]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/client/game.cpp
Initial Commit
[dragonfireclient.git] / src / client / game.cpp
index ddd9c8662d2be3c9f16bc9a120daaefe91d87b87..7c224929637421951a6faf62abdc5a0f6dca2a73 100644 (file)
@@ -55,7 +55,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "particles.h"
 #include "porting.h"
 #include "profiler.h"
-#include "quicktune_shortcutter.h"
 #include "raycast.h"
 #include "server.h"
 #include "settings.h"
@@ -65,6 +64,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "util/basic_macros.h"
 #include "util/directiontables.h"
 #include "util/pointedthing.h"
+#include "util/quicktune_shortcutter.h"
 #include "irrlicht_changes/static_text.h"
 #include "version.h"
 #include "script/scripting_client.h"
@@ -75,825 +75,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #else
        #include "client/sound.h"
 #endif
-/*
-       Text input system
-*/
-
-struct TextDestNodeMetadata : public TextDest
-{
-       TextDestNodeMetadata(v3s16 p, Client *client)
-       {
-               m_p = p;
-               m_client = client;
-       }
-       // This is deprecated I guess? -celeron55
-       void gotText(const std::wstring &text)
-       {
-               std::string ntext = wide_to_utf8(text);
-               infostream << "Submitting 'text' field of node at (" << m_p.X << ","
-                          << m_p.Y << "," << m_p.Z << "): " << ntext << std::endl;
-               StringMap fields;
-               fields["text"] = ntext;
-               m_client->sendNodemetaFields(m_p, "", fields);
-       }
-       void gotText(const StringMap &fields)
-       {
-               m_client->sendNodemetaFields(m_p, "", fields);
-       }
-
-       v3s16 m_p;
-       Client *m_client;
-};
-
-struct TextDestPlayerInventory : public TextDest
-{
-       TextDestPlayerInventory(Client *client)
-       {
-               m_client = client;
-               m_formname = "";
-       }
-       TextDestPlayerInventory(Client *client, const std::string &formname)
-       {
-               m_client = client;
-               m_formname = formname;
-       }
-       void gotText(const StringMap &fields)
-       {
-               m_client->sendInventoryFields(m_formname, fields);
-       }
-
-       Client *m_client;
-};
-
-struct LocalFormspecHandler : public TextDest
-{
-       LocalFormspecHandler(const std::string &formname)
-       {
-               m_formname = formname;
-       }
-
-       LocalFormspecHandler(const std::string &formname, Client *client):
-               m_client(client)
-       {
-               m_formname = formname;
-       }
-
-       void gotText(const StringMap &fields)
-       {
-               if (m_formname == "MT_PAUSE_MENU") {
-                       if (fields.find("btn_sound") != fields.end()) {
-                               g_gamecallback->changeVolume();
-                               return;
-                       }
-
-                       if (fields.find("btn_key_config") != fields.end()) {
-                               g_gamecallback->keyConfig();
-                               return;
-                       }
-
-                       if (fields.find("btn_exit_menu") != fields.end()) {
-                               g_gamecallback->disconnect();
-                               return;
-                       }
-
-                       if (fields.find("btn_exit_os") != fields.end()) {
-                               g_gamecallback->exitToOS();
-#ifndef __ANDROID__
-                               RenderingEngine::get_raw_device()->closeDevice();
-#endif
-                               return;
-                       }
-
-                       if (fields.find("btn_change_password") != fields.end()) {
-                               g_gamecallback->changePassword();
-                               return;
-                       }
-
-                       if (fields.find("quit") != fields.end()) {
-                               return;
-                       }
-
-                       if (fields.find("btn_continue") != fields.end()) {
-                               return;
-                       }
-               }
-
-               if (m_formname == "MT_DEATH_SCREEN") {
-                       assert(m_client != 0);
-                       m_client->sendRespawn();
-                       return;
-               }
-
-               if (m_client && m_client->moddingEnabled())
