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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "game.h"
21
22 #include <iomanip>
23 #include "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::vector<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::vector<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::vector<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
1500         void toggleChat(float *statustext_time, bool *flag);
1501         void toggleHud(float *statustext_time, bool *flag);
1502         void toggleMinimap(float *statustext_time, bool *flag, bool show_hud,
1503                         bool shift_pressed);
1504         void toggleFog(float *statustext_time, bool *flag);
1505         void toggleDebug(float *statustext_time, bool *show_debug,
1506                         bool *show_profiler_graph);
1507         void toggleUpdateCamera(float *statustext_time, bool *flag);
1508         void toggleProfiler(float *statustext_time, u32 *profiler_current_page,
1509                         u32 profiler_max_page);
1510
1511         void increaseViewRange(float *statustext_time);
1512         void decreaseViewRange(float *statustext_time);
1513         void toggleFullViewRange(float *statustext_time);
1514
1515         void updateCameraDirection(CameraOrientation *cam, VolatileRunFlags *flags);
1516         void updateCameraOrientation(CameraOrientation *cam,
1517                         const VolatileRunFlags &flags);
1518         void updatePlayerControl(const CameraOrientation &cam);
1519         void step(f32 *dtime);
1520         void processClientEvents(CameraOrientation *cam, float *damage_flash);
1521         void updateCamera(VolatileRunFlags *flags, u32 busy_time, f32 dtime,
1522                         float time_from_last_punch);
1523         void updateSound(f32 dtime);
1524         void processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
1525                         GameRunData *runData, f32 dtime, bool show_hud,
1526                         bool show_debug);
1527         void handlePointingAtNode(GameRunData *runData,
1528                         const PointedThing &pointed, const ItemDefinition &playeritem_def,
1529                         const ToolCapabilities &playeritem_toolcap, f32 dtime);
1530         void handlePointingAtObject(GameRunData *runData,
1531                         const PointedThing &pointed, const ItemStack &playeritem,
1532                         const v3f &player_position, bool show_debug);
1533         void handleDigging(GameRunData *runData, const PointedThing &pointed,
1534                         const v3s16 &nodepos, const ToolCapabilities &playeritem_toolcap,
1535                         f32 dtime);
1536         void updateFrame(std::vector<aabb3f> &highlight_boxes, ProfilerGraph *graph,
1537                         RunStats *stats, GameRunData *runData,
1538                         f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam);
1539         void updateGui(float *statustext_time, const RunStats &stats,
1540                         const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
1541                         const CameraOrientation &cam);
1542         void updateProfilerGraphs(ProfilerGraph *graph);
1543
1544         // Misc
1545         void limitFps(FpsControl *fps_timings, f32 *dtime);
1546
1547         void showOverlayMessage(const wchar_t *msg, float dtime, int percent,
1548                         bool draw_clouds = true);
1549
1550         static void settingChangedCallback(const std::string &setting_name, void *data);
1551         void readSettings();
1552
1553 private:
1554         InputHandler *input;
1555
1556         Client *client;
1557         Server *server;
1558
1559         IWritableTextureSource *texture_src;
1560         IWritableShaderSource *shader_src;
1561
1562         // When created, these will be filled with data received from the server
1563         IWritableItemDefManager *itemdef_manager;
1564         IWritableNodeDefManager *nodedef_manager;
1565
1566         GameOnDemandSoundFetcher soundfetcher; // useful when testing
1567         ISoundManager *sound;
1568         bool sound_is_dummy;
1569         SoundMaker *soundmaker;
1570
1571         ChatBackend *chat_backend;
1572
1573         GUIFormSpecMenu *current_formspec;
1574
1575         EventManager *eventmgr;
1576         QuicktuneShortcutter *quicktune;
1577
1578         GUIChatConsole *gui_chat_console; // Free using ->Drop()
1579         MapDrawControl *draw_control;
1580         Camera *camera;
1581         Clouds *clouds;                   // Free using ->Drop()
1582         Sky *sky;                         // Free using ->Drop()
1583         Inventory *local_inventory;
1584         Hud *hud;
1585         Mapper *mapper;
1586
1587         /* 'cache'
1588            This class does take ownership/responsibily for cleaning up etc of any of
1589            these items (e.g. device)
1590         */
1591         IrrlichtDevice *device;
1592         video::IVideoDriver *driver;
1593         scene::ISceneManager *smgr;
1594         bool *kill;
1595         std::string *error_message;
1596         bool *reconnect_requested;
1597         IGameDef *gamedef;                     // Convenience (same as *client)
1598         scene::ISceneNode *skybox;
1599
1600         bool random_input;
1601         bool simple_singleplayer_mode;
1602         /* End 'cache' */
1603
1604         /* Pre-calculated values
1605          */
1606         int crack_animation_length;
1607
1608         /* GUI stuff
1609          */
1610         gui::IGUIStaticText *guitext;          // First line of debug text
1611         gui::IGUIStaticText *guitext2;         // Second line of debug text
1612         gui::IGUIStaticText *guitext_info;     // At the middle of the screen
1613         gui::IGUIStaticText *guitext_status;
1614         gui::IGUIStaticText *guitext_chat;         // Chat text
1615         gui::IGUIStaticText *guitext_profiler; // Profiler text
1616
1617         std::wstring infotext;
1618         std::wstring statustext;
1619
1620         KeyCache keycache;
1621
1622         IntervalLimiter profiler_interval;
1623
1624         /*
1625          * TODO: Local caching of settings is not optimal and should at some stage
1626          *       be updated to use a global settings object for getting thse values
1627          *       (as opposed to the this local caching). This can be addressed in
1628          *       a later release.
1629          */
1630         bool m_cache_doubletap_jump;
1631         bool m_cache_enable_node_highlighting;
1632         bool m_cache_enable_clouds;
1633         bool m_cache_enable_particles;
1634         bool m_cache_enable_fog;
1635         f32  m_cache_mouse_sensitivity;
1636         f32  m_repeat_right_click_time;
1637
1638 #ifdef __ANDROID__
1639         bool m_cache_hold_aux1;
1640 #endif
1641
1642 };
1643
1644 Game::Game() :
1645         client(NULL),
1646         server(NULL),
1647         texture_src(NULL),
1648         shader_src(NULL),
1649         itemdef_manager(NULL),
1650         nodedef_manager(NULL),
1651         sound(NULL),
1652         sound_is_dummy(false),
1653         soundmaker(NULL),
1654         chat_backend(NULL),
1655         current_formspec(NULL),
1656         eventmgr(NULL),
1657         quicktune(NULL),
1658         gui_chat_console(NULL),
1659         draw_control(NULL),
1660         camera(NULL),
1661         clouds(NULL),
1662         sky(NULL),
1663         local_inventory(NULL),
1664         hud(NULL),
1665         mapper(NULL)
1666 {
1667         g_settings->registerChangedCallback("doubletap_jump",
1668                 &settingChangedCallback, this);
1669         g_settings->registerChangedCallback("enable_node_highlighting",
1670                 &settingChangedCallback, this);
1671         g_settings->registerChangedCallback("enable_clouds",
1672                 &settingChangedCallback, this);
1673         g_settings->registerChangedCallback("enable_particles",
1674                 &settingChangedCallback, this);
1675         g_settings->registerChangedCallback("enable_fog",
1676                 &settingChangedCallback, this);
1677         g_settings->registerChangedCallback("mouse_sensitivity",
1678                 &settingChangedCallback, this);
1679         g_settings->registerChangedCallback("repeat_rightclick_time",
1680                 &settingChangedCallback, this);
1681
1682         readSettings();
1683
1684 #ifdef __ANDROID__
1685         m_cache_hold_aux1 = false;      // This is initialised properly later
1686 #endif
1687
1688 }
1689
1690
1691
1692 /****************************************************************************
1693  MinetestApp Public
1694  ****************************************************************************/
1695
1696 Game::~Game()
1697 {
1698         delete client;
1699         delete soundmaker;
1700         if (!sound_is_dummy)
1701                 delete sound;
1702
1703         delete server; // deleted first to stop all server threads
1704
1705         delete hud;
1706         delete local_inventory;
1707         delete camera;
1708         delete quicktune;
1709         delete eventmgr;
1710         delete texture_src;
1711         delete shader_src;
1712         delete nodedef_manager;
1713         delete itemdef_manager;
1714         delete draw_control;
1715
1716         extendedResourceCleanup();
1717
1718         g_settings->deregisterChangedCallback("doubletap_jump",
1719                 &settingChangedCallback, this);
1720         g_settings->deregisterChangedCallback("enable_node_highlighting",
1721                 &settingChangedCallback, this);
1722         g_settings->deregisterChangedCallback("enable_clouds",
1723                 &settingChangedCallback, this);
1724         g_settings->deregisterChangedCallback("enable_particles",
1725                 &settingChangedCallback, this);
1726         g_settings->deregisterChangedCallback("enable_fog",
1727                 &settingChangedCallback, this);
1728         g_settings->deregisterChangedCallback("mouse_sensitivity",
1729                 &settingChangedCallback, this);
1730         g_settings->deregisterChangedCallback("repeat_rightclick_time",
1731                 &settingChangedCallback, this);
1732 }
1733
1734 bool Game::startup(bool *kill,
1735                 bool random_input,
1736                 InputHandler *input,
1737                 IrrlichtDevice *device,
1738                 const std::string &map_dir,
1739                 const std::string &playername,
1740                 const std::string &password,
1741                 std::string *address,     // can change if simple_singleplayer_mode
1742                 u16 port,
1743                 std::string &error_message,
1744                 bool *reconnect,
1745                 ChatBackend *chat_backend,
1746                 const SubgameSpec &gamespec,
1747                 bool simple_singleplayer_mode)
1748 {
1749         // "cache"
1750         this->device              = device;
1751         this->kill                = kill;
1752         this->error_message       = &error_message;
1753         this->reconnect_requested = reconnect;
1754         this->random_input        = random_input;
1755         this->input               = input;
1756         this->chat_backend        = chat_backend;
1757         this->simple_singleplayer_mode = simple_singleplayer_mode;
1758
1759         driver              = device->getVideoDriver();
1760         smgr                = device->getSceneManager();
1761
1762         smgr->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
1763
1764         if (!init(map_dir, address, port, gamespec))
1765                 return false;
1766
1767         if (!createClient(playername, password, address, port))
1768                 return false;
1769
1770         return true;
1771 }
1772
1773
1774 void Game::run()
1775 {
1776         ProfilerGraph graph;
1777         RunStats stats              = { 0 };
1778         CameraOrientation cam_view_target  = { 0 };
1779         CameraOrientation cam_view  = { 0 };
1780         GameRunData runData         = { 0 };
1781         FpsControl draw_times       = { 0 };
1782         VolatileRunFlags flags      = { 0 };
1783         f32 dtime; // in seconds
1784
1785         runData.time_from_last_punch  = 10.0;
1786         runData.profiler_max_page = 3;
1787         runData.update_wielded_item_trigger = true;
1788
1789         flags.show_chat = true;
1790         flags.show_hud = true;
1791         flags.show_minimap = g_settings->getBool("enable_minimap");
1792         flags.show_debug = g_settings->getBool("show_debug");
1793         flags.invert_mouse = g_settings->getBool("invert_mouse");
1794         flags.first_loop_after_window_activation = true;
1795
1796         /* Clear the profiler */
1797         Profiler::GraphValues dummyvalues;
1798         g_profiler->graphGet(dummyvalues);
1799
1800         draw_times.last_time = device->getTimer()->getTime();
1801
1802         shader_src->addGlobalConstantSetter(new GameGlobalShaderConstantSetter(
1803                         sky,
1804                         &flags.force_fog_off,
1805                         &runData.fog_range,
1806                         client));
1807
1808         std::vector<aabb3f> highlight_boxes;
1809
1810         set_light_table(g_settings->getFloat("display_gamma"));
1811
1812 #ifdef __ANDROID__
1813         m_cache_hold_aux1 = g_settings->getBool("fast_move")
1814                         && client->checkPrivilege("fast");
1815 #endif
1816
1817         while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
1818
1819                 /* Must be called immediately after a device->run() call because it
1820                  * uses device->getTimer()->getTime()
1821                  */
1822                 limitFps(&draw_times, &dtime);
1823
1824                 updateStats(&stats, draw_times, dtime);
1825                 updateInteractTimers(&runData, dtime);
1826
1827                 if (!checkConnection())
1828                         break;
1829                 if (!handleCallbacks())
1830                         break;
1831
1832                 processQueues();
1833
1834                 infotext = L"";
1835                 hud->resizeHotbar();
1836
1837                 updateProfilers(runData, stats, draw_times, dtime);
1838                 processUserInput(&flags, &runData, dtime);
1839                 // Update camera before player movement to avoid camera lag of one frame
1840                 updateCameraDirection(&cam_view_target, &flags);
1841                 float cam_smoothing = 0;
1842                 if (g_settings->getBool("cinematic"))
1843                         cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
1844                 else
1845                         cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
1846                 cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
1847                 cam_view.camera_yaw += (cam_view_target.camera_yaw -
1848                                 cam_view.camera_yaw) * cam_smoothing;
1849                 cam_view.camera_pitch += (cam_view_target.camera_pitch -
1850                                 cam_view.camera_pitch) * cam_smoothing;
1851                 updatePlayerControl(cam_view);
1852                 step(&dtime);
1853                 processClientEvents(&cam_view_target, &runData.damage_flash);
1854                 updateCamera(&flags, draw_times.busy_time, dtime,
1855                                 runData.time_from_last_punch);
1856                 updateSound(dtime);
1857                 processPlayerInteraction(highlight_boxes, &runData, dtime,
1858                                 flags.show_hud, flags.show_debug);
1859                 updateFrame(highlight_boxes, &graph, &stats, &runData, dtime,
1860                                 flags, cam_view);
1861                 updateProfilerGraphs(&graph);
1862
1863                 // Update if minimap has been disabled by the server
1864                 flags.show_minimap &= !client->isMinimapDisabledByServer();
1865         }
1866 }
1867
1868
1869 void Game::shutdown()
1870 {
1871         showOverlayMessage(wgettext("Shutting down..."), 0, 0, false);
1872
1873         if (clouds)
1874                 clouds->drop();
1875
1876         if (gui_chat_console)
1877                 gui_chat_console->drop();
1878
1879         if (sky)
1880                 sky->drop();
1881
1882         /* cleanup menus */
1883         while (g_menumgr.menuCount() > 0) {
1884                 g_menumgr.m_stack.front()->setVisible(false);
