manager->get(n).name);
3868                 }
3869         }
3870
3871         if ((getRightClicked() ||
3872                         runData.repeat_rightclick_timer >= m_repeat_right_click_time) &&
3873                         client->checkPrivilege("interact")) {
3874                 runData.repeat_rightclick_timer = 0;
3875                 infostream << "Ground right-clicked" << std::endl;
3876
3877                 if (meta && !meta->getString("formspec").empty() && !random_input
3878                                 && !isKeyDown(KeyType::SNEAK)) {
3879                         // Report right click to server
3880                         if (nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
3881                                 client->interact(3, pointed);
3882                         }
3883
3884                         infostream << "Launching custom inventory view" << std::endl;
3885
3886                         InventoryLocation inventoryloc;
3887                         inventoryloc.setNodeMeta(nodepos);
3888
3889                         NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3890                                 &client->getEnv().getClientMap(), nodepos);
3891                         TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3892
3893                         create_formspec_menu(&current_formspec, client,
3894                                 &input->joystick, fs_src, txt_dst);
3895                         cur_formname = "";
3896
3897                         current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3898                 } else {
3899                         // Report right click to server
3900
3901                         camera->setDigging(1);  // right click animation (always shown for feedback)
3902
3903                         // If the wielded item has node placement prediction,
3904                         // make that happen
3905                         bool placed = nodePlacementPrediction(*client,
3906                                         playeritem_def, playeritem,
3907                                         nodepos, neighbourpos);
3908
3909                         if (placed) {
3910                                 // Report to server
3911                                 client->interact(3, pointed);
3912                                 // Read the sound
3913                                 soundmaker->m_player_rightpunch_sound =
3914                                                 playeritem_def.sound_place;
3915
3916                                 if (client->moddingEnabled())
3917                                         client->getScript()->on_placenode(pointed, playeritem_def);
3918                         } else {
3919                                 soundmaker->m_player_rightpunch_sound =
3920                                                 SimpleSoundSpec();
3921
3922                                 if (playeritem_def.node_placement_prediction.empty() ||
3923                                                 nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
3924                                         client->interact(3, pointed); // Report to server
3925                                 } else {
3926                                         soundmaker->m_player_rightpunch_sound =
3927                                                 playeritem_def.sound_place_failed;
3928                                 }
3929                         }
3930                 }
3931         }
3932 }
3933
3934
3935 void Game::handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
3936                 const v3f &player_position, bool show_debug)
3937 {
3938         infotext = unescape_translate(
3939                 utf8_to_wide(runData.selected_object->infoText()));
3940
3941         if (show_debug) {
3942                 if (!infotext.empty()) {
3943                         infotext += L"\n";
3944                 }
3945                 infotext += utf8_to_wide(runData.selected_object->debugInfoText());
3946         }
3947
3948         if (isLeftPressed()) {
3949                 bool do_punch = false;
3950                 bool do_punch_damage = false;
3951
3952                 if (runData.object_hit_delay_timer <= 0.0) {
3953                         do_punch = true;
3954                         do_punch_damage = true;
3955                         runData.object_hit_delay_timer = object_hit_delay;
3956                 }
3957
3958                 if (getLeftClicked())
3959                         do_punch = true;
3960
3961                 if (do_punch) {
3962                         infostream << "Left-clicked object" << std::endl;
3963                         runData.left_punch = true;
3964                 }
3965
3966                 if (do_punch_damage) {
3967                         // Report direct punch
3968                         v3f objpos = runData.selected_object->getPosition();
3969                         v3f dir = (objpos - player_position).normalize();
3970                         ItemStack item = playeritem;
3971                         if (playeritem.name.empty()) {
3972                                 InventoryList *hlist = local_inventory->getList("hand");
3973                                 if (hlist) {
3974                                         item = hlist->getItem(0);
3975                                 }
3976                         }
3977
3978                         bool disable_send = runData.selected_object->directReportPunch(
3979                                         dir, &item, runData.time_from_last_punch);
3980                         runData.time_from_last_punch = 0;
3981
3982                         if (!disable_send)
3983                                 client->interact(0, pointed);
3984                 }
3985         } else if (getRightClicked()) {
3986                 infostream << "Right-clicked object" << std::endl;
3987                 client->interact(3, pointed);  // place
3988         }
3989 }
3990
3991
3992 void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
3993                 const ToolCapabilities &playeritem_toolcap, f32 dtime)
3994 {
3995         LocalPlayer *player = client->getEnv().getLocalPlayer();
3996         ClientMap &map = client->getEnv().getClientMap();
3997         MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
3998
3999         // NOTE: Similar piece of code exists on the server side for
4000         // cheat detection.
