]> git.lizzy.rs Git - minetest.git/blob - src/game.cpp
Fix lua object:get_properties() being broken
[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 "camera.h"
24 #include "client.h"
25 #include "client/tile.h"     // For TextureSource
26 #include "clientmap.h"
27 #include "clouds.h"
28 #include "config.h"
29 #include "content_cao.h"
30 #include "drawscene.h"
31 #include "event_manager.h"
32 #include "fontengine.h"
33 #include "itemdef.h"
34 #include "log.h"
35 #include "filesys.h"
36 #include "gettext.h"
37 #include "guiChatConsole.h"
38 #include "guiFormSpecMenu.h"
39 #include "guiKeyChangeMenu.h"
40 #include "guiPasswordChange.h"
41 #include "guiVolumeChange.h"
42 #include "hud.h"
43 #include "mainmenumanager.h"
44 #include "mapblock.h"
45 #include "nodedef.h"         // Needed for determining pointing to nodes
46 #include "nodemetadata.h"
47 #include "particles.h"
48 #include "profiler.h"
49 #include "quicktune_shortcutter.h"
50 #include "server.h"
51 #include "settings.h"
52 #include "shader.h"          // For ShaderSource
53 #include "sky.h"
54 #include "subgame.h"
55 #include "tool.h"
56 #include "util/directiontables.h"
57 #include "util/pointedthing.h"
58 #include "version.h"
59 #include "minimap.h"
60
61 #include "sound.h"
62
63 #if USE_SOUND
64         #include "sound_openal.h"
65 #endif
66
67 #ifdef HAVE_TOUCHSCREENGUI
68         #include "touchscreengui.h"
69 #endif
70
71 extern Settings *g_settings;
72 extern Profiler *g_profiler;
73
74 /*
75         Text input system
76 */
77
78 struct TextDestNodeMetadata : public TextDest {
79         TextDestNodeMetadata(v3s16 p, Client *client)
80         {
81                 m_p = p;
82                 m_client = client;
83         }
84         // This is deprecated I guess? -celeron55
85         void gotText(std::wstring text)
86         {
87                 std::string ntext = wide_to_utf8(text);
88                 infostream << "Submitting 'text' field of node at (" << m_p.X << ","
89                            << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
90                 StringMap fields;
91                 fields["text"] = ntext;
92                 m_client->sendNodemetaFields(m_p, "", fields);
93         }
94         void gotText(const StringMap &fields)
95         {
96                 m_client->sendNodemetaFields(m_p, "", fields);
97         }
98
99         v3s16 m_p;
100         Client *m_client;
101 };
102
103 struct TextDestPlayerInventory : public TextDest {
104         TextDestPlayerInventory(Client *client)
105         {
106                 m_client = client;
107                 m_formname = "";
108         }
109         TextDestPlayerInventory(Client *client, std::string formname)
110         {
111                 m_client = client;
112                 m_formname = formname;
113         }
114         void gotText(const StringMap &fields)
115         {
116                 m_client->sendInventoryFields(m_formname, fields);
117         }
118
119         Client *m_client;
120 };
121
122 struct LocalFormspecHandler : public TextDest {
123         LocalFormspecHandler();
124         LocalFormspecHandler(std::string formname) :
125                 m_client(0)
126         {
127                 m_formname = formname;
128         }
129
130         LocalFormspecHandler(std::string formname, Client *client) :
131                 m_client(client)
132         {
133                 m_formname = formname;
134         }
135
136         void gotText(std::wstring message)
137         {
138                 errorstream << "LocalFormspecHandler::gotText old style message received" << std::endl;
139         }
140
141         void gotText(const StringMap &fields)
142         {
143                 if (m_formname == "MT_PAUSE_MENU") {
144                         if (fields.find("btn_sound") != fields.end()) {
145                                 g_gamecallback->changeVolume();
146                                 return;
147                         }
148
149                         if (fields.find("btn_key_config") != fields.end()) {
150                                 g_gamecallback->keyConfig();
151                                 return;
152                         }
153
154                         if (fields.find("btn_exit_menu") != fields.end()) {
155                                 g_gamecallback->disconnect();
156                                 return;
157                         }
158
159                         if (fields.find("btn_exit_os") != fields.end()) {
160                                 g_gamecallback->exitToOS();
161                                 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                 if (m_formname == "MT_CHAT_MENU") {
179                         assert(m_client != 0);
180
181                         if ((fields.find("btn_send") != fields.end()) ||
182                                         (fields.find("quit") != fields.end())) {
183                                 StringMap::const_iterator it = fields.find("f_text");
184                                 if (it != fields.end())
185                                         m_client->typeChatMessage(utf8_to_wide(it->second));
186
187                                 return;
188                         }
189                 }
190
191                 if (m_formname == "MT_DEATH_SCREEN") {
192                         assert(m_client != 0);
193
194                         if ((fields.find("btn_respawn") != fields.end())) {
195                                 m_client->sendRespawn();
196                                 return;
197                         }
198
199                         if (fields.find("quit") != fields.end()) {
200                                 m_client->sendRespawn();
201                                 return;
202                         }
203                 }
204
205                 // don't show error message for unhandled cursor keys
206                 if ((fields.find("key_up") != fields.end()) ||
207                                 (fields.find("key_down") != fields.end()) ||
208                                 (fields.find("key_left") != fields.end()) ||
209                                 (fields.find("key_right") != fields.end())) {
210                         return;
211                 }
212
213                 errorstream << "LocalFormspecHandler::gotText unhandled >"
214                         << m_formname << "< event" << std::endl;
215
216                 int i = 0;
217                 StringMap::const_iterator it;
218                 for (it = fields.begin(); it != fields.end(); ++it) {
219                         errorstream << "\t" << i << ": " << it->first
220                                 << "=" << it->second << std::endl;
221                         i++;
222                 }
223         }
224
225         Client *m_client;
226 };
227
228 /* Form update callback */
229
230 class NodeMetadataFormSource: public IFormSource
231 {
232 public:
233         NodeMetadataFormSource(ClientMap *map, v3s16 p):
234                 m_map(map),
235                 m_p(p)
236         {
237         }
238         std::string getForm()
239         {
240                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
241
242                 if (!meta)
243                         return "";
244
245                 return meta->getString("formspec");
246         }
247         std::string resolveText(std::string str)
248         {
249                 NodeMetadata *meta = m_map->getNodeMetadata(m_p);
250
251                 if (!meta)
252                         return str;
253
254                 return meta->resolveString(str);
255         }
256
257         ClientMap *m_map;
258         v3s16 m_p;
259 };
260
261 class PlayerInventoryFormSource: public IFormSource
262 {
263 public:
264         PlayerInventoryFormSource(Client *client):
265                 m_client(client)
266         {
267         }
268         std::string getForm()
269         {
270                 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
271                 return player->inventory_formspec;
272         }
273
274         Client *m_client;
275 };
276
277 /*
278         Check if a node is pointable
279 */
280 inline bool isPointableNode(const MapNode &n,
281                             Client *client, bool liquids_pointable)
282 {
283         const ContentFeatures &features = client->getNodeDefManager()->get(n);
284         return features.pointable ||
285                (liquids_pointable && features.isLiquid());
286 }
287
288 /*
289         Find what the player is pointing at
290 */
291 PointedThing getPointedThing(Client *client, v3f player_position,
292                 v3f camera_direction, v3f camera_position, core::line3d<f32> shootline,
293                 f32 d, bool liquids_pointable, bool look_for_object, v3s16 camera_offset,
294                 std::vector<aabb3f> &hilightboxes, ClientActiveObject *&selected_object)
295 {
296         PointedThing result;
297
298         hilightboxes.clear();
299         selected_object = NULL;
300
301         INodeDefManager *nodedef = client->getNodeDefManager();
302         ClientMap &map = client->getEnv().getClientMap();
303
304         f32 mindistance = BS * 1001;
305
306         // First try to find a pointed at active object
307         if (look_for_object) {
308                 selected_object = client->getSelectedActiveObject(d * BS,
309                                   camera_position, shootline);
310
311                 if (selected_object != NULL) {
312                         if (selected_object->doShowSelectionBox()) {
313                                 aabb3f *selection_box = selected_object->getSelectionBox();
314                                 // Box should exist because object was
315                                 // returned in the first place
316                                 assert(selection_box);
317
318                                 v3f pos = selected_object->getPosition();
319                                 hilightboxes.push_back(aabb3f(
320                                                                selection_box->MinEdge + pos - intToFloat(camera_offset, BS),
321                                                                selection_box->MaxEdge + pos - intToFloat(camera_offset, BS)));
322                         }
323
324                         mindistance = (selected_object->getPosition() - camera_position).getLength();
325
326                         result.type = POINTEDTHING_OBJECT;
327                         result.object_id = selected_object->getId();
328                 }
329         }
330
331         // That didn't work, try to find a pointed at node
332
333
334         v3s16 pos_i = floatToInt(player_position, BS);
335
336         /*infostream<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"
337                         <<std::endl;*/
338
339         s16 a = d;
340         s16 ystart = pos_i.Y + 0 - (camera_direction.Y < 0 ? a : 1);
341         s16 zstart = pos_i.Z - (camera_direction.Z < 0 ? a : 1);
342         s16 xstart = pos_i.X - (camera_direction.X < 0 ? a : 1);
343         s16 yend = pos_i.Y + 1 + (camera_direction.Y > 0 ? a : 1);
344         s16 zend = pos_i.Z + (camera_direction.Z > 0 ? a : 1);
345         s16 xend = pos_i.X + (camera_direction.X > 0 ? a : 1);
346
347         // Prevent signed number overflow
348         if (yend == 32767)
349                 yend = 32766;
350
351         if (zend == 32767)
352                 zend = 32766;
353
354         if (xend == 32767)
355                 xend = 32766;
356
357         for (s16 y = ystart; y <= yend; y++)
358                 for (s16 z = zstart; z <= zend; z++)
359                         for (s16 x = xstart; x <= xend; x++) {
360                                 MapNode n;
361                                 bool is_valid_position;
362
363                                 n = map.getNodeNoEx(v3s16(x, y, z), &is_valid_position);
364                                 if (!is_valid_position)
365                                         continue;
366
367                                 if (!isPointableNode(n, client, liquids_pointable))
368                                         continue;
369
370                                 std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
371
372                                 v3s16 np(x, y, z);
373                                 v3f npf = intToFloat(np, BS);
374
375                                 for (std::vector<aabb3f>::const_iterator
376                                                 i = boxes.begin();
377                                                 i != boxes.end(); ++i) {
378                                         aabb3f box = *i;
379                                         box.MinEdge += npf;
380                                         box.MaxEdge += npf;
381
382                                         for (u16 j = 0; j < 6; j++) {
383                                                 v3s16 facedir = g_6dirs[j];
384                                                 aabb3f facebox = box;
385
386                                                 f32 d = 0.001 * BS;
387
388                                                 if (facedir.X > 0)
389                                                         facebox.MinEdge.X = facebox.MaxEdge.X - d;
390                                                 else if (facedir.X < 0)
391                                                         facebox.MaxEdge.X = facebox.MinEdge.X + d;
392                                                 else if (facedir.Y > 0)
393                                                         facebox.MinEdge.Y = facebox.MaxEdge.Y - d;
394                                                 else if (facedir.Y < 0)
395                                                         facebox.MaxEdge.Y = facebox.MinEdge.Y + d;
396                                                 else if (facedir.Z > 0)
397                                                         facebox.MinEdge.Z = facebox.MaxEdge.Z - d;
398                                                 else if (facedir.Z < 0)
399                                                         facebox.MaxEdge.Z = facebox.MinEdge.Z + d;
400
401                                                 v3f centerpoint = facebox.getCenter();
402                                                 f32 distance = (centerpoint - camera_position).getLength();
403
404                                                 if (distance >= mindistance)
405                                                         continue;
406
407                                                 if (!facebox.intersectsWithLine(shootline))
408                                                         continue;
409
410                                                 v3s16 np_above = np + facedir;
411
412                                                 result.type = POINTEDTHING_NODE;
413                                                 result.node_undersurface = np;
414                                                 result.node_abovesurface = np_above;
415                                                 mindistance = distance;
416
417                                                 hilightboxes.clear();
418
419                                                 if (!g_settings->getBool("enable_node_highlighting")) {
420                                                         for (std::vector<aabb3f>::const_iterator
421                                                                         i2 = boxes.begin();
422                                                                         i2 != boxes.end(); ++i2) {
423                                                                 aabb3f box = *i2;
424                                                                 box.MinEdge += npf + v3f(-d, -d, -d) - intToFloat(camera_offset, BS);
425                                                                 box.MaxEdge += npf + v3f(d, d, d) - intToFloat(camera_offset, BS);
426                                                                 hilightboxes.push_back(box);
427                                                         }
428                                                 }
429                                         }
430                                 }
431                         } // for coords
432
433         return result;
434 }
435
436 /* Profiler display */
437
438 void update_profiler_gui(gui::IGUIStaticText *guitext_profiler, FontEngine *fe,
439                 u32 show_profiler, u32 show_profiler_max, s32 screen_height)
440 {
441         if (show_profiler == 0) {
442                 guitext_profiler->setVisible(false);
443         } else {
444
445                 std::ostringstream os(std::ios_base::binary);
446                 g_profiler->printPage(os, show_profiler, show_profiler_max);
447                 std::wstring text = utf8_to_wide(os.str());
448                 guitext_profiler->setText(text.c_str());
449                 guitext_profiler->setVisible(true);
450
451                 s32 w = fe->getTextWidth(text.c_str());
452
453                 if (w < 400)
454                         w = 400;
455
456                 unsigned text_height = fe->getTextHeight();
457
458                 core::position2di upper_left, lower_right;
459
460                 upper_left.X  = 6;
461                 upper_left.Y  = (text_height + 5) * 2;
462                 lower_right.X = 12 + w;
463                 lower_right.Y = upper_left.Y + (text_height + 1) * MAX_PROFILER_TEXT_ROWS;
464
465                 if (lower_right.Y > screen_height * 2 / 3)
466                         lower_right.Y = screen_height * 2 / 3;
467
468                 core::rect<s32> rect(upper_left, lower_right);
469
470                 guitext_profiler->setRelativePosition(rect);
471                 guitext_profiler->setVisible(true);
472         }
473 }
474
475 class ProfilerGraph
476 {
477 private:
478         struct Piece {
479                 Profiler::GraphValues values;
480         };
481         struct Meta {
482                 float min;
483                 float max;
484                 video::SColor color;
485                 Meta(float initial = 0,
486                         video::SColor color = video::SColor(255, 255, 255, 255)):
487                         min(initial),
488                         max(initial),
489                         color(color)
490                 {}
491         };
492         std::deque<Piece> m_log;
493 public:
494         u32 m_log_max_size;
495
496         ProfilerGraph():
497                 m_log_max_size(200)
498         {}
499
500         void put(const Profiler::GraphValues &values)
501         {
502                 Piece piece;
503                 piece.values = values;
504                 m_log.push_back(piece);
505
506                 while (m_log.size() > m_log_max_size)
507                         m_log.erase(m_log.begin());
508         }
509
510         void draw(s32 x_left, s32 y_bottom, video::IVideoDriver *driver,
511                   gui::IGUIFont *font) const
512         {
513                 std::map<std::string, Meta> m_meta;
514
515                 for (std::deque<Piece>::const_iterator k = m_log.begin();
516                                 k != m_log.end(); ++k) {
517                         const Piece &piece = *k;
518
519                         for (Profiler::GraphValues::const_iterator i = piece.values.begin();
520                                         i != piece.values.end(); ++i) {
521                                 const std::string &id = i->first;
522                                 const float &value = i->second;
523                                 std::map<std::string, Meta>::iterator j =
524                                         m_meta.find(id);
525
526                                 if (j == m_meta.end()) {
527                                         m_meta[id] = Meta(value);
528                                         continue;
529                                 }
530
531                                 if (value < j->second.min)
532                                         j->second.min = value;
533
534                                 if (value > j->second.max)
535                                         j->second.max = value;
536                         }
537                 }
538
539                 // Assign colors
540                 static const video::SColor usable_colors[] = {
541                         video::SColor(255, 255, 100, 100),
542                         video::SColor(255, 90, 225, 90),
543                         video::SColor(255, 100, 100, 255),
544                         video::SColor(255, 255, 150, 50),
545                         video::SColor(255, 220, 220, 100)
546                 };
547                 static const u32 usable_colors_count =
548                         sizeof(usable_colors) / sizeof(*usable_colors);
549                 u32 next_color_i = 0;
550
551                 for (std::map<std::string, Meta>::iterator i = m_meta.begin();
552                                 i != m_meta.end(); ++i) {
553                         Meta &meta = i->second;
554                         video::SColor color(255, 200, 200, 200);
555
556                         if (next_color_i < usable_colors_count)
557                                 color = usable_colors[next_color_i++];
558
559                         meta.color = color;
560                 }
561
562                 s32 graphh = 50;
563                 s32 textx = x_left + m_log_max_size + 15;
564                 s32 textx2 = textx + 200 - 15;
565                 s32 meta_i = 0;
566
567                 for (std::map<std::string, Meta>::const_iterator i = m_meta.begin();
568                                 i != m_meta.end(); ++i) {
569                         const std::string &id = i->first;
570                         const Meta &meta = i->second;
571                         s32 x = x_left;
572                         s32 y = y_bottom - meta_i * 50;
573                         float show_min = meta.min;
574                         float show_max = meta.max;
575
576                         if (show_min >= -0.0001 && show_max >= -0.0001) {
577                                 if (show_min <= show_max * 0.5)
578                                         show_min = 0;
579                         }
580
581                         s32 texth = 15;
582                         char buf[10];
583                         snprintf(buf, 10, "%.3g", show_max);
584                         font->draw(utf8_to_wide(buf).c_str(),
585                                         core::rect<s32>(textx, y - graphh,
586                                                    textx2, y - graphh + texth),
587                                         meta.color);
588                         snprintf(buf, 10, "%.3g", show_min);
589                         font->draw(utf8_to_wide(buf).c_str(),
590                                         core::rect<s32>(textx, y - texth,
591                                                    textx2, y),
592                                         meta.color);
593                         font->draw(utf8_to_wide(id).c_str(),
594                                         core::rect<s32>(textx, y - graphh / 2 - texth / 2,
595                                                    textx2, y - graphh / 2 + texth / 2),
596                                         meta.color);
597                         s32 graph1y = y;
598                         s32 graph1h = graphh;
599                         bool relativegraph = (show_min != 0 && show_min != show_max);
600                         float lastscaledvalue = 0.0;
601                         bool lastscaledvalue_exists = false;
602
603                         for (std::deque<Piece>::const_iterator j = m_log.begin();
604                                         j != m_log.end(); ++j) {
605                                 const Piece &piece = *j;
606                                 float value = 0;
607                                 bool value_exists = false;
608                                 Profiler::GraphValues::const_iterator k =
609                                         piece.values.find(id);
610
611                                 if (k != piece.values.end()) {
612                                         value = k->second;
613                                         value_exists = true;
614                                 }
615
616                                 if (!value_exists) {
617                                         x++;
618                                         lastscaledvalue_exists = false;
619                                         continue;
620                                 }
621
622                                 float scaledvalue = 1.0;
623
624                                 if (show_max != show_min)
625                                         scaledvalue = (value - show_min) / (show_max - show_min);
626
627                                 if (scaledvalue == 1.0 && value == 0) {
628                                         x++;
629                                         lastscaledvalue_exists = false;
630                                         continue;
631                                 }
632
633                                 if (relativegraph) {
634                                         if (lastscaledvalue_exists) {
635                                                 s32 ivalue1 = lastscaledvalue * graph1h;
636                                                 s32 ivalue2 = scaledvalue * graph1h;
637                                                 driver->draw2DLine(v2s32(x - 1, graph1y - ivalue1),
638                                                                    v2s32(x, graph1y - ivalue2), meta.color);
639                                         }
640
641                                         lastscaledvalue = scaledvalue;
642                                         lastscaledvalue_exists = true;