1885                 g_menumgr.deletingMenu(g_menumgr.m_stack.front());
1886         }
1887
1888         if (current_formspec) {
1889                 current_formspec->drop();
1890                 current_formspec = NULL;
1891         }
1892
1893         chat_backend->addMessage(L"", L"# Disconnected.");
1894         chat_backend->addMessage(L"", L"");
1895
1896         if (client) {
1897                 client->Stop();
1898                 while (!client->isShutdown()) {
1899                         assert(texture_src != NULL);
1900                         assert(shader_src != NULL);
1901                         texture_src->processQueue();
1902                         shader_src->processQueue();
1903                         sleep_ms(100);
1904                 }
1905         }
1906 }
1907
1908
1909 /****************************************************************************/
1910 /****************************************************************************
1911  Startup
1912  ****************************************************************************/
1913 /****************************************************************************/
1914
1915 bool Game::init(
1916                 const std::string &map_dir,
1917                 std::string *address,
1918                 u16 port,
1919                 const SubgameSpec &gamespec)
1920 {
1921         showOverlayMessage(wgettext("Loading..."), 0, 0);
1922
1923         texture_src = createTextureSource(device);
1924         shader_src = createShaderSource(device);
1925
1926         itemdef_manager = createItemDefManager();
1927         nodedef_manager = createNodeDefManager();
1928
1929         eventmgr = new EventManager();
1930         quicktune = new QuicktuneShortcutter();
1931
1932         if (!(texture_src && shader_src && itemdef_manager && nodedef_manager
1933                         && eventmgr && quicktune))
1934                 return false;
1935
1936         if (!initSound())
1937                 return false;
1938
1939         // Create a server if not connecting to an existing one
1940         if (*address == "") {
1941                 if (!createSingleplayerServer(map_dir, gamespec, port, address))
1942                         return false;
1943         }
1944
1945         return true;
1946 }
1947
1948 bool Game::initSound()
1949 {
1950 #if USE_SOUND
1951         if (g_settings->getBool("enable_sound")) {
1952                 infostream << "Attempting to use OpenAL audio" << std::endl;
1953                 sound = createOpenALSoundManager(&soundfetcher);
1954                 if (!sound)
1955                         infostream << "Failed to initialize OpenAL audio" << std::endl;
1956         } else
1957                 infostream << "Sound disabled." << std::endl;
1958 #endif
1959
1960         if (!sound) {
1961                 infostream << "Using dummy audio." << std::endl;
1962                 sound = &dummySoundManager;
1963                 sound_is_dummy = true;
1964         }
1965
1966         soundmaker = new SoundMaker(sound, nodedef_manager);
1967         if (!soundmaker)
1968                 return false;
1969
1970         soundmaker->registerReceiver(eventmgr);
1971
1972         return true;
1973 }
1974
1975 bool Game::createSingleplayerServer(const std::string map_dir,
1976                 const SubgameSpec &gamespec, u16 port, std::string *address)
1977 {
1978         showOverlayMessage(wgettext("Creating server..."), 0, 5);
1979
1980         std::string bind_str = g_settings->get("bind_address");
1981         Address bind_addr(0, 0, 0, 0, port);
1982
1983         if (g_settings->getBool("ipv6_server")) {
1984                 bind_addr.setAddress((IPv6AddressBytes *) NULL);
1985         }
1986
1987         try {
1988                 bind_addr.Resolve(bind_str.c_str());
1989         } catch (ResolveError &e) {
1990                 infostream << "Resolving bind address \"" << bind_str
1991                            << "\" failed: " << e.what()
1992                            << " -- Listening on all addresses." << std::endl;
1993         }
1994
1995         if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) {
1996                 *error_message = "Unable to listen on " +
1997                                 bind_addr.serializeString() +
1998                                 " because IPv6 is disabled";
1999                 errorstream << *error_message << std::endl;
2000                 return false;
2001         }
2002
2003         server = new Server(map_dir, gamespec, simple_singleplayer_mode,
2004                             bind_addr.isIPv6());
2005
2006         server->start(bind_addr);
2007
2008         return true;
2009 }
2010
2011 bool Game::createClient(const std::string &playername,
2012                 const std::string &password, std::string *address, u16 port)
2013 {
2014         showOverlayMessage(wgettext("Creating client..."), 0, 10);
2015
2016         draw_control = new MapDrawControl;
2017         if (!draw_control)
2018                 return false;
2019
2020         bool could_connect, connect_aborted;
2021
2022         if (!connectToServer(playername, password, address, port,
2023                         &could_connect, &connect_aborted))
2024                 return false;
2025
2026         if (!could_connect) {
2027                 if (error_message->empty() && !connect_aborted) {
2028                         // Should not happen if error messages are set properly
2029                         *error_message = "Connection failed for unknown reason";
2030                         errorstream << *error_message << std::endl;
2031                 }
2032                 return false;
2033         }
2034
2035         if (!getServerContent(&connect_aborted)) {
2036                 if (error_message->empty() && !connect_aborted) {
2037                         // Should not happen if error messages are set properly
2038                         *error_message = "Connection failed for unknown reason";
2039                         errorstream << *error_message << std::endl;
2040                 }
2041                 return false;
2042         }
2043
2044         // Update cached textures, meshes and materials
2045         client->afterContentReceived(device);
2046
2047         /* Camera
2048          */
2049         camera = new Camera(smgr, *draw_control, gamedef);
2050         if (!camera || !camera->successfullyCreated(*error_message))
2051                 return false;
2052
2053         /* Clouds
2054          */
2055         if (m_cache_enable_clouds) {
2056                 clouds = new Clouds(smgr->getRootSceneNode(), smgr, -1, time(0));
2057                 if (!clouds) {
2058                         *error_message = "Memory allocation error (clouds)";
2059                         errorstream << *error_message << std::endl;
2060                         return false;
2061                 }
2062         }
2063
2064         /* Skybox
2065          */
2066         sky = new Sky(smgr->getRootSceneNode(), smgr, -1, texture_src);
2067         skybox = NULL;  // This is used/set later on in the main run loop
2068
2069         local_inventory = new Inventory(itemdef_manager);
2070
2071         if (!(sky && local_inventory)) {
2072                 *error_message = "Memory allocation error (sky or local inventory)";
2073                 errorstream << *error_message << std::endl;
2074                 return false;
2075         }
2076
2077         /* Pre-calculated values
2078          */
2079         video::ITexture *t = texture_src->getTexture("crack_anylength.png");
2080         if (t) {
2081                 v2u32 size = t->getOriginalSize();
2082                 crack_animation_length = size.Y / size.X;
2083         } else {
2084                 crack_animation_length = 5;
2085         }
2086
2087         if (!initGui())
2088                 return false;
2089
2090         /* Set window caption
2091          */
2092         std::wstring str = utf8_to_wide(PROJECT_NAME_C);
2093         str += L" [";
2094         str += driver->getName();
2095         str += L"]";
2096         device->setWindowCaption(str.c_str());
2097
2098         LocalPlayer *player = client->getEnv().getLocalPlayer();
2099         player->hurt_tilt_timer = 0;
2100         player->hurt_tilt_strength = 0;
2101
2102         hud = new Hud(driver, smgr, guienv, gamedef, player, local_inventory);
2103
2104         if (!hud) {
2105                 *error_message = "Memory error: could not create HUD";
2106                 errorstream << *error_message << std::endl;
2107                 return false;
2108         }
2109
2110         mapper = client->getMapper();
2111         mapper->setMinimapMode(MINIMAP_MODE_OFF);
2112
2113         return true;
2114 }
2115
2116 bool Game::initGui()
2117 {
2118         // First line of debug text
2119         guitext = guienv->addStaticText(
2120                         utf8_to_wide(PROJECT_NAME_C).c_str(),
2121                         core::rect<s32>(0, 0, 0, 0),
2122                         false, false, guiroot);
2123
2124         // Second line of debug text
2125         guitext2 = guienv->addStaticText(
2126                         L"",
2127                         core::rect<s32>(0, 0, 0, 0),
2128                         false, false, guiroot);
2129
2130         // At the middle of the screen
2131         // Object infos are shown in this
2132         guitext_info = guienv->addStaticText(
2133                         L"",
2134                         core::rect<s32>(0, 0, 400, g_fontengine->getTextHeight() * 5 + 5) + v2s32(100, 200),
2135                         false, true, guiroot);
2136
2137         // Status text (displays info when showing and hiding GUI stuff, etc.)
2138         guitext_status = guienv->addStaticText(
2139                         L"<Status>",
2140                         core::rect<s32>(0, 0, 0, 0),
2141                         false, false, guiroot);
2142         guitext_status->setVisible(false);
2143
2144         // Chat text
2145         guitext_chat = guienv->addStaticText(
2146                         L"",
2147                         core::rect<s32>(0, 0, 0, 0),
2148                         //false, false); // Disable word wrap as of now
2149                         false, true, guiroot);
2150         // Remove stale "recent" chat messages from previous connections
2151         chat_backend->clearRecentChat();
2152
2153         // Chat backend and console
2154         gui_chat_console = new GUIChatConsole(guienv, guienv->getRootGUIElement(),
2155                         -1, chat_backend, client);
2156         if (!gui_chat_console) {
2157                 *error_message = "Could not allocate memory for chat console";
2158                 errorstream << *error_message << std::endl;
2159                 return false;
2160         }
2161
2162         // Profiler text (size is updated when text is updated)
2163         guitext_profiler = guienv->addStaticText(
2164                         L"<Profiler>",
2165                         core::rect<s32>(0, 0, 0, 0),
2166                         false, false, guiroot);
2167         guitext_profiler->setBackgroundColor(video::SColor(120, 0, 0, 0));
2168         guitext_profiler->setVisible(false);
2169         guitext_profiler->setWordWrap(true);
2170
2171 #ifdef HAVE_TOUCHSCREENGUI
2172
2173         if (g_touchscreengui)
2174                 g_touchscreengui->init(texture_src, porting::getDisplayDensity());
2175
2176 #endif
2177
2178         return true;
2179 }
2180
2181 bool Game::connectToServer(const std::string &playername,
2182                 const std::string &password, std::string *address, u16 port,
2183                 bool *connect_ok, bool *aborted)
2184 {
2185         *connect_ok = false;    // Let's not be overly optimistic
2186         *aborted = false;
2187         bool local_server_mode = false;
2188
2189         showOverlayMessage(wgettext("Resolving address..."), 0, 15);
2190
2191         Address connect_address(0, 0, 0, 0, port);
2192
2193         try {
2194                 connect_address.Resolve(address->c_str());
2195
2196                 if (connect_address.isZero()) { // i.e. INADDR_ANY, IN6ADDR_ANY
2197                         //connect_address.Resolve("localhost");
2198                         if (connect_address.isIPv6()) {
2199                                 IPv6AddressBytes addr_bytes;
2200                                 addr_bytes.bytes[15] = 1;
2201                                 connect_address.setAddress(&addr_bytes);
2202                         } else {
2203                                 connect_address.setAddress(127, 0, 0, 1);
2204                         }
2205                         local_server_mode = true;
2206                 }
2207         } catch (ResolveError &e) {
2208                 *error_message = std::string("Couldn't resolve address: ") + e.what();
2209                 errorstream << *error_message << std::endl;
2210                 return false;
2211         }
2212
2213         if (connect_address.isIPv6() && !g_settings->getBool("enable_ipv6")) {
2214                 *error_message = "Unable to connect to " +
2215                                 connect_address.serializeString() +
2216                                 " because IPv6 is disabled";
2217                 errorstream << *error_message << std::endl;
2218                 return false;
2219         }
2220
2221         client = new Client(device,
2222                         playername.c_str(), password,
2223                         *draw_control, texture_src, shader_src,
2224                         itemdef_manager, nodedef_manager, sound, eventmgr,
2225                         connect_address.isIPv6());
2226
2227         if (!client)
2228                 return false;
2229
2230         gamedef = client;       // Client acts as our GameDef
2231
2232         infostream << "Connecting to server at ";
2233         connect_address.print(&infostream);
2234         infostream << std::endl;
2235
2236         client->connect(connect_address, *address,
2237                 simple_singleplayer_mode || local_server_mode);
2238
2239         /*
2240                 Wait for server to accept connection
2241         */
2242
2243         try {
2244                 input->clear();
2245
2246                 FpsControl fps_control = { 0 };
2247                 f32 dtime;
2248                 f32 wait_time = 0; // in seconds
2249
2250                 fps_control.last_time = device->getTimer()->getTime();
2251
2252                 while (device->run()) {
2253
2254                         limitFps(&fps_control, &dtime);
2255
2256                         // Update client and server
2257                         client->step(dtime);
2258
2259                         if (server != NULL)
2260                                 server->step(dtime);
2261
2262                         // End condition
2263                         if (client->getState() == LC_Init) {
2264                                 *connect_ok = true;
2265                                 break;
2266                         }
2267
2268                         // Break conditions
2269                         if (client->accessDenied()) {
2270                                 *error_message = "Access denied. Reason: "
2271                                                 + client->accessDeniedReason();
2272                                 *reconnect_requested = client->reconnectRequested();
2273                                 errorstream << *error_message << std::endl;
2274                                 break;
2275                         }
2276
2277                         if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
2278                                 *aborted = true;
2279                                 infostream << "Connect aborted [Escape]" << std::endl;
2280                                 break;
2281                         }
2282
2283                         wait_time += dtime;
2284                         // Only time out if we aren't waiting for the server we started
2285                         if ((*address != "") && (wait_time > 10)) {
2286                                 *error_message = "Connection timed out.";
2287                                 errorstream << *error_message << std::endl;
2288                                 break;
2289                         }
2290
2291                         // Update status
2292                         showOverlayMessage(wgettext("Connecting to server..."), dtime, 20);
2293                 }
2294         } catch (con::PeerNotFoundException &e) {
2295                 // TODO: Should something be done here? At least an info/error
2296                 // message?