4001         // Get digging parameters
4002         DigParams params = getDigParams(nodedef_manager->get(n).groups,
4003                         &playeritem_toolcap);
4004
4005         // If can't dig, try hand
4006         if (!params.diggable) {
4007                 InventoryList *hlist = local_inventory->getList("hand");
4008                 const ToolCapabilities *tp = hlist
4009                         ? &hlist->getItem(0).getToolCapabilities(itemdef_manager)
4010                         : itemdef_manager->get("").tool_capabilities;
4011
4012                 if (tp)
4013                         params = getDigParams(nodedef_manager->get(n).groups, tp);
4014         }
4015
4016         if (!params.diggable) {
4017                 // I guess nobody will wait for this long
4018                 runData.dig_time_complete = 10000000.0;
4019         } else {
4020                 runData.dig_time_complete = params.time;
4021
4022                 if (m_cache_enable_particles) {
4023                         const ContentFeatures &features = client->getNodeDefManager()->get(n);
4024                         client->getParticleManager()->addNodeParticle(client,
4025                                         player, nodepos, n, features);
4026                 }
4027         }
4028
4029         if (!runData.digging) {
4030                 infostream << "Started digging" << std::endl;
4031                 runData.dig_instantly = runData.dig_time_complete == 0;
4032                 if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
4033                         return;
4034                 client->interact(0, pointed);
4035                 runData.digging = true;
4036                 runData.ldown_for_dig = true;
4037         }
4038
4039         if (!runData.dig_instantly) {
4040                 runData.dig_index = (float)crack_animation_length
4041                                 * runData.dig_time
4042                                 / runData.dig_time_complete;
4043         } else {
4044                 // This is for e.g. torches
4045                 runData.dig_index = crack_animation_length;
4046         }
4047
4048         SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
4049
4050         if (sound_dig.exists() && params.diggable) {
4051                 if (sound_dig.name == "__group") {
4052                         if (!params.main_group.empty()) {
4053                                 soundmaker->m_player_leftpunch_sound.gain = 0.5;
4054                                 soundmaker->m_player_leftpunch_sound.name =
4055                                                 std::string("default_dig_") +
4056                                                 params.main_group;
4057                         }
4058                 } else {
4059                         soundmaker->m_player_leftpunch_sound = sound_dig;
4060                 }
4061         }
4062
4063         // Don't show cracks if not diggable
4064         if (runData.dig_time_complete >= 100000.0) {
4065         } else if (runData.dig_index < crack_animation_length) {
4066                 //TimeTaker timer("client.setTempMod");
4067                 //infostream<<"dig_index="<<dig_index<<std::endl;
4068                 client->setCrack(runData.dig_index, nodepos);
4069         } else {
4070                 infostream << "Digging completed" << std::endl;
4071                 client->setCrack(-1, v3s16(0, 0, 0));
4072
4073                 runData.dig_time = 0;
4074                 runData.digging = false;
4075                 // we successfully dug, now block it from repeating if we want to be safe
4076                 if (g_settings->getBool("safe_dig_and_place"))
4077                         runData.digging_blocked = true;
4078
4079                 runData.nodig_delay_timer =
4080                                 runData.dig_time_complete / (float)crack_animation_length;
4081
4082                 // We don't want a corresponding delay to very time consuming nodes
4083                 // and nodes without digging time (e.g. torches) get a fixed delay.