643                                 } else {
644                                         s32 ivalue = scaledvalue * graph1h;
645                                         driver->draw2DLine(v2s32(x, graph1y),
646                                                            v2s32(x, graph1y - ivalue), meta.color);
647                                 }
648
649                                 x++;
650                         }
651
652                         meta_i++;
653                 }
654         }
655 };
656
657 class NodeDugEvent: public MtEvent
658 {
659 public:
660         v3s16 p;
661         MapNode n;
662
663         NodeDugEvent(v3s16 p, MapNode n):
664                 p(p),
665                 n(n)
666         {}
667         const char *getType() const
668         {
669                 return "NodeDug";
670         }
671 };
672
673 class SoundMaker
674 {
675         ISoundManager *m_sound;
676         INodeDefManager *m_ndef;
677 public:
678         float m_player_step_timer;
679
680         SimpleSoundSpec m_player_step_sound;
681         SimpleSoundSpec m_player_leftpunch_sound;
682         SimpleSoundSpec m_player_rightpunch_sound;
683
684         SoundMaker(ISoundManager *sound, INodeDefManager *ndef):
685                 m_sound(sound),
686                 m_ndef(ndef),
687                 m_player_step_timer(0)
688         {
689         }
690
691         void playPlayerStep()
692         {
693                 if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
694                         m_player_step_timer = 0.03;
695                         m_sound->playSound(m_player_step_sound, false);
696                 }
697         }
698
699         static void viewBobbingStep(MtEvent *e, void *data)
700         {
701                 SoundMaker *sm = (SoundMaker *)data;
702                 sm->playPlayerStep();
703         }
704
705         static void playerRegainGround(MtEvent *e, void *data)
706         {
707                 SoundMaker *sm = (SoundMaker *)data;
708                 sm->playPlayerStep();
709         }
710
711         static void playerJump(MtEvent *e, void *data)
712         {
713                 //SoundMaker *sm = (SoundMaker*)data;
714         }
715
716         static void cameraPunchLeft(MtEvent *e, void *data)
717         {
718                 SoundMaker *sm = (SoundMaker *)data;
719                 sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
720         }
721
722         static void cameraPunchRight(MtEvent *e, void *data)
723         {
724                 SoundMaker *sm = (SoundMaker *)data;
725                 sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
726         }
727
728         static void nodeDug(MtEvent *e, void *data)
729         {
730                 SoundMaker *sm = (SoundMaker *)data;
731                 NodeDugEvent *nde = (NodeDugEvent *)e;
732                 sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
733         }
734
735         static void playerDamage(MtEvent *e, void *data)
736         {
737                 SoundMaker *sm = (SoundMaker *)data;
738                 sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
739         }
740
741         static void playerFallingDamage(MtEvent *e, void *data)
742         {
743                 SoundMaker *sm = (SoundMaker *)data;
744                 sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
745         }
746
747         void registerReceiver(MtEventManager *mgr)
748         {
749                 mgr->reg("ViewBobbingStep", SoundMaker::viewBobbingStep, this);
750                 mgr->reg("PlayerRegainGround", SoundMaker::playerRegainGround, this);
751                 mgr->reg("PlayerJump", SoundMaker::playerJump, this);
752                 mgr->reg("CameraPunchLeft", SoundMaker::cameraPunchLeft, this);
753                 mgr->reg("CameraPunchRight", SoundMaker::cameraPunchRight, this);
754                 mgr->reg("NodeDug", SoundMaker::nodeDug, this);
755                 mgr->reg("PlayerDamage", SoundMaker::playerDamage, this);
756                 mgr->reg("PlayerFallingDamage", SoundMaker::playerFallingDamage, this);
757         }
758
759         void step(float dtime)
760         {
761                 m_player_step_timer -= dtime;
762         }
763 };
764
765 // Locally stored sounds don't need to be preloaded because of this
766 class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
767 {
768         std::set<std::string> m_fetched;
769 public:
770         void fetchSounds(const std::string &name,
771                         std::set<std::string> &dst_paths,
772                         std::set<std::string> &dst_datas)
773         {
774                 if (m_fetched.count(name))
775                         return;
776
777                 m_fetched.insert(name);
778                 std::string base = porting::path_share + DIR_DELIM + "testsounds";
779                 dst_paths.insert(base + DIR_DELIM + name + ".ogg");
780                 dst_paths.insert(base + DIR_DELIM + name + ".0.ogg");
781                 dst_paths.insert(base + DIR_DELIM + name + ".1.ogg");
782                 dst_paths.insert(base + DIR_DELIM + name + ".2.ogg");
783                 dst_paths.insert(base + DIR_DELIM + name + ".3.ogg");
784                 dst_paths.insert(base + DIR_DELIM + name + ".4.ogg");
785                 dst_paths.insert(base + DIR_DELIM + name + ".5.ogg");
786                 dst_paths.insert(base + DIR_DELIM + name + ".6.ogg");
787                 dst_paths.insert(base + DIR_DELIM + name + ".7.ogg");
788                 dst_paths.insert(base + DIR_DELIM + name + ".8.ogg");
789                 dst_paths.insert(base + DIR_DELIM + name + ".9.ogg");
790         }
791 };
792
793 class GameGlobalShaderConstantSetter : public IShaderConstantSetter
794 {
795         Sky *m_sky;
796         bool *m_force_fog_off;
797         f32 *m_fog_range;
798         Client *m_client;
799         bool m_fogEnabled;
800
801 public:
802         void onSettingsChange(const std::string &name)
803         {
804                 if (name == "enable_fog")
805                         m_fogEnabled = g_settings->getBool("enable_fog");
806         }
807
808         static void SettingsCallback(const std::string &name, void *userdata)
809         {
810                 reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
811         }
812
813         GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
814                         f32 *fog_range, Client *client) :
815                 m_sky(sky),
816                 m_force_fog_off(force_fog_off),
817                 m_fog_range(fog_range),
818                 m_client(client)
819         {
820                 g_settings->registerChangedCallback("enable_fog", SettingsCallback, this);
821                 m_fogEnabled = g_settings->getBool("enable_fog");
822         }
823
824         ~GameGlobalShaderConstantSetter()
825         {
826                 g_settings->deregisterChangedCallback("enable_fog", SettingsCallback, this);
827         }
828
829         virtual void onSetConstants(video::IMaterialRendererServices *services,
830                         bool is_highlevel)
831         {
832                 if (!is_highlevel)
833                         return;
834
835                 // Background color
836                 video::SColor bgcolor = m_sky->getBgColor();
837                 video::SColorf bgcolorf(bgcolor);
838                 float bgcolorfa[4] = {
839                         bgcolorf.r,
840                         bgcolorf.g,
841                         bgcolorf.b,
842                         bgcolorf.a,
843                 };
844                 services->setPixelShaderConstant("skyBgColor", bgcolorfa, 4);
845
846                 // Fog distance
847                 float fog_distance = 10000 * BS;
848
849                 if (m_fogEnabled && !*m_force_fog_off)
850                         fog_distance = *m_fog_range;
851
852                 services->setPixelShaderConstant("fogDistance", &fog_distance, 1);
853
854                 // Day-night ratio
855                 u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
856                 float daynight_ratio_f = (float)daynight_ratio / 1000.0;
857                 services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);
858
859                 u32 animation_timer = porting::getTimeMs() % 100000;
860                 float animation_timer_f = (float)animation_timer / 100000.0;
861                 services->setPixelShaderConstant("animationTimer", &animation_timer_f, 1);
862                 services->setVertexShaderConstant("animationTimer", &animation_timer_f, 1);
863
864                 LocalPlayer *player = m_client->getEnv().getLocalPlayer();
865                 v3f eye_position = player->getEyePosition();
866                 services->setPixelShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
867                 services->setVertexShaderConstant("eyePosition", (irr::f32 *)&eye_position, 3);
868
869                 v3f minimap_yaw_vec = m_client->getMapper()->getYawVec();
870                 services->setPixelShaderConstant("yawVec", (irr::f32 *)&minimap_yaw_vec, 3);
871
872                 // Uniform sampler layers
873                 int layer0 = 0;
874                 int layer1 = 1;
875                 int layer2 = 2;
876                 // before 1.8 there isn't a "integer interface", only float
877 #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
878                 services->setPixelShaderConstant("baseTexture" , (irr::f32 *)&layer0, 1);
879                 services->setPixelShaderConstant("normalTexture" , (irr::f32 *)&layer1, 1);
880                 services->setPixelShaderConstant("textureFlags" , (irr::f32 *)&layer2, 1);
881 #else
882                 services->setPixelShaderConstant("baseTexture" , (irr::s32 *)&layer0, 1);
883                 services->setPixelShaderConstant("normalTexture" , (irr::s32 *)&layer1, 1);
884                 services->setPixelShaderConstant("textureFlags" , (irr::s32 *)&layer2, 1);
885 #endif
886         }
887 };
888
889 bool nodePlacementPrediction(Client &client,
890                 const ItemDefinition &playeritem_def, v3s16 nodepos, v3s16 neighbourpos)
891 {
892         std::string prediction = playeritem_def.node_placement_prediction;
893         INodeDefManager *nodedef = client.ndef();
894         ClientMap &map = client.getEnv().getClientMap();
895         MapNode node;
896         bool is_valid_position;
897
898         node = map.getNodeNoEx(nodepos, &is_valid_position);
899         if (!is_valid_position)
900                 return false;
901
902         if (prediction != "" && !nodedef->get(node).rightclickable) {
903                 verbosestream << "Node placement prediction for "
904                               << playeritem_def.name << " is "
905                               << prediction << std::endl;
906                 v3s16 p = neighbourpos;
907
908                 // Place inside node itself if buildable_to
909                 MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
910                 if (is_valid_position)
911                 {
912                         if (nodedef->get(n_under).buildable_to)
913                                 p = nodepos;
914                         else {
915                                 node = map.getNodeNoEx(p, &is_valid_position);
916                                 if (is_valid_position &&!nodedef->get(node).buildable_to)
917                                         return false;
918                         }
919                 }
920
921                 // Find id of predicted node
922                 content_t id;
923                 bool found = nodedef->getId(prediction, id);
924
925                 if (!found) {
926                         errorstream << "Node placement prediction failed for "
927                                     << playeritem_def.name << " (places "
928                                     << prediction
929                                     << ") - Name not known" << std::endl;
930                         return false;
931                 }
932
933                 // Predict param2 for facedir and wallmounted nodes
934                 u8 param2 = 0;
935
936                 if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED) {
937                         v3s16 dir = nodepos - neighbourpos;
938
939                         if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
940                                 param2 = dir.Y < 0 ? 1 : 0;
941                         } else if (abs(dir.X) > abs(dir.Z)) {
942                                 param2 = dir.X < 0 ? 3 : 2;
943                         } else {
944                                 param2 = dir.Z < 0 ? 5 : 4;
945                         }
946                 }
947
948                 if (nodedef->get(id).param_type_2 == CPT2_FACEDIR) {
949                         v3s16 dir = nodepos - floatToInt(client.getEnv().getLocalPlayer()->getPosition(), BS);
950
951                         if (abs(dir.X) > abs(dir.Z)) {
952                                 param2 = dir.X < 0 ? 3 : 1;
953                         } else {
954                                 param2 = dir.Z < 0 ? 2 : 0;
955                         }
956                 }
957
958                 assert(param2 <= 5);
959
960                 //Check attachment if node is in group attached_node
961                 if (((ItemGroupList) nodedef->get(id).groups)["attached_node"] != 0) {
962                         static v3s16 wallmounted_dirs[8] = {
963                                 v3s16(0, 1, 0),
964                                 v3s16(0, -1, 0),
965                                 v3s16(1, 0, 0),
966                                 v3s16(-1, 0, 0),
967                                 v3s16(0, 0, 1),
968                                 v3s16(0, 0, -1),
969                         };
970                         v3s16 pp;
971
972                         if (nodedef->get(id).param_type_2 == CPT2_WALLMOUNTED)
973                                 pp = p + wallmounted_dirs[param2];
974                         else
975                                 pp = p + v3s16(0, -1, 0);
976
977                         if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
978                                 return false;
979                 }
980
981                 // Add node to client map
982                 MapNode n(id, 0, param2);
983
984                 try {
985                         LocalPlayer *player = client.getEnv().getLocalPlayer();
986
987                         // Dont place node when player would be inside new node
988                         // NOTE: This is to be eventually implemented by a mod as client-side Lua
989                         if (!nodedef->get(n).walkable ||
990                                         g_settings->getBool("enable_build_where_you_stand") ||
991                                         (client.checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
992                                         (nodedef->get(n).walkable &&
993                                          neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
994                                          neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
995
996                                 // This triggers the required mesh update too
997                                 client.addNode(p, n);
998                                 return true;
999                         }
1000                 } catch (InvalidPositionException &e) {
1001                         errorstream << "Node placement prediction failed for "
1002                                     << playeritem_def.name << " (places "
1003                                     << prediction
1004                                     << ") - Position not loaded" << std::endl;
1005                 }
1006         }
1007
1008         return false;
1009 }
1010
1011 static inline void create_formspec_menu(GUIFormSpecMenu **cur_formspec,
1012                 InventoryManager *invmgr, IGameDef *gamedef,
1013                 IWritableTextureSource *tsrc, IrrlichtDevice *device,
1014                 IFormSource *fs_src, TextDest *txt_dest, Client *client)
1015 {
1016
1017         if (*cur_formspec == 0) {
1018                 *cur_formspec = new GUIFormSpecMenu(device, guiroot, -1, &g_menumgr,
1019                                                     invmgr, gamedef, tsrc, fs_src, txt_dest, client);
1020                 (*cur_formspec)->doPause = false;
1021
1022                 /*
1023                         Caution: do not call (*cur_formspec)->drop() here --
1024                         the reference might outlive the menu, so we will
1025                         periodically check if *cur_formspec is the only
1026                         remaining reference (i.e. the menu was removed)
1027                         and delete it in that case.
1028                 */
1029
1030         } else {
1031                 (*cur_formspec)->setFormSource(fs_src);
1032                 (*cur_formspec)->setTextDest(txt_dest);
1033         }
1034 }
1035
1036 #ifdef __ANDROID__
1037 #define SIZE_TAG "size[11,5.5]"
1038 #else
1039 #define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
1040 #endif
1041
1042 static void show_chat_menu(GUIFormSpecMenu **cur_formspec,
1043                 InventoryManager *invmgr, IGameDef *gamedef,
1044                 IWritableTextureSource *tsrc, IrrlichtDevice *device,
1045                 Client *client, std::string text)
1046 {
1047         std::string formspec =
1048                 FORMSPEC_VERSION_STRING
1049                 SIZE_TAG
1050                 "field[3,2.35;6,0.5;f_text;;" + text + "]"
1051                 "button_exit[4,3;3,0.5;btn_send;" + strgettext("Proceed") + "]"
1052                 ;
1053
1054         /* Create menu */
1055         /* Note: FormspecFormSource and LocalFormspecHandler
1056          * are deleted by guiFormSpecMenu                     */
1057         FormspecFormSource *fs_src = new FormspecFormSource(formspec);
1058         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_CHAT_MENU", client);
1059
1060         create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device, fs_src, txt_dst, NULL);
1061 }
1062
1063 static void show_deathscreen(GUIFormSpecMenu **cur_formspec,
1064                 InventoryManager *invmgr, IGameDef *gamedef,
1065                 IWritableTextureSource *tsrc, IrrlichtDevice *device, Client *client)
1066 {
1067         std::string formspec =
1068                 std::string(FORMSPEC_VERSION_STRING) +
1069                 SIZE_TAG
1070                 "bgcolor[#320000b4;true]"
1071                 "label[4.85,1.35;" + gettext("You died.") + "]"
1072                 "button_exit[4,3;3,0.5;btn_respawn;" + gettext("Respawn") + "]"
1073                 ;
1074
1075         /* Create menu */
1076         /* Note: FormspecFormSource and LocalFormspecHandler
1077          * are deleted by guiFormSpecMenu                     */
1078         FormspecFormSource *fs_src = new FormspecFormSource(formspec);
1079         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_DEATH_SCREEN", client);
1080
1081         create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device,  fs_src, txt_dst, NULL);
1082 }
1083
1084 /******************************************************************************/
1085 static void show_pause_menu(GUIFormSpecMenu **cur_formspec,
1086                 InventoryManager *invmgr, IGameDef *gamedef,
1087                 IWritableTextureSource *tsrc, IrrlichtDevice *device,
1088                 bool singleplayermode)
1089 {
1090 #ifdef __ANDROID__
1091         std::string control_text = strgettext("Default Controls:\n"
1092                 "No menu visible:\n"
1093                 "- single tap: button activate\n"
1094                 "- double tap: place/use\n"
1095                 "- slide finger: look around\n"
1096                 "Menu/Inventory visible:\n"
1097                 "- double tap (outside):\n"
1098                 " -->close\n"
1099                 "- touch stack, touch slot:\n"
1100                 " --> move stack\n"
1101                 "- touch&drag, tap 2nd finger\n"
1102                 " --> place single item to slot\n"
1103                 );
1104 #else
1105         std::string control_text = strgettext("Default Controls:\n"
1106                 "- WASD: move\n"
1107                 "- Space: jump/climb\n"
1108                 "- Shift: sneak/go down\n"
1109                 "- Q: drop item\n"
1110                 "- I: inventory\n"
1111                 "- Mouse: turn/look\n"
1112                 "- Mouse left: dig/punch\n"
1113                 "- Mouse right: place/use\n"
1114                 "- Mouse wheel: select item\n"
1115                 "- T: chat\n"
1116                 );
1117 #endif
1118
1119         float ypos = singleplayermode ? 0.5 : 0.1;
1120         std::ostringstream os;
1121
1122         os << FORMSPEC_VERSION_STRING  << SIZE_TAG
1123            << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
1124            << strgettext("Continue") << "]";
1125
1126         if (!singleplayermode) {
1127                 os << "button_exit[4," << (ypos++) << ";3,0.5;btn_change_password;"
1128                    << strgettext("Change Password") << "]";
1129         }
1130
1131 #ifndef __ANDROID__
1132         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_sound;"
1133                         << strgettext("Sound Volume") << "]";
1134         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_key_config;"
1135                         << strgettext("Change Keys")  << "]";
1136 #endif
1137         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_menu;"
1138                         << strgettext("Exit to Menu") << "]";
1139         os              << "button_exit[4," << (ypos++) << ";3,0.5;btn_exit_os;"
1140                         << strgettext("Exit to OS")   << "]"
1141                         << "textarea[7.5,0.25;3.9,6.25;;" << control_text << ";]"
1142                         << "textarea[0.4,0.25;3.5,6;;" << PROJECT_NAME_C "\n"
1143                         << g_build_info << "\n"
1144                         << "path_user = " << wrap_rows(porting::path_user, 20)
1145                         << "\n;]";
1146
1147         /* Create menu */
1148         /* Note: FormspecFormSource and LocalFormspecHandler  *
1149          * are deleted by guiFormSpecMenu                     */
1150         FormspecFormSource *fs_src = new FormspecFormSource(os.str());
1151         LocalFormspecHandler *txt_dst = new LocalFormspecHandler("MT_PAUSE_MENU");
1152
1153         create_formspec_menu(cur_formspec, invmgr, gamedef, tsrc, device,  fs_src, txt_dst, NULL);
1154         std::string con("btn_continue");
1155         (*cur_formspec)->setFocus(con);
1156         (*cur_formspec)->doPause = true;
1157 }
1158
1159 /******************************************************************************/
1160 static void updateChat(Client &client, f32 dtime, bool show_debug,
1161                 const v2u32 &screensize, bool show_chat, u32 show_profiler,
1162                 ChatBackend &chat_backend, gui::IGUIStaticText *guitext_chat)
1163 {
1164         // Add chat log output for errors to be shown in chat
1165         static LogOutputBuffer chat_log_error_buf(g_logger, LL_ERROR);
1166
1167         // Get new messages from error log buffer
1168         while (!chat_log_error_buf.empty()) {
1169                 chat_backend.addMessage(L"", utf8_to_wide(chat_log_error_buf.get()));
1170         }
1171
1172         // Get new messages from client
1173         std::wstring message;
1174
1175         while (client.getChatMessage(message)) {
1176                 chat_backend.addUnparsedMessage(message);
1177         }
1178
1179         // Remove old messages
1180         chat_backend.step(dtime);
1181
1182         // Display all messages in a static text element
1183         unsigned int recent_chat_count = chat_backend.getRecentBuffer().getLineCount();
1184         std::wstring recent_chat       = chat_backend.getRecentChat();
1185         unsigned int line_height       = g_fontengine->getLineHeight();
1186
1187         guitext_chat->setText(recent_chat.c_str());
1188
1189         // Update gui element size and position
1190         s32 chat_y = 5 + line_height;
1191
1192         if (show_debug)
1193                 chat_y += line_height;
1194
1195         // first pass to calculate height of text to be set
1196         s32 width = std::min(g_fontengine->getTextWidth(recent_chat) + 10,
1197                              porting::getWindowSize().X - 20);
1198         core::rect<s32> rect(10, chat_y, width, chat_y + porting::getWindowSize().Y);
1199         guitext_chat->setRelativePosition(rect);
1200
1201         //now use real height of text and adjust rect according to this size
1202         rect = core::rect<s32>(10, chat_y, width,
1203                                chat_y + guitext_chat->getTextHeight());
1204
1205
1206         guitext_chat->setRelativePosition(rect);
1207         // Don't show chat if disabled or empty or profiler is enabled
1208         guitext_chat->setVisible(
1209                 show_chat && recent_chat_count != 0 && !show_profiler);
1210 }
1211
1212
1213 /****************************************************************************
1214  Fast key cache for main game loop
1215  ****************************************************************************/
1216
1217 /* This is faster than using getKeySetting with the tradeoff that functions
1218  * using it must make sure that it's initialised before using it and there is
1219  * no error handling (for example bounds checking). This is really intended for
1220  * use only in the main running loop of the client (the_game()) where the faster
1221  * (up to 10x faster) key lookup is an asset. Other parts of the codebase
1222  * (e.g. formspecs) should continue using getKeySetting().