2297                 return false;
2298         }
2299
2300         return true;
2301 }
2302
2303 bool Game::getServerContent(bool *aborted)
2304 {
2305         input->clear();
2306
2307         FpsControl fps_control = { 0 };
2308         f32 dtime; // in seconds
2309
2310         fps_control.last_time = device->getTimer()->getTime();
2311
2312         while (device->run()) {
2313
2314                 limitFps(&fps_control, &dtime);
2315
2316                 // Update client and server
2317                 client->step(dtime);
2318
2319                 if (server != NULL)
2320                         server->step(dtime);
2321
2322                 // End condition
2323                 if (client->mediaReceived() && client->itemdefReceived() &&
2324                                 client->nodedefReceived()) {
2325                         break;
2326                 }
2327
2328                 // Error conditions
2329                 if (!checkConnection())
2330                         return false;
2331
2332                 if (client->getState() < LC_Init) {
2333                         *error_message = "Client disconnected";
2334                         errorstream << *error_message << std::endl;
2335                         return false;
2336                 }
2337
2338                 if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
2339                         *aborted = true;
2340                         infostream << "Connect aborted [Escape]" << std::endl;
2341                         return false;
2342                 }
2343
2344                 // Display status
2345                 int progress = 25;
2346
2347                 if (!client->itemdefReceived()) {
2348                         const wchar_t *text = wgettext("Item definitions...");
2349                         progress = 25;
2350                         draw_load_screen(text, device, guienv, dtime, progress);
2351                         delete[] text;
2352                 } else if (!client->nodedefReceived()) {
2353                         const wchar_t *text = wgettext("Node definitions...");
2354                         progress = 30;
2355                         draw_load_screen(text, device, guienv, dtime, progress);
2356                         delete[] text;
2357                 } else {
2358                         std::stringstream message;
2359                         message.precision(3);
2360                         message << gettext("Media...");
2361
2362                         if ((USE_CURL == 0) ||
2363                                         (!g_settings->getBool("enable_remote_media_server"))) {
2364                                 float cur = client->getCurRate();
2365                                 std::string cur_unit = gettext("KiB/s");
2366
2367                                 if (cur > 900) {
2368                                         cur /= 1024.0;
2369                                         cur_unit = gettext("MiB/s");
2370                                 }
2371
2372                                 message << " (" << cur << ' ' << cur_unit << ")";
2373                         }
2374
2375                         progress = 30 + client->mediaReceiveProgress() * 35 + 0.5;
2376                         draw_load_screen(utf8_to_wide(message.str()), device,
2377                                         guienv, dtime, progress);
2378                 }
2379         }
2380
2381         return true;
2382 }
2383
2384
2385 /****************************************************************************/
2386 /****************************************************************************
2387  Run
2388  ****************************************************************************/
2389 /****************************************************************************/
2390
2391 inline void Game::updateInteractTimers(GameRunData *runData, f32 dtime)
2392 {
2393         if (runData->nodig_delay_timer >= 0)
2394                 runData->nodig_delay_timer -= dtime;
2395
2396         if (runData->object_hit_delay_timer >= 0)
2397                 runData->object_hit_delay_timer -= dtime;
2398
2399         runData->time_from_last_punch += dtime;
2400 }
2401
2402
2403 /* returns false if game should exit, otherwise true
2404  */
2405 inline bool Game::checkConnection()
2406 {
2407         if (client->accessDenied()) {
2408                 *error_message = "Access denied. Reason: "
2409                                 + client->accessDeniedReason();
2410                 *reconnect_requested = client->reconnectRequested();
2411                 errorstream << *error_message << std::endl;
2412                 return false;
2413         }
2414
2415         return true;
2416 }
2417
2418
2419 /* returns false if game should exit, otherwise true
2420  */
2421 inline bool Game::handleCallbacks()
2422 {
2423         if (g_gamecallback->disconnect_requested) {
2424                 g_gamecallback->disconnect_requested = false;
2425                 return false;
2426         }
2427
2428         if (g_gamecallback->changepassword_requested) {
2429                 (new GUIPasswordChange(guienv, guiroot, -1,
2430                                        &g_menumgr, client))->drop();
2431                 g_gamecallback->changepassword_requested = false;
2432         }
2433
2434         if (g_gamecallback->changevolume_requested) {
2435                 (new GUIVolumeChange(guienv, guiroot, -1,
2436                                      &g_menumgr, client))->drop();
2437                 g_gamecallback->changevolume_requested = false;
2438         }
2439
2440         if (g_gamecallback->keyconfig_requested) {
2441                 (new GUIKeyChangeMenu(guienv, guiroot, -1,
2442                                       &g_menumgr))->drop();
2443                 g_gamecallback->keyconfig_requested = false;
2444         }
2445
2446         if (g_gamecallback->keyconfig_changed) {
2447                 keycache.populate(); // update the cache with new settings
2448                 g_gamecallback->keyconfig_changed = false;
2449         }
2450
2451         return true;
2452 }
2453
2454
2455 void Game::processQueues()
2456 {
2457         texture_src->processQueue();
2458         itemdef_manager->processQueue(gamedef);
2459         shader_src->processQueue();
2460 }
2461
2462
2463 void Game::updateProfilers(const GameRunData &runData, const RunStats &stats,
2464                 const FpsControl &draw_times, f32 dtime)
2465 {
2466         float profiler_print_interval =
2467                         g_settings->getFloat("profiler_print_interval");
2468         bool print_to_log = true;
2469
2470         if (profiler_print_interval == 0) {
2471                 print_to_log = false;
2472                 profiler_print_interval = 5;
2473         }
2474
2475         if (profiler_interval.step(dtime, profiler_print_interval)) {
2476                 if (print_to_log) {
2477                         infostream << "Profiler:" << std::endl;
2478                         g_profiler->print(infostream);
2479                 }
2480
2481                 update_profiler_gui(guitext_profiler, g_fontengine,
2482                                 runData.profiler_current_page, runData.profiler_max_page,
2483                                 driver->getScreenSize().Height);
2484
2485                 g_profiler->clear();
2486         }
2487
2488         addProfilerGraphs(stats, draw_times, dtime);
2489 }
2490
2491
2492 void Game::addProfilerGraphs(const RunStats &stats,
2493                 const FpsControl &draw_times, f32 dtime)
2494 {
2495         g_profiler->graphAdd("mainloop_other",
2496                         draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
2497
2498         if (draw_times.sleep_time != 0)
2499                 g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
2500         g_profiler->graphAdd("mainloop_dtime", dtime);
2501
2502         g_profiler->add("Elapsed time", dtime);
2503         g_profiler->avg("FPS", 1. / dtime);
2504 }
2505
2506
2507 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
2508                 f32 dtime)
2509 {
2510
2511         f32 jitter;
2512         Jitter *jp;
2513
2514         /* Time average and jitter calculation
2515          */
2516         jp = &stats->dtime_jitter;
2517         jp->avg = jp->avg * 0.96 + dtime * 0.04;
2518
2519         jitter = dtime - jp->avg;
2520
2521         if (jitter > jp->max)
2522                 jp->max = jitter;
2523
2524         jp->counter += dtime;
2525
2526         if (jp->counter > 0.0) {
2527                 jp->counter -= 3.0;
2528                 jp->max_sample = jp->max;
2529                 jp->max_fraction = jp->max_sample / (jp->avg + 0.001);
2530                 jp->max = 0.0;
2531         }
2532
2533         /* Busytime average and jitter calculation
2534          */
2535         jp = &stats->busy_time_jitter;
2536         jp->avg = jp->avg + draw_times.busy_time * 0.02;
2537
2538         jitter = draw_times.busy_time - jp->avg;
2539
2540         if (jitter > jp->max)
2541                 jp->max = jitter;
2542         if (jitter < jp->min)
2543                 jp->min = jitter;
2544
2545         jp->counter += dtime;
2546
2547         if (jp->counter > 0.0) {
2548                 jp->counter -= 3.0;
2549                 jp->max_sample = jp->max;
2550                 jp->min_sample = jp->min;
2551                 jp->max = 0.0;
2552                 jp->min = 0.0;
2553         }
2554 }
2555
2556
2557
2558 /****************************************************************************
2559  Input handling
2560  ****************************************************************************/
2561
2562 void Game::processUserInput(VolatileRunFlags *flags,
2563                 GameRunData *runData, f32 dtime)
2564 {
2565         // Reset input if window not active or some menu is active
2566         if (device->isWindowActive() == false
2567                         || noMenuActive() == false
2568                         || guienv->hasFocus(gui_chat_console)) {
2569                 input->clear();
2570         }
2571
2572         if (!guienv->hasFocus(gui_chat_console) && gui_chat_console->isOpen()) {
2573                 gui_chat_console->closeConsoleAtOnce();
2574         }
2575
2576         // Input handler step() (used by the random input generator)
2577         input->step(dtime);
2578
2579 #ifdef HAVE_TOUCHSCREENGUI
2580
2581         if (g_touchscreengui) {
2582                 g_touchscreengui->step(dtime);
2583         }
2584
2585 #endif
2586 #ifdef __ANDROID__
2587
2588         if (current_formspec != 0)
2589                 current_formspec->getAndroidUIInput();
2590
2591 #endif
2592
2593         // Increase timer for double tap of "keymap_jump"
2594         if (m_cache_doubletap_jump && runData->jump_timer <= 0.2)
2595                 runData->jump_timer += dtime;
2596
2597         processKeyboardInput(
2598                         flags,
2599                         &runData->statustext_time,
2600                         &runData->jump_timer,
2601                         &runData->reset_jump_timer,
2602                         &runData->profiler_current_page,
2603                         runData->profiler_max_page);
2604
2605         processItemSelection(&runData->new_playeritem);
2606 }
2607
2608
2609 void Game::processKeyboardInput(VolatileRunFlags *flags,
2610                 float *statustext_time,
2611                 float *jump_timer,
2612                 bool *reset_jump_timer,
2613                 u32 *profiler_current_page,
2614                 u32 profiler_max_page)
2615 {
2616
2617         //TimeTaker tt("process kybd input", NULL, PRECISION_NANO);
2618
2619         if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DROP])) {
2620                 dropSelectedItem();
2621         // Add WoW-style autorun by toggling continuous forward.