4084                 if (runData.nodig_delay_timer > 0.3)
4085                         runData.nodig_delay_timer = 0.3;
4086                 else if (runData.dig_instantly)
4087                         runData.nodig_delay_timer = 0.15;
4088
4089                 bool is_valid_position;
4090                 MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
4091                 if (is_valid_position) {
4092                         if (client->moddingEnabled() &&
4093                                         client->getScript()->on_dignode(nodepos, wasnode)) {
4094                                 return;
4095                         }
4096
4097                         const ContentFeatures &f = client->ndef()->get(wasnode);
4098                         if (f.node_dig_prediction == "air") {
4099                                 client->removeNode(nodepos);
4100                         } else if (!f.node_dig_prediction.empty()) {
4101                                 content_t id;
4102                                 bool found = client->ndef()->getId(f.node_dig_prediction, id);
4103                                 if (found)
4104                                         client->addNode(nodepos, id, true);
4105                         }
4106                         // implicit else: no prediction
4107                 }
4108
4109                 client->interact(2, pointed);
4110
4111                 if (m_cache_enable_particles) {
4112                         const ContentFeatures &features =
4113                                 client->getNodeDefManager()->get(wasnode);
4114                         client->getParticleManager()->addDiggingParticles(client,
4115                                 player, nodepos, wasnode, features);
4116                 }
4117
4118
4119                 // Send event to trigger sound
4120                 MtEvent *e = new NodeDugEvent(nodepos, wasnode);
4121                 client->event()->put(e);
4122         }
4123
4124         if (runData.dig_time_complete < 100000.0) {
4125                 runData.dig_time += dtime;
4126         } else {
4127                 runData.dig_time = 0;
4128                 client->setCrack(-1, nodepos);
4129         }
4130
4131         camera->setDigging(0);  // left click animation
4132 }
4133
4134
4135 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
4136                 const CameraOrientation &cam)
4137 {
4138         LocalPlayer *player = client->getEnv().getLocalPlayer();
4139
4140         /*
4141                 Fog range
4142         */
4143
4144         if (draw_control->range_all) {
4145                 runData.fog_range = 100000 * BS;
4146         } else {
4147                 runData.fog_range = draw_control->wanted_range * BS;
4148         }
4149
4150         /*
4151                 Calculate general brightness
4152         */
4153         u32 daynight_ratio = client->getEnv().getDayNightRatio();
4154         float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
4155         float direct_brightness;
4156         bool sunlight_seen;
4157
4158         if (m_cache_enable_noclip && m_cache_enable_free_move) {
4159                 direct_brightness = time_brightness;
4160                 sunlight_seen = true;
4161         } else {
4162                 ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
4163                 float old_brightness = sky->getBrightness();
4164                 direct_brightness = client->getEnv().getClientMap()
4165                                 .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
4166                                         daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
4167                                     / 255.0;
4168         }
4169
4170         float time_of_day_smooth = runData.time_of_day_smooth;
4171         float time_of_day = client->getEnv().getTimeOfDayF();
4172
4173         static const float maxsm = 0.05;
4174         static const float todsm = 0.05;
4175
4176         if (fabs(time_of_day - time_of_day_smooth) > maxsm &&
4177                         fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
4178                         fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
4179                 time_of_day_smooth = time_of_day;
4180
4181         if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
4182                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
4183                                 + (time_of_day + 1.0) * todsm;
4184         else
4185                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
4186                                 + time_of_day * todsm;
4187
4188         runData.time_of_day = time_of_day;
4189         runData.time_of_day_smooth = time_of_day_smooth;
4190
4191         sky->update(time_of_day_smooth, time_brightness, direct_brightness,
4192                         sunlight_seen, camera->getCameraMode(), player->getYaw(),
4193                         player->getPitch());
4194
4195         /*
4196                 Update clouds
4197         */
4198         if (clouds) {
4199                 if (sky->getCloudsVisible()) {
4200                         clouds->setVisible(true);
4201                         clouds->step(dtime);
4202                         // camera->getPosition is not enough for 3rd person views
4203                         v3f camera_node_position = camera->getCameraNode()->getPosition();
4204                         v3s16 camera_offset      = camera->getOffset();
4205                         camera_node_position.X   = camera_node_position.X + camera_offset.X * BS;
4206                         camera_node_position.Y   = camera_node_position.Y + camera_offset.Y * BS;
4207                         camera_node_position.Z   = camera_node_position.Z + camera_offset.Z * BS;