1223  */
1224 struct KeyCache {
1225
1226         KeyCache() { populate(); }
1227
1228         enum {
1229                 // Player movement
1230                 KEYMAP_ID_FORWARD,
1231                 KEYMAP_ID_BACKWARD,
1232                 KEYMAP_ID_LEFT,
1233                 KEYMAP_ID_RIGHT,
1234                 KEYMAP_ID_JUMP,
1235                 KEYMAP_ID_SPECIAL1,
1236                 KEYMAP_ID_SNEAK,
1237                 KEYMAP_ID_AUTORUN,
1238
1239                 // Other
1240                 KEYMAP_ID_DROP,
1241                 KEYMAP_ID_INVENTORY,
1242                 KEYMAP_ID_CHAT,
1243                 KEYMAP_ID_CMD,
1244                 KEYMAP_ID_CONSOLE,
1245                 KEYMAP_ID_MINIMAP,
1246                 KEYMAP_ID_FREEMOVE,
1247                 KEYMAP_ID_FASTMOVE,
1248                 KEYMAP_ID_NOCLIP,
1249                 KEYMAP_ID_CINEMATIC,
1250                 KEYMAP_ID_SCREENSHOT,
1251                 KEYMAP_ID_TOGGLE_HUD,
1252                 KEYMAP_ID_TOGGLE_CHAT,
1253                 KEYMAP_ID_TOGGLE_FORCE_FOG_OFF,
1254                 KEYMAP_ID_TOGGLE_UPDATE_CAMERA,
1255                 KEYMAP_ID_TOGGLE_DEBUG,
1256                 KEYMAP_ID_TOGGLE_PROFILER,
1257                 KEYMAP_ID_CAMERA_MODE,
1258                 KEYMAP_ID_INCREASE_VIEWING_RANGE,
1259                 KEYMAP_ID_DECREASE_VIEWING_RANGE,
1260                 KEYMAP_ID_RANGESELECT,
1261
1262                 KEYMAP_ID_QUICKTUNE_NEXT,
1263                 KEYMAP_ID_QUICKTUNE_PREV,
1264                 KEYMAP_ID_QUICKTUNE_INC,
1265                 KEYMAP_ID_QUICKTUNE_DEC,
1266
1267                 KEYMAP_ID_DEBUG_STACKS,
1268
1269                 // Fake keycode for array size and internal checks
1270                 KEYMAP_INTERNAL_ENUM_COUNT
1271
1272
1273         };
1274
1275         void populate();
1276
1277         KeyPress key[KEYMAP_INTERNAL_ENUM_COUNT];
1278 };
1279
1280 void KeyCache::populate()
1281 {
1282         key[KEYMAP_ID_FORWARD]      = getKeySetting("keymap_forward");
1283         key[KEYMAP_ID_BACKWARD]     = getKeySetting("keymap_backward");
1284         key[KEYMAP_ID_LEFT]         = getKeySetting("keymap_left");
1285         key[KEYMAP_ID_RIGHT]        = getKeySetting("keymap_right");
1286         key[KEYMAP_ID_JUMP]         = getKeySetting("keymap_jump");
1287         key[KEYMAP_ID_SPECIAL1]     = getKeySetting("keymap_special1");
1288         key[KEYMAP_ID_SNEAK]        = getKeySetting("keymap_sneak");
1289
1290         key[KEYMAP_ID_AUTORUN]      = getKeySetting("keymap_autorun");
1291
1292         key[KEYMAP_ID_DROP]         = getKeySetting("keymap_drop");
1293         key[KEYMAP_ID_INVENTORY]    = getKeySetting("keymap_inventory");
1294         key[KEYMAP_ID_CHAT]         = getKeySetting("keymap_chat");
1295         key[KEYMAP_ID_CMD]          = getKeySetting("keymap_cmd");
1296         key[KEYMAP_ID_CONSOLE]      = getKeySetting("keymap_console");
1297         key[KEYMAP_ID_MINIMAP]      = getKeySetting("keymap_minimap");
1298         key[KEYMAP_ID_FREEMOVE]     = getKeySetting("keymap_freemove");
1299         key[KEYMAP_ID_FASTMOVE]     = getKeySetting("keymap_fastmove");
1300         key[KEYMAP_ID_NOCLIP]       = getKeySetting("keymap_noclip");
1301         key[KEYMAP_ID_CINEMATIC]    = getKeySetting("keymap_cinematic");
1302         key[KEYMAP_ID_SCREENSHOT]   = getKeySetting("keymap_screenshot");
1303         key[KEYMAP_ID_TOGGLE_HUD]   = getKeySetting("keymap_toggle_hud");
1304         key[KEYMAP_ID_TOGGLE_CHAT]  = getKeySetting("keymap_toggle_chat");
1305         key[KEYMAP_ID_TOGGLE_FORCE_FOG_OFF]
1306                         = getKeySetting("keymap_toggle_force_fog_off");
1307         key[KEYMAP_ID_TOGGLE_UPDATE_CAMERA]
1308                         = getKeySetting("keymap_toggle_update_camera");
1309         key[KEYMAP_ID_TOGGLE_DEBUG]
1310                         = getKeySetting("keymap_toggle_debug");
1311         key[KEYMAP_ID_TOGGLE_PROFILER]
1312                         = getKeySetting("keymap_toggle_profiler");
1313         key[KEYMAP_ID_CAMERA_MODE]
1314                         = getKeySetting("keymap_camera_mode");
1315         key[KEYMAP_ID_INCREASE_VIEWING_RANGE]
1316                         = getKeySetting("keymap_increase_viewing_range_min");
1317         key[KEYMAP_ID_DECREASE_VIEWING_RANGE]
1318                         = getKeySetting("keymap_decrease_viewing_range_min");
1319         key[KEYMAP_ID_RANGESELECT]
1320                         = getKeySetting("keymap_rangeselect");
1321
1322         key[KEYMAP_ID_QUICKTUNE_NEXT] = getKeySetting("keymap_quicktune_next");
1323         key[KEYMAP_ID_QUICKTUNE_PREV] = getKeySetting("keymap_quicktune_prev");
1324         key[KEYMAP_ID_QUICKTUNE_INC]  = getKeySetting("keymap_quicktune_inc");
1325         key[KEYMAP_ID_QUICKTUNE_DEC]  = getKeySetting("keymap_quicktune_dec");
1326
1327         key[KEYMAP_ID_DEBUG_STACKS]   = getKeySetting("keymap_print_debug_stacks");
1328 }
1329
1330
1331 /****************************************************************************
1332
1333  ****************************************************************************/
1334
1335 const float object_hit_delay = 0.2;
1336
1337 struct FpsControl {
1338         u32 last_time, busy_time, sleep_time;
1339 };
1340
1341
1342 /* The reason the following structs are not anonymous structs within the
1343  * class is that they are not used by the majority of member functions and
1344  * many functions that do require objects of thse types do not modify them
1345  * (so they can be passed as a const qualified parameter)
1346  */
1347 struct CameraOrientation {
1348         f32 camera_yaw;    // "right/left"
1349         f32 camera_pitch;  // "up/down"
1350 };
1351
1352 struct GameRunData {
1353         u16 dig_index;
1354         u16 new_playeritem;
1355         PointedThing pointed_old;
1356         bool digging;
1357         bool ldown_for_dig;
1358         bool left_punch;
1359         bool update_wielded_item_trigger;
1360         bool reset_jump_timer;
1361         float nodig_delay_timer;
1362         float dig_time;
1363         float dig_time_complete;
1364         float repeat_rightclick_timer;
1365         float object_hit_delay_timer;
1366         float time_from_last_punch;
1367         ClientActiveObject *selected_object;
1368
1369         float jump_timer;
1370         float damage_flash;
1371         float update_draw_list_timer;
1372         float statustext_time;
1373
1374         f32 fog_range;
1375
1376         v3f update_draw_list_last_cam_dir;
1377
1378         u32 profiler_current_page;
1379         u32 profiler_max_page;     // Number of pages
1380
1381         float time_of_day;
1382         float time_of_day_smooth;
1383 };
1384
1385 struct Jitter {
1386         f32 max, min, avg, counter, max_sample, min_sample, max_fraction;
1387 };
1388
1389 struct RunStats {
1390         u32 drawtime;
1391         u32 beginscenetime;
1392         u32 endscenetime;
1393
1394         Jitter dtime_jitter, busy_time_jitter;
1395 };
1396
1397 /* Flags that can, or may, change during main game loop
1398  */
1399 struct VolatileRunFlags {
1400         bool invert_mouse;
1401         bool show_chat;
1402         bool show_hud;
1403         bool show_minimap;
1404         bool force_fog_off;
1405         bool show_debug;
1406         bool show_profiler_graph;
1407         bool disable_camera_update;
1408         bool first_loop_after_window_activation;
1409         bool camera_offset_changed;
1410 };
1411
1412
1413 /****************************************************************************
1414  THE GAME
1415  ****************************************************************************/
1416
1417 /* This is not intended to be a public class. If a public class becomes
1418  * desirable then it may be better to create another 'wrapper' class that
1419  * hides most of the stuff in this class (nothing in this class is required
1420  * by any other file) but exposes the public methods/data only.
1421  */
1422 class Game {
1423 public:
1424         Game();
1425         ~Game();
1426
1427         bool startup(bool *kill,
1428                         bool random_input,
1429                         InputHandler *input,
1430                         IrrlichtDevice *device,
1431                         const std::string &map_dir,
1432                         const std::string &playername,
1433                         const std::string &password,
1434                         // If address is "", local server is used and address is updated
1435                         std::string *address,
1436                         u16 port,
1437                         std::string &error_message,
1438                         bool *reconnect,
1439                         ChatBackend *chat_backend,
1440                         const SubgameSpec &gamespec,    // Used for local game
1441                         bool simple_singleplayer_mode);
1442
1443         void run();
1444         void shutdown();
1445
1446 protected:
1447
1448         void extendedResourceCleanup();
1449
1450         // Basic initialisation
1451         bool init(const std::string &map_dir, std::string *address,
1452                         u16 port,
1453                         const SubgameSpec &gamespec);
1454         bool initSound();
1455         bool createSingleplayerServer(const std::string map_dir,
1456                         const SubgameSpec &gamespec, u16 port, std::string *address);
1457
1458         // Client creation
1459         bool createClient(const std::string &playername,
1460                         const std::string &password, std::string *address, u16 port);
1461         bool initGui();
1462
1463         // Client connection
1464         bool connectToServer(const std::string &playername,
1465                         const std::string &password, std::string *address, u16 port,
1466                         bool *connect_ok, bool *aborted);
1467         bool getServerContent(bool *aborted);
1468
1469         // Main loop
1470
1471         void updateInteractTimers(GameRunData *runData, f32 dtime);
1472         bool checkConnection();
1473         bool handleCallbacks();
1474         void processQueues();
1475         void updateProfilers(const GameRunData &runData, const RunStats &stats,
1476                         const FpsControl &draw_times, f32 dtime);
1477         void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times,
1478                         f32 dtime);
1479         void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
1480
1481         void processUserInput(VolatileRunFlags *flags, GameRunData *runData,
1482                         f32 dtime);
1483         void processKeyboardInput(VolatileRunFlags *flags,
1484                         float *statustext_time,
1485                         float *jump_timer,
1486                         bool *reset_jump_timer,
1487                         u32 *profiler_current_page,
1488                         u32 profiler_max_page);
1489         void processItemSelection(u16 *new_playeritem);
1490
1491         void dropSelectedItem();
1492         void openInventory();
1493         void openConsole();
1494         void toggleFreeMove(float *statustext_time);
1495         void toggleFreeMoveAlt(float *statustext_time, float *jump_timer);
1496         void toggleFast(float *statustext_time);
1497         void toggleNoClip(float *statustext_time);
1498         void toggleCinematic(float *statustext_time);
1499         void toggleAutorun(float *statustext_time);
1500
1501         void toggleChat(float *statustext_time, bool *flag);
1502         void toggleHud(float *statustext_time, bool *flag);
1503         void toggleMinimap(float *statustext_time, bool *flag, bool show_hud,
1504                         bool shift_pressed);
1505         void toggleFog(float *statustext_time, bool *flag);
1506         void toggleDebug(float *statustext_time, bool *show_debug,
1507                         bool *show_profiler_graph);
1508         void toggleUpdateCamera(float *statustext_time, bool *flag);
1509         void toggleProfiler(float *statustext_time, u32 *profiler_current_page,
1510                         u32 profiler_max_page);
1511
1512         void increaseViewRange(float *statustext_time);
1513         void decreaseViewRange(float *statustext_time);
1514         void toggleFullViewRange(float *statustext_time);
1515
1516         void updateCameraDirection(CameraOrientation *cam, VolatileRunFlags *flags);
1517         void updateCameraOrientation(CameraOrientation *cam,
1518                         const VolatileRunFlags &flags);
1519         void updatePlayerControl(const CameraOrientation &cam);
1520         void step(f32 *dtime);
1521         void processClientEvents(CameraOrientation *cam, float *damage_flash);
1522         void updateCamera(VolatileRunFlags *flags, u32 busy_time, f32 dtime,
1523                         float time_from_last_punch);
1524         void updateSound(f32 dtime);
1525         void processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
1526                         GameRunData *runData, f32 dtime, bool show_hud,
1527                         bool show_debug);
1528         void handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem);
1529         void handlePointingAtNode(GameRunData *runData,
1530                         const PointedThing &pointed, const ItemDefinition &playeritem_def,
1531                         const ToolCapabilities &playeritem_toolcap, f32 dtime);
1532         void handlePointingAtObject(GameRunData *runData,
1533                         const PointedThing &pointed, const ItemStack &playeritem,
1534                         const v3f &player_position, bool show_debug);
1535         void handleDigging(GameRunData *runData, const PointedThing &pointed,
1536                         const v3s16 &nodepos, const ToolCapabilities &playeritem_toolcap,
1537                         f32 dtime);
1538         void updateFrame(std::vector<aabb3f> &highlight_boxes, ProfilerGraph *graph,
1539                         RunStats *stats, GameRunData *runData,
1540                         f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam);
1541         void updateGui(float *statustext_time, const RunStats &stats,
1542                         const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
1543                         const CameraOrientation &cam);
1544         void updateProfilerGraphs(ProfilerGraph *graph);
1545
1546         // Misc
1547         void limitFps(FpsControl *fps_timings, f32 *dtime);
1548
1549         void showOverlayMessage(const wchar_t *msg, float dtime, int percent,
1550                         bool draw_clouds = true);
1551
1552         static void settingChangedCallback(const std::string &setting_name, void *data);
1553         void readSettings();
1554
1555 private:
1556         InputHandler *input;
1557
1558         Client *client;
1559         Server *server;
1560
1561         IWritableTextureSource *texture_src;
1562         IWritableShaderSource *shader_src;
1563
1564         // When created, these will be filled with data received from the server
1565         IWritableItemDefManager *itemdef_manager;
1566         IWritableNodeDefManager *nodedef_manager;
1567
1568         GameOnDemandSoundFetcher soundfetcher; // useful when testing
1569         ISoundManager *sound;
1570         bool sound_is_dummy;
1571         SoundMaker *soundmaker;
1572
1573         ChatBackend *chat_backend;
1574
1575         GUIFormSpecMenu *current_formspec;
1576
1577         EventManager *eventmgr;
1578         QuicktuneShortcutter *quicktune;
1579
1580         GUIChatConsole *gui_chat_console; // Free using ->Drop()
1581         MapDrawControl *draw_control;
1582         Camera *camera;
1583         Clouds *clouds;                   // Free using ->Drop()
1584         Sky *sky;                         // Free using ->Drop()
1585         Inventory *local_inventory;
1586         Hud *hud;
1587         Mapper *mapper;
1588
1589         /* 'cache'
1590            This class does take ownership/responsibily for cleaning up etc of any of
1591            these items (e.g. device)
1592         */
1593         IrrlichtDevice *device;
1594         video::IVideoDriver *driver;
1595         scene::ISceneManager *smgr;
1596         bool *kill;
1597         std::string *error_message;
1598         bool *reconnect_requested;
1599         IGameDef *gamedef;                     // Convenience (same as *client)
1600         scene::ISceneNode *skybox;
1601
1602         bool random_input;
1603         bool simple_singleplayer_mode;
1604         /* End 'cache' */
1605
1606         /* Pre-calculated values
1607          */
1608         int crack_animation_length;
1609
1610         /* GUI stuff
1611          */
1612         gui::IGUIStaticText *guitext;          // First line of debug text
1613         gui::IGUIStaticText *guitext2;         // Second line of debug text
1614         gui::IGUIStaticText *guitext_info;     // At the middle of the screen
1615         gui::IGUIStaticText *guitext_status;
1616         gui::IGUIStaticText *guitext_chat;         // Chat text
1617         gui::IGUIStaticText *guitext_profiler; // Profiler text
1618
1619         std::wstring infotext;
1620         std::wstring statustext;
1621
1622         KeyCache keycache;
1623
1624         IntervalLimiter profiler_interval;
1625
1626         /*
1627          * TODO: Local caching of settings is not optimal and should at some stage
1628          *       be updated to use a global settings object for getting thse values
1629          *       (as opposed to the this local caching). This can be addressed in
1630          *       a later release.