2622         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_AUTORUN])) {
2623                 bool autorun_setting = g_settings->getBool("continuous_forward");
2624                 g_settings->setBool("continuous_forward", !autorun_setting);
2625         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_INVENTORY])) {
2626                 openInventory();
2627         } else if (input->wasKeyDown(EscapeKey) || input->wasKeyDown(CancelKey)) {
2628                 show_pause_menu(&current_formspec, client, gamedef, texture_src, device,
2629                                 simple_singleplayer_mode);
2630         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CHAT])) {
2631                 show_chat_menu(&current_formspec, client, gamedef, texture_src, device,
2632                                 client, "");
2633         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CMD])) {
2634                 show_chat_menu(&current_formspec, client, gamedef, texture_src, device,
2635                                 client, "/");
2636         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CONSOLE])) {
2637                 openConsole();
2638         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_FREEMOVE])) {
2639                 toggleFreeMove(statustext_time);
2640         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP])) {
2641                 toggleFreeMoveAlt(statustext_time, jump_timer);
2642                 *reset_jump_timer = true;
2643         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_FASTMOVE])) {
2644                 toggleFast(statustext_time);
2645         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_NOCLIP])) {
2646                 toggleNoClip(statustext_time);
2647         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CINEMATIC])) {
2648                 toggleCinematic(statustext_time);
2649         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_SCREENSHOT])) {
2650                 client->makeScreenshot(device);
2651         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_HUD])) {
2652                 toggleHud(statustext_time, &flags->show_hud);
2653         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_MINIMAP])) {
2654                 toggleMinimap(statustext_time, &flags->show_minimap, flags->show_hud,
2655                         input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]));
2656         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_CHAT])) {
2657                 toggleChat(statustext_time, &flags->show_chat);
2658         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_FORCE_FOG_OFF])) {
2659                 toggleFog(statustext_time, &flags->force_fog_off);
2660         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_UPDATE_CAMERA])) {
2661                 toggleUpdateCamera(statustext_time, &flags->disable_camera_update);
2662         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_DEBUG])) {
2663                 toggleDebug(statustext_time, &flags->show_debug, &flags->show_profiler_graph);
2664         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_TOGGLE_PROFILER])) {
2665                 toggleProfiler(statustext_time, profiler_current_page, profiler_max_page);
2666         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_INCREASE_VIEWING_RANGE])) {
2667                 increaseViewRange(statustext_time);
2668         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DECREASE_VIEWING_RANGE])) {
2669                 decreaseViewRange(statustext_time);
2670         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_RANGESELECT])) {
2671                 toggleFullViewRange(statustext_time);
2672         } else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_NEXT]))
2673                 quicktune->next();
2674         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_PREV]))
2675                 quicktune->prev();
2676         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_INC]))
2677                 quicktune->inc();
2678         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_QUICKTUNE_DEC]))
2679                 quicktune->dec();
2680         else if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_DEBUG_STACKS])) {
2681                 // Print debug stacks
2682                 dstream << "-----------------------------------------"
2683                         << std::endl;
2684                 dstream << "Printing debug stacks:" << std::endl;
2685                 dstream << "-----------------------------------------"
2686                         << std::endl;
2687                 debug_stacks_print();
2688         }
2689
2690         if (!input->isKeyDown(getKeySetting("keymap_jump")) && *reset_jump_timer) {
2691                 *reset_jump_timer = false;
2692                 *jump_timer = 0.0;
2693         }
2694
2695         //tt.stop();
2696
2697         if (quicktune->hasMessage()) {
2698                 std::string msg = quicktune->getMessage();
2699                 statustext = utf8_to_wide(msg);
2700                 *statustext_time = 0;
2701         }
2702 }
2703
2704
2705 void Game::processItemSelection(u16 *new_playeritem)
2706 {
2707         LocalPlayer *player = client->getEnv().getLocalPlayer();
2708
2709         /* Item selection using mouse wheel
2710          */
2711         *new_playeritem = client->getPlayerItem();
2712
2713         s32 wheel = input->getMouseWheel();
2714         u16 max_item = MYMIN(PLAYER_INVENTORY_SIZE - 1,
2715                                  player->hud_hotbar_itemcount - 1);
2716
2717         if (wheel < 0)
2718                 *new_playeritem = *new_playeritem < max_item ? *new_playeritem + 1 : 0;
2719         else if (wheel > 0)
2720                 *new_playeritem = *new_playeritem > 0 ? *new_playeritem - 1 : max_item;
2721         // else wheel == 0
2722
2723
2724         /* Item selection using keyboard
2725          */
2726         for (u16 i = 0; i < 10; i++) {
2727                 static const KeyPress *item_keys[10] = {
2728                         NumberKey + 1, NumberKey + 2, NumberKey + 3, NumberKey + 4,
2729                         NumberKey + 5, NumberKey + 6, NumberKey + 7, NumberKey + 8,
2730                         NumberKey + 9, NumberKey + 0,
2731                 };
2732
2733                 if (input->wasKeyDown(*item_keys[i])) {
2734                         if (i < PLAYER_INVENTORY_SIZE && i < player->hud_hotbar_itemcount) {
2735                                 *new_playeritem = i;
2736                                 infostream << "Selected item: " << new_playeritem << std::endl;
2737                         }
2738                         break;
2739                 }
2740         }
2741 }
2742
2743
2744 void Game::dropSelectedItem()
2745 {
2746         IDropAction *a = new IDropAction();
2747         a->count = 0;
2748         a->from_inv.setCurrentPlayer();
2749         a->from_list = "main";
2750         a->from_i = client->getPlayerItem();
2751         client->inventoryAction(a);
2752 }
2753
2754
2755 void Game::openInventory()
2756 {
2757         /*
2758          * Don't permit to open inventory is CAO or player doesn't exists.
2759          * This prevent showing an empty inventory at player load
2760          */
2761
2762         LocalPlayer *player = client->getEnv().getLocalPlayer();
2763         if (player == NULL || player->getCAO() == NULL)
2764                 return;
2765
2766         infostream << "the_game: " << "Launching inventory" << std::endl;
2767
2768         PlayerInventoryFormSource *fs_src = new PlayerInventoryFormSource(client);
2769         TextDest *txt_dst = new TextDestPlayerInventory(client);
2770
2771         create_formspec_menu(&current_formspec, client, gamedef, texture_src,
2772                         device, fs_src, txt_dst, client);
2773
2774         InventoryLocation inventoryloc;
2775         inventoryloc.setCurrentPlayer();
2776         current_formspec->setFormSpec(fs_src->getForm(), inventoryloc);
2777 }
2778
2779
2780 void Game::openConsole()
2781 {
2782         if (!gui_chat_console->isOpenInhibited()) {
2783                 // Open up to over half of the screen
2784                 gui_chat_console->openConsole(0.6);
2785                 guienv->setFocus(gui_chat_console);
2786         }
2787 }
2788
2789
2790 void Game::toggleFreeMove(float *statustext_time)
2791 {
2792         static const wchar_t *msg[] = { L"free_move disabled", L"free_move enabled" };
2793
2794         bool free_move = !g_settings->getBool("free_move");
2795         g_settings->set("free_move", bool_to_cstr(free_move));
2796
2797         *statustext_time = 0;
2798         statustext = msg[free_move];
2799         if (free_move && !client->checkPrivilege("fly"))
2800                 statustext += L" (note: no 'fly' privilege)";
2801 }
2802
2803
2804 void Game::toggleFreeMoveAlt(float *statustext_time, float *jump_timer)
2805 {
2806         if (m_cache_doubletap_jump && *jump_timer < 0.2f)
2807                 toggleFreeMove(statustext_time);
2808 }
2809
2810
2811 void Game::toggleFast(float *statustext_time)
2812 {
2813         static const wchar_t *msg[] = { L"fast_move disabled", L"fast_move enabled" };
2814         bool fast_move = !g_settings->getBool("fast_move");
2815         g_settings->set("fast_move", bool_to_cstr(fast_move));
2816
2817         *statustext_time = 0;
2818         statustext = msg[fast_move];
2819
2820         bool has_fast_privs = client->checkPrivilege("fast");
2821
2822         if (fast_move && !has_fast_privs)
2823                 statustext += L" (note: no 'fast' privilege)";
2824
2825 #ifdef __ANDROID__
2826         m_cache_hold_aux1 = fast_move && has_fast_privs;
2827 #endif
2828 }
2829
2830
2831 void Game::toggleNoClip(float *statustext_time)
2832 {
2833         static const wchar_t *msg[] = { L"noclip disabled", L"noclip enabled" };
2834         bool noclip = !g_settings->getBool("noclip");
2835         g_settings->set("noclip", bool_to_cstr(noclip));
2836
2837         *statustext_time = 0;
2838         statustext = msg[noclip];
2839
2840         if (noclip && !client->checkPrivilege("noclip"))
2841                 statustext += L" (note: no 'noclip' privilege)";
2842 }
2843
2844 void Game::toggleCinematic(float *statustext_time)
2845 {
2846         static const wchar_t *msg[] = { L"cinematic disabled", L"cinematic enabled" };
2847         bool cinematic = !g_settings->getBool("cinematic");
2848         g_settings->set("cinematic", bool_to_cstr(cinematic));
2849
2850         *statustext_time = 0;
2851         statustext = msg[cinematic];
2852 }
2853
2854
2855 void Game::toggleChat(float *statustext_time, bool *flag)
2856 {
2857         static const wchar_t *msg[] = { L"Chat hidden", L"Chat shown" };
2858
2859         *flag = !*flag;
2860         *statustext_time = 0;
2861         statustext = msg[*flag];
2862 }
2863
2864
2865 void Game::toggleHud(float *statustext_time, bool *flag)
2866 {
2867         static const wchar_t *msg[] = { L"HUD hidden", L"HUD shown" };
2868
2869         *flag = !*flag;
2870         *statustext_time = 0;
2871         statustext = msg[*flag];
2872         if (g_settings->getBool("enable_node_highlighting"))
2873                 client->setHighlighted(client->getHighlighted(), *flag);
2874 }
2875
2876 void Game::toggleMinimap(float *statustext_time, bool *flag,
2877         bool show_hud, bool shift_pressed)
2878 {
2879         if (!show_hud || !g_settings->getBool("enable_minimap"))
2880                 return;
2881
2882         if (shift_pressed) {
2883                 mapper->toggleMinimapShape();
2884                 return;
2885         }
2886
2887         u32 hud_flags = client->getEnv().getLocalPlayer()->hud_flags;
2888
2889         MinimapMode mode = MINIMAP_MODE_OFF;
2890         if (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) {
2891                 mode = mapper->getMinimapMode();
2892                 mode = (MinimapMode)((int)mode + 1);
2893         }
2894
2895         *flag = true;
2896         switch (mode) {
2897                 case MINIMAP_MODE_SURFACEx1:
2898                         statustext = L"Minimap in surface mode, Zoom x1";
2899                         break;
2900                 case MINIMAP_MODE_SURFACEx2:
2901                         statustext = L"Minimap in surface mode, Zoom x2";
2902                         break;
2903                 case MINIMAP_MODE_SURFACEx4:
2904                         statustext = L"Minimap in surface mode, Zoom x4";
2905                         break;
2906                 case MINIMAP_MODE_RADARx1:
2907                         statustext = L"Minimap in radar mode, Zoom x1";
2908                         break;
2909                 case MINIMAP_MODE_RADARx2:
2910                         statustext = L"Minimap in radar mode, Zoom x2";
2911                         break;
2912                 case MINIMAP_MODE_RADARx4:
2913                         statustext = L"Minimap in radar mode, Zoom x4";
2914                         break;
2915                 default:
2916                         mode = MINIMAP_MODE_OFF;
2917                         *flag = false;
2918                         statustext = (hud_flags & HUD_FLAG_MINIMAP_VISIBLE) ?