4208                         clouds->update(camera_node_position,
4209                                         sky->getCloudColor());
4210                         if (clouds->isCameraInsideCloud() && m_cache_enable_fog &&
4211                                         !flags.force_fog_off) {
4212                                 // if inside clouds, and fog enabled, use that as sky
4213                                 // color(s)
4214                                 video::SColor clouds_dark = clouds->getColor()
4215                                                 .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
4216                                 sky->overrideColors(clouds_dark, clouds->getColor());
4217                                 sky->setBodiesVisible(false);
4218                                 runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
4219                                 // do not draw clouds after all
4220                                 clouds->setVisible(false);
4221                         }
4222                 } else {
4223                         clouds->setVisible(false);
4224                 }
4225         }
4226
4227         /*
4228                 Update particles
4229         */
4230         client->getParticleManager()->step(dtime);
4231
4232         /*
4233                 Fog
4234         */
4235
4236         if (m_cache_enable_fog && !flags.force_fog_off) {
4237                 driver->setFog(
4238                                 sky->getBgColor(),
4239                                 video::EFT_FOG_LINEAR,
4240                                 runData.fog_range * m_cache_fog_start,
4241                                 runData.fog_range * 1.0,
4242                                 0.01,
4243                                 false, // pixel fog
4244                                 true // range fog
4245                 );
4246         } else {
4247                 driver->setFog(
4248                                 sky->getBgColor(),
4249                                 video::EFT_FOG_LINEAR,
4250                                 100000 * BS,
4251                                 110000 * BS,
4252                                 0.01,
4253                                 false, // pixel fog
4254                                 false // range fog
4255                 );
4256         }
4257
4258         /*
4259                 Get chat messages from client
4260         */
4261
4262         v2u32 screensize = driver->getScreenSize();
4263
4264         updateChat(*client, dtime, flags.show_debug, screensize,
4265                         flags.show_chat, runData.profiler_current_page,
4266                         *chat_backend, guitext_chat);
4267
4268         /*
4269                 Inventory
4270         */
4271
4272         if (client->getPlayerItem() != runData.new_playeritem)
4273                 client->selectPlayerItem(runData.new_playeritem);
4274
4275         // Update local inventory if it has changed
4276         if (client->getLocalInventoryUpdated()) {
4277                 //infostream<<"Updating local inventory"<<std::endl;
4278                 client->getLocalInventory(*local_inventory);
4279                 runData.update_wielded_item_trigger = true;
4280         }
4281
4282         if (runData.update_wielded_item_trigger) {
4283                 // Update wielded tool
4284                 InventoryList *mlist = local_inventory->getList("main");
4285
4286                 if (mlist && (client->getPlayerItem() < mlist->getSize())) {
4287                         ItemStack item = mlist->getItem(client->getPlayerItem());
4288                         if (item.getDefinition(itemdef_manager).name.empty()) { // override the hand
4289                                 InventoryList *hlist = local_inventory->getList("hand");
4290                                 if (hlist)
4291                                         item = hlist->getItem(0);
4292                         }
4293                         camera->wield(item);
4294                 }
4295
4296                 runData.update_wielded_item_trigger = false;
4297         }
4298
4299         /*
4300                 Update block draw list every 200ms or when camera direction has
4301                 changed much
4302         */
4303         runData.update_draw_list_timer += dtime;
4304
4305         v3f camera_direction = camera->getDirection();
4306         if (runData.update_draw_list_timer >= 0.2
4307                         || runData.update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4308                         || m_camera_offset_changed) {
4309                 runData.update_draw_list_timer = 0;
4310                 client->getEnv().getClientMap().updateDrawList();
4311                 runData.update_draw_list_last_cam_dir = camera_direction;
4312         }
4313
4314         updateGui(*stats, dtime, cam);
4315
4316         /*
4317            make sure menu is on top
4318            1. Delete formspec menu reference if menu was removed
4319            2. Else, make sure formspec menu is on top
4320         */
4321         if (current_formspec) {
4322                 if (current_formspec->getReferenceCount() == 1) {
4323                         current_formspec->drop();
4324                         current_formspec = NULL;
4325                 } else if (isMenuActive()) {
4326                         guiroot->bringToFront(current_formspec);
4327                 }
4328         }
4329
4330         /*
4331                 Drawing begins
4332         */
4333         const video::SColor &skycolor = sky->getSkyColor();
4334
4335         TimeTaker tt_draw("mainloop: draw");
4336         driver->beginScene(true, true, skycolor);
4337
4338         bool draw_wield_tool = (flags.show_hud &&