1631          */
1632         bool m_cache_doubletap_jump;
1633         bool m_cache_enable_node_highlighting;
1634         bool m_cache_enable_clouds;
1635         bool m_cache_enable_particles;
1636         bool m_cache_enable_fog;
1637         f32  m_cache_mouse_sensitivity;
1638         f32  m_repeat_right_click_time;
1639
1640 #ifdef __ANDROID__
1641         bool m_cache_hold_aux1;
1642 #endif
1643
1644 };
1645
1646 Game::Game() :
1647         client(NULL),
1648         server(NULL),
1649         texture_src(NULL),
1650         shader_src(NULL),
1651         itemdef_manager(NULL),
1652         nodedef_manager(NULL),
1653         sound(NULL),
1654         sound_is_dummy(false),
1655         soundmaker(NULL),
1656         chat_backend(NULL),
1657         current_formspec(NULL),
1658         eventmgr(NULL),
1659         quicktune(NULL),
1660         gui_chat_console(NULL),
1661         draw_control(NULL),
1662         camera(NULL),
1663         clouds(NULL),
1664         sky(NULL),
1665         local_inventory(NULL),
1666         hud(NULL),
1667         mapper(NULL)
1668 {
1669         g_settings->registerChangedCallback("doubletap_jump",
1670                 &settingChangedCallback, this);
1671         g_settings->registerChangedCallback("enable_node_highlighting",
1672                 &settingChangedCallback, this);
1673         g_settings->registerChangedCallback("enable_clouds",
1674                 &settingChangedCallback, this);
1675         g_settings->registerChangedCallback("enable_particles",
1676                 &settingChangedCallback, this);
1677         g_settings->registerChangedCallback("enable_fog",
1678                 &settingChangedCallback, this);
1679         g_settings->registerChangedCallback("mouse_sensitivity",
1680                 &settingChangedCallback, this);
1681         g_settings->registerChangedCallback("repeat_rightclick_time",
1682                 &settingChangedCallback, this);
1683
1684         readSettings();
1685
1686 #ifdef __ANDROID__
1687         m_cache_hold_aux1 = false;      // This is initialised properly later
1688 #endif
1689
1690 }
1691
1692
1693
1694 /****************************************************************************
1695  MinetestApp Public
1696  ****************************************************************************/
1697
1698 Game::~Game()
1699 {
1700         delete client;
1701         delete soundmaker;
1702         if (!sound_is_dummy)
1703                 delete sound;
1704
1705         delete server; // deleted first to stop all server threads
1706
1707         delete hud;
1708         delete local_inventory;
1709         delete camera;
1710         delete quicktune;
1711         delete eventmgr;
1712         delete texture_src;
1713         delete shader_src;
1714         delete nodedef_manager;
1715         delete itemdef_manager;
1716         delete draw_control;
1717
1718         extendedResourceCleanup();
1719
1720         g_settings->deregisterChangedCallback("doubletap_jump",
1721                 &settingChangedCallback, this);
1722         g_settings->deregisterChangedCallback("enable_node_highlighting",
1723                 &settingChangedCallback, this);
1724         g_settings->deregisterChangedCallback("enable_clouds",
1725                 &settingChangedCallback, this);
1726         g_settings->deregisterChangedCallback("enable_particles",
1727                 &settingChangedCallback, this);
1728         g_settings->deregisterChangedCallback("enable_fog",
1729                 &settingChangedCallback, this);
1730         g_settings->deregisterChangedCallback("mouse_sensitivity",
1731                 &settingChangedCallback, this);
1732         g_settings->deregisterChangedCallback("repeat_rightclick_time",
1733                 &settingChangedCallback, this);
1734 }
1735
1736 bool Game::startup(bool *kill,
1737                 bool random_input,
1738                 InputHandler *input,
1739                 IrrlichtDevice *device,
1740                 const std::string &map_dir,
1741                 const std::string &playername,
1742                 const std::string &password,
1743                 std::string *address,     // can change if simple_singleplayer_mode
1744                 u16 port,
1745                 std::string &error_message,
1746                 bool *reconnect,
1747                 ChatBackend *chat_backend,
1748                 const SubgameSpec &gamespec,
1749                 bool simple_singleplayer_mode)
1750 {
1751         // "cache"
1752         this->device              = device;
1753         this->kill                = kill;
1754         this->error_message       = &error_message;
1755         this->reconnect_requested = reconnect;
1756         this->random_input        = random_input;
1757         this->input               = input;
1758         this->chat_backend        = chat_backend;
1759         this->simple_singleplayer_mode = simple_singleplayer_mode;
1760
1761         driver              = device->getVideoDriver();
1762         smgr                = device->getSceneManager();
1763
1764         smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1765
1766         if (!init(map_dir, address, port, gamespec))
1767                 return false;
1768
1769         if (!createClient(playername, password, address, port))
1770                 return false;
1771
1772         return true;
1773 }
1774
1775
1776 void Game::run()
1777 {
1778         ProfilerGraph graph;
1779         RunStats stats              = { 0 };
1780         CameraOrientation cam_view_target  = { 0 };
1781         CameraOrientation cam_view  = { 0 };
1782         GameRunData runData         = { 0 };
1783         FpsControl draw_times       = { 0 };
1784         VolatileRunFlags flags      = { 0 };
1785         f32 dtime; // in seconds
1786
1787         runData.time_from_last_punch  = 10.0;
1788         runData.profiler_max_page = 3;
1789         runData.update_wielded_item_trigger = true;
1790
1791         flags.show_chat = true;
1792         flags.show_hud = true;
1793         flags.show_minimap = g_settings->getBool("enable_minimap");
1794         flags.show_debug = g_settings->getBool("show_debug");
1795         flags.invert_mouse = g_settings->getBool("invert_mouse");
1796         flags.first_loop_after_window_activation = true;
1797
1798         /* Clear the profiler */
1799         Profiler::GraphValues dummyvalues;
1800         g_profiler->graphGet(dummyvalues);
1801
1802         draw_times.last_time = device->getTimer()->getTime();
1803
1804         shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
1805                         sky,
1806                         &flags.force_fog_off,
1807                         &runData.fog_range,
1808                         client));
1809
1810         std::vector<aabb3f> highlight_boxes;
1811
1812         set_light_table(g_settings->getFloat("display_gamma"));
1813
1814 #ifdef __ANDROID__
1815         m_cache_hold_aux1 = g_settings->getBool("fast_move")
1816                         && client->checkPrivilege("fast");
1817 #endif
1818
1819         while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
1820
1821                 /* Must be called immediately after a device->run() call because it
1822                  * uses device->getTimer()->getTime()
1823                  */
1824                 limitFps(&draw_times, &dtime);
1825
1826                 updateStats(&stats, draw_times, dtime);
1827                 updateInteractTimers(&runData, dtime);
1828
1829                 if (!checkConnection())
1830                         break;
1831                 if (!handleCallbacks())
1832                         break;
1833
1834                 processQueues();
1835
1836                 infotext = L"";
1837                 hud->resizeHotbar();
1838
1839                 updateProfilers(runData, stats, draw_times, dtime);
1840                 processUserInput(&flags, &runData, dtime);
1841                 // Update camera before player movement to avoid camera lag of one frame
1842                 updateCameraDirection(&cam_view_target, &flags);
1843                 float cam_smoothing = 0;
1844                 if (g_settings->getBool("cinematic"))
1845                         cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
1846                 else
1847                         cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
1848                 cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
1849                 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1850                                 cam_view.camera_yaw) * cam_smoothing;
1851                 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1852                                 cam_view.camera_pitch) * cam_smoothing;
1853                 updatePlayerControl(cam_view);
1854                 step(&dtime);
1855                 processClientEvents(&cam_view_target, &runData.damage_flash);
1856                 updateCamera(&flags, draw_times.busy_time, dtime,
1857                                 runData.time_from_last_punch);
1858                 updateSound(dtime);
1859                 processPlayerInteraction(highlight_boxes, &runData, dtime,
1860                                 flags.show_hud, flags.show_debug);
1861                 updateFrame(highlight_boxes, &graph, &stats, &runData, dtime,
1862                                 flags, cam_view);
1863                 updateProfilerGraphs(&graph);
1864
1865                 // Update if minimap has been disabled by the server
1866                 flags.show_minimap &= !client->isMinimapDisabledByServer();
1867         }
1868 }
1869
1870
1871 void Game::shutdown()
1872 {
1873         showOverlayMessage(wgettext("Shutting down..."), 0, 0, false);
1874
1875         if (clouds)
1876                 clouds->drop();
1877
1878         if (gui_chat_console)
1879                 gui_chat_console->drop();
1880
1881         if (sky)
1882                 sky->drop();
1883
1884         /* cleanup menus */
1885         while (g_menumgr.menuCount() > 0) {
1886                 g_menumgr.m_stack.front()->setVisible(false);
1887                 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1888         }
1889
1890         if (current_formspec) {
1891                 current_formspec->drop();
1892                 current_formspec = NULL;
1893         }
1894
1895         chat_backend->addMessage(L"", L"# Disconnected.");
1896         chat_backend->addMessage(L"", L"");
1897
1898         if (client) {
1899                 client->Stop();
1900                 while (!client->isShutdown()) {
1901                         assert(texture_src != NULL);
1902                         assert(shader_src != NULL);
1903                         texture_src->processQueue();
1904                         shader_src->processQueue();
1905                         sleep_ms(100);
1906                 }
1907         }
1908 }
1909
1910
1911 /****************************************************************************/
1912 /****************************************************************************
1913  Startup
1914  ****************************************************************************/
1915 /****************************************************************************/
1916
1917 bool Game::init(
1918                 const std::string &map_dir,
1919                 std::string *address,
1920                 u16 port,
1921                 const SubgameSpec &gamespec)
1922 {
1923         showOverlayMessage(wgettext("Loading..."), 0, 0);
1924
1925         texture_src = createTextureSource(device);
1926         shader_src = createShaderSource(device);
1927
1928         itemdef_manager = createItemDefManager();
1929         nodedef_manager = createNodeDefManager();
1930
1931         eventmgr = new EventManager();
1932         quicktune = new QuicktuneShortcutter();
1933
1934         if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1935                         && eventmgr && quicktune))
1936                 return false;
1937
1938         if (!initSound())
1939                 return false;
1940
1941         // Create a server if not connecting to an existing one
1942         if (*address == "") {
1943                 if (!createSingleplayerServer(map_dir, gamespec, port, address))
1944                         return false;
1945         }
1946
1947         return true;
1948 }
1949
1950 bool Game::initSound()
1951 {
1952 #if USE_SOUND
1953         if (g_settings->getBool("enable_sound")) {
1954                 infostream << "Attempting to use OpenAL audio" << std::endl;
1955                 sound = createOpenALSoundManager(&soundfetcher);
1956                 if (!sound)
1957                         infostream << "Failed to initialize OpenAL audio" << std::endl;
1958         } else
1959                 infostream << "Sound disabled." << std::endl;
1960 #endif
1961
1962         if (!sound) {
1963                 infostream << "Using dummy audio." << std::endl;
1964                 sound = &dummySoundManager;
1965                 sound_is_dummy = true;
1966         }
1967
1968         soundmaker = new SoundMaker(sound, nodedef_manager);
1969         if (!soundmaker)
1970                 return false;
1971
1972         soundmaker->registerReceiver(eventmgr);
1973
1974         return true;
1975 }
1976
1977 bool Game::createSingleplayerServer(const std::string map_dir,
1978                 const SubgameSpec &gamespec, u16 port, std::string *address)
1979 {
1980         showOverlayMessage(wgettext("Creating server..."), 0, 5);
1981
1982         std::string bind_str = g_settings->get("bind_address");
1983         Address bind_addr(0, 0, 0, 0, port);
1984
1985         if (g_settings->getBool("ipv6_server")) {
1986                 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1987         }
1988
1989         try {
1990                 bind_addr.Resolve(bind_str.c_str());
1991         } catch (ResolveError &e) {
1992                 infostream << "Resolving bind address \"" << bind_str
1993                            << "\" failed: " << e.what()
1994                            << " -- Listening on all addresses." << std::endl;
1995         }
1996
1997         if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1998                 *error_message = "Unable to listen on " +
1999                                 bind_addr.serializeString() +
2000                                 " because IPv6 is disabled";
2001                 errorstream << *error_message << std::endl;
2002                 return false;
2003         }
2004
2005         server = new Server(map_dir, gamespec, simple_singleplayer_mode,
2006                             bind_addr.isIPv6());
2007
2008         server->start(bind_addr);
2009
2010         return true;
2011 }
2012
2013 bool Game::createClient(const std::string &playername,
2014                 const std::string &password, std::string *address, u16 port)
2015 {
2016         showOverlayMessage(wgettext("Creating client..."), 0, 10);
2017
2018         draw_control = new MapDrawControl;
2019         if (!draw_control)
2020                 return false;
2021
2022         bool could_connect, connect_aborted;
2023
2024         if (!connectToServer(playername, password, address, port,
2025                         &could_connect, &connect_aborted))
2026                 return false;
2027
2028         if (!could_connect) {
2029                 if (error_message->empty() && !connect_aborted) {
2030                         // Should not happen if error messages are set properly
2031                         *error_message = "Connection failed for unknown reason";
2032                         errorstream << *error_message << std::endl;
2033                 }
2034                 return false;
2035         }
2036
2037         if (!getServerContent(&connect_aborted)) {
2038                 if (error_message->empty() && !connect_aborted) {
2039                         // Should not happen if error messages are set properly
2040                         *error_message = "Connection failed for unknown reason";
2041                         errorstream << *error_message << std::endl;
2042                 }
2043                 return false;
2044         }
2045
2046         // Update cached textures, meshes and materials
2047         client->afterContentReceived(device);
2048
2049         /* Camera
2050          */
2051         camera = new Camera(smgr, *draw_control, gamedef);
2052         if (!camera || !camera->successfullyCreated(*error_message))
2053                 return false;
2054
2055         /* Clouds
2056          */
2057         if (m_cache_enable_clouds) {
2058                 clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
2059                 if (!clouds) {
2060                         *error_message = "Memory allocation error (clouds)";
2061                         errorstream << *error_message << std::endl;
2062                         return false;
2063                 }
2064         }
2065
2066         /* Skybox
2067          */
2068         sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
2069         skybox = NULL;  // This is used/set later on in the main run loop
2070
2071         local_inventory = new Inventory(itemdef_manager);
2072
2073         if (!(sky && local_inventory)) {
2074                 *error_message = "Memory allocation error (sky or local inventory)";
2075                 errorstream << *error_message << std::endl;
2076                 return false;
2077         }
2078
2079         /* Pre-calculated values
2080          */
2081         video::ITexture *t = texture_src->getTexture("crack_anylength.png");
2082         if (t) {
2083                 v2u32 size = t->getOriginalSize();
2084                 crack_animation_length = size.Y / size.X;
2085         } else {
2086                 crack_animation_length = 5;
2087         }
2088
2089         if (!initGui())
2090                 return false;
2091
2092         /* Set window caption
2093          */
2094         std::wstring str = utf8_to_wide(PROJECT_NAME_C);
2095         str += L" [";
2096         str += driver->getName();
2097         str += L"]";
2098         device->setWindowCaption(str.c_str());
2099
2100         LocalPlayer *player = client->getEnv().getLocalPlayer();
2101         player->hurt_tilt_timer = 0;
2102         player->hurt_tilt_strength = 0;
2103
2104         hud = new Hud(driver, smgr, guienv, gamedef, player, local_inventory);
2105
2106         if (!hud) {
2107                 *error_message = "Memory error: could not create HUD";
2108                 errorstream << *error_message << std::endl;
2109                 return false;
2110         }
2111
2112         mapper = client->getMapper();
2113         mapper->setMinimapMode(MINIMAP_MODE_OFF);
2114
2115         return true;
2116 }
2117
2118 bool Game::initGui()
2119 {
2120         // First line of debug text
2121         guitext = guienv->addStaticText(
2122                         utf8_to_wide(PROJECT_NAME_C).c_str(),
2123                         core::rect<s32>(0, 0, 0, 0),
2124                         false, false, guiroot);
2125
2126         // Second line of debug text
2127         guitext2 = guienv->addStaticText(
2128                         L"",
2129                         core::rect<s32>(0, 0, 0, 0),
2130                         false, false, guiroot);
2131
2132         // At the middle of the screen
2133         // Object infos are shown in this
2134         guitext_info = guienv->addStaticText(
2135                         L"",
2136                         core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5) + v2s32(100, 200),
2137                         false, true, guiroot);
2138
2139         // Status text (displays info when showing and hiding GUI stuff, etc.)
2140         guitext_status = guienv->addStaticText(
2141                         L"<Status>",
2142                         core::rect<s32>(0, 0, 0, 0),
2143                         false, false, guiroot);
2144         guitext_status->setVisible(false);
2145
2146         // Chat text
2147         guitext_chat = guienv->addStaticText(
2148                         L"",
2149                         core::rect<s32>(0, 0, 0, 0),
2150                         //false, false); // Disable word wrap as of now
2151                         false, true, guiroot);
2152         // Remove stale "recent" chat messages from previous connections
2153         chat_backend->clearRecentChat();
2154
2155         // Chat backend and console
2156         gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
2157                         -1, chat_backend, client);
2158         if (!gui_chat_console) {
2159                 *error_message = "Could not allocate memory for chat console";
2160                 errorstream << *error_message << std::endl;
2161                 return false;
2162         }
2163
2164         // Profiler text (size is updated when text is updated)
2165         guitext_profiler = guienv->addStaticText(
2166                         L"<Profiler>",
2167                         core::rect<s32>(0, 0, 0, 0),
2168                         false, false, guiroot);
2169         guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
2170         guitext_profiler->setVisible(false);
2171         guitext_profiler->setWordWrap(true);
2172
2173 #ifdef HAVE_TOUCHSCREENGUI
2174
2175         if (g_touchscreengui)
2176                 g_touchscreengui->init(texture_src);
2177
2178 #endif
2179
2180         return true;
2181 }
2182
2183 bool Game::connectToServer(const std::string &playername,
2184                 const std::string &password, std::string *address, u16 port,
2185                 bool *connect_ok, bool *aborted)
2186 {
2187         *connect_ok = false;    // Let's not be overly optimistic
2188         *aborted = false;
2189         bool local_server_mode = false;
2190
2191         showOverlayMessage(wgettext("Resolving address..."), 0, 15);
2192
2193         Address connect_address(0, 0, 0, 0, port);
2194
2195         try {
2196                 connect_address.Resolve(address->c_str());
2197
2198                 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
2199                         //connect_address.Resolve("localhost");
2200                         if (connect_address.isIPv6()) {
2201                                 IPv6AddressBytes addr_bytes;
2202                                 addr_bytes.bytes[15] = 1;
2203                                 connect_address.setAddress(&addr_bytes);
2204                         } else {
2205                                 connect_address.setAddress(127, 0, 0, 1);
2206                         }
2207                         local_server_mode = true;
2208                 }
2209         } catch (ResolveError &e) {
2210                 *error_message = std::string("Couldn't resolve address: ") + e.what();
2211                 errorstream << *error_message << std::endl;
2212                 return false;
2213         }
2214
2215         if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
2216                 *error_message = "Unable to connect to " +
2217                                 connect_address.serializeString() +
2218                                 " because IPv6 is disabled";
2219                 errorstream << *error_message << std::endl;
2220                 return false;
2221         }
2222
2223         client = new Client(device,
2224                         playername.c_str(), password,
2225                         *draw_control, texture_src, shader_src,
2226                         itemdef_manager, nodedef_manager, sound, eventmgr,
2227                         connect_address.isIPv6());
2228
2229         if (!client)
2230                 return false;
2231
2232         gamedef = client;       // Client acts as our GameDef
2233
2234         infostream << "Connecting to server at ";
2235         connect_address.print(&infostream);
2236         infostream << std::endl;
2237
2238         client->connect(connect_address, *address,
2239                 simple_singleplayer_mode || local_server_mode);
2240
2241         /*
2242                 Wait for server to accept connection
2243         */
2244
2245         try {
2246                 input->clear();
2247
2248                 FpsControl fps_control = { 0 };
2249                 f32 dtime;
2250                 f32 wait_time = 0; // in seconds
2251
2252                 fps_control.last_time = device->getTimer()->getTime();
2253
2254                 while (device->run()) {
2255
2256                         limitFps(&fps_control, &dtime);
2257
2258                         // Update client and server
2259                         client->step(dtime);
2260
2261                         if (server != NULL)
2262                                 server->step(dtime);
2263
2264                         // End condition
2265                         if (client->getState() == LC_Init) {
2266                                 *connect_ok = true;
2267                                 break;
2268                         }
2269
2270                         // Break conditions
2271                         if (client->accessDenied()) {
2272                                 *error_message = "Access denied. Reason: "
2273                                                 + client->accessDeniedReason();
2274                                 *reconnect_requested = client->reconnectRequested();
2275                                 errorstream << *error_message << std::endl;
2276                                 break;
2277                         }
2278
2279                         if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
2280                                 *aborted = true;
2281                                 infostream << "Connect aborted [Escape]" << std::endl;
2282                                 break;
2283                         }
2284
2285                         wait_time += dtime;
2286                         // Only time out if we aren't waiting for the server we started
2287                         if ((*address != "") && (wait_time > 10)) {
2288                                 *error_message = "Connection timed out.";
2289                                 errorstream << *error_message << std::endl;
2290                                 break;
2291                         }
2292
2293                         // Update status
2294                         showOverlayMessage(wgettext("Connecting to server..."), dtime, 20);
2295                 }
2296         } catch (con::PeerNotFoundException &e) {
2297                 // TODO: Should something be done here? At least an info/error
2298                 // message?