2919                                 L"Minimap hidden" : L"Minimap disabled by server";
2920         }
2921
2922         *statustext_time = 0;
2923         mapper->setMinimapMode(mode);
2924 }
2925
2926 void Game::toggleFog(float *statustext_time, bool *flag)
2927 {
2928         static const wchar_t *msg[] = { L"Fog enabled", L"Fog disabled" };
2929
2930         *flag = !*flag;
2931         *statustext_time = 0;
2932         statustext = msg[*flag];
2933 }
2934
2935
2936 void Game::toggleDebug(float *statustext_time, bool *show_debug,
2937                 bool *show_profiler_graph)
2938 {
2939         // Initial / 3x toggle: Chat only
2940         // 1x toggle: Debug text with chat
2941         // 2x toggle: Debug text with profiler graph
2942         if (!*show_debug) {
2943                 *show_debug = true;
2944                 *show_profiler_graph = false;
2945                 statustext = L"Debug info shown";
2946         } else if (*show_profiler_graph) {
2947                 *show_debug = false;
2948                 *show_profiler_graph = false;
2949                 statustext = L"Debug info and profiler graph hidden";
2950         } else {
2951                 *show_profiler_graph = true;
2952                 statustext = L"Profiler graph shown";
2953         }
2954         *statustext_time = 0;
2955 }
2956
2957
2958 void Game::toggleUpdateCamera(float *statustext_time, bool *flag)
2959 {
2960         static const wchar_t *msg[] = {
2961                 L"Camera update enabled",
2962                 L"Camera update disabled"
2963         };
2964
2965         *flag = !*flag;
2966         *statustext_time = 0;
2967         statustext = msg[*flag];
2968 }
2969
2970
2971 void Game::toggleProfiler(float *statustext_time, u32 *profiler_current_page,
2972                 u32 profiler_max_page)
2973 {
2974         *profiler_current_page = (*profiler_current_page + 1) % (profiler_max_page + 1);
2975
2976         // FIXME: This updates the profiler with incomplete values
2977         update_profiler_gui(guitext_profiler, g_fontengine, *profiler_current_page,
2978                         profiler_max_page, driver->getScreenSize().Height);
2979
2980         if (*profiler_current_page != 0) {
2981                 std::wstringstream sstr;
2982                 sstr << "Profiler shown (page " << *profiler_current_page
2983                      << " of " << profiler_max_page << ")";
2984                 statustext = sstr.str();
2985         } else {
2986                 statustext = L"Profiler hidden";
2987         }
2988         *statustext_time = 0;
2989 }
2990
2991
2992 void Game::increaseViewRange(float *statustext_time)
2993 {
2994         s16 range = g_settings->getS16("viewing_range_nodes_min");
2995         s16 range_new = range + 10;
2996         g_settings->set("viewing_range_nodes_min", itos(range_new));
2997         statustext = utf8_to_wide("Minimum viewing range changed to "
2998                         + itos(range_new));
2999         *statustext_time = 0;
3000 }
3001
3002
3003 void Game::decreaseViewRange(float *statustext_time)
3004 {
3005         s16 range = g_settings->getS16("viewing_range_nodes_min");
3006         s16 range_new = range - 10;
3007
3008         if (range_new < 0)
3009                 range_new = range;
3010
3011         g_settings->set("viewing_range_nodes_min", itos(range_new));
3012         statustext = utf8_to_wide("Minimum viewing range changed to "
3013                         + itos(range_new));
3014         *statustext_time = 0;
3015 }
3016
3017
3018 void Game::toggleFullViewRange(float *statustext_time)
3019 {
3020         static const wchar_t *msg[] = {
3021                 L"Disabled full viewing range",
3022                 L"Enabled full viewing range"
3023         };
3024
3025         draw_control->range_all = !draw_control->range_all;
3026         infostream << msg[draw_control->range_all] << std::endl;
3027         statustext = msg[draw_control->range_all];
3028         *statustext_time = 0;
3029 }
3030
3031
3032 void Game::updateCameraDirection(CameraOrientation *cam,
3033                 VolatileRunFlags *flags)
3034 {
3035         if ((device->isWindowActive() && noMenuActive()) || random_input) {
3036
3037 #ifndef __ANDROID__
3038                 if (!random_input) {
3039                         // Mac OSX gets upset if this is set every frame
3040                         if (device->getCursorControl()->isVisible())
3041                                 device->getCursorControl()->setVisible(false);
3042                 }
3043 #endif
3044
3045                 if (flags->first_loop_after_window_activation)
3046                         flags->first_loop_after_window_activation = false;
3047                 else
3048                         updateCameraOrientation(cam, *flags);
3049
3050                 input->setMousePos((driver->getScreenSize().Width / 2),
3051                                 (driver->getScreenSize().Height / 2));
3052         } else {
3053
3054 #ifndef ANDROID
3055                 // Mac OSX gets upset if this is set every frame
3056                 if (device->getCursorControl()->isVisible() == false)
3057                         device->getCursorControl()->setVisible(true);
3058 #endif
3059
3060                 if (!flags->first_loop_after_window_activation)
3061                         flags->first_loop_after_window_activation = true;
3062
3063         }
3064 }
3065
3066
3067 void Game::updateCameraOrientation(CameraOrientation *cam,
3068                 const VolatileRunFlags &flags)
3069 {
3070 #ifdef HAVE_TOUCHSCREENGUI
3071         if (g_touchscreengui) {
3072                 cam->camera_yaw   = g_touchscreengui->getYaw();
3073                 cam->camera_pitch = g_touchscreengui->getPitch();
3074         } else {
3075 #endif
3076                 s32 dx = input->getMousePos().X - (driver->getScreenSize().Width / 2);
3077                 s32 dy = input->getMousePos().Y - (driver->getScreenSize().Height / 2);
3078
3079                 if (flags.invert_mouse
3080                                 || camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT) {
3081                         dy = -dy;
3082                 }
3083
3084                 cam->camera_yaw   -= dx * m_cache_mouse_sensitivity;
3085                 cam->camera_pitch += dy * m_cache_mouse_sensitivity;
3086
3087 #ifdef HAVE_TOUCHSCREENGUI
3088         }
3089 #endif
3090
3091         cam->camera_pitch = rangelim(cam->camera_pitch, -89.5, 89.5);
3092 }
3093
3094
3095 void Game::updatePlayerControl(const CameraOrientation &cam)
3096 {
3097         //TimeTaker tt("update player control", NULL, PRECISION_NANO);
3098
3099         PlayerControl control(
3100                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD]),
3101                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]),
3102                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT]),
3103                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT]),
3104                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP]),
3105                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]),
3106                 input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK]),
3107                 input->getLeftState(),
3108                 input->getRightState(),
3109                 cam.camera_pitch,
3110                 cam.camera_yaw
3111         );
3112
3113         u32 keypress_bits =
3114                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_FORWARD])  & 0x1) << 0) |
3115                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_BACKWARD]) & 0x1) << 1) |
3116                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_LEFT])     & 0x1) << 2) |
3117                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_RIGHT])    & 0x1) << 3) |
3118                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_JUMP])     & 0x1) << 4) |
3119                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SPECIAL1]) & 0x1) << 5) |
3120                         ( (u32)(input->isKeyDown(keycache.key[KeyCache::KEYMAP_ID_SNEAK])    & 0x1) << 6) |
3121                         ( (u32)(input->getLeftState()                                        & 0x1) << 7) |
3122                         ( (u32)(input->getRightState()                                       & 0x1) << 8
3123                 );
3124
3125 #ifdef ANDROID
3126         /* For Android, simulate holding down AUX1 (fast move) if the user has
3127          * the fast_move setting toggled on. If there is an aux1 key defined for
3128          * Android then its meaning is inverted (i.e. holding aux1 means walk and
3129          * not fast)
3130          */
3131         if (m_cache_hold_aux1) {
3132                 control.aux1 = control.aux1 ^ true;
3133                 keypress_bits ^= ((u32)(1U << 5));
3134         }
3135 #endif
3136
3137         client->setPlayerControl(control);
3138         LocalPlayer *player = client->getEnv().getLocalPlayer();
3139         player->keyPressed = keypress_bits;
3140
3141         //tt.stop();
3142 }
3143
3144
3145 inline void Game::step(f32 *dtime)
3146 {
3147         bool can_be_and_is_paused =
3148                         (simple_singleplayer_mode && g_menumgr.pausesGame());
3149
3150         if (can_be_and_is_paused) {     // This is for a singleplayer server
3151                 *dtime = 0;             // No time passes
3152         } else {
3153                 if (server != NULL) {
3154                         //TimeTaker timer("server->step(dtime)");
3155                         server->step(*dtime);
3156                 }
3157
3158                 //TimeTaker timer("client.step(dtime)");
3159                 client->step(*dtime);
3160         }
3161 }
3162
3163
3164 void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
3165 {
3166         ClientEvent event = client->getClientEvent();
3167
3168         LocalPlayer *player = client->getEnv().getLocalPlayer();
3169
3170         for ( ; event.type != CE_NONE; event = client->getClientEvent()) {
3171
3172                 if (event.type == CE_PLAYER_DAMAGE &&
3173                                 client->getHP() != 0) {
3174                         //u16 damage = event.player_damage.amount;
3175                         //infostream<<"Player damage: "<<damage<<std::endl;
3176
3177                         *damage_flash += 100.0;
3178                         *damage_flash += 8.0 * event.player_damage.amount;
3179
3180                         player->hurt_tilt_timer = 1.5;
3181                         player->hurt_tilt_strength = event.player_damage.amount / 4;
3182                         player->hurt_tilt_strength = rangelim(player->hurt_tilt_strength, 1.0, 4.0);
3183
3184                         MtEvent *e = new SimpleTriggerEvent("PlayerDamage");
3185                         gamedef->event()->put(e);
3186                 } else if (event.type == CE_PLAYER_FORCE_MOVE) {
3187                         cam->camera_yaw = event.player_force_move.yaw;
3188                         cam->camera_pitch = event.player_force_move.pitch;
3189                 } else if (event.type == CE_DEATHSCREEN) {
3190                         show_deathscreen(&current_formspec, client, gamedef, texture_src,
3191                                          device, client);
3192
3193                         chat_backend->addMessage(L"", L"You died.");
3194
3195                         /* Handle visualization */
3196                         *damage_flash = 0;
3197                         player->hurt_tilt_timer = 0;
3198                         player->hurt_tilt_strength = 0;
3199
3200                 } else if (event.type == CE_SHOW_FORMSPEC) {
3201                         FormspecFormSource *fs_src =
3202                                 new FormspecFormSource(*(event.show_formspec.formspec));
3203                         TextDestPlayerInventory *txt_dst =
3204                                 new TextDestPlayerInventory(client, *(event.show_formspec.formname));
3205
3206                         create_formspec_menu(&current_formspec, client, gamedef,
3207                                              texture_src, device, fs_src, txt_dst, client);
3208
3209                         delete(event.show_formspec.formspec);
3210                         delete(event.show_formspec.formname);
3211                 } else if ((event.type == CE_SPAWN_PARTICLE) ||
3212                                 (event.type == CE_ADD_PARTICLESPAWNER) ||
3213                                 (event.type == CE_DELETE_PARTICLESPAWNER)) {
3214                         client->getParticleManager()->handleParticleEvent(&event, gamedef,
3215                                         smgr, player);
3216                 } else if (event.type == CE_HUDADD) {
3217                         u32 id = event.hudadd.id;
3218
3219                         LocalPlayer *player = client->getEnv().getLocalPlayer();
3220                         HudElement *e = player->getHud(id);
3221
3222                         if (e != NULL) {
3223                                 delete event.hudadd.pos;
3224                                 delete event.hudadd.name;
3225                                 delete event.hudadd.scale;
3226                                 delete event.hudadd.text;
3227                                 delete event.hudadd.align;
3228                                 delete event.hudadd.offset;
3229                                 delete event.hudadd.world_pos;
3230                                 delete event.hudadd.size;
3231                                 continue;
3232                         }
3233
3234                         e = new HudElement;
3235                         e->type   = (HudElementType)event.hudadd.type;
3236                         e->pos    = *event.hudadd.pos;
3237                         e->name   = *event.hudadd.name;
3238                         e->scale  = *event.hudadd.scale;
3239                         e->text   = *event.hudadd.text;
3240                         e->number = event.hudadd.number;
3241                         e->item   = event.hudadd.item;
3242                         e->dir    = event.hudadd.dir;
3243                         e->align  = *event.hudadd.align;
3244                         e->offset = *event.hudadd.offset;
3245                         e->world_pos = *event.hudadd.world_pos;
3246                         e->size = *event.hudadd.size;
3247
3248                         u32 new_id = player->addHud(e);
3249                         //if this isn't true our huds aren't consistent
3250                         sanity_check(new_id == id);
3251
3252                         delete event.hudadd.pos;
3253                         delete event.hudadd.name;
3254                         delete event.hudadd.scale;
3255                         delete event.hudadd.text;
3256                         delete event.hudadd.align;
3257                         delete event.hudadd.offset;
3258                         delete event.hudadd.world_pos;
3259                         delete event.hudadd.size;
3260                 } else if (event.type == CE_HUDRM) {
3261                         HudElement *e = player->removeHud(event.hudrm.id);
3262
3263                         if (e != NULL)
3264                                 delete(e);
3265                 } else if (event.type == CE_HUDCHANGE) {
3266                         u32 id = event.hudchange.id;
3267                         HudElement *e = player->getHud(id);
3268
3269                         if (e == NULL) {
3270                                 delete event.hudchange.v3fdata;
3271                                 delete event.hudchange.v2fdata;
3272                                 delete event.hudchange.sdata;
3273                                 delete event.hudchange.v2s32data;
3274                                 continue;
3275                         }
3276
3277                         switch (event.hudchange.stat) {
3278                         case HUD_STAT_POS:
3279                                 e->pos = *event.hudchange.v2fdata;
3280                                 break;
3281
3282                         case HUD_STAT_NAME:
3283                                 e->name = *event.hudchange.sdata;
3284                                 break;
3285
3286                         case HUD_STAT_SCALE:
3287                                 e->scale = *event.hudchange.v2fdata;
3288                                 break;
3289
3290                         case HUD_STAT_TEXT:
3291                                 e->text = *event.hudchange.sdata;
3292                                 break;
3293
3294                         case HUD_STAT_NUMBER:
3295                                 e->number = event.hudchange.data;
3296                                 break;
3297
3298                         case HUD_STAT_ITEM:
3299                                 e->item = event.hudchange.data;
3300                                 break;
3301
3302                         case HUD_STAT_DIR:
3303                                 e->dir = event.hudchange.data;
3304                                 break;
3305
3306                         case HUD_STAT_ALIGN:
3307                                 e->align = *event.hudchange.v2fdata;
3308                                 break;
3309
3310                         case HUD_STAT_OFFSET:
3311                                 e->offset = *event.hudchange.v2fdata;
3312                                 break;
3313
3314                         case HUD_STAT_WORLD_POS:
3315                                 e->world_pos = *event.hudchange.v3fdata;
3316                                 break;
3317
3318                         case HUD_STAT_SIZE:
3319                                 e->size = *event.hudchange.v2s32data;
3320                                 break;
3321                         }
3322
3323                         delete event.hudchange.v3fdata;
3324                         delete event.hudchange.v2fdata;
3325                         delete event.hudchange.sdata;
3326                         delete event.hudchange.v2s32data;
3327                 } else if (event.type == CE_SET_SKY) {
3328                         sky->setVisible(false);
3329
3330                         if (skybox) {
3331                                 skybox->remove();
3332                                 skybox = NULL;
3333                         }
3334
3335                         // Handle according to type
3336                         if (*event.set_sky.type == "regular") {
3337                                 sky->setVisible(true);
3338                         } else if (*event.set_sky.type == "skybox" &&
3339                                         event.set_sky.params->size() == 6) {
3340                                 sky->setFallbackBgColor(*event.set_sky.bgcolor);
3341                                 skybox = smgr->addSkyBoxSceneNode(
3342                                                  texture_src->getTextureForMesh((*event.set_sky.params)[0]),
3343                                                  texture_src->getTextureForMesh((*event.set_sky.params)[1]),
3344                                                  texture_src->getTextureForMesh((*event.set_sky.params)[2]),
3345                                                  texture_src->getTextureForMesh((*event.set_sky.params)[3]),
3346                                                  texture_src->getTextureForMesh((*event.set_sky.params)[4]),
3347                                                  texture_src->getTextureForMesh((*event.set_sky.params)[5]));
3348                         }
3349                         // Handle everything else as plain color
3350                         else {
3351                                 if (*event.set_sky.type != "plain")
3352                                         infostream << "Unknown sky type: "
3353                                                    << (*event.set_sky.type) << std::endl;
3354
3355                                 sky->setFallbackBgColor(*event.set_sky.bgcolor);
3356                         }
3357
3358                         delete event.set_sky.bgcolor;
3359                         delete event.set_sky.type;
3360                         delete event.set_sky.params;
3361                 } else if (event.type == CE_OVERRIDE_DAY_NIGHT_RATIO) {
3362                         bool enable = event.override_day_night_ratio.do_override;
3363                         u32 value = event.override_day_night_ratio.ratio_f * 1000;
3364                         client->getEnv().setDayNightRatioOverride(enable, value);
3365                 }
3366         }
3367 }
3368
3369
3370 void Game::updateCamera(VolatileRunFlags *flags, u32 busy_time,
3371                 f32 dtime, float time_from_last_punch)
3372 {
3373         LocalPlayer *player = client->getEnv().getLocalPlayer();
3374
3375         /*
3376                 For interaction purposes, get info about the held item
3377                 - What item is it?