4339                         (player->hud_flags & HUD_FLAG_WIELDITEM_VISIBLE) &&
4340                         (camera->getCameraMode() == CAMERA_MODE_FIRST));
4341         bool draw_crosshair = (
4342                         (player->hud_flags & HUD_FLAG_CROSSHAIR_VISIBLE) &&
4343                         (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT));
4344 #ifdef HAVE_TOUCHSCREENGUI
4345         try {
4346                 draw_crosshair = !g_settings->getBool("touchtarget");
4347         } catch (SettingNotFoundException) {
4348         }
4349 #endif
4350         RenderingEngine::draw_scene(skycolor, flags.show_hud, flags.show_minimap,
4351                         draw_wield_tool, draw_crosshair);
4352
4353         /*
4354                 Profiler graph
4355         */
4356         if (flags.show_profiler_graph)
4357                 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4358
4359         /*
4360                 Damage flash
4361         */
4362         if (runData.damage_flash > 0.0) {
4363                 video::SColor color(runData.damage_flash, 180, 0, 0);
4364                 driver->draw2DRectangle(color,
4365                                         core::rect<s32>(0, 0, screensize.X, screensize.Y),
4366                                         NULL);
4367
4368                 runData.damage_flash -= 100.0 * dtime;
4369         }
4370
4371         /*
4372                 Damage camera tilt
4373         */
4374         if (player->hurt_tilt_timer > 0.0) {
4375                 player->hurt_tilt_timer -= dtime * 5;
4376
4377                 if (player->hurt_tilt_timer < 0)
4378                         player->hurt_tilt_strength = 0;
4379         }
4380
4381         /*
4382                 Update minimap pos and rotation
4383         */
4384         if (mapper && flags.show_minimap && flags.show_hud) {
4385                 mapper->setPos(floatToInt(player->getPosition(), BS));
4386                 mapper->setAngle(player->getYaw());
4387         }
4388
4389         /*
4390                 End scene
4391         */
4392         driver->endScene();
4393
4394         stats->drawtime = tt_draw.stop(true);
4395         g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
4396 }
4397
4398
4399 inline static const char *yawToDirectionString(int yaw)
4400 {
4401         static const char *direction[4] = {"N +Z", "W -X", "S -Z", "E +X"};
4402
4403         yaw = wrapDegrees_0_360(yaw);
4404         yaw = (yaw + 45) % 360 / 90;
4405
4406         return direction[yaw];
4407 }
4408
4409
4410 void Game::updateGui(const RunStats &stats, f32 dtime, const CameraOrientation &cam)
4411 {
4412         v2u32 screensize = RenderingEngine::get_instance()->getWindowSize();
4413         LocalPlayer *player = client->getEnv().getLocalPlayer();
4414         v3f player_position = player->getPosition();
4415
4416         if (flags.show_debug) {
4417                 static float drawtime_avg = 0;
4418                 drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
4419                 u16 fps = 1.0 / stats.dtime_jitter.avg;
4420
4421                 std::ostringstream os(std::ios_base::binary);
4422                 os << std::fixed
4423                         << PROJECT_NAME_C " " << g_version_hash
4424                         << ", FPS " << fps
4425                         << std::setprecision(0)
4426                         << ", Drawtime " << drawtime_avg << "ms"
4427                         << std::setprecision(1)
4428                         << ", Dtime jitter "
4429                         << (stats.dtime_jitter.max_fraction * 100.0) << "%"
4430                         << std::setprecision(1)
4431                         << ", View range "
4432                         << (draw_control->range_all ? "All" : itos(draw_control->wanted_range))
4433                         << std::setprecision(3)
4434                         << ", RTT " << client->getRTT() << "s";
4435                 setStaticText(guitext, utf8_to_wide(os.str()).c_str());
4436                 guitext->setVisible(true);
4437         } else {
4438                 guitext->setVisible(false);
4439         }
4440
4441         if (guitext->isVisible()) {
4442                 core::rect<s32> rect(
4443                                 5,              5,
4444                                 screensize.X,   5 + g_fontengine->getTextHeight()
4445                 );
4446                 guitext->setRelativePosition(rect);
4447         }
4448
4449         if (flags.show_debug) {
4450                 std::ostringstream os(std::ios_base::binary);
4451                 os << std::setprecision(1) << std::fixed
4452                         << "Pos (" << (player_position.X / BS)
4453                         << ", " << (player_position.Y / BS)
4454                         << ", " << (player_position.Z / BS)
4455                         << "), Yaw " << (wrapDegrees_0_360(cam.camera_yaw)) << "° "
4456                         << yawToDirectionString(cam.camera_yaw)
4457                         << ", Seed " << ((u64)client->getMapSeed());
4458
4459                 if (runData.pointed_old.type == POINTEDTHING_NODE) {
4460                         ClientMap &map = client->getEnv().getClientMap();
4461                         const INodeDefManager *nodedef = client->getNodeDefManager();
4462                         MapNode n = map.getNodeNoEx(runData.pointed_old.node_undersurface);
4463
4464                         if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
4465                                 os << ", Pointed " << nodedef->get(n).name
4466                                         << ", Param2 " << (u64) n.getParam2();
4467                         }
4468                 }
4469
4470                 setStaticText(guitext2, utf8_to_wide(os.str()).c_str());