2299                 return false;
2300         }
2301
2302         return true;
2303 }
2304
2305 bool Game::getServerContent(bool *aborted)
2306 {
2307         input->clear();
2308
2309         FpsControl fps_control = { 0 };
2310         f32 dtime; // in seconds
2311
2312         fps_control.last_time = device->getTimer()->getTime();
2313
2314         while (device->run()) {
2315
2316                 limitFps(&fps_control, &dtime);
2317
2318                 // Update client and server
2319                 client->step(dtime);
2320
2321                 if (server != NULL)
2322                         server->step(dtime);
2323
2324                 // End condition
2325                 if (client->mediaReceived() && client->itemdefReceived() &&
2326                                 client->nodedefReceived()) {
2327                         break;
2328                 }
2329
2330                 // Error conditions
2331                 if (!checkConnection())
2332                         return false;
2333
2334                 if (client->getState() < LC_Init) {
2335                         *error_message = "Client disconnected";
2336                         errorstream << *error_message << std::endl;
2337                         return false;
2338                 }
2339
2340                 if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
2341                         *aborted = true;
2342                         infostream << "Connect aborted [Escape]" << std::endl;
2343                         return false;
2344                 }
2345
2346                 // Display status
2347                 int progress = 25;
2348
2349                 if (!client->itemdefReceived()) {
2350                         const wchar_t *text = wgettext("Item definitions...");
2351                         progress = 25;
2352                         draw_load_screen(text, device, guienv, dtime, progress);
2353                         delete[] text;
2354                 } else if (!client->nodedefReceived()) {
2355                         const wchar_t *text = wgettext("Node definitions...");
2356                         progress = 30;
2357                         draw_load_screen(text, device, guienv, dtime, progress);
2358                         delete[] text;
2359                 } else {
2360                         std::stringstream message;
2361                         message.precision(3);
2362                         message << gettext("Media...");
2363
2364                         if ((USE_CURL == 0) ||
2365                                         (!g_settings->getBool("enable_remote_media_server"))) {
2366                                 float cur = client->getCurRate();
2367                                 std::string cur_unit = gettext("KiB/s");
2368
2369                                 if (cur > 900) {
2370                                         cur /= 1024.0;
2371                                         cur_unit = gettext("MiB/s");
2372                                 }
2373
2374                                 message << " (" << cur << ' ' << cur_unit << ")";
2375                         }
2376
2377                         progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
2378                         draw_load_screen(utf8_to_wide(message.str()), device,
2379                                         guienv, dtime, progress);
2380                 }
2381         }
2382
2383         return true;
2384 }
2385
2386
2387 /****************************************************************************/
2388 /****************************************************************************
2389  Run
2390  ****************************************************************************/
2391 /****************************************************************************/
2392
2393 inline void Game::updateInteractTimers(GameRunData *runData, f32 dtime)
2394 {
2395         if (runData->nodig_delay_timer >= 0)
2396                 runData->nodig_delay_timer -= dtime;
2397
2398         if (runData->object_hit_delay_timer >= 0)
2399                 runData->object_hit_delay_timer -= dtime;
2400
2401         runData->time_from_last_punch += dtime;
2402 }
2403
2404
2405 /* returns false if game should exit, otherwise true
2406  */
2407 inline bool Game::checkConnection()
2408 {
2409         if (client->accessDenied()) {
2410                 *error_message = "Access denied. Reason: "
2411                                 + client->accessDeniedReason();
2412                 *reconnect_requested = client->reconnectRequested();
2413                 errorstream << *error_message << std::endl;
2414                 return false;
2415         }
2416
2417         return true;
2418 }
2419
2420
2421 /* returns false if game should exit, otherwise true
2422  */
2423 inline bool Game::handleCallbacks()
2424 {
2425         if (g_gamecallback->disconnect_requested) {
2426                 g_gamecallback->disconnect_requested = false;
2427                 return false;
2428         }
2429
2430         if (g_gamecallback->changepassword_requested) {
2431                 (new GUIPasswordChange(guienv, guiroot, -1,
2432                                        &g_menumgr, client))->drop();
2433                 g_gamecallback->changepassword_requested = false;
2434         }
2435
2436         if (g_gamecallback->changevolume_requested) {
2437                 (new GUIVolumeChange(guienv, guiroot, -1,
2438                                      &g_menumgr, client))->drop();
2439                 g_gamecallback->changevolume_requested = false;
2440         }
2441
2442         if (g_gamecallback->keyconfig_requested) {
2443                 (new GUIKeyChangeMenu(guienv, guiroot, -1,
2444                                       &g_menumgr))->drop();
2445                 g_gamecallback->keyconfig_requested = false;
2446         }
2447
2448         if (g_gamecallback->keyconfig_changed) {
2449                 keycache.populate(); // update the cache with new settings
2450                 g_gamecallback->keyconfig_changed = false;
2451         }
2452
2453         return true;
2454 }
2455
2456
2457 void Game::processQueues()
2458 {
2459         texture_src->processQueue();
2460         itemdef_manager->processQueue(gamedef);
2461         shader_src->processQueue();
2462 }
2463
2464
2465 void Game::updateProfilers(const GameRunData &runData, const RunStats &stats,
2466                 const FpsControl &draw_times, f32 dtime)
2467 {
2468         float profiler_print_interval =
2469                         g_settings->getFloat("profiler_print_interval");
2470         bool print_to_log = true;
2471
2472         if (profiler_print_interval == 0) {
2473                 print_to_log = false;
2474                 profiler_print_interval = 5;
2475         }
2476
2477         if (profiler_interval.step(dtime, profiler_print_interval)) {
2478                 if (print_to_log) {
2479                         infostream << "Profiler:" << std::endl;
2480                         g_profiler->print(infostream);
2481                 }
2482
2483                 update_profiler_gui(guitext_profiler, g_fontengine,
2484                                 runData.profiler_current_page, runData.profiler_max_page,
2485                                 driver->getScreenSize().Height);
2486
2487                 g_profiler->clear();
2488         }
2489
2490         addProfilerGraphs(stats, draw_times, dtime);
2491 }
2492
2493
2494 void Game::addProfilerGraphs(const RunStats &stats,
2495                 const FpsControl &draw_times, f32 dtime)
2496 {
2497         g_profiler->graphAdd("mainloop_other",
2498                         draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
2499
2500         if (draw_times.sleep_time != 0)
2501                 g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
2502         g_profiler->graphAdd("mainloop_dtime", dtime);
2503
2504         g_profiler->add("Elapsed time", dtime);
2505         g_profiler->avg("FPS", 1. / dtime);
2506 }
2507
2508
2509 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
2510                 f32 dtime)
2511 {
2512
2513         f32 jitter;
2514         Jitter *jp;
2515
2516         /* Time average and jitter calculation
2517          */
2518         jp = &stats->dtime_jitter;
2519         jp->avg = jp->avg * 0.96 + dtime * 0.04;
2520
2521         jitter = dtime - jp->avg;
2522
2523         if (jitter > jp->max)
2524                 jp->max = jitter;
2525
2526         jp->counter += dtime;
2527
2528         if (jp->counter > 0.0) {
2529                 jp->counter -= 3.0;
2530                 jp->max_sample = jp->max;
2531                 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
2532                 jp->max = 0.0;
2533         }
2534
2535         /* Busytime average and jitter calculation
2536          */
2537         jp = &stats->busy_time_jitter;
2538         jp->avg = jp->avg + draw_times.busy_time * 0.02;
2539
2540         jitter = draw_times.busy_time - jp->avg;
2541
2542         if (jitter > jp->max)
2543                 jp->max = jitter;
2544         if (jitter < jp->min)
2545                 jp->min = jitter;
2546
2547         jp->counter += dtime;
2548
2549         if (jp->counter > 0.0) {
2550                 jp->counter -= 3.0;
2551                 jp->max_sample = jp->max;
2552                 jp->min_sample = jp->min;
2553                 jp->max = 0.0;
2554                 jp->min = 0.0;
2555         }
2556 }
2557
2558
2559
2560 /****************************************************************************
2561  Input handling
2562  ****************************************************************************/
2563
2564 void Game::processUserInput(VolatileRunFlags *flags,
2565                 GameRunData *runData, f32 dtime)
2566 {
2567         // Reset input if window not active or some menu is active
2568         if (device->isWindowActive() == false
2569                         || noMenuActive() == false
2570                         || guienv->hasFocus(gui_chat_console)) {
2571                 input->clear();
2572 #ifdef HAVE_TOUCHSCREENGUI
2573                 g_touchscreengui->hide();
2574 #endif
2575         }
2576 #ifdef HAVE_TOUCHSCREENGUI
2577         else if (g_touchscreengui) {
2578                 /* on touchscreengui step may generate own input events which ain't
2579                  * what we want in case we just did clear them */
2580                 g_touchscreengui->step(dtime);
2581         }
2582 #endif
2583
2584         if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
2585                 gui_chat_console->closeConsoleAtOnce();
2586         }
2587
2588         // Input handler step() (used by the random input generator)
2589         input->step(dtime);
2590
2591 #ifdef __ANDROID__
2592
2593         if (current_formspec != 0)
2594                 current_formspec->getAndroidUIInput();
2595
2596 #endif
2597
2598         // Increase timer for double tap of "keymap_jump"
2599         if (m_cache_doubletap_jump && runData->jump_timer <= 0.2)
2600                 runData->jump_timer += dtime;
2601
2602         processKeyboardInput(
2603                         flags,
2604                         &runData->statustext_time,
2605                         &runData->jump_timer,
2606                         &runData->reset_jump_timer,
2607                         &runData->profiler_current_page,
2608                         runData->profiler_max_page);
2609
2610         processItemSelection(&runData->new_playeritem);
2611 }
2612
2613
2614 void Game::processKeyboardInput(VolatileRunFlags *flags,
2615                 float *statustext_time,
2616                 float *jump_timer,
2617                 bool *reset_jump_timer,
2618                 u32 *profiler_current_page,
2619                 u32 profiler_max_page)
2620 {
2621
2622         //TimeTaker tt("process kybd input", NULL, PRECISION_NANO);
2623
2624         if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DROP])) {
2625                 dropSelectedItem();
2626         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_AUTORUN])) {
2627                 toggleAutorun(statustext_time);
2628         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_INVENTORY])) {
2629                 openInventory();
2630         } else if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
2631                 show_pause_menu(&current_formspec, client, gamedef, texture_src, device,
2632                                 simple_singleplayer_mode);
2633         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CHAT])) {
2634                 show_chat_menu(&current_formspec, client, gamedef, texture_src, device,
2635                                 client, "");
2636         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CMD])) {
2637                 show_chat_menu(&current_formspec, client, gamedef, texture_src, device,
2638                                 client, "/");
2639         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CONSOLE])) {
2640                 openConsole();
2641         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_FREEMOVE])) {
2642                 toggleFreeMove(statustext_time);
2643         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP])) {
2644                 toggleFreeMoveAlt(statustext_time, jump_timer);
2645                 *reset_jump_timer = true;
2646         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_FASTMOVE])) {
2647                 toggleFast(statustext_time);
2648         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_NOCLIP])) {
2649                 toggleNoClip(statustext_time);
2650         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CINEMATIC])) {
2651                 toggleCinematic(statustext_time);
2652         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_SCREENSHOT])) {
2653                 client->makeScreenshot(device);
2654         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_HUD])) {
2655                 toggleHud(statustext_time, &flags->show_hud);
2656         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_MINIMAP])) {
2657                 toggleMinimap(statustext_time, &flags->show_minimap, flags->show_hud,
2658                         input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]));
2659         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_CHAT])) {
2660                 toggleChat(statustext_time, &flags->show_chat);
2661         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_FORCE_FOG_OFF])) {
2662                 toggleFog(statustext_time, &flags->force_fog_off);
2663         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_UPDATE_CAMERA])) {
2664                 toggleUpdateCamera(statustext_time, &flags->disable_camera_update);
2665         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_DEBUG])) {
2666                 toggleDebug(statustext_time, &flags->show_debug, &flags->show_profiler_graph);
2667         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_PROFILER])) {
2668                 toggleProfiler(statustext_time, profiler_current_page, profiler_max_page);
2669         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_INCREASE_VIEWING_RANGE])) {
2670                 increaseViewRange(statustext_time);
2671         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DECREASE_VIEWING_RANGE])) {
2672                 decreaseViewRange(statustext_time);
2673         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_RANGESELECT])) {
2674                 toggleFullViewRange(statustext_time);
2675         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_NEXT]))
2676                 quicktune->next();
2677         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_PREV]))
2678                 quicktune->prev();
2679         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_INC]))
2680                 quicktune->inc();
2681         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_DEC]))
2682                 quicktune->dec();
2683         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DEBUG_STACKS])) {
2684                 // Print debug stacks
2685                 dstream << "-----------------------------------------"
2686                         << std::endl;
2687                 dstream << "Printing debug stacks:" << std::endl;
2688                 dstream << "-----------------------------------------"
2689                         << std::endl;
2690                 debug_stacks_print();
2691         }
2692
2693         if (!input->isKeyDown(getKeySetting("keymap_jump")) && *reset_jump_timer) {
2694                 *reset_jump_timer = false;
2695                 *jump_timer = 0.0;
2696         }
2697
2698         //tt.stop();
2699
2700         if (quicktune->hasMessage()) {
2701                 std::string msg = quicktune->getMessage();
2702                 statustext = utf8_to_wide(msg);
2703                 *statustext_time = 0;
2704         }
2705 }
2706
2707
2708 void Game::processItemSelection(u16 *new_playeritem)
2709 {
2710         LocalPlayer *player = client->getEnv().getLocalPlayer();
2711
2712         /* Item selection using mouse wheel
2713          */
2714         *new_playeritem = client->getPlayerItem();
2715
2716         s32 wheel = input->getMouseWheel();
2717         u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2718                                  player->hud_hotbar_itemcount - 1);
2719
2720         if (wheel < 0)
2721                 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2722         else if (wheel > 0)
2723                 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2724         // else wheel == 0
2725
2726
2727         /* Item selection using keyboard
2728          */
2729         for (u16 i = 0; i < 10; i++) {
2730                 static const KeyPress *item_keys[10] = {
2731                         NumberKey + 1, NumberKey + 2, NumberKey + 3, NumberKey + 4,
2732                         NumberKey + 5, NumberKey + 6, NumberKey + 7, NumberKey + 8,
2733                         NumberKey + 9, NumberKey + 0,
2734                 };
2735
2736                 if (input->wasKeyDown(*item_keys[i])) {
2737                         if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
2738                                 *new_playeritem = i;
2739                                 infostream << "Selected item: " << new_playeritem << std::endl;
2740                         }
2741                         break;
2742                 }
2743         }
2744 }
2745
2746
2747 void Game::dropSelectedItem()
2748 {
2749         IDropAction *a = new IDropAction();
2750         a->count = 0;
2751         a->from_inv.setCurrentPlayer();
2752         a->from_list = "main";
2753         a->from_i = client->getPlayerItem();
2754         client->inventoryAction(a);
2755 }
2756
2757
2758 void Game::openInventory()
2759 {
2760         /*
2761          * Don't permit to open inventory is CAO or player doesn't exists.
2762          * This prevent showing an empty inventory at player load
2763          */
2764
2765         LocalPlayer *player = client->getEnv().getLocalPlayer();
2766         if (player == NULL || player->getCAO() == NULL)
2767                 return;
2768
2769         infostream << "the_game: " << "Launching inventory" << std::endl;
2770
2771         PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2772         TextDest *txt_dst = new TextDestPlayerInventory(client);
2773
2774         create_formspec_menu(&current_formspec, client, gamedef, texture_src,
2775                         device, fs_src, txt_dst, client);
2776
2777         InventoryLocation inventoryloc;
2778         inventoryloc.setCurrentPlayer();
2779         current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2780 }
2781
2782
2783 void Game::openConsole()
2784 {
2785         if (!gui_chat_console->isOpenInhibited()) {
2786                 // Open up to over half of the screen
2787                 gui_chat_console->openConsole(0.6);
2788                 guienv->setFocus(gui_chat_console);
2789         }
2790 }
2791
2792
2793 void Game::toggleFreeMove(float *statustext_time)
2794 {
2795         static const wchar_t *msg[] = { L"free_move disabled", L"free_move enabled" };
2796
2797         bool free_move = !g_settings->getBool("free_move");
2798         g_settings->set("free_move", bool_to_cstr(free_move));
2799
2800         *statustext_time = 0;
2801         statustext = msg[free_move];
2802         if (free_move && !client->checkPrivilege("fly"))
2803                 statustext += L" (note: no 'fly' privilege)";
2804 }
2805
2806
2807 void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
2808 {
2809         if (m_cache_doubletap_jump && *jump_timer < 0.2f)
2810                 toggleFreeMove(statustext_time);
2811 }
2812
2813
2814 void Game::toggleFast(float *statustext_time)
2815 {
2816         static const wchar_t *msg[] = { L"fast_move disabled", L"fast_move enabled" };
2817         bool fast_move = !g_settings->getBool("fast_move");
2818         g_settings->set("fast_move", bool_to_cstr(fast_move));
2819
2820         *statustext_time = 0;
2821         statustext = msg[fast_move];
2822
2823         bool has_fast_privs = client->checkPrivilege("fast");
2824
2825         if (fast_move && !has_fast_privs)
2826                 statustext += L" (note: no 'fast' privilege)";
2827
2828 #ifdef __ANDROID__
2829         m_cache_hold_aux1 = fast_move && has_fast_privs;
2830 #endif
2831 }
2832
2833
2834 void Game::toggleNoClip(float *statustext_time)
2835 {
2836         static const wchar_t *msg[] = { L"noclip disabled", L"noclip enabled" };
2837         bool noclip = !g_settings->getBool("noclip");
2838         g_settings->set("noclip", bool_to_cstr(noclip));
2839
2840         *statustext_time = 0;
2841         statustext = msg[noclip];
2842
2843         if (noclip && !client->checkPrivilege("noclip"))
2844                 statustext += L" (note: no 'noclip' privilege)";
2845 }
2846
2847 void Game::toggleCinematic(float *statustext_time)
2848 {
2849         static const wchar_t *msg[] = { L"cinematic disabled", L"cinematic enabled" };
2850         bool cinematic = !g_settings->getBool("cinematic");
2851         g_settings->set("cinematic", bool_to_cstr(cinematic));
2852
2853         *statustext_time = 0;
2854         statustext = msg[cinematic];
2855 }
2856
2857 // Add WoW-style autorun by toggling continuous forward.