3378                 - Is it a usable item?
3379                 - Can it point to liquids?
3380         */
3381         ItemStack playeritem;
3382         {
3383                 InventoryList *mlist = local_inventory->getList("main");
3384
3385                 if (mlist && client->getPlayerItem() < mlist->getSize())
3386                         playeritem = mlist->getItem(client->getPlayerItem());
3387         }
3388
3389         ToolCapabilities playeritem_toolcap =
3390                 playeritem.getToolCapabilities(itemdef_manager);
3391
3392         v3s16 old_camera_offset = camera->getOffset();
3393
3394         if (input->wasKeyDown(keycache.key[KeyCache::KEYMAP_ID_CAMERA_MODE])) {
3395                 GenericCAO *playercao = player->getCAO();
3396
3397                 // If playercao not loaded, don't change camera
3398                 if (playercao == NULL)
3399                         return;
3400
3401                 camera->toggleCameraMode();
3402
3403                 playercao->setVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3404                 playercao->setChildrenVisible(camera->getCameraMode() > CAMERA_MODE_FIRST);
3405         }
3406
3407         float full_punch_interval = playeritem_toolcap.full_punch_interval;
3408         float tool_reload_ratio = time_from_last_punch / full_punch_interval;
3409
3410         tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0);
3411         camera->update(player, dtime, busy_time / 1000.0f, tool_reload_ratio,
3412                       client->getEnv());
3413         camera->step(dtime);
3414
3415         v3f camera_position = camera->getPosition();
3416         v3f camera_direction = camera->getDirection();
3417         f32 camera_fov = camera->getFovMax();
3418         v3s16 camera_offset = camera->getOffset();
3419
3420         flags->camera_offset_changed = (camera_offset != old_camera_offset);
3421
3422         if (!flags->disable_camera_update) {
3423                 client->getEnv().getClientMap().updateCamera(camera_position,
3424                                 camera_direction, camera_fov, camera_offset);
3425
3426                 if (flags->camera_offset_changed) {
3427                         client->updateCameraOffset(camera_offset);
3428                         client->getEnv().updateCameraOffset(camera_offset);
3429
3430                         if (clouds)
3431                                 clouds->updateCameraOffset(camera_offset);
3432                 }
3433         }
3434 }
3435
3436
3437 void Game::updateSound(f32 dtime)
3438 {
3439         // Update sound listener
3440         v3s16 camera_offset = camera->getOffset();
3441         sound->updateListener(camera->getCameraNode()->getPosition() + intToFloat(camera_offset, BS),
3442                               v3f(0, 0, 0), // velocity
3443                               camera->getDirection(),
3444                               camera->getCameraNode()->getUpVector());
3445         sound->setListenerGain(g_settings->getFloat("sound_volume"));
3446
3447
3448         //      Update sound maker
3449         soundmaker->step(dtime);
3450
3451         LocalPlayer *player = client->getEnv().getLocalPlayer();
3452
3453         ClientMap &map = client->getEnv().getClientMap();
3454         MapNode n = map.getNodeNoEx(player->getStandingNodePos());
3455         soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
3456 }
3457
3458
3459 void Game::processPlayerInteraction(std::vector<aabb3f> &highlight_boxes,
3460                 GameRunData *runData, f32 dtime, bool show_hud, bool show_debug)
3461 {
3462         LocalPlayer *player = client->getEnv().getLocalPlayer();
3463
3464         ItemStack playeritem;
3465         {
3466                 InventoryList *mlist = local_inventory->getList("main");
3467
3468                 if (mlist && client->getPlayerItem() < mlist->getSize())
3469                         playeritem = mlist->getItem(client->getPlayerItem());
3470         }
3471
3472         const ItemDefinition &playeritem_def =
3473                         playeritem.getDefinition(itemdef_manager);
3474
3475         v3f player_position  = player->getPosition();
3476         v3f camera_position  = camera->getPosition();
3477         v3f camera_direction = camera->getDirection();
3478         v3s16 camera_offset  = camera->getOffset();
3479
3480
3481         /*
3482                 Calculate what block is the crosshair pointing to
3483         */
3484
3485         f32 d = playeritem_def.range; // max. distance
3486         f32 d_hand = itemdef_manager->get("").range;
3487
3488         if (d < 0 && d_hand >= 0)
3489                 d = d_hand;
3490         else if (d < 0)
3491                 d = 4.0;
3492
3493         core::line3d<f32> shootline;
3494
3495         if (camera->getCameraMode() != CAMERA_MODE_THIRD_FRONT) {
3496
3497                 shootline = core::line3d<f32>(camera_position,
3498                                                 camera_position + camera_direction * BS * (d + 1));
3499
3500         } else {
3501             // prevent player pointing anything in front-view
3502                 if (camera->getCameraMode() == CAMERA_MODE_THIRD_FRONT)
3503                         shootline = core::line3d<f32>(0, 0, 0, 0, 0, 0);
3504         }
3505
3506 #ifdef HAVE_TOUCHSCREENGUI
3507
3508         if ((g_settings->getBool("touchtarget")) && (g_touchscreengui)) {
3509                 shootline = g_touchscreengui->getShootline();
3510                 shootline.start += intToFloat(camera_offset, BS);
3511                 shootline.end += intToFloat(camera_offset, BS);
3512         }
3513
3514 #endif
3515
3516         PointedThing pointed = getPointedThing(
3517                         // input
3518                         client, player_position, camera_direction,
3519                         camera_position, shootline, d,
3520                         playeritem_def.liquids_pointable,
3521                         !runData->ldown_for_dig,
3522                         camera_offset,
3523                         // output
3524                         highlight_boxes,
3525                         runData->selected_object);
3526
3527         if (pointed != runData->pointed_old) {
3528                 infostream << "Pointing at " << pointed.dump() << std::endl;
3529
3530                 if (m_cache_enable_node_highlighting) {
3531                         if (pointed.type == POINTEDTHING_NODE) {
3532                                 client->setHighlighted(pointed.node_undersurface, show_hud);
3533                         } else {
3534                                 client->setHighlighted(pointed.node_undersurface, false);
3535                         }
3536                 }
3537         }
3538
3539         /*
3540                 Stop digging when
3541                 - releasing left mouse button
3542                 - pointing away from node
3543         */
3544         if (runData->digging) {
3545                 if (input->getLeftReleased()) {
3546                         infostream << "Left button released"
3547                                    << " (stopped digging)" << std::endl;
3548                         runData->digging = false;
3549                 } else if (pointed != runData->pointed_old) {
3550                         if (pointed.type == POINTEDTHING_NODE
3551                                         && runData->pointed_old.type == POINTEDTHING_NODE
3552                                         && pointed.node_undersurface
3553                                                         == runData->pointed_old.node_undersurface) {
3554                                 // Still pointing to the same node, but a different face.
3555                                 // Don't reset.
3556                         } else {
3557                                 infostream << "Pointing away from node"
3558                                            << " (stopped digging)" << std::endl;
3559                                 runData->digging = false;
3560                         }
3561                 }
3562
3563                 if (!runData->digging) {
3564                         client->interact(1, runData->pointed_old);
3565                         client->setCrack(-1, v3s16(0, 0, 0));
3566                         runData->dig_time = 0.0;
3567                 }
3568         }
3569
3570         if (!runData->digging && runData->ldown_for_dig && !input->getLeftState()) {
3571                 runData->ldown_for_dig = false;
3572         }
3573
3574         runData->left_punch = false;
3575
3576         soundmaker->m_player_leftpunch_sound.name = "";
3577
3578         if (input->getRightState())
3579                 runData->repeat_rightclick_timer += dtime;
3580         else
3581                 runData->repeat_rightclick_timer = 0;
3582
3583         if (playeritem_def.usable && input->getLeftState()) {
3584                 if (input->getLeftClicked())
3585                         client->interact(4, pointed);
3586         } else if (pointed.type == POINTEDTHING_NODE) {
3587                 ToolCapabilities playeritem_toolcap =
3588                                 playeritem.getToolCapabilities(itemdef_manager);
3589                 handlePointingAtNode(runData, pointed, playeritem_def,
3590                                 playeritem_toolcap, dtime);
3591         } else if (pointed.type == POINTEDTHING_OBJECT) {
3592                 handlePointingAtObject(runData, pointed, playeritem,
3593                                 player_position, show_debug);
3594         } else if (input->getLeftState()) {
3595                 // When button is held down in air, show continuous animation
3596                 runData->left_punch = true;
3597         }
3598
3599         runData->pointed_old = pointed;
3600
3601         if (runData->left_punch || input->getLeftClicked())
3602                 camera->setDigging(0); // left click animation
3603
3604         input->resetLeftClicked();
3605         input->resetRightClicked();
3606
3607         input->resetLeftReleased();
3608         input->resetRightReleased();
3609 }
3610
3611
3612 void Game::handlePointingAtNode(GameRunData *runData,
3613                 const PointedThing &pointed, const ItemDefinition &playeritem_def,
3614                 const ToolCapabilities &playeritem_toolcap, f32 dtime)
3615 {
3616         v3s16 nodepos = pointed.node_undersurface;
3617         v3s16 neighbourpos = pointed.node_abovesurface;
3618
3619         /*
3620                 Check information text of node
3621         */
3622
3623         ClientMap &map = client->getEnv().getClientMap();
3624         NodeMetadata *meta = map.getNodeMetadata(nodepos);
3625
3626         if (meta) {
3627                 infotext = utf8_to_wide(meta->getString("infotext"));
3628         } else {
3629                 MapNode n = map.getNodeNoEx(nodepos);
3630
3631                 if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
3632                         infotext = L"Unknown node: ";
3633                         infotext += utf8_to_wide(nodedef_manager->get(n).name);
3634                 }
3635         }
3636
3637         if (runData->nodig_delay_timer <= 0.0 && input->getLeftState()
3638                         && client->checkPrivilege("interact")) {
3639                 handleDigging(runData, pointed, nodepos, playeritem_toolcap, dtime);
3640         }
3641
3642         if ((input->getRightClicked() ||
3643                         runData->repeat_rightclick_timer >= m_repeat_right_click_time) &&
3644                         client->checkPrivilege("interact")) {
3645                 runData->repeat_rightclick_timer = 0;
3646                 infostream << "Ground right-clicked" << std::endl;
3647
3648                 if (meta && meta->getString("formspec") != "" && !random_input
3649                                 && !input->isKeyDown(getKeySetting("keymap_sneak"))) {
3650                         infostream << "Launching custom inventory view" << std::endl;
3651
3652                         InventoryLocation inventoryloc;
3653                         inventoryloc.setNodeMeta(nodepos);
3654
3655                         NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
3656                                 &client->getEnv().getClientMap(), nodepos);
3657                         TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
3658
3659                         create_formspec_menu(&current_formspec, client, gamedef,
3660                                              texture_src, device, fs_src, txt_dst, client);
3661
3662                         current_formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
3663                 } else {
3664                         // Report right click to server
3665
3666                         camera->setDigging(1);  // right click animation (always shown for feedback)
3667
3668                         // If the wielded item has node placement prediction,
3669                         // make that happen
3670                         bool placed = nodePlacementPrediction(*client,
3671                                         playeritem_def,
3672                                         nodepos, neighbourpos);
3673
3674                         if (placed) {
3675                                 // Report to server
3676                                 client->interact(3, pointed);
3677                                 // Read the sound
3678                                 soundmaker->m_player_rightpunch_sound =
3679                                                 playeritem_def.sound_place;
3680                         } else {
3681                                 soundmaker->m_player_rightpunch_sound =
3682                                                 SimpleSoundSpec();
3683
3684                                 if (playeritem_def.node_placement_prediction == "" ||
3685                                                 nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable)
3686                                         client->interact(3, pointed); // Report to server
3687                         }
3688                 }
3689         }
3690 }
3691
3692
3693 void Game::handlePointingAtObject(GameRunData *runData,
3694                 const PointedThing &pointed,
3695                 const ItemStack &playeritem,
3696                 const v3f &player_position,
3697                 bool show_debug)
3698 {
3699         infotext = utf8_to_wide(runData->selected_object->infoText());
3700
3701         if (infotext == L"" && show_debug) {
3702                 infotext = utf8_to_wide(runData->selected_object->debugInfoText());
3703         }
3704
3705         if (input->getLeftState()) {
3706                 bool do_punch = false;
3707                 bool do_punch_damage = false;
3708
3709                 if (runData->object_hit_delay_timer <= 0.0) {
3710                         do_punch = true;
3711                         do_punch_damage = true;
3712                         runData->object_hit_delay_timer = object_hit_delay;
3713                 }
3714
3715                 if (input->getLeftClicked())
3716                         do_punch = true;
3717
3718                 if (do_punch) {
3719                         infostream << "Left-clicked object" << std::endl;
3720                         runData->left_punch = true;
3721                 }
3722
3723                 if (do_punch_damage) {
3724                         // Report direct punch
3725                         v3f objpos = runData->selected_object->getPosition();
3726                         v3f dir = (objpos - player_position).normalize();
3727
3728                         bool disable_send = runData->selected_object->directReportPunch(
3729                                         dir, &playeritem, runData->time_from_last_punch);
3730                         runData->time_from_last_punch = 0;
3731
3732                         if (!disable_send)
3733                                 client->interact(0, pointed);
3734                 }
3735         } else if (input->getRightClicked()) {
3736                 infostream << "Right-clicked object" << std::endl;
3737                 client->interact(3, pointed);  // place
3738         }
3739 }
3740
3741
3742 void Game::handleDigging(GameRunData *runData,
3743                 const PointedThing &pointed, const v3s16 &nodepos,
3744                 const ToolCapabilities &playeritem_toolcap, f32 dtime)
3745 {
3746         if (!runData->digging) {
3747                 infostream << "Started digging" << std::endl;
3748                 client->interact(0, pointed);
3749                 runData->digging = true;
3750                 runData->ldown_for_dig = true;
3751         }
3752
3753         LocalPlayer *player = client->getEnv().getLocalPlayer();
3754         ClientMap &map = client->getEnv().getClientMap();
3755         MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
3756
3757         // NOTE: Similar piece of code exists on the server side for
3758         // cheat detection.