-                       m_client->getScript()->on_formspec_input(m_formname, fields);
-       }
-
-       Client *m_client = nullptr;
-};
-
-/* Form update callback */
-
-class NodeMetadataFormSource: public IFormSource
-{
-public:
-       NodeMetadataFormSource(ClientMap *map, v3s16 p):
-               m_map(map),
-               m_p(p)
-       {
-       }
-       const std::string &getForm() const
-       {
-               static const std::string empty_string = "";
-               NodeMetadata *meta = m_map->getNodeMetadata(m_p);
-
-               if (!meta)
-                       return empty_string;
-
-               return meta->getString("formspec");
-       }
-
-       virtual std::string resolveText(const std::string &str)
-       {
-               NodeMetadata *meta = m_map->getNodeMetadata(m_p);
-
-               if (!meta)
-                       return str;
-
-               return meta->resolveString(str);
-       }
-
-       ClientMap *m_map;
-       v3s16 m_p;
-};
-
-class PlayerInventoryFormSource: public IFormSource
-{
-public:
-       PlayerInventoryFormSource(Client *client):
-               m_client(client)
-       {
-       }
-
-       const std::string &getForm() const
-       {
-               LocalPlayer *player = m_client->getEnv().getLocalPlayer();
-               return player->inventory_formspec;
-       }
-
-       Client *m_client;
-};
-
-class NodeDugEvent: public MtEvent
-{
-public:
-       v3s16 p;
-       MapNode n;
-
-       NodeDugEvent(v3s16 p, MapNode n):
-               p(p),
-               n(n)
-       {}
-       MtEvent::Type getType() const
-       {
-               return MtEvent::NODE_DUG;
-       }
-};
-
-class SoundMaker
-{
-       ISoundManager *m_sound;
-       const NodeDefManager *m_ndef;
-public:
-       bool makes_footstep_sound;
-       float m_player_step_timer;
-
-       SimpleSoundSpec m_player_step_sound;
-       SimpleSoundSpec m_player_leftpunch_sound;
-       SimpleSoundSpec m_player_rightpunch_sound;
-
-       SoundMaker(ISoundManager *sound, const NodeDefManager *ndef):
-               m_sound(sound),
-               m_ndef(ndef),
-               makes_footstep_sound(true),
-               m_player_step_timer(0)
-       {
-       }
-
-       void playPlayerStep()
-       {
-               if (m_player_step_timer <= 0 && m_player_step_sound.exists()) {
-                       m_player_step_timer = 0.03;
-                       if (makes_footstep_sound)
-                               m_sound->playSound(m_player_step_sound, false);
-               }
-       }
-
-       static void viewBobbingStep(MtEvent *e, void *data)
-       {
-               SoundMaker *sm = (SoundMaker *)data;
-               sm->playPlayerStep();
-       }
-
-       static void playerRegainGround(MtEvent *e, void *data)
-       {
-               SoundMaker *sm = (SoundMaker *)data;
-               sm->playPlayerStep();
-       }
-
-       static void playerJump(MtEvent *e, void *data)
-       {
-               //SoundMaker *sm = (SoundMaker*)data;
-       }
-
-       static void cameraPunchLeft(MtEvent *e, void *data)
-       {
-               SoundMaker *sm = (SoundMaker *)data;
-               sm->m_sound->playSound(sm->m_player_leftpunch_sound, false);
-       }
-
-       static void cameraPunchRight(MtEvent *e, void *data)
-       {
-               SoundMaker *sm = (SoundMaker *)data;
-               sm->m_sound->playSound(sm->m_player_rightpunch_sound, false);
-       }
-
-       static void nodeDug(MtEvent *e, void *data)
-       {
-               SoundMaker *sm = (SoundMaker *)data;
-               NodeDugEvent *nde = (NodeDugEvent *)e;
-               sm->m_sound->playSound(sm->m_ndef->get(nde->n).sound_dug, false);
-       }
-
-       static void playerDamage(MtEvent *e, void *data)
-       {
-               SoundMaker *sm = (SoundMaker *)data;
-               sm->m_sound->playSound(SimpleSoundSpec("player_damage", 0.5), false);
-       }
-
-       static void playerFallingDamage(MtEvent *e, void *data)
-       {
-               SoundMaker *sm = (SoundMaker *)data;
-               sm->m_sound->playSound(SimpleSoundSpec("player_falling_damage", 0.5), false);
-       }
-
-       void registerReceiver(MtEventManager *mgr)
-       {
-               mgr->reg(MtEvent::VIEW_BOBBING_STEP, SoundMaker::viewBobbingStep, this);
-               mgr->reg(MtEvent::PLAYER_REGAIN_GROUND, SoundMaker::playerRegainGround, this);