2858 void Game::toggleAutorun(float *statustext_time)
2859 {
2860         static const wchar_t *msg[] = { L"autorun disabled", L"autorun enabled" };
2861         bool autorun_enabled = !g_settings->getBool("continuous_forward");
2862         g_settings->set("continuous_forward", bool_to_cstr(autorun_enabled));
2863
2864         *statustext_time = 0;
2865         statustext = msg[autorun_enabled ? 1 : 0];
2866 }
2867
2868 void Game::toggleChat(float *statustext_time, bool *flag)
2869 {
2870         static const wchar_t *msg[] = { L"Chat hidden", L"Chat shown" };
2871
2872         *flag = !*flag;
2873         *statustext_time = 0;
2874         statustext = msg[*flag];
2875 }
2876
2877
2878 void Game::toggleHud(float *statustext_time, bool *flag)
2879 {
2880         static const wchar_t *msg[] = { L"HUD hidden", L"HUD shown" };
2881
2882         *flag = !*flag;
2883         *statustext_time = 0;
2884         statustext = msg[*flag];
2885         if (g_settings->getBool("enable_node_highlighting"))
2886                 client->setHighlighted(client->getHighlighted(), *flag);
2887 }
2888
2889 void Game::toggleMinimap(float *statustext_time, bool *flag,
2890         bool show_hud, bool shift_pressed)
2891 {
2892         if (!show_hud || !g_settings->getBool("enable_minimap"))
2893                 return;
2894
2895         if (shift_pressed) {
2896                 mapper->toggleMinimapShape();
2897                 return;
2898         }
2899
2900         u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2901
2902         MinimapMode mode = MINIMAP_MODE_OFF;
2903         if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
2904                 mode = mapper->getMinimapMode();
2905                 mode = (MinimapMode)((int)mode + 1);
2906         }
2907
2908         *flag = true;
2909         switch (mode) {
2910                 case MINIMAP_MODE_SURFACEx1:
2911                         statustext = L"Minimap in surface mode, Zoom x1";
2912                         break;
2913                 case MINIMAP_MODE_SURFACEx2:
2914                         statustext = L"Minimap in surface mode, Zoom x2";
2915                         break;
2916                 case MINIMAP_MODE_SURFACEx4:
2917                         statustext = L"Minimap in surface mode, Zoom x4";
2918                         break;
2919                 case MINIMAP_MODE_RADARx1:
2920                         statustext = L"Minimap in radar mode, Zoom x1";
2921                         break;
2922                 case MINIMAP_MODE_RADARx2:
2923                         statustext = L"Minimap in radar mode, Zoom x2";
2924                         break;
2925                 case MINIMAP_MODE_RADARx4:
2926                         statustext = L"Minimap in radar mode, Zoom x4";
2927                         break;
2928                 default:
2929                         mode = MINIMAP_MODE_OFF;
2930                         *flag = false;
2931                         statustext = (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ?
2932                                 L"Minimap hidden" : L"Minimap disabled by server";
2933         }
2934
2935         *statustext_time = 0;
2936         mapper->setMinimapMode(mode);
2937 }
2938
2939 void Game::toggleFog(float *statustext_time, bool *flag)
2940 {
2941         static const wchar_t *msg[] = { L"Fog enabled", L"Fog disabled" };
2942
2943         *flag = !*flag;
2944         *statustext_time = 0;
2945         statustext = msg[*flag];
2946 }
2947
2948
2949 void Game::toggleDebug(float *statustext_time, bool *show_debug,
2950                 bool *show_profiler_graph)
2951 {
2952         // Initial / 3x toggle: Chat only
2953         // 1x toggle: Debug text with chat
2954         // 2x toggle: Debug text with profiler graph
2955         if (!*show_debug) {
2956                 *show_debug = true;
2957                 *show_profiler_graph = false;
2958                 statustext = L"Debug info shown";
2959         } else if (*show_profiler_graph) {
2960                 *show_debug = false;
2961                 *show_profiler_graph = false;
2962                 statustext = L"Debug info and profiler graph hidden";
2963         } else {
2964                 *show_profiler_graph = true;
2965                 statustext = L"Profiler graph shown";
2966         }
2967         *statustext_time = 0;
2968 }
2969
2970
2971 void Game::toggleUpdateCamera(float *statustext_time, bool *flag)
2972 {
2973         static const wchar_t *msg[] = {
2974                 L"Camera update enabled",
2975                 L"Camera update disabled"
2976         };
2977
2978         *flag = !*flag;
2979         *statustext_time = 0;
2980         statustext = msg[*flag];
2981 }
2982
2983
2984 void Game::toggleProfiler(float *statustext_time, u32 *profiler_current_page,
2985                 u32 profiler_max_page)
2986 {
2987         *profiler_current_page = (*profiler_current_page + 1) % (profiler_max_page + 1);
2988
2989         // FIXME: This updates the profiler with incomplete values
2990         update_profiler_gui(guitext_profiler, g_fontengine, *profiler_current_page,
2991                         profiler_max_page, driver->getScreenSize().Height);
2992
2993         if (*profiler_current_page != 0) {
2994                 std::wstringstream sstr;
2995                 sstr << "Profiler shown (page " << *profiler_current_page
2996                      << " of " << profiler_max_page << ")";
2997                 statustext = sstr.str();
2998         } else {
2999                 statustext = L"Profiler hidden";
3000         }
3001         *statustext_time = 0;
3002 }
3003
3004
3005 void Game::increaseViewRange(float *statustext_time)
3006 {
3007         s16 range = g_settings->getS16("viewing_range_nodes_min");
3008         s16 range_new = range + 10;
3009         g_settings->set("viewing_range_nodes_min", itos(range_new));
3010         statustext = utf8_to_wide("Minimum viewing range changed to "
3011                         + itos(range_new));
3012         *statustext_time = 0;
3013 }
3014
3015
3016 void Game::decreaseViewRange(float *statustext_time)
3017 {
3018         s16 range = g_settings->getS16("viewing_range_nodes_min");
3019         s16 range_new = range - 10;
3020
3021         if (range_new < 0)
3022                 range_new = range;
3023
3024         g_settings->set("viewing_range_nodes_min", itos(range_new));
3025         statustext = utf8_to_wide("Minimum viewing range changed to "
3026                         + itos(range_new));
3027         *statustext_time = 0;
3028 }
3029
3030
3031 void Game::toggleFullViewRange(float *statustext_time)
3032 {
3033         static const wchar_t *msg[] = {
3034                 L"Disabled full viewing range",
3035                 L"Enabled full viewing range"
3036         };
3037
3038         draw_control->range_all = !draw_control->range_all;
3039         infostream << msg[draw_control->range_all] << std::endl;
3040         statustext = msg[draw_control->range_all];
3041         *statustext_time = 0;
3042 }
3043
3044
3045 void Game::updateCameraDirection(CameraOrientation *cam,
3046                 VolatileRunFlags *flags)
3047 {
3048         if ((device->isWindowActive() && noMenuActive()) || random_input) {
3049
3050 #ifndef __ANDROID__
3051                 if (!random_input) {
3052                         // Mac OSX gets upset if this is set every frame
3053                         if (device->getCursorControl()->isVisible())
3054                                 device->getCursorControl()->setVisible(false);
3055                 }
3056 #endif
3057
3058                 if (flags->first_loop_after_window_activation)
3059                         flags->first_loop_after_window_activation = false;
3060                 else
3061                         updateCameraOrientation(cam, *flags);
3062
3063                 input->setMousePos((driver->getScreenSize().Width / 2),
3064                                 (driver->getScreenSize().Height / 2));
3065         } else {
3066
3067 #ifndef ANDROID
3068                 // Mac OSX gets upset if this is set every frame
3069                 if (device->getCursorControl()->isVisible() == false)
3070                         device->getCursorControl()->setVisible(true);
3071 #endif
3072
3073                 if (!flags->first_loop_after_window_activation)
3074                         flags->first_loop_after_window_activation = true;
3075
3076         }
3077 }
3078
3079
3080 void Game::updateCameraOrientation(CameraOrientation *cam,
3081                 const VolatileRunFlags &flags)
3082 {
3083 #ifdef HAVE_TOUCHSCREENGUI
3084         if (g_touchscreengui) {
3085                 cam->camera_yaw   = g_touchscreengui->getYaw();
3086                 cam->camera_pitch = g_touchscreengui->getPitch();
3087         } else {
3088 #endif
3089                 s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
3090                 s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
3091
3092                 if (flags.invert_mouse
3093                                 || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
3094                         dy = -dy;
3095                 }
3096
3097                 cam->camera_yaw   -= dx * m_cache_mouse_sensitivity;
3098                 cam->camera_pitch += dy * m_cache_mouse_sensitivity;
3099
3100 #ifdef HAVE_TOUCHSCREENGUI
3101         }
3102 #endif
3103
3104         cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
3105 }
3106
3107
3108 void Game::updatePlayerControl(const CameraOrientation &cam)
3109 {
3110         //TimeTaker tt("update player control", NULL, PRECISION_NANO);
3111
3112         PlayerControl control(
3113                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]),
3114                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]),
3115                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]),
3116                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]),
3117                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]),
3118                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]),
3119                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]),
3120                 input->getLeftState(),
3121                 input->getRightState(),
3122                 cam.camera_pitch,
3123                 cam.camera_yaw
3124         );
3125
3126         u32 keypress_bits =
3127                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD])  & 0x1) << 0) |
3128                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]) & 0x1) << 1) |
3129                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT])     & 0x1) << 2) |
3130                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT])    & 0x1) << 3) |
3131                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP])     & 0x1) << 4) |
3132                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]) & 0x1) << 5) |
3133                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK])    & 0x1) << 6) |
3134                         ( (u32)(input->getLeftState()                                        & 0x1) << 7) |
3135                         ( (u32)(input->getRightState()                                       & 0x1) << 8
3136                 );
3137
3138 #ifdef ANDROID
3139         /* For Android, simulate holding down AUX1 (fast move) if the user has
3140          * the fast_move setting toggled on. If there is an aux1 key defined for
3141          * Android then its meaning is inverted (i.e. holding aux1 means walk and
3142          * not fast)
3143          */
3144         if (m_cache_hold_aux1) {
3145                 control.aux1 = control.aux1 ^ true;
3146                 keypress_bits ^= ((u32)(1U << 5));
3147         }
3148 #endif
3149
3150         client->setPlayerControl(control);
3151         LocalPlayer *player = client->getEnv().getLocalPlayer();
3152         player->keyPressed = keypress_bits;
3153
3154         //tt.stop();
3155 }
3156
3157
3158 inline void Game::step(f32 *dtime)
3159 {
3160         bool can_be_and_is_paused =
3161                         (simple_singleplayer_mode && g_menumgr.pausesGame());
3162
3163         if (can_be_and_is_paused) {     // This is for a singleplayer server
3164                 *dtime = 0;             // No time passes
3165         } else {
3166                 if (server != NULL) {
3167                         //TimeTaker timer("server->step(dtime)");
3168                         server->step(*dtime);
3169                 }
3170
3171                 //TimeTaker timer("client.step(dtime)");
3172                 client->step(*dtime);
3173         }
3174 }
3175
3176
3177 void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
3178 {
3179         ClientEvent event = client->getClientEvent();
3180
3181         LocalPlayer *player = client->getEnv().getLocalPlayer();
3182
3183         for ( ; event.type != CE_NONE; event = client->getClientEvent()) {
3184
3185                 if (event.type == CE_PLAYER_DAMAGE &&
3186                                 client->getHP() != 0) {
3187                         //u16 damage = event.player_damage.amount;
3188                         //infostream<<"Player damage: "<<damage<<std::endl;
3189
3190                         *damage_flash += 100.0;
3191                         *damage_flash += 8.0 * event.player_damage.amount;
3192
3193                         player->hurt_tilt_timer = 1.5;
3194                         player->hurt_tilt_strength = event.player_damage.amount / 4;
3195                         player->hurt_tilt_strength = rangelim(player->hurt_tilt_strength, 1.0, 4.0);
3196
3197                         MtEvent *e = new SimpleTriggerEvent("PlayerDamage");
3198                         gamedef->event()->put(e);
3199                 } else if (event.type == CE_PLAYER_FORCE_MOVE) {
3200                         cam->camera_yaw = event.player_force_move.yaw;
3201                         cam->camera_pitch = event.player_force_move.pitch;
3202                 } else if (event.type == CE_DEATHSCREEN) {
3203                         show_deathscreen(&current_formspec, client, gamedef, texture_src,
3204                                          device, client);
3205
3206                         chat_backend->addMessage(L"", L"You died.");
3207
3208                         /* Handle visualization */
3209                         *damage_flash = 0;
3210                         player->hurt_tilt_timer = 0;
3211                         player->hurt_tilt_strength = 0;
3212
3213                 } else if (event.type == CE_SHOW_FORMSPEC) {
3214                         FormspecFormSource *fs_src =
3215                                 new FormspecFormSource(*(event.show_formspec.formspec));
3216                         TextDestPlayerInventory *txt_dst =
3217                                 new TextDestPlayerInventory(client, *(event.show_formspec.formname));
3218
3219                         create_formspec_menu(&current_formspec, client, gamedef,
3220                                              texture_src, device, fs_src, txt_dst, client);
3221
3222                         delete(event.show_formspec.formspec);
3223                         delete(event.show_formspec.formname);
3224                 } else if ((event.type == CE_SPAWN_PARTICLE) ||
3225                                 (event.type == CE_ADD_PARTICLESPAWNER) ||
3226                                 (event.type == CE_DELETE_PARTICLESPAWNER)) {
3227                         client->getParticleManager()->handleParticleEvent(&event, gamedef,
3228                                         smgr, player);
3229                 } else if (event.type == CE_HUDADD) {
3230                         u32 id = event.hudadd.id;
3231
3232                         LocalPlayer *player = client->getEnv().getLocalPlayer();
3233                         HudElement *e = player->getHud(id);
3234
3235                         if (e != NULL) {
3236                                 delete event.hudadd.pos;
3237                                 delete event.hudadd.name;
3238                                 delete event.hudadd.scale;
3239                                 delete event.hudadd.text;
3240                                 delete event.hudadd.align;
3241                                 delete event.hudadd.offset;
3242                                 delete event.hudadd.world_pos;
3243                                 delete event.hudadd.size;
3244                                 continue;
3245                         }
3246
3247                         e = new HudElement;
3248                         e->type   = (HudElementType)event.hudadd.type;
3249                         e->pos    = *event.hudadd.pos;
3250                         e->name   = *event.hudadd.name;
3251                         e->scale  = *event.hudadd.scale;
3252                         e->text   = *event.hudadd.text;
3253                         e->number = event.hudadd.number;
3254                         e->item   = event.hudadd.item;
3255                         e->dir    = event.hudadd.dir;
3256                         e->align  = *event.hudadd.align;
3257                         e->offset = *event.hudadd.offset;
3258                         e->world_pos = *event.hudadd.world_pos;
3259                         e->size = *event.hudadd.size;
3260
3261                         u32 new_id = player->addHud(e);
3262                         //if this isn't true our huds aren't consistent
3263                         sanity_check(new_id == id);
3264
3265                         delete event.hudadd.pos;
3266                         delete event.hudadd.name;
3267                         delete event.hudadd.scale;
3268                         delete event.hudadd.text;
3269                         delete event.hudadd.align;
3270                         delete event.hudadd.offset;
3271                         delete event.hudadd.world_pos;
3272                         delete event.hudadd.size;
3273                 } else if (event.type == CE_HUDRM) {
3274                         HudElement *e = player->removeHud(event.hudrm.id);
3275
3276                         if (e != NULL)
3277                                 delete(e);
3278                 } else if (event.type == CE_HUDCHANGE) {
3279                         u32 id = event.hudchange.id;
3280                         HudElement *e = player->getHud(id);
3281
3282                         if (e == NULL) {
3283                                 delete event.hudchange.v3fdata;
3284                                 delete event.hudchange.v2fdata;
3285                                 delete event.hudchange.sdata;
3286                                 delete event.hudchange.v2s32data;
3287                                 continue;
3288                         }
3289
3290                         switch (event.hudchange.stat) {
3291                         case HUD_STAT_POS:
3292                                 e->pos = *event.hudchange.v2fdata;
3293                                 break;
3294
3295                         case HUD_STAT_NAME:
3296                                 e->name = *event.hudchange.sdata;
3297                                 break;
3298
3299                         case HUD_STAT_SCALE:
3300                                 e->scale = *event.hudchange.v2fdata;
3301                                 break;
3302
3303                         case HUD_STAT_TEXT:
3304                                 e->text = *event.hudchange.sdata;
3305                                 break;
3306
3307                         case HUD_STAT_NUMBER:
3308                                 e->number = event.hudchange.data;
3309                                 break;
3310
3311                         case HUD_STAT_ITEM:
3312                                 e->item = event.hudchange.data;
3313                                 break;
3314
3315                         case HUD_STAT_DIR:
3316                                 e->dir = event.hudchange.data;
3317                                 break;
3318
3319                         case HUD_STAT_ALIGN:
3320                                 e->align = *event.hudchange.v2fdata;
3321                                 break;
3322
3323                         case HUD_STAT_OFFSET:
3324                                 e->offset = *event.hudchange.v2fdata;
3325                                 break;
3326
3327                         case HUD_STAT_WORLD_POS:
3328                                 e->world_pos = *event.hudchange.v3fdata;
3329                                 break;
3330
3331                         case HUD_STAT_SIZE:
3332                                 e->size = *event.hudchange.v2s32data;
3333                                 break;
3334                         }
3335
3336                         delete event.hudchange.v3fdata;
3337                         delete event.hudchange.v2fdata;
3338                         delete event.hudchange.sdata;
3339                         delete event.hudchange.v2s32data;
3340                 } else if (event.type == CE_SET_SKY) {
3341                         sky->setVisible(false);
3342
3343                         if (skybox) {
3344                                 skybox->remove();
3345                                 skybox = NULL;
3346                         }
3347
3348                         // Handle according to type
3349                         if (*event.set_sky.type == "regular") {
3350                                 sky->setVisible(true);
3351                         } else if (*event.set_sky.type == "skybox" &&
3352                                         event.set_sky.params->size() == 6) {
3353                                 sky->setFallbackBgColor(*event.set_sky.bgcolor);
3354                                 skybox = smgr->addSkyBoxSceneNode(
3355                                                  texture_src->getTextureForMesh((*event.set_sky.params)[0]),
3356                                                  texture_src->getTextureForMesh((*event.set_sky.params)[1]),
3357                                                  texture_src->getTextureForMesh((*event.set_sky.params)[2]),
3358                                                  texture_src->getTextureForMesh((*event.set_sky.params)[3]),
3359                                                  texture_src->getTextureForMesh((*event.set_sky.params)[4]),
3360                                                  texture_src->getTextureForMesh((*event.set_sky.params)[5]));
3361                         }
3362                         // Handle everything else as plain color
3363                         else {
3364                                 if (*event.set_sky.type != "plain")
3365                                         infostream << "Unknown sky type: "
3366                                                    << (*event.set_sky.type) << std::endl;
3367
3368                                 sky->setFallbackBgColor(*event.set_sky.bgcolor);
3369                         }
3370
3371                         delete event.set_sky.bgcolor;
3372                         delete event.set_sky.type;
3373                         delete event.set_sky.params;
3374                 } else if (event.type == CE_OVERRIDE_DAY_NIGHT_RATIO) {
3375                         bool enable = event.override_day_night_ratio.do_override;
3376                         u32 value = event.override_day_night_ratio.ratio_f * 1000;
3377                         client->getEnv().setDayNightRatioOverride(enable, value);
3378                 }
3379         }
3380 }
3381
3382
3383 void Game::updateCamera(VolatileRunFlags *flags, u32 busy_time,
3384                 f32 dtime, float time_from_last_punch)
3385 {
3386         LocalPlayer *player = client->getEnv().getLocalPlayer();
3387
3388         /*
3389                 For interaction purposes, get info about the held item
3390                 - What item is it?