4471                 guitext2->setVisible(true);
4472         } else {
4473                 guitext2->setVisible(false);
4474         }
4475
4476         if (guitext2->isVisible()) {
4477                 core::rect<s32> rect(
4478                                 5,             5 + g_fontengine->getTextHeight(),
4479                                 screensize.X,  5 + g_fontengine->getTextHeight() * 2
4480                 );
4481                 guitext2->setRelativePosition(rect);
4482         }
4483
4484         setStaticText(guitext_info, translate_string(infotext).c_str());
4485         guitext_info->setVisible(flags.show_hud && g_menumgr.menuCount() == 0);
4486
4487         float statustext_time_max = 1.5;
4488
4489         if (!m_statustext.empty()) {
4490                 runData.statustext_time += dtime;
4491
4492                 if (runData.statustext_time >= statustext_time_max) {
4493                         m_statustext = L"";
4494                         runData.statustext_time = 0;
4495                 }
4496         }
4497
4498         setStaticText(guitext_status, translate_string(m_statustext).c_str());
4499         guitext_status->setVisible(!m_statustext.empty());
4500
4501         if (!m_statustext.empty()) {
4502                 s32 status_width  = guitext_status->getTextWidth();
4503                 s32 status_height = guitext_status->getTextHeight();
4504                 s32 status_y = screensize.Y - 150;
4505                 s32 status_x = (screensize.X - status_width) / 2;
4506                 core::rect<s32> rect(
4507                                 status_x , status_y - status_height,
4508                                 status_x + status_width, status_y
4509                 );
4510                 guitext_status->setRelativePosition(rect);
4511
4512                 // Fade out
4513                 video::SColor initial_color(255, 0, 0, 0);
4514
4515                 if (guienv->getSkin())
4516                         initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
4517
4518                 video::SColor final_color = initial_color;
4519                 final_color.setAlpha(0);
4520                 video::SColor fade_color = initial_color.getInterpolated_quadratic(
4521                                 initial_color, final_color,
4522                                 pow(runData.statustext_time / statustext_time_max, 2.0f));
4523                 guitext_status->setOverrideColor(fade_color);
4524                 guitext_status->enableOverrideColor(true);
4525         }
4526 }
4527
4528
4529 /* Log times and stuff for visualization */
4530 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4531 {
4532         Profiler::GraphValues values;
4533         g_profiler->graphGet(values);
4534         graph->put(values);
4535 }
4536
4537
4538
4539 /****************************************************************************
4540  Misc
4541  ****************************************************************************/
4542
4543 /* On some computers framerate doesn't seem to be automatically limited
4544  */
4545 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
4546 {
4547         // not using getRealTime is necessary for wine
4548         device->getTimer()->tick(); // Maker sure device time is up-to-date
4549         u32 time = device->getTimer()->getTime();
4550         u32 last_time = fps_timings->last_time;
4551
4552         if (time > last_time)  // Make sure time hasn't overflowed
4553                 fps_timings->busy_time = time - last_time;
4554         else
4555                 fps_timings->busy_time = 0;
4556
4557         u32 frametime_min = 1000 / (g_menumgr.pausesGame()
4558                         ? g_settings->getFloat("pause_fps_max")
4559                         : g_settings->getFloat("fps_max"));
4560
4561         if (fps_timings->busy_time < frametime_min) {
4562                 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
4563                 device->sleep(fps_timings->sleep_time);
4564         } else {
4565                 fps_timings->sleep_time = 0;
4566         }
4567
4568         /* Get the new value of the device timer. Note that device->sleep() may
4569          * not sleep for the entire requested time as sleep may be interrupted and
4570          * therefore it is arguably more accurate to get the new time from the
4571          * device rather than calculating it by adding sleep_time to time.
4572          */
4573
4574         device->getTimer()->tick(); // Update device timer
4575         time = device->getTimer()->getTime();
4576
4577         if (time > last_time)  // Make sure last_time hasn't overflowed
4578                 *dtime = (time - last_time) / 1000.0;
4579         else
4580                 *dtime = 0;
4581
4582         fps_timings->last_time = time;
4583 }
4584
4585 void Game::showOverlayMessage(const char *msg, float dtime, int percent, bool draw_clouds)
4586 {
4587         const wchar_t *wmsg = wgettext(msg);
4588         RenderingEngine::draw_load_screen(wmsg, guienv, texture_src, dtime, percent,
4589                 draw_clouds);
4590         delete[] wmsg;
4591 }
4592
4593 void Game::showStatusTextSimple(const char *msg)
4594 {
4595         const wchar_t *wmsg = wgettext(msg);
4596         m_statustext = wmsg;
4597         delete[] wmsg;
4598 }
4599
4600 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4601 {
4602         ((Game *)data)->readSettings();
4603 }
4604
4605 void Game::readSettings()
4606 {
4607         m_cache_doubletap_jump               = g_settings->getBool("doubletap_jump");
4608         m_cache_enable_clouds                = g_settings->getBool("enable_clouds");
4609         m_cache_enable_joysticks             = g_settings->getBool("enable_joysticks");