-               mgr->reg(MtEvent::PLAYER_JUMP, SoundMaker::playerJump, this);
-               mgr->reg(MtEvent::CAMERA_PUNCH_LEFT, SoundMaker::cameraPunchLeft, this);
-               mgr->reg(MtEvent::CAMERA_PUNCH_RIGHT, SoundMaker::cameraPunchRight, this);
-               mgr->reg(MtEvent::NODE_DUG, SoundMaker::nodeDug, this);
-               mgr->reg(MtEvent::PLAYER_DAMAGE, SoundMaker::playerDamage, this);
-               mgr->reg(MtEvent::PLAYER_FALLING_DAMAGE, SoundMaker::playerFallingDamage, this);
-       }
-
-       void step(float dtime)
-       {
-               m_player_step_timer -= dtime;
-       }
-};
-
-// Locally stored sounds don't need to be preloaded because of this
-class GameOnDemandSoundFetcher: public OnDemandSoundFetcher
-{
-       std::set<std::string> m_fetched;
-private:
-       void paths_insert(std::set<std::string> &dst_paths,
-               const std::string &base,
-               const std::string &name)
-       {
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".0.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".1.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".2.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".3.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".4.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".5.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".6.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".7.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".8.ogg");
-               dst_paths.insert(base + DIR_DELIM + "sounds" + DIR_DELIM + name + ".9.ogg");
-       }
-public:
-       void fetchSounds(const std::string &name,
-               std::set<std::string> &dst_paths,
-               std::set<std::string> &dst_datas)
-       {
-               if (m_fetched.count(name))
-                       return;
-
-               m_fetched.insert(name);
-
-               paths_insert(dst_paths, porting::path_share, name);
-               paths_insert(dst_paths, porting::path_user,  name);
-       }
-};
-
-
-// before 1.8 there isn't a "integer interface", only float
-#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
-typedef f32 SamplerLayer_t;
-#else
-typedef s32 SamplerLayer_t;
-#endif
-
-
-class GameGlobalShaderConstantSetter : public IShaderConstantSetter
-{
-       Sky *m_sky;
-       bool *m_force_fog_off;
-       f32 *m_fog_range;
-       bool m_fog_enabled;
-       CachedPixelShaderSetting<float, 4> m_sky_bg_color;
-       CachedPixelShaderSetting<float> m_fog_distance;
-       CachedVertexShaderSetting<float> m_animation_timer_vertex;
-       CachedPixelShaderSetting<float> m_animation_timer_pixel;
-       CachedPixelShaderSetting<float, 3> m_day_light;
-       CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
-       CachedVertexShaderSetting<float, 3> m_eye_position_vertex;
-       CachedPixelShaderSetting<float, 3> m_minimap_yaw;
-       CachedPixelShaderSetting<SamplerLayer_t> m_base_texture;
-       CachedPixelShaderSetting<SamplerLayer_t> m_normal_texture;
-       CachedPixelShaderSetting<SamplerLayer_t> m_texture_flags;
-       Client *m_client;
-
-public:
-       void onSettingsChange(const std::string &name)
-       {
-               if (name == "enable_fog")
-                       m_fog_enabled = g_settings->getBool("enable_fog");
-       }
-
-       static void settingsCallback(const std::string &name, void *userdata)
-       {
-               reinterpret_cast<GameGlobalShaderConstantSetter*>(userdata)->onSettingsChange(name);
-       }
-
-       void setSky(Sky *sky) { m_sky = sky; }
-
-       GameGlobalShaderConstantSetter(Sky *sky, bool *force_fog_off,
-                       f32 *fog_range, Client *client) :
-               m_sky(sky),
-               m_force_fog_off(force_fog_off),
-               m_fog_range(fog_range),
-               m_sky_bg_color("skyBgColor"),
-               m_fog_distance("fogDistance"),
-               m_animation_timer_vertex("animationTimer"),
-               m_animation_timer_pixel("animationTimer"),
-               m_day_light("dayLight"),
-               m_eye_position_pixel("eyePosition"),
-               m_eye_position_vertex("eyePosition"),
-               m_minimap_yaw("yawVec"),
-               m_base_texture("baseTexture"),
-               m_normal_texture("normalTexture"),
-               m_texture_flags("textureFlags"),
-               m_client(client)
-       {
-               g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