3391                 - Is it a usable item?
3392                 - Can it point to liquids?
3393         */
3394         ItemStack playeritem;
3395         {
3396                 InventoryList *mlist = local_inventory->getList("main");
3397
3398                 if (mlist && client->getPlayerItem() < mlist->getSize())
3399                         playeritem = mlist->getItem(client->getPlayerItem());
3400         }
3401
3402         ToolCapabilities playeritem_toolcap =
3403                 playeritem.getToolCapabilities(itemdef_manager);
3404
3405         v3s16 old_camera_offset = camera->getOffset();
3406
3407         if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CAMERA_MODE])) {
3408                 GenericCAO *playercao = player->getCAO();
3409
3410                 // If playercao not loaded, don't change camera
3411                 if (playercao == NULL)
3412                         return;
3413
3414                 camera->toggleCameraMode();
3415
3416                 playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3417                 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3418         }
3419
3420         float full_punch_interval = playeritem_toolcap.full_punch_interval;
3421         float tool_reload_ratio = time_from_last_punch / full_punch_interval;
3422
3423         tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3424         camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio,
3425                       client->getEnv());
3426         camera->step(dtime);
3427
3428         v3f camera_position = camera->getPosition();
3429         v3f camera_direction = camera->getDirection();
3430         f32 camera_fov = camera->getFovMax();
3431         v3s16 camera_offset = camera->getOffset();
3432
3433         flags->camera_offset_changed = (camera_offset != old_camera_offset);
3434
3435         if (!flags->disable_camera_update) {
3436                 client->getEnv().getClientMap().updateCamera(camera_position,
3437                                 camera_direction, camera_fov, camera_offset);
3438
3439                 if (flags->camera_offset_changed) {
3440                         client->updateCameraOffset(camera_offset);
3441                         client->getEnv().updateCameraOffset(camera_offset);
3442
3443                         if (clouds)
3444                                 clouds->updateCameraOffset(camera_offset);
3445                 }
3446         }
3447 }
3448
3449
3450 void Game::updateSound(f32 dtime)
3451 {
3452         // Update sound listener
3453         v3s16 camera_offset = camera->getOffset();
3454         sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3455                               v3f(0, 0, 0), // velocity
3456                               camera->getDirection(),
3457                               camera->getCameraNode()->getUpVector());
3458         sound->setListenerGain(g_settings->getFloat("sound_volume"));
3459
3460
3461         //      Update sound maker
3462         soundmaker->step(dtime);
3463
3464         LocalPlayer *player = client->getEnv().getLocalPlayer();
3465
3466         ClientMap &map = client->getEnv().getClientMap();
3467         MapNode n = map.getNodeNoEx(player->getStandingNodePos());
3468         soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3469 }
3470
3471
3472 void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
3473                 GameRunData *runData, f32 dtime, bool show_hud, bool show_debug)
3474 {
3475         LocalPlayer *player = client->getEnv().getLocalPlayer();
3476
3477         ItemStack playeritem;
3478         {
3479                 InventoryList *mlist = local_inventory->getList("main");
3480
3481                 if (mlist && client->getPlayerItem() < mlist->getSize())
3482                         playeritem = mlist->getItem(client->getPlayerItem());
3483         }
3484
3485         const ItemDefinition &playeritem_def =
3486                         playeritem.getDefinition(itemdef_manager);
3487
3488         v3f player_position  = player->getPosition();
3489         v3f camera_position  = camera->getPosition();
3490         v3f camera_direction = camera->getDirection();
3491         v3s16 camera_offset  = camera->getOffset();
3492
3493
3494         /*
3495                 Calculate what block is the crosshair pointing to
3496         */
3497
3498         f32 d = playeritem_def.range; // max. distance
3499         f32 d_hand = itemdef_manager->get("").range;
3500
3501         if (d < 0 && d_hand >= 0)
3502                 d = d_hand;
3503         else if (d < 0)
3504                 d = 4.0;
3505
3506         core::line3d<f32> shootline;
3507
3508         if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
3509
3510                 shootline = core::line3d<f32>(camera_position,
3511                                                 camera_position + camera_direction * BS * (d + 1));
3512
3513         } else {
3514             // prevent player pointing anything in front-view
3515                 if (camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT)
3516                         shootline = core::line3d<f32>(0, 0, 0, 0, 0, 0);
3517         }
3518
3519 #ifdef HAVE_TOUCHSCREENGUI
3520
3521         if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3522                 shootline = g_touchscreengui->getShootline();
3523                 shootline.start += intToFloat(camera_offset, BS);
3524                 shootline.end += intToFloat(camera_offset, BS);
3525         }
3526
3527 #endif
3528
3529         PointedThing pointed = getPointedThing(
3530                         // input
3531                         client, player_position, camera_direction,
3532                         camera_position, shootline, d,
3533                         playeritem_def.liquids_pointable,
3534                         !runData->ldown_for_dig,
3535                         camera_offset,
3536                         // output
3537                         highlight_boxes,
3538                         runData->selected_object);
3539
3540         if (pointed != runData->pointed_old) {
3541                 infostream << "Pointing at " << pointed.dump() << std::endl;
3542
3543                 if (m_cache_enable_node_highlighting) {
3544                         if (pointed.type == POINTEDTHING_NODE) {
3545                                 client->setHighlighted(pointed.node_undersurface, show_hud);
3546                         } else {
3547                                 client->setHighlighted(pointed.node_undersurface, false);
3548                         }
3549                 }
3550         }
3551
3552         /*
3553                 Stop digging when
3554                 - releasing left mouse button
3555                 - pointing away from node
3556         */
3557         if (runData->digging) {
3558                 if (input->getLeftReleased()) {
3559                         infostream << "Left button released"
3560                                    << " (stopped digging)" << std::endl;
3561                         runData->digging = false;
3562                 } else if (pointed != runData->pointed_old) {
3563                         if (pointed.type == POINTEDTHING_NODE
3564                                         && runData->pointed_old.type == POINTEDTHING_NODE
3565                                         && pointed.node_undersurface
3566                                                         == runData->pointed_old.node_undersurface) {
3567                                 // Still pointing to the same node, but a different face.
3568                                 // Don't reset.
3569                         } else {
3570                                 infostream << "Pointing away from node"
3571                                            << " (stopped digging)" << std::endl;
3572                                 runData->digging = false;
3573                         }
3574                 }
3575
3576                 if (!runData->digging) {
3577                         client->interact(1, runData->pointed_old);
3578                         client->setCrack(-1, v3s16(0, 0, 0));
3579                         runData->dig_time = 0.0;
3580                 }
3581         }
3582
3583         if (!runData->digging && runData->ldown_for_dig && !input->getLeftState()) {
3584                 runData->ldown_for_dig = false;
3585         }
3586
3587         runData->left_punch = false;
3588
3589         soundmaker->m_player_leftpunch_sound.name = "";
3590
3591         if (input->getRightState())
3592                 runData->repeat_rightclick_timer += dtime;
3593         else
3594                 runData->repeat_rightclick_timer = 0;
3595
3596         if (playeritem_def.usable && input->getLeftState()) {
3597                 if (input->getLeftClicked())
3598                         client->interact(4, pointed);
3599         } else if (pointed.type == POINTEDTHING_NODE) {
3600                 ToolCapabilities playeritem_toolcap =
3601                                 playeritem.getToolCapabilities(itemdef_manager);
3602                 handlePointingAtNode(runData, pointed, playeritem_def,
3603                                 playeritem_toolcap, dtime);
3604         } else if (pointed.type == POINTEDTHING_OBJECT) {
3605                 handlePointingAtObject(runData, pointed, playeritem,
3606                                 player_position, show_debug);
3607         } else if (input->getLeftState()) {
3608                 // When button is held down in air, show continuous animation
3609                 runData->left_punch = true;
3610         } else if (input->getRightClicked()) {
3611                 handlePointingAtNothing(runData, playeritem);
3612         }
3613
3614         runData->pointed_old = pointed;
3615
3616         if (runData->left_punch || input->getLeftClicked())
3617                 camera->setDigging(0); // left click animation
3618
3619         input->resetLeftClicked();
3620         input->resetRightClicked();
3621
3622         input->resetLeftReleased();
3623         input->resetRightReleased();
3624 }
3625
3626
3627 void Game::handlePointingAtNothing(GameRunData *runData, const ItemStack &playerItem)
3628 {
3629         infostream << "Right Clicked in Air" << std::endl;
3630         PointedThing fauxPointed;
3631         fauxPointed.type = POINTEDTHING_NOTHING;
3632         client->interact(5, fauxPointed);
3633 }
3634
3635
3636 void Game::handlePointingAtNode(GameRunData *runData,
3637                 const PointedThing &pointed, const ItemDefinition &playeritem_def,
3638                 const ToolCapabilities &playeritem_toolcap, f32 dtime)
3639 {
3640         v3s16 nodepos = pointed.node_undersurface;
3641         v3s16 neighbourpos = pointed.node_abovesurface;
3642
3643         /*
3644                 Check information text of node
3645         */
3646
3647         ClientMap &map = client->getEnv().getClientMap();
3648         NodeMetadata *meta = map.getNodeMetadata(nodepos);
3649
3650         if (meta) {
3651                 infotext = utf8_to_wide(meta->getString("infotext"));
3652         } else {
3653                 MapNode n = map.getNodeNoEx(nodepos);
3654
3655                 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3656                         infotext = L"Unknown node: ";
3657                         infotext += utf8_to_wide(nodedef_manager->get(n).name);
3658                 }
3659         }
3660
3661         if (runData->nodig_delay_timer <= 0.0 && input->getLeftState()
3662                         && client->checkPrivilege("interact")) {
3663                 handleDigging(runData, pointed, nodepos, playeritem_toolcap, dtime);
3664         }
3665
3666         if ((input->getRightClicked() ||
3667                         runData->repeat_rightclick_timer >= m_repeat_right_click_time) &&
3668                         client->checkPrivilege("interact")) {
3669                 runData->repeat_rightclick_timer = 0;
3670                 infostream << "Ground right-clicked" << std::endl;
3671
3672                 if (meta && meta->getString("formspec") != "" && !random_input
3673                                 && !input->isKeyDown(getKeySetting("keymap_sneak"))) {
3674                         infostream << "Launching custom inventory view" << std::endl;
3675
3676                         InventoryLocation inventoryloc;
3677                         inventoryloc.setNodeMeta(nodepos);
3678
3679                         NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3680                                 &client->getEnv().getClientMap(), nodepos);
3681                         TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3682
3683                         create_formspec_menu(&current_formspec, client, gamedef,
3684                                              texture_src, device, fs_src, txt_dst, client);
3685
3686                         current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3687                 } else {
3688                         // Report right click to server
3689
3690                         camera->setDigging(1);  // right click animation (always shown for feedback)
3691
3692                         // If the wielded item has node placement prediction,
3693                         // make that happen
3694                         bool placed = nodePlacementPrediction(*client,
3695                                         playeritem_def,
3696                                         nodepos, neighbourpos);
3697
3698                         if (placed) {
3699                                 // Report to server
3700                                 client->interact(3, pointed);
3701                                 // Read the sound
3702                                 soundmaker->m_player_rightpunch_sound =
3703                                                 playeritem_def.sound_place;
3704                         } else {
3705                                 soundmaker->m_player_rightpunch_sound =
3706                                                 SimpleSoundSpec();
3707
3708                                 if (playeritem_def.node_placement_prediction == "" ||
3709                                                 nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
3710                                         client->interact(3, pointed); // Report to server
3711                                 } else {
3712                                         soundmaker->m_player_rightpunch_sound =
3713                                                 playeritem_def.sound_place_failed;
3714                                 }
3715                         }
3716                 }
3717         }
3718 }
3719
3720
3721 void Game::handlePointingAtObject(GameRunData *runData,
3722                 const PointedThing &pointed,
3723                 const ItemStack &playeritem,
3724                 const v3f &player_position,
3725                 bool show_debug)
3726 {
3727         infotext = utf8_to_wide(runData->selected_object->infoText());
3728
3729         if (infotext == L"" && show_debug) {
3730                 infotext = utf8_to_wide(runData->selected_object->debugInfoText());
3731         }
3732
3733         if (input->getLeftState()) {
3734                 bool do_punch = false;
3735                 bool do_punch_damage = false;
3736
3737                 if (runData->object_hit_delay_timer <= 0.0) {
3738                         do_punch = true;
3739                         do_punch_damage = true;
3740                         runData->object_hit_delay_timer = object_hit_delay;
3741                 }
3742
3743                 if (input->getLeftClicked())
3744                         do_punch = true;
3745
3746                 if (do_punch) {
3747                         infostream << "Left-clicked object" << std::endl;
3748                         runData->left_punch = true;
3749                 }
3750
3751                 if (do_punch_damage) {
3752                         // Report direct punch
3753                         v3f objpos = runData->selected_object->getPosition();
3754                         v3f dir = (objpos - player_position).normalize();
3755
3756                         bool disable_send = runData->selected_object->directReportPunch(
3757                                         dir, &playeritem, runData->time_from_last_punch);
3758                         runData->time_from_last_punch = 0;
3759
3760                         if (!disable_send)
3761                                 client->interact(0, pointed);
3762                 }
3763         } else if (input->getRightClicked()) {
3764                 infostream << "Right-clicked object" << std::endl;
3765                 client->interact(3, pointed);  // place
3766         }
3767 }
3768
3769
3770 void Game::handleDigging(GameRunData *runData,
3771                 const PointedThing &pointed, const v3s16 &nodepos,
3772                 const ToolCapabilities &playeritem_toolcap, f32 dtime)
3773 {
3774         if (!runData->digging) {
3775                 infostream << "Started digging" << std::endl;
3776                 client->interact(0, pointed);
3777                 runData->digging = true;
3778                 runData->ldown_for_dig = true;
3779         }
3780
3781         LocalPlayer *player = client->getEnv().getLocalPlayer();
3782         ClientMap &map = client->getEnv().getClientMap();
3783         MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
3784
3785         // NOTE: Similar piece of code exists on the server side for
3786         // cheat detection.