3759         // Get digging parameters
3760         DigParams params = getDigParams(nodedef_manager->get(n).groups,
3761                         &playeritem_toolcap);
3762
3763         // If can't dig, try hand
3764         if (!params.diggable) {
3765                 const ItemDefinition &hand = itemdef_manager->get("");
3766                 const ToolCapabilities *tp = hand.tool_capabilities;
3767
3768                 if (tp)
3769                         params = getDigParams(nodedef_manager->get(n).groups, tp);
3770         }
3771
3772         if (params.diggable == false) {
3773                 // I guess nobody will wait for this long
3774                 runData->dig_time_complete = 10000000.0;
3775         } else {
3776                 runData->dig_time_complete = params.time;
3777
3778                 if (m_cache_enable_particles) {
3779                         const ContentFeatures &features =
3780                                         client->getNodeDefManager()->get(n);
3781                         client->getParticleManager()->addPunchingParticles(gamedef, smgr,
3782                                         player, nodepos, features.tiles);
3783                 }
3784         }
3785
3786         if (runData->dig_time_complete >= 0.001) {
3787                 runData->dig_index = (float)crack_animation_length
3788                                 * runData->dig_time
3789                                 / runData->dig_time_complete;
3790         } else {
3791                 // This is for torches
3792                 runData->dig_index = crack_animation_length;
3793         }
3794
3795         SimpleSoundSpec sound_dig = nodedef_manager->get(n).sound_dig;
3796
3797         if (sound_dig.exists() && params.diggable) {
3798                 if (sound_dig.name == "__group") {
3799                         if (params.main_group != "") {
3800                                 soundmaker->m_player_leftpunch_sound.gain = 0.5;
3801                                 soundmaker->m_player_leftpunch_sound.name =
3802                                                 std::string("default_dig_") +
3803                                                 params.main_group;
3804                         }
3805                 } else {
3806                         soundmaker->m_player_leftpunch_sound = sound_dig;
3807                 }
3808         }
3809
3810         // Don't show cracks if not diggable
3811         if (runData->dig_time_complete >= 100000.0) {
3812         } else if (runData->dig_index < crack_animation_length) {
3813                 //TimeTaker timer("client.setTempMod");
3814                 //infostream<<"dig_index="<<dig_index<<std::endl;
3815                 client->setCrack(runData->dig_index, nodepos);
3816         } else {
3817                 infostream << "Digging completed" << std::endl;
3818                 client->interact(2, pointed);
3819                 client->setCrack(-1, v3s16(0, 0, 0));
3820                 bool is_valid_position;
3821                 MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
3822                 if (is_valid_position)
3823                         client->removeNode(nodepos);
3824
3825                 if (m_cache_enable_particles) {
3826                         const ContentFeatures &features =
3827                                 client->getNodeDefManager()->get(wasnode);
3828                         client->getParticleManager()->addDiggingParticles(gamedef, smgr,
3829                                         player, nodepos, features.tiles);
3830                 }
3831
3832                 runData->dig_time = 0;
3833                 runData->digging = false;
3834
3835                 runData->nodig_delay_timer =
3836                                 runData->dig_time_complete / (float)crack_animation_length;
3837
3838                 // We don't want a corresponding delay to
3839                 // very time consuming nodes
3840                 if (runData->nodig_delay_timer > 0.3)
3841                         runData->nodig_delay_timer = 0.3;
3842
3843                 // We want a slight delay to very little
3844                 // time consuming nodes
3845                 const float mindelay = 0.15;
3846
3847                 if (runData->nodig_delay_timer < mindelay)
3848                         runData->nodig_delay_timer = mindelay;
3849
3850                 // Send event to trigger sound
3851                 MtEvent *e = new NodeDugEvent(nodepos, wasnode);
3852                 gamedef->event()->put(e);
3853         }
3854
3855         if (runData->dig_time_complete < 100000.0) {
3856                 runData->dig_time += dtime;
3857         } else {
3858                 runData->dig_time = 0;
3859                 client->setCrack(-1, nodepos);
3860         }
3861
3862         camera->setDigging(0);  // left click animation
3863 }
3864
3865
3866 void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
3867                 ProfilerGraph *graph, RunStats *stats, GameRunData *runData,
3868                 f32 dtime, const VolatileRunFlags &flags, const CameraOrientation &cam)
3869 {
3870         LocalPlayer *player = client->getEnv().getLocalPlayer();
3871
3872         /*
3873                 Fog range
3874         */
3875
3876         if (draw_control->range_all) {
3877                 runData->fog_range = 100000 * BS;
3878         } else {
3879                 runData->fog_range = draw_control->wanted_range * BS
3880                                 + 0.0 * MAP_BLOCKSIZE * BS;
3881                 runData->fog_range = MYMIN(
3882                                 runData->fog_range,
3883                                 (draw_control->farthest_drawn + 20) * BS);
3884                 runData->fog_range *= 0.9;
3885         }
3886
3887         /*
3888                 Calculate general brightness
3889         */
3890         u32 daynight_ratio = client->getEnv().getDayNightRatio();
3891         float time_brightness = decode_light_f((float)daynight_ratio / 1000.0);
3892         float direct_brightness;
3893         bool sunlight_seen;
3894
3895         if (g_settings->getBool("free_move")) {
3896                 direct_brightness = time_brightness;
3897                 sunlight_seen = true;
3898         } else {
3899                 ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
3900                 float old_brightness = sky->getBrightness();
3901                 direct_brightness = client->getEnv().getClientMap()
3902                                 .getBackgroundBrightness(MYMIN(runData->fog_range * 1.2, 60 * BS),
3903                                         daynight_ratio, (int)(old_brightness * 255.5), &sunlight_seen)
3904                                     / 255.0;
3905         }
3906
3907         float time_of_day = runData->time_of_day;
3908         float time_of_day_smooth = runData->time_of_day_smooth;
3909
3910         time_of_day = client->getEnv().getTimeOfDayF();
3911
3912         const float maxsm = 0.05;
3913         const float todsm = 0.05;
3914
3915         if (fabs(time_of_day - time_of_day_smooth) > maxsm &&
3916                         fabs(time_of_day - time_of_day_smooth + 1.0) > maxsm &&
3917                         fabs(time_of_day - time_of_day_smooth - 1.0) > maxsm)
3918                 time_of_day_smooth = time_of_day;
3919
3920         if (time_of_day_smooth > 0.8 && time_of_day < 0.2)
3921                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3922                                 + (time_of_day + 1.0) * todsm;
3923         else
3924                 time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
3925                                 + time_of_day * todsm;
3926
3927         runData->time_of_day = time_of_day;
3928         runData->time_of_day_smooth = time_of_day_smooth;
3929
3930         sky->update(time_of_day_smooth, time_brightness, direct_brightness,
3931                         sunlight_seen, camera->getCameraMode(), player->getYaw(),
3932                         player->getPitch());
3933
3934         /*
3935                 Update clouds
3936         */
3937         if (clouds) {
3938                 v3f player_position = player->getPosition();
3939                 if (sky->getCloudsVisible()) {
3940                         clouds->setVisible(true);
3941                         clouds->step(dtime);
3942                         clouds->update(v2f(player_position.X, player_position.Z),
3943                                        sky->getCloudColor());
3944                 } else {
3945                         clouds->setVisible(false);
3946                 }
3947         }
3948
3949         /*
3950                 Update particles
3951         */
3952         client->getParticleManager()->step(dtime);
3953
3954         /*
3955                 Fog
3956         */
3957
3958         if (m_cache_enable_fog && !flags.force_fog_off) {
3959                 driver->setFog(
3960                                 sky->getBgColor(),
3961                                 video::EFT_FOG_LINEAR,
3962                                 runData->fog_range * 0.4,
3963                                 runData->fog_range * 1.0,
3964                                 0.01,
3965                                 false, // pixel fog
3966                                 false // range fog
3967                 );
3968         } else {
3969                 driver->setFog(
3970                                 sky->getBgColor(),
3971                                 video::EFT_FOG_LINEAR,
3972                                 100000 * BS,
3973                                 110000 * BS,
3974                                 0.01,
3975                                 false, // pixel fog
3976                                 false // range fog
3977                 );
3978         }
3979
3980         /*
3981                 Get chat messages from client
3982         */
3983
3984         v2u32 screensize = driver->getScreenSize();
3985
3986         updateChat(*client, dtime, flags.show_debug, screensize,
3987                         flags.show_chat, runData->profiler_current_page,
3988                         *chat_backend, guitext_chat);
3989
3990         /*
3991                 Inventory
3992         */
3993
3994         if (client->getPlayerItem() != runData->new_playeritem)
3995                 client->selectPlayerItem(runData->new_playeritem);
3996
3997         // Update local inventory if it has changed
3998         if (client->getLocalInventoryUpdated()) {
3999                 //infostream<<"Updating local inventory"<<std::endl;
4000                 client->getLocalInventory(*local_inventory);
4001                 runData->update_wielded_item_trigger = true;
4002         }
4003
4004         if (runData->update_wielded_item_trigger) {
4005                 // Update wielded tool
4006                 InventoryList *mlist = local_inventory->getList("main");
4007
4008                 if (mlist && (client->getPlayerItem() < mlist->getSize())) {
4009                         ItemStack item = mlist->getItem(client->getPlayerItem());
4010                         camera->wield(item);
4011                 }
4012                 runData->update_wielded_item_trigger = false;
4013         }
4014
4015         /*
4016                 Update block draw list every 200ms or when camera direction has
4017                 changed much
4018         */
4019         runData->update_draw_list_timer += dtime;
4020
4021         v3f camera_direction = camera->getDirection();
4022         if (runData->update_draw_list_timer >= 0.2
4023                         || runData->update_draw_list_last_cam_dir.getDistanceFrom(camera_direction) > 0.2
4024                         || flags.camera_offset_changed) {
4025                 runData->update_draw_list_timer = 0;
4026                 client->getEnv().getClientMap().updateDrawList(driver);
4027                 runData->update_draw_list_last_cam_dir = camera_direction;
4028         }
4029
4030         updateGui(&runData->statustext_time, *stats, *runData, dtime, flags, cam);
4031
4032         /*
4033            make sure menu is on top
4034            1. Delete formspec menu reference if menu was removed
4035            2. Else, make sure formspec menu is on top
4036         */
4037         if (current_formspec) {
4038                 if (current_formspec->getReferenceCount() == 1) {
4039                         current_formspec->drop();
4040                         current_formspec = NULL;
4041                 } else if (!noMenuActive()) {
4042                         guiroot->bringToFront(current_formspec);
4043                 }
4044         }
4045
4046         /*
4047                 Drawing begins
4048         */
4049
4050         video::SColor skycolor = sky->getSkyColor();
4051
4052         TimeTaker tt_draw("mainloop: draw");
4053         {
4054                 TimeTaker timer("beginScene");
4055                 driver->beginScene(true, true, skycolor);
4056                 stats->beginscenetime = timer.stop(true);
4057         }
4058
4059         draw_scene(driver, smgr, *camera, *client, player, *hud, *mapper,
4060                         guienv, highlight_boxes, screensize, skycolor, flags.show_hud,
4061                         flags.show_minimap);
4062
4063         /*
4064                 Profiler graph
4065         */
4066         if (flags.show_profiler_graph)
4067                 graph->draw(10, screensize.Y - 10, driver, g_fontengine->getFont());
4068
4069         /*
4070                 Damage flash
4071         */
4072         if (runData->damage_flash > 0.0) {
4073                 video::SColor color(std::min(runData->damage_flash, 180.0f),
4074                                 180,
4075                                 0,
4076                                 0);
4077                 driver->draw2DRectangle(color,
4078                                         core::rect<s32>(0, 0, screensize.X, screensize.Y),
4079                                         NULL);
4080
4081                 runData->damage_flash -= 100.0 * dtime;
4082         }
4083
4084         /*
4085                 Damage camera tilt
4086         */
4087         if (player->hurt_tilt_timer > 0.0) {
4088                 player->hurt_tilt_timer -= dtime * 5;
4089
4090                 if (player->hurt_tilt_timer < 0)
4091                         player->hurt_tilt_strength = 0;
4092         }
4093
4094         /*
4095                 Update minimap pos and rotation
4096         */
4097         if (flags.show_minimap && flags.show_hud) {
4098                 mapper->setPos(floatToInt(player->getPosition(), BS));
4099                 mapper->setAngle(player->getYaw());
4100         }
4101
4102         /*
4103                 End scene
4104         */
4105         {
4106                 TimeTaker timer("endScene");
4107                 driver->endScene();
4108                 stats->endscenetime = timer.stop(true);
4109         }
4110
4111         stats->drawtime = tt_draw.stop(true);
4112         g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
4113 }
4114
4115
4116 inline static const char *yawToDirectionString(int yaw)
4117 {
4118         // NOTE: TODO: This can be done mathematically without the else/else-if
4119         // cascade.