-               m_fog_enabled = g_settings->getBool("enable_fog");
-       }
-
-       ~GameGlobalShaderConstantSetter()
-       {
-               g_settings->deregisterChangedCallback("enable_fog", settingsCallback, this);
-       }
-
-       virtual void onSetConstants(video::IMaterialRendererServices *services,
-                       bool is_highlevel)
-       {
-               if (!is_highlevel)
-                       return;
-
-               // Background color
-               video::SColor bgcolor = m_sky->getBgColor();
-               video::SColorf bgcolorf(bgcolor);
-               float bgcolorfa[4] = {
-                       bgcolorf.r,
-                       bgcolorf.g,
-                       bgcolorf.b,
-                       bgcolorf.a,
-               };
-               m_sky_bg_color.set(bgcolorfa, services);
-
-               // Fog distance
-               float fog_distance = 10000 * BS;
-
-               if (m_fog_enabled && !*m_force_fog_off)
-                       fog_distance = *m_fog_range;
-
-               m_fog_distance.set(&fog_distance, services);
-
-               u32 daynight_ratio = (float)m_client->getEnv().getDayNightRatio();
-               video::SColorf sunlight;
-               get_sunlight_color(&sunlight, daynight_ratio);
-               float dnc[3] = {
-                       sunlight.r,
-                       sunlight.g,
-                       sunlight.b };
-               m_day_light.set(dnc, services);
-
-               u32 animation_timer = porting::getTimeMs() % 100000;
-               float animation_timer_f = (float)animation_timer / 100000.f;
-               m_animation_timer_vertex.set(&animation_timer_f, services);
-               m_animation_timer_pixel.set(&animation_timer_f, services);
-
-               float eye_position_array[3];
-               v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
-#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
-               eye_position_array[0] = epos.X;
-               eye_position_array[1] = epos.Y;
-               eye_position_array[2] = epos.Z;
-#else
-               epos.getAs3Values(eye_position_array);
-#endif
-               m_eye_position_pixel.set(eye_position_array, services);
-               m_eye_position_vertex.set(eye_position_array, services);
-
-               if (m_client->getMinimap()) {
-                       float minimap_yaw_array[3];
-                       v3f minimap_yaw = m_client->getMinimap()->getYawVec();
-#if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8)
-                       minimap_yaw_array[0] = minimap_yaw.X;
-                       minimap_yaw_array[1] = minimap_yaw.Y;
-                       minimap_yaw_array[2] = minimap_yaw.Z;
-#else
-                       minimap_yaw.getAs3Values(minimap_yaw_array);
-#endif
-                       m_minimap_yaw.set(minimap_yaw_array, services);
-               }
-
-               SamplerLayer_t base_tex = 0,
-                               normal_tex = 1,
-                               flags_tex = 2;
-               m_base_texture.set(&base_tex, services);
-               m_normal_texture.set(&normal_tex, services);
-               m_texture_flags.set(&flags_tex, services);
-       }
-};
-
-
-class GameGlobalShaderConstantSetterFactory : public IShaderConstantSetterFactory
-{
-       Sky *m_sky;
-       bool *m_force_fog_off;
-       f32 *m_fog_range;
-       Client *m_client;
-       std::vector<GameGlobalShaderConstantSetter *> created_nosky;
-public:
-       GameGlobalShaderConstantSetterFactory(bool *force_fog_off,
-                       f32 *fog_range, Client *client) :
-               m_sky(NULL),
-               m_force_fog_off(force_fog_off),
-               m_fog_range(fog_range),
-               m_client(client)
-       {}
-
-       void setSky(Sky *sky) {
-               m_sky = sky;
-               for (GameGlobalShaderConstantSetter *ggscs : created_nosky) {
-                       ggscs->setSky(m_sky);
-               }
-               created_nosky.clear();
-       }
-
-       virtual IShaderConstantSetter* create()
-       {
-               GameGlobalShaderConstantSetter *scs = new GameGlobalShaderConstantSetter(
-                               m_sky, m_force_fog_off, m_fog_range, m_client);
-               if (!m_sky)
-                       created_nosky.push_back(scs);
-               return scs;
-       }
-};
-
-#ifdef __ANDROID__
-#define SIZE_TAG "size[11,5.5]"
-#else