3787         // Get digging parameters
3788         DigParams params = getDigParams(nodedef_manager->get(n).groups,
3789                         &playeritem_toolcap);
3790
3791         // If can't dig, try hand
3792         if (!params.diggable) {
3793                 const ItemDefinition &hand = itemdef_manager->get("");
3794                 const ToolCapabilities *tp = hand.tool_capabilities;
3795
3796                 if (tp)
3797                         params = getDigParams(nodedef_manager->get(n).groups, tp);
3798         }
3799
3800         if (params.diggable == false) {
3801                 // I guess nobody will wait for this long
3802                 runData->dig_time_complete = 10000000.0;
3803         } else {
3804                 runData->dig_time_complete = params.time;
3805
3806                 if (m_cache_enable_particles) {
3807                         const ContentFeatures &features =
3808                                         client->getNodeDefManager()->get(n);
3809                         client->getParticleManager()->addPunchingParticles(gamedef, smgr,
3810                                         player, nodepos, features.tiles);
3811                 }
3812         }
3813
3814         if (runData->dig_time_complete >= 0.001) {
3815                 runData->dig_index = (float)crack_animation_length
3816                                 * runData->dig_time
3817                                 / runData->dig_time_complete;
3818         } else {
3819                 // This is for torches
3820                 runData->dig_index = crack_animation_length;
3821         }
3822
3823         SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3824
3825         if (sound_dig.exists() && params.diggable) {
3826                 if (sound_dig.name == "__group") {
3827                         if (params.main_group != "") {
3828                                 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3829                                 soundmaker->m_player_leftpunch_sound.name =
3830                                                 std::string("default_dig_") +
3831                                                 params.main_group;
3832                         }
3833                 } else {
3834                         soundmaker->m_player_leftpunch_sound = sound_dig;
3835                 }
3836         }
3837
3838         // Don't show cracks if not diggable
3839         if (runData->dig_time_complete >= 100000.0) {
3840         } else if (runData->dig_index < crack_animation_length) {
3841                 //TimeTaker timer("client.setTempMod");
3842                 //infostream<<"dig_index="<<dig_index<<std::endl;
3843                 client->setCrack(runData->dig_index, nodepos);
3844         } else {
3845                 infostream << "Digging completed" << std::endl;
3846                 client->interact(2, pointed);
3847                 client->setCrack(-1, v3s16(0, 0, 0));
3848                 bool is_valid_position;
3849                 MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
3850                 if (is_valid_position)
3851                         client->removeNode(nodepos);
3852
3853                 if (m_cache_enable_particles) {
3854                         const ContentFeatures &features =
3855                                 client->getNodeDefManager()->get(wasnode);
3856                         client->getParticleManager()->addDiggingParticles(gamedef, smgr,
3857                                         player, nodepos, features.tiles);
3858                 }
3859
3860                 runData->dig_time = 0;
3861                 runData->digging = false;
3862
3863                 runData->nodig_delay_timer =
3864                                 runData->dig_time_complete / (float)crack_animation_length;
3865
3866                 // We don't want a corresponding delay to
3867                 // very time consuming nodes
3868                 if (runData->nodig_delay_timer > 0.3)
3869                         runData->nodig_delay_timer = 0.3;
3870
3871                 // We want a slight delay to very little
3872                 // time consuming nodes
3873                 const float mindelay = 0.15;
3874
3875                 if (runData->nodig_delay_timer < mindelay)
3876                         runData->nodig_delay_timer = mindelay;
3877
3878                 // Send event to trigger sound
3879                 MtEvent *e = new NodeDugEvent(nodepos, wasnode);
3880                 gamedef->event()->put(e);
3881         }
3882
3883         if (runData->dig_time_complete < 100000.0) {
3884                 runData->dig_time += dtime;
3885         } else {
3886                 runData->dig_time = 0;
3887                 client->setCrack(-1, nodepos);
3888         }
3889
3890         camera->setDigging(0);  // left click animation
3891 }
3892
3893
3894 void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
3895                 ProfilerGraph *graph, RunStats *stats, GameRunData *runData,
3896                 f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam)
3897 {
3898         LocalPlayer *player = client->getEnv().getLocalPlayer();
3899
3900         /*
3901                 Fog range
3902         */
3903
3904         if (draw_control->range_all) {
3905                 runData->fog_range = 100000 * BS;
3906         } else {
3907                 runData->fog_range = draw_control->wanted_range * BS
3908                                 + 0.0 * MAP_BLOCKSIZE * BS;
3909                 runData->fog_range = MYMIN(
3910                                 runData->fog_range,
3911                                 (draw_control->farthest_drawn + 20) * BS);
3912                 runData->fog_range *= 0.9;
3913         }
3914
3915         /*
3916                 Calculate general brightness
3917         */
3918         u32 daynight_ratio = client->getEnv().getDayNightRatio();
3919         float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3920         float direct_brightness;
3921         bool sunlight_seen;
3922
3923         if (g_settings->getBool("free_move")) {
3924                 direct_brightness = time_brightness;
3925                 sunlight_seen = true;
3926         } else {
3927                 ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
3928                 float old_brightness = sky->getBrightness();
3929                 direct_brightness = client->getEnv().getClientMap()
3930                                 .getBackgroundBrightness(MYMIN(runData->fog_range * 1.2, 60 * BS),
3931                                         daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3932                                     / 255.0;
3933         }
3934
3935         float time_of_day = runData->time_of_day;
3936         float time_of_day_smooth = runData->time_of_day_smooth;
3937
3938         time_of_day = client->getEnv().getTimeOfDayF();
3939
3940         const float maxsm = 0.05;
3941         const float todsm = 0.05;
3942
3943         if (fabs(time_of_day - time_of_day_smooth) > maxsm &&
3944                         fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3945                         fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3946                 time_of_day_smooth = time_of_day;
3947
3948         if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3949                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3950                                 + (time_of_day + 1.0) * todsm;
3951         else
3952                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3953                                 + time_of_day * todsm;
3954
3955         runData->time_of_day = time_of_day;
3956         runData->time_of_day_smooth = time_of_day_smooth;
3957
3958         sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3959                         sunlight_seen, camera->getCameraMode(), player->getYaw(),
3960                         player->getPitch());
3961
3962         /*
3963                 Update clouds
3964         */
3965         if (clouds) {
3966                 v3f player_position = player->getPosition();
3967                 if (sky->getCloudsVisible()) {
3968                         clouds->setVisible(true);
3969                         clouds->step(dtime);
3970                         clouds->update(v2f(player_position.X, player_position.Z),
3971                                        sky->getCloudColor());
3972                 } else {
3973                         clouds->setVisible(false);
3974                 }
3975         }
3976
3977         /*
3978                 Update particles
3979         */
3980         client->getParticleManager()->step(dtime);
3981
3982         /*
3983                 Fog
3984         */
3985
3986         if (m_cache_enable_fog && !flags.force_fog_off) {
3987                 driver->setFog(
3988                                 sky->getBgColor(),
3989                                 video::EFT_FOG_LINEAR,
3990                                 runData->fog_range * 0.4,
3991                                 runData->fog_range * 1.0,
3992                                 0.01,
3993                                 false, // pixel fog
3994                                 false // range fog
3995                 );
3996         } else {
3997                 driver->setFog(
3998                                 sky->getBgColor(),
3999                                 video::EFT_FOG_LINEAR,
4000                                 100000 * BS,
4001                                 110000 * BS,
4002                                 0.01,
4003                                 false, // pixel fog
4004                                 false // range fog
4005                 );
4006         }
4007
4008         /*
4009                 Get chat messages from client
4010         */
4011
4012         v2u32 screensize = driver->getScreenSize();
4013
4014         updateChat(*client, dtime, flags.show_debug, screensize,
4015                         flags.show_chat, runData->profiler_current_page,
4016                         *chat_backend, guitext_chat);
4017
4018         /*
4019                 Inventory
4020         */
4021
4022         if (client->getPlayerItem() != runData->new_playeritem)
4023                 client->selectPlayerItem(runData->new_playeritem);
4024
4025         // Update local inventory if it has changed
4026         if (client->getLocalInventoryUpdated()) {
4027                 //infostream<<"Updating local inventory"<<std::endl;
4028                 client->getLocalInventory(*local_inventory);
4029                 runData->update_wielded_item_trigger = true;
4030         }
4031
4032         if (runData->update_wielded_item_trigger) {
4033                 // Update wielded tool
4034                 InventoryList *mlist = local_inventory->getList("main");
4035
4036                 if (mlist && (client->getPlayerItem() < mlist->getSize())) {
4037                         ItemStack item = mlist->getItem(client->getPlayerItem());
4038                         camera->wield(item);
4039                 }
4040                 runData->update_wielded_item_trigger = false;
4041         }
4042
4043         /*
4044                 Update block draw list every 200ms or when camera direction has
4045                 changed much
4046         */
4047         runData->update_draw_list_timer += dtime;
4048
4049         v3f camera_direction = camera->getDirection();
4050         if (runData->update_draw_list_timer >= 0.2
4051                         || runData->update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4052                         || flags.camera_offset_changed) {
4053                 runData->update_draw_list_timer = 0;
4054                 client->getEnv().getClientMap().updateDrawList(driver);
4055                 runData->update_draw_list_last_cam_dir = camera_direction;
4056         }
4057
4058         updateGui(&runData->statustext_time, *stats, *runData, dtime, flags, cam);
4059
4060         /*
4061            make sure menu is on top
4062            1. Delete formspec menu reference if menu was removed
4063            2. Else, make sure formspec menu is on top
4064         */
4065         if (current_formspec) {
4066                 if (current_formspec->getReferenceCount() == 1) {
4067                         current_formspec->drop();
4068                         current_formspec = NULL;
4069                 } else if (!noMenuActive()) {
4070                         guiroot->bringToFront(current_formspec);
4071                 }
4072         }
4073
4074         /*
4075                 Drawing begins
4076         */
4077
4078         video::SColor skycolor = sky->getSkyColor();
4079
4080         TimeTaker tt_draw("mainloop: draw");
4081         {
4082                 TimeTaker timer("beginScene");
4083                 driver->beginScene(true, true, skycolor);
4084                 stats->beginscenetime = timer.stop(true);
4085         }
4086
4087         draw_scene(driver, smgr, *camera, *client, player, *hud, *mapper,
4088                         guienv, highlight_boxes, screensize, skycolor, flags.show_hud,
4089                         flags.show_minimap);
4090
4091         /*
4092                 Profiler graph
4093         */
4094         if (flags.show_profiler_graph)
4095                 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4096
4097         /*
4098                 Damage flash
4099         */
4100         if (runData->damage_flash > 0.0) {
4101                 video::SColor color(std::min(runData->damage_flash, 180.0f),
4102                                 180,
4103                                 0,
4104                                 0);
4105                 driver->draw2DRectangle(color,
4106                                         core::rect<s32>(0, 0, screensize.X, screensize.Y),
4107                                         NULL);
4108
4109                 runData->damage_flash -= 100.0 * dtime;
4110         }
4111
4112         /*
4113                 Damage camera tilt
4114         */
4115         if (player->hurt_tilt_timer > 0.0) {
4116                 player->hurt_tilt_timer -= dtime * 5;
4117
4118                 if (player->hurt_tilt_timer < 0)
4119                         player->hurt_tilt_strength = 0;
4120         }
4121
4122         /*
4123                 Update minimap pos and rotation
4124         */
4125         if (flags.show_minimap && flags.show_hud) {
4126                 mapper->setPos(floatToInt(player->getPosition(), BS));
4127                 mapper->setAngle(player->getYaw());
4128         }
4129
4130         /*
4131                 End scene
4132         */
4133         {
4134                 TimeTaker timer("endScene");
4135                 driver->endScene();
4136                 stats->endscenetime = timer.stop(true);
4137         }
4138
4139         stats->drawtime = tt_draw.stop(true);
4140         g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
4141 }
4142
4143
4144 inline static const char *yawToDirectionString(int yaw)
4145 {
4146         // NOTE: TODO: This can be done mathematically without the else/else-if
4147         // cascade.
4148
4149         const char *player_direction;
4150
4151         yaw = wrapDegrees_0_360(yaw);
4152
4153         if (yaw >= 45 && yaw < 135)
4154                 player_direction = "West [-X]";
4155         else if (yaw >= 135 && yaw < 225)
4156                 player_direction = "South [-Z]";
4157         else if (yaw >= 225 && yaw < 315)
4158                 player_direction = "East [+X]";
4159         else
4160                 player_direction = "North [+Z]";
4161
4162         return player_direction;
4163 }
4164
4165
4166 void Game::updateGui(float *statustext_time, const RunStats &stats,
4167                 const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
4168                 const CameraOrientation &cam)
4169 {
4170         v2u32 screensize = driver->getScreenSize();
4171         LocalPlayer *player = client->getEnv().getLocalPlayer();
4172         v3f player_position = player->getPosition();
4173
4174         if (flags.show_debug) {
4175                 static float drawtime_avg = 0;
4176                 drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
4177
4178                 u16 fps = 1.0 / stats.dtime_jitter.avg;
4179                 //s32 fps = driver->getFPS();
4180
4181                 std::ostringstream os(std::ios_base::binary);
4182                 os << std::fixed
4183                    << PROJECT_NAME_C " " << g_version_hash
4184                    << " FPS = " << fps
4185                    << " (R: range_all=" << draw_control->range_all << ")"
4186                    << std::setprecision(0)
4187                    << " drawtime = " << drawtime_avg
4188                    << std::setprecision(1)
4189                    << ", dtime_jitter = "
4190                    << (stats.dtime_jitter.max_fraction * 100.0) << " %"
4191                    << std::setprecision(1)
4192                    << ", v_range = " << draw_control->wanted_range
4193                    << std::setprecision(3)
4194                    << ", RTT = " << client->getRTT();
4195                 guitext->setText(utf8_to_wide(os.str()).c_str());
4196                 guitext->setVisible(true);
4197         } else if (flags.show_hud || flags.show_chat) {
4198                 std::ostringstream os(std::ios_base::binary);
4199                 os << PROJECT_NAME_C " " << g_version_hash;
4200                 guitext->setText(utf8_to_wide(os.str()).c_str());
4201                 guitext->setVisible(true);
4202         } else {
4203                 guitext->setVisible(false);
4204         }
4205
4206         if (guitext->isVisible()) {
4207                 core::rect<s32> rect(
4208                                 5,              5,
4209                                 screensize.X,   5 + g_fontengine->getTextHeight()
4210                 );
4211                 guitext->setRelativePosition(rect);
4212         }
4213
4214         if (flags.show_debug) {
4215                 std::ostringstream os(std::ios_base::binary);
4216                 os << std::setprecision(1) << std::fixed
4217                    << "(" << (player_position.X / BS)
4218                    << ", " << (player_position.Y / BS)
4219                    << ", " << (player_position.Z / BS)
4220                    << ") (yaw=" << (wrapDegrees_0_360(cam.camera_yaw))
4221                    << " " << yawToDirectionString(cam.camera_yaw)
4222                    << ") (seed = " << ((u64)client->getMapSeed())
4223                    << ")";
4224
4225                 if (runData.pointed_old.type == POINTEDTHING_NODE) {
4226                         ClientMap &map = client->getEnv().getClientMap();
4227                         const INodeDefManager *nodedef = client->getNodeDefManager();
4228                         MapNode n = map.getNodeNoEx(runData.pointed_old.node_undersurface);
4229                         if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
4230                                 const ContentFeatures &features = nodedef->get(n);
4231                                 os << " (pointing_at = " << nodedef->get(n).name
4232                                    << " - " << features.tiledef[0].name.c_str()
4233                                    << ")";
4234                         }
4235                 }
4236
4237                 guitext2->setText(utf8_to_wide(os.str()).c_str());
4238                 guitext2->setVisible(true);
4239
4240                 core::rect<s32> rect(
4241                                 5,             5 + g_fontengine->getTextHeight(),
4242                                 screensize.X,  5 + g_fontengine->getTextHeight() * 2
4243                 );
4244                 guitext2->setRelativePosition(rect);
4245         } else {
4246                 guitext2->setVisible(false);
4247         }
4248
4249         guitext_info->setText(infotext.c_str());
4250         guitext_info->setVisible(flags.show_hud && g_menumgr.menuCount() == 0);
4251
4252         float statustext_time_max = 1.5;
4253
4254         if (!statustext.empty()) {
4255                 *statustext_time += dtime;
4256
4257                 if (*statustext_time >= statustext_time_max) {
4258                         statustext = L"";
4259                         *statustext_time = 0;
4260                 }
4261         }
4262
4263         guitext_status->setText(statustext.c_str());
4264         guitext_status->setVisible(!statustext.empty());
4265
4266         if (!statustext.empty()) {
4267                 s32 status_width  = guitext_status->getTextWidth();
4268                 s32 status_height = guitext_status->getTextHeight();
4269                 s32 status_y = screensize.Y - 150;
4270                 s32 status_x = (screensize.X - status_width) / 2;
4271                 core::rect<s32> rect(
4272                                 status_x , status_y - status_height,
4273                                 status_x + status_width, status_y
4274                 );
4275                 guitext_status->setRelativePosition(rect);
4276
4277                 // Fade out
4278                 video::SColor initial_color(255, 0, 0, 0);
4279
4280                 if (guienv->getSkin())
4281                         initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
4282
4283                 video::SColor final_color = initial_color;
4284                 final_color.setAlpha(0);
4285                 video::SColor fade_color = initial_color.getInterpolated_quadratic(
4286                                 initial_color, final_color,
4287                                 pow(*statustext_time / statustext_time_max, 2.0f));
4288                 guitext_status->setOverrideColor(fade_color);
4289                 guitext_status->enableOverrideColor(true);
4290         }
4291 }
4292
4293
4294 /* Log times and stuff for visualization */
4295 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4296 {
4297         Profiler::GraphValues values;
4298         g_profiler->graphGet(values);
4299         graph->put(values);
4300 }
4301
4302
4303
4304 /****************************************************************************
4305  Misc
4306  ****************************************************************************/
4307
4308 /* On some computers framerate doesn't seem to be automatically limited
4309  */
4310 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
4311 {
4312         // not using getRealTime is necessary for wine
4313         device->getTimer()->tick(); // Maker sure device time is up-to-date
4314         u32 time = device->getTimer()->getTime();
4315         u32 last_time = fps_timings->last_time;
4316
4317         if (time > last_time)  // Make sure time hasn't overflowed
4318                 fps_timings->busy_time = time - last_time;
4319         else
4320                 fps_timings->busy_time = 0;
4321
4322         u32 frametime_min = 1000 / (g_menumgr.pausesGame()
4323                         ? g_settings->getFloat("pause_fps_max")
4324                         : g_settings->getFloat("fps_max"));
4325
4326         if (fps_timings->busy_time < frametime_min) {
4327                 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
4328                 device->sleep(fps_timings->sleep_time);
4329         } else {
4330                 fps_timings->sleep_time = 0;
4331         }
4332
4333         /* Get the new value of the device timer. Note that device->sleep() may
4334          * not sleep for the entire requested time as sleep may be interrupted and
4335          * therefore it is arguably more accurate to get the new time from the
4336          * device rather than calculating it by adding sleep_time to time.
4337          */
4338
4339         device->getTimer()->tick(); // Update device timer
4340         time = device->getTimer()->getTime();
4341
4342         if (time > last_time)  // Make sure last_time hasn't overflowed
4343                 *dtime = (time - last_time) / 1000.0;
4344         else
4345                 *dtime = 0;
4346
4347         fps_timings->last_time = time;
4348 }
4349
4350 // Note: This will free (using delete[])! \p msg. If you want to use it later,
4351 // pass a copy of it to this function
4352 // Note: \p msg must be allocated using new (not malloc())
4353 void Game::showOverlayMessage(const wchar_t *msg, float dtime,
4354                 int percent, bool draw_clouds)
4355 {
4356         draw_load_screen(msg, device, guienv, dtime, percent, draw_clouds);
4357         delete[] msg;
4358 }
4359
4360 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4361 {
4362         ((Game *)data)->readSettings();
4363 }
4364
4365 void Game::readSettings()
4366 {
4367         m_cache_doubletap_jump            = g_settings->getBool("doubletap_jump");
4368         m_cache_enable_node_highlighting  = g_settings->getBool("enable_node_highlighting");
4369         m_cache_enable_clouds             = g_settings->getBool("enable_clouds");
4370         m_cache_enable_particles          = g_settings->getBool("enable_particles");
4371         m_cache_enable_fog                = g_settings->getBool("enable_fog");
4372         m_cache_mouse_sensitivity         = g_settings->getFloat("mouse_sensitivity");
4373         m_repeat_right_click_time         = g_settings->getFloat("repeat_rightclick_time");
4374
4375         m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4376 }
4377
4378 /****************************************************************************/
4379 /****************************************************************************
4380  Shutdown / cleanup
4381  ****************************************************************************/
4382 /****************************************************************************/
4383
4384 void Game::extendedResourceCleanup()
4385 {
4386         // Extended resource accounting
4387         infostream << "Irrlicht resources after cleanup:" << std::endl;
4388         infostream << "\tRemaining meshes   : "
4389                    << device->getSceneManager()->getMeshCache()->getMeshCount() << std::endl;
4390         infostream << "\tRemaining textures : "
4391                    << driver->getTextureCount() << std::endl;
4392
4393         for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
4394                 irr::video::ITexture *texture = driver->getTextureByIndex(i);
4395                 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
4396                            << std::endl;
4397         }
4398
4399         clearTextureNameCache();
4400         infostream << "\tRemaining materials: "
4401                << driver-> getMaterialRendererCount()
4402                        << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4403 }
4404
4405
4406 /****************************************************************************/
4407 /****************************************************************************
4408  extern function for launching the game
4409  ****************************************************************************/
4410 /****************************************************************************/
4411
4412 void the_game(bool *kill,
4413                 bool random_input,
4414                 InputHandler *input,
4415                 IrrlichtDevice *device,
4416
4417                 const std::string &map_dir,
4418                 const std::string &playername,
4419                 const std::string &password,
4420                 const std::string &address,         // If empty local server is created
4421                 u16 port,
4422
4423                 std::string &error_message,
4424                 ChatBackend &chat_backend,
4425                 bool *reconnect_requested,
4426                 const SubgameSpec &gamespec,        // Used for local game
4427                 bool simple_singleplayer_mode)
4428 {
4429         Game game;
4430
4431         /* Make a copy of the server address because if a local singleplayer server
4432          * is created then this is updated and we don't want to change the value
4433          * passed to us by the calling function
4434          */
4435         std::string server_address = address;
4436
4437         try {
4438
4439                 if (game.startup(kill, random_input, input, device, map_dir,
4440                                 playername, password, &server_address, port, error_message,
4441                                 reconnect_requested, &chat_backend, gamespec,
4442                                 simple_singleplayer_mode)) {
4443                         game.run();
4444                         game.shutdown();
4445                 }
4446
4447         } catch (SerializationError &e) {
4448                 error_message = std::string("A serialization error occurred:\n")
4449                                 + e.what() + "\n\nThe server is probably "
4450                                 " running a different version of " PROJECT_NAME_C ".";
4451                 errorstream << error_message << std::endl;
4452         } catch (ServerError &e) {
4453                 error_message = e.what();
4454                 errorstream << "ServerError: " << error_message << std::endl;
4455         } catch (ModError &e) {
4456                 error_message = e.what() + strgettext("\nCheck debug.txt for details.");
4457                 errorstream << "ModError: " << error_message << std::endl;
4458         }
4459 }