4610         m_cache_enable_particles             = g_settings->getBool("enable_particles");
4611         m_cache_enable_fog                   = g_settings->getBool("enable_fog");
4612         m_cache_mouse_sensitivity            = g_settings->getFloat("mouse_sensitivity");
4613         m_cache_joystick_frustum_sensitivity = g_settings->getFloat("joystick_frustum_sensitivity");
4614         m_repeat_right_click_time            = g_settings->getFloat("repeat_rightclick_time");
4615
4616         m_cache_enable_noclip                = g_settings->getBool("noclip");
4617         m_cache_enable_free_move             = g_settings->getBool("free_move");
4618
4619         m_cache_fog_start                    = g_settings->getFloat("fog_start");
4620
4621         m_cache_cam_smoothing = 0;
4622         if (g_settings->getBool("cinematic"))
4623                 m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
4624         else
4625                 m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
4626
4627         m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
4628         m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
4629         m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4630
4631 }
4632
4633 /****************************************************************************/
4634 /****************************************************************************
4635  Shutdown / cleanup
4636  ****************************************************************************/
4637 /****************************************************************************/
4638
4639 void Game::extendedResourceCleanup()
4640 {
4641         // Extended resource accounting
4642         infostream << "Irrlicht resources after cleanup:" << std::endl;
4643         infostream << "\tRemaining meshes   : "
4644                    << RenderingEngine::get_mesh_cache()->getMeshCount() << std::endl;
4645         infostream << "\tRemaining textures : "
4646                    << driver->getTextureCount() << std::endl;
4647
4648         for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
4649                 irr::video::ITexture *texture = driver->getTextureByIndex(i);
4650                 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
4651                            << std::endl;
4652         }
4653
4654         clearTextureNameCache();
4655         infostream << "\tRemaining materials: "
4656                << driver-> getMaterialRendererCount()
4657                        << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4658 }
4659
4660 #define GET_KEY_NAME(KEY) gettext(getKeySetting(#KEY).name())
4661 void Game::showPauseMenu()
4662 {
4663 #ifdef __ANDROID__
4664         static const std::string control_text = strgettext("Default Controls:\n"
4665                 "No menu visible:\n"
4666                 "- single tap: button activate\n"
4667                 "- double tap: place/use\n"
4668                 "- slide finger: look around\n"
4669                 "Menu/Inventory visible:\n"
4670                 "- double tap (outside):\n"
4671                 " -->close\n"
4672                 "- touch stack, touch slot:\n"
4673                 " --> move stack\n"
4674                 "- touch&drag, tap 2nd finger\n"
4675                 " --> place single item to slot\n"
4676                 );
4677 #else
4678         static const std::string control_text_template = strgettext("Controls:\n"
4679                 "- %s: move forwards\n"
4680                 "- %s: move backwards\n"
4681                 "- %s: move left\n"
4682                 "- %s: move right\n"
4683                 "- %s: jump/climb\n"
4684                 "- %s: sneak/go down\n"
4685                 "- %s: drop item\n"
4686                 "- %s: inventory\n"
4687                 "- Mouse: turn/look\n"
4688                 "- Mouse left: dig/punch\n"
4689                 "- Mouse right: place/use\n"
4690                 "- Mouse wheel: select item\n"
4691                 "- %s: chat\n"
4692         );
4693
4694          char control_text_buf[600];
4695
4696          snprintf(control_text_buf, ARRLEN(control_text_buf), control_text_template.c_str(),
4697                         GET_KEY_NAME(keymap_forward),
4698                         GET_KEY_NAME(keymap_backward),
4699                         GET_KEY_NAME(keymap_left),
4700                         GET_KEY_NAME(keymap_right),
4701                         GET_KEY_NAME(keymap_jump),
4702                         GET_KEY_NAME(keymap_sneak),
4703                         GET_KEY_NAME(keymap_drop),
4704                         GET_KEY_NAME(keymap_inventory),
4705                         GET_KEY_NAME(keymap_chat)
4706                         );
4707
4708         std::string control_text = std::string(control_text_buf);
4709         str_formspec_escape(control_text);
4710 #endif
4711
4712         float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
4713         std::ostringstream os;
4714
4715         os << FORMSPEC_VERSION_STRING  << SIZE_TAG
4716                 << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
4717                 << strgettext("Continue") << "]";
4718
4719         if (!simple_singleplayer_mode) {
4720                 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
4721                         << strgettext("Change Password") << "]";
4722         } else {
4723                 os << "field[4.95,0;5,1.5;;" << strgettext("Game paused") << ";]";
4724         }
4725
4726 #ifndef __ANDROID__
4727         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
4728                 << strgettext("Sound Volume") << "]";
4729         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
4730                 << strgettext("Change Keys")  << "]";
4731 #endif