4120
4121         const char *player_direction;
4122
4123         yaw = wrapDegrees_0_360(yaw);
4124
4125         if (yaw >= 45 && yaw < 135)
4126                 player_direction = "West [-X]";
4127         else if (yaw >= 135 && yaw < 225)
4128                 player_direction = "South [-Z]";
4129         else if (yaw >= 225 && yaw < 315)
4130                 player_direction = "East [+X]";
4131         else
4132                 player_direction = "North [+Z]";
4133
4134         return player_direction;
4135 }
4136
4137
4138 void Game::updateGui(float *statustext_time, const RunStats &stats,
4139                 const GameRunData& runData, f32 dtime, const VolatileRunFlags &flags,
4140                 const CameraOrientation &cam)
4141 {
4142         v2u32 screensize = driver->getScreenSize();
4143         LocalPlayer *player = client->getEnv().getLocalPlayer();
4144         v3f player_position = player->getPosition();
4145
4146         if (flags.show_debug) {
4147                 static float drawtime_avg = 0;
4148                 drawtime_avg = drawtime_avg * 0.95 + stats.drawtime * 0.05;
4149
4150                 u16 fps = 1.0 / stats.dtime_jitter.avg;
4151                 //s32 fps = driver->getFPS();
4152
4153                 std::ostringstream os(std::ios_base::binary);
4154                 os << std::fixed
4155                    << PROJECT_NAME_C " " << g_version_hash
4156                    << " FPS = " << fps
4157                    << " (R: range_all=" << draw_control->range_all << ")"
4158                    << std::setprecision(0)
4159                    << " drawtime = " << drawtime_avg
4160                    << std::setprecision(1)
4161                    << ", dtime_jitter = "
4162                    << (stats.dtime_jitter.max_fraction * 100.0) << " %"
4163                    << std::setprecision(1)
4164                    << ", v_range = " << draw_control->wanted_range
4165                    << std::setprecision(3)
4166                    << ", RTT = " << client->getRTT();
4167                 guitext->setText(utf8_to_wide(os.str()).c_str());
4168                 guitext->setVisible(true);
4169         } else if (flags.show_hud || flags.show_chat) {
4170                 std::ostringstream os(std::ios_base::binary);
4171                 os << PROJECT_NAME_C " " << g_version_hash;
4172                 guitext->setText(utf8_to_wide(os.str()).c_str());
4173                 guitext->setVisible(true);
4174         } else {
4175                 guitext->setVisible(false);
4176         }
4177
4178         if (guitext->isVisible()) {
4179                 core::rect<s32> rect(
4180                                 5,              5,
4181                                 screensize.X,   5 + g_fontengine->getTextHeight()
4182                 );
4183                 guitext->setRelativePosition(rect);
4184         }
4185
4186         if (flags.show_debug) {
4187                 std::ostringstream os(std::ios_base::binary);
4188                 os << std::setprecision(1) << std::fixed
4189                    << "(" << (player_position.X / BS)
4190                    << ", " << (player_position.Y / BS)
4191                    << ", " << (player_position.Z / BS)
4192                    << ") (yaw=" << (wrapDegrees_0_360(cam.camera_yaw))
4193                    << " " << yawToDirectionString(cam.camera_yaw)
4194                    << ") (seed = " << ((u64)client->getMapSeed())
4195                    << ")";
4196
4197                 if (runData.pointed_old.type == POINTEDTHING_NODE) {
4198                         ClientMap &map = client->getEnv().getClientMap();
4199                         const INodeDefManager *nodedef = client->getNodeDefManager();
4200                         MapNode n = map.getNodeNoEx(runData.pointed_old.node_undersurface);
4201                         if (n.getContent() != CONTENT_IGNORE && nodedef->get(n).name != "unknown") {
4202                                 const ContentFeatures &features = nodedef->get(n);
4203                                 os << " (pointing_at = " << nodedef->get(n).name
4204                                    << " - " << features.tiledef[0].name.c_str()
4205                                    << ")";
4206                         }
4207                 }
4208
4209                 guitext2->setText(utf8_to_wide(os.str()).c_str());
4210                 guitext2->setVisible(true);
4211
4212                 core::rect<s32> rect(
4213                                 5,             5 + g_fontengine->getTextHeight(),
4214                                 screensize.X,  5 + g_fontengine->getTextHeight() * 2
4215                 );
4216                 guitext2->setRelativePosition(rect);
4217         } else {
4218                 guitext2->setVisible(false);
4219         }
4220
4221         guitext_info->setText(infotext.c_str());
4222         guitext_info->setVisible(flags.show_hud && g_menumgr.menuCount() == 0);
4223
4224         float statustext_time_max = 1.5;
4225
4226         if (!statustext.empty()) {
4227                 *statustext_time += dtime;
4228
4229                 if (*statustext_time >= statustext_time_max) {
4230                         statustext = L"";
4231                         *statustext_time = 0;
4232                 }
4233         }
4234
4235         guitext_status->setText(statustext.c_str());
4236         guitext_status->setVisible(!statustext.empty());
4237
4238         if (!statustext.empty()) {
4239                 s32 status_width  = guitext_status->getTextWidth();
4240                 s32 status_height = guitext_status->getTextHeight();
4241                 s32 status_y = screensize.Y - 150;
4242                 s32 status_x = (screensize.X - status_width) / 2;
4243                 core::rect<s32> rect(
4244                                 status_x , status_y - status_height,
4245                                 status_x + status_width, status_y
4246                 );
4247                 guitext_status->setRelativePosition(rect);
4248
4249                 // Fade out
4250                 video::SColor initial_color(255, 0, 0, 0);
4251
4252                 if (guienv->getSkin())
4253                         initial_color = guienv->getSkin()->getColor(gui::EGDC_BUTTON_TEXT);
4254
4255                 video::SColor final_color = initial_color;
4256                 final_color.setAlpha(0);
4257                 video::SColor fade_color = initial_color.getInterpolated_quadratic(
4258                                 initial_color, final_color,
4259                                 pow(*statustext_time / statustext_time_max, 2.0f));
4260                 guitext_status->setOverrideColor(fade_color);
4261                 guitext_status->enableOverrideColor(true);
4262         }
4263 }
4264
4265
4266 /* Log times and stuff for visualization */
4267 inline void Game::updateProfilerGraphs(ProfilerGraph *graph)
4268 {
4269         Profiler::GraphValues values;
4270         g_profiler->graphGet(values);
4271         graph->put(values);
4272 }
4273
4274
4275
4276 /****************************************************************************
4277  Misc
4278  ****************************************************************************/
4279
4280 /* On some computers framerate doesn't seem to be automatically limited
4281  */
4282 inline void Game::limitFps(FpsControl *fps_timings, f32 *dtime)
4283 {
4284         // not using getRealTime is necessary for wine
4285         device->getTimer()->tick(); // Maker sure device time is up-to-date
4286         u32 time = device->getTimer()->getTime();
4287         u32 last_time = fps_timings->last_time;
4288
4289         if (time > last_time)  // Make sure time hasn't overflowed
4290                 fps_timings->busy_time = time - last_time;
4291         else
4292                 fps_timings->busy_time = 0;
4293
4294         u32 frametime_min = 1000 / (g_menumgr.pausesGame()
4295                         ? g_settings->getFloat("pause_fps_max")
4296                         : g_settings->getFloat("fps_max"));
4297
4298         if (fps_timings->busy_time < frametime_min) {
4299                 fps_timings->sleep_time = frametime_min - fps_timings->busy_time;
4300                 device->sleep(fps_timings->sleep_time);
4301         } else {
4302                 fps_timings->sleep_time = 0;
4303         }
4304
4305         /* Get the new value of the device timer. Note that device->sleep() may
4306          * not sleep for the entire requested time as sleep may be interrupted and
4307          * therefore it is arguably more accurate to get the new time from the
4308          * device rather than calculating it by adding sleep_time to time.
4309          */
4310
4311         device->getTimer()->tick(); // Update device timer
4312         time = device->getTimer()->getTime();
4313
4314         if (time > last_time)  // Make sure last_time hasn't overflowed
4315                 *dtime = (time - last_time) / 1000.0;
4316         else
4317                 *dtime = 0;
4318
4319         fps_timings->last_time = time;
4320 }
4321
4322 // Note: This will free (using delete[])! \p msg. If you want to use it later,
4323 // pass a copy of it to this function
4324 // Note: \p msg must be allocated using new (not malloc())
4325 void Game::showOverlayMessage(const wchar_t *msg, float dtime,
4326                 int percent, bool draw_clouds)
4327 {
4328         draw_load_screen(msg, device, guienv, dtime, percent, draw_clouds);
4329         delete[] msg;
4330 }
4331
4332 void Game::settingChangedCallback(const std::string &setting_name, void *data)
4333 {
4334         ((Game *)data)->readSettings();
4335 }
4336
4337 void Game::readSettings()
4338 {
4339         m_cache_doubletap_jump            = g_settings->getBool("doubletap_jump");
4340         m_cache_enable_node_highlighting  = g_settings->getBool("enable_node_highlighting");
4341         m_cache_enable_clouds             = g_settings->getBool("enable_clouds");
4342         m_cache_enable_particles          = g_settings->getBool("enable_particles");
4343         m_cache_enable_fog                = g_settings->getBool("enable_fog");
4344         m_cache_mouse_sensitivity         = g_settings->getFloat("mouse_sensitivity");
4345         m_repeat_right_click_time         = g_settings->getFloat("repeat_rightclick_time");
4346
4347         m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
4348 }
4349
4350 /****************************************************************************/
4351 /****************************************************************************
4352  Shutdown / cleanup
4353  ****************************************************************************/
4354 /****************************************************************************/
4355
4356 void Game::extendedResourceCleanup()
4357 {
4358         // Extended resource accounting
4359         infostream << "Irrlicht resources after cleanup:" << std::endl;
4360         infostream << "\tRemaining meshes   : "
4361                    << device->getSceneManager()->getMeshCache()->getMeshCount() << std::endl;
4362         infostream << "\tRemaining textures : "
4363                    << driver->getTextureCount() << std::endl;
4364
4365         for (unsigned int i = 0; i < driver->getTextureCount(); i++) {
4366                 irr::video::ITexture *texture = driver->getTextureByIndex(i);
4367                 infostream << "\t\t" << i << ":" << texture->getName().getPath().c_str()
4368                            << std::endl;
4369         }
4370
4371         clearTextureNameCache();
4372         infostream << "\tRemaining materials: "
4373                << driver-> getMaterialRendererCount()
4374                        << " (note: irrlicht doesn't support removing renderers)" << std::endl;
4375 }
4376
4377
4378 /****************************************************************************/
4379 /****************************************************************************
4380  extern function for launching the game
4381  ****************************************************************************/
4382 /****************************************************************************/
4383
4384 void the_game(bool *kill,
4385                 bool random_input,
4386                 InputHandler *input,
4387                 IrrlichtDevice *device,
4388
4389                 const std::string &map_dir,
4390                 const std::string &playername,
4391                 const std::string &password,
4392                 const std::string &address,         // If empty local server is created
4393                 u16 port,
4394
4395                 std::string &error_message,
4396                 ChatBackend &chat_backend,
4397                 bool *reconnect_requested,
4398                 const SubgameSpec &gamespec,        // Used for local game
4399                 bool simple_singleplayer_mode)
4400 {
4401         Game game;
4402
4403         /* Make a copy of the server address because if a local singleplayer server
4404          * is created then this is updated and we don't want to change the value
4405          * passed to us by the calling function
4406          */
4407         std::string server_address = address;
4408
4409         try {
4410
4411                 if (game.startup(kill, random_input, input, device, map_dir,
4412                                 playername, password, &server_address, port, error_message,
4413                                 reconnect_requested, &chat_backend, gamespec,
4414                                 simple_singleplayer_mode)) {
4415                         game.run();
4416                         game.shutdown();
4417                 }
4418
4419         } catch (SerializationError &e) {
4420                 error_message = std::string("A serialization error occurred:\n")
4421                                 + e.what() + "\n\nThe server is probably "
4422                                 " running a different version of " PROJECT_NAME_C ".";
4423                 errorstream << error_message << std::endl;
4424         } catch (ServerError &e) {
4425                 error_message = e.what();
4426                 errorstream << "ServerError: " << error_message << std::endl;
4427         } catch (ModError &e) {
4428                 error_message = e.what() + strgettext("\nCheck debug.txt for details.");
4429                 errorstream << "ModError: " << error_message << std::endl;
4430         }
4431 }