4732         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
4733                 << strgettext("Exit to Menu") << "]";
4734         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
4735                 << strgettext("Exit to OS")   << "]"
4736                 << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
4737                 << "textarea[0.4,0.25;3.9,6.25;;" << PROJECT_NAME_C " " VERSION_STRING "\n"
4738                 << "\n"
4739                 <<  strgettext("Game info:") << "\n";
4740         const std::string &address = client->getAddressName();
4741         static const std::string mode = strgettext("- Mode: ");
4742         if (!simple_singleplayer_mode) {
4743                 Address serverAddress = client->getServerAddress();
4744                 if (!address.empty()) {
4745                         os << mode << strgettext("Remote server") << "\n"
4746                                         << strgettext("- Address: ") << address;
4747                 } else {
4748                         os << mode << strgettext("Hosting server");
4749                 }
4750                 os << "\n" << strgettext("- Port: ") << serverAddress.getPort() << "\n";
4751         } else {
4752                 os << mode << strgettext("Singleplayer") << "\n";
4753         }
4754         if (simple_singleplayer_mode || address.empty()) {
4755                 static const std::string on = strgettext("On");
4756                 static const std::string off = strgettext("Off");
4757                 const std::string &damage = g_settings->getBool("enable_damage") ? on : off;
4758                 const std::string &creative = g_settings->getBool("creative_mode") ? on : off;
4759                 const std::string &announced = g_settings->getBool("server_announce") ? on : off;
4760                 os << strgettext("- Damage: ") << damage << "\n"
4761                                 << strgettext("- Creative Mode: ") << creative << "\n";
4762                 if (!simple_singleplayer_mode) {
4763                         const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
4764                         os << strgettext("- PvP: ") << pvp << "\n"
4765                                         << strgettext("- Public: ") << announced << "\n";
4766                         std::string server_name = g_settings->get("server_name");
4767                         str_formspec_escape(server_name);
4768                         if (announced == on && !server_name.empty())
4769                                 os << strgettext("- Server Name: ") << server_name;
4770
4771                 }
4772         }
4773         os << ";]";
4774
4775         /* Create menu */
4776         /* Note: FormspecFormSource and LocalFormspecHandler  *
4777          * are deleted by guiFormSpecMenu                     */
4778         FormspecFormSource *fs_src = new FormspecFormSource(os.str());
4779         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
4780
4781         create_formspec_menu(&current_formspec, client, &input->joystick, fs_src, txt_dst);
4782         current_formspec->setFocus("btn_continue");
4783         current_formspec->doPause = true;
4784 }
4785
4786 /****************************************************************************/
4787 /****************************************************************************
4788  extern function for launching the game
4789  ****************************************************************************/
4790 /****************************************************************************/
4791
4792 void the_game(bool *kill,
4793                 bool random_input,
4794                 InputHandler *input,
4795                 const std::string &map_dir,
4796                 const std::string &playername,
4797                 const std::string &password,
4798                 const std::string &address,         // If empty local server is created
4799                 u16 port,
4800
4801                 std::string &error_message,
4802                 ChatBackend &chat_backend,
4803                 bool *reconnect_requested,
4804                 const SubgameSpec &gamespec,        // Used for local game
4805                 bool simple_singleplayer_mode)
4806 {
4807         Game game;
4808
4809         /* Make a copy of the server address because if a local singleplayer server
4810          * is created then this is updated and we don't want to change the value
4811          * passed to us by the calling function
4812          */
4813         std::string server_address = address;
4814
4815         try {
4816
4817                 if (game.startup(kill, random_input, input, map_dir,
4818                                 playername, password, &server_address, port, error_message,
4819                                 reconnect_requested, &chat_backend, gamespec,
4820                                 simple_singleplayer_mode)) {
4821                         game.run();
4822                         game.shutdown();
4823                 }
4824
4825         } catch (SerializationError &e) {
4826                 error_message = std::string("A serialization error occurred:\n")
4827                                 + e.what() + "\n\nThe server is probably "
4828                                 " running a different version of " PROJECT_NAME_C ".";
4829                 errorstream << error_message << std::endl;
4830         } catch (ServerError &e) {
4831                 error_message = e.what();
4832                 errorstream << "ServerError: " << error_message << std::endl;
4833         } catch (ModError &e) {
4834                 error_message = e.what() + strgettext("\nCheck debug.txt for details.");
4835                 errorstream << "ModError: " << error_message << std::endl;
4836         }
4837 }