-#define SIZE_TAG "size[11,5.5,true]" // Fixed size on desktop
-#endif
-
-/****************************************************************************
-
- ****************************************************************************/
-
-const float object_hit_delay = 0.2;
-
-struct FpsControl {
-       u32 last_time, busy_time, sleep_time;
-};
-
-
-/* The reason the following structs are not anonymous structs within the
- * class is that they are not used by the majority of member functions and
- * many functions that do require objects of thse types do not modify them
- * (so they can be passed as a const qualified parameter)
- */
-
-struct GameRunData {
-       u16 dig_index;
-       u16 new_playeritem;
-       PointedThing pointed_old;
-       bool digging;
-       bool ldown_for_dig;
-       bool dig_instantly;
-       bool digging_blocked;
-       bool left_punch;
-       bool update_wielded_item_trigger;
-       bool reset_jump_timer;
-       float nodig_delay_timer;
-       float dig_time;
-       float dig_time_complete;
-       float repeat_rightclick_timer;
-       float object_hit_delay_timer;
-       float time_from_last_punch;
-       ClientActiveObject *selected_object;
-
-       float jump_timer;
-       float damage_flash;
-       float update_draw_list_timer;
-
-       f32 fog_range;
-
-       v3f update_draw_list_last_cam_dir;
-
-       float time_of_day_smooth;
-};
-
-class Game;
-
-struct ClientEventHandler
-{
-       void (Game::*handler)(ClientEvent *, CameraOrientation *);
-};
-
-/****************************************************************************
- THE GAME
- ****************************************************************************/
-
-/* This is not intended to be a public class. If a public class becomes
- * desirable then it may be better to create another 'wrapper' class that
- * hides most of the stuff in this class (nothing in this class is required
- * by any other file) but exposes the public methods/data only.
- */
-class Game {
-public:
-       Game();
-       ~Game();
-
-       bool startup(bool *kill,
-                       bool random_input,
-                       InputHandler *input,
-                       const std::string &map_dir,
-                       const std::string &playername,
-                       const std::string &password,
-                       // If address is "", local server is used and address is updated
-                       std::string *address,
-                       u16 port,
-                       std::string &error_message,
-                       bool *reconnect,
-                       ChatBackend *chat_backend,
-                       const SubgameSpec &gamespec,    // Used for local game
-                       bool simple_singleplayer_mode);
-
-       void run();
-       void shutdown();
-
-protected:
-
-       void extendedResourceCleanup();
-
-       // Basic initialisation
-       bool init(const std::string &map_dir, std::string *address,
-                       u16 port,
-                       const SubgameSpec &gamespec);
-       bool initSound();
-       bool createSingleplayerServer(const std::string &map_dir,
-                       const SubgameSpec &gamespec, u16 port, std::string *address);
-
-       // Client creation
-       bool createClient(const std::string &playername,
-                       const std::string &password, std::string *address, u16 port);
-       bool initGui();
-
-       // Client connection
-       bool connectToServer(const std::string &playername,
-                       const std::string &password, std::string *address, u16 port,
-                       bool *connect_ok, bool *aborted);
-       bool getServerContent(bool *aborted);
-
-       // Main loop
-
-       void updateInteractTimers(f32 dtime);
-       bool checkConnection();
-       bool handleCallbacks();
-       void processQueues();
-       void updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
-       void addProfilerGraphs(const RunStats &stats, const FpsControl &draw_times, f32 dtime);
-       void updateStats(RunStats *stats, const FpsControl &draw_times, f32 dtime);
-
-       // Input related
-       void processUserInput(f32 dtime);
-       void processKeyInput();
-       void processItemSelection(u16 *new_playeritem);
-
-       void dropSelectedItem(bool single_item = false);
-       void openInventory();
-       void openConsole(float scale, const wchar_t *line=NULL);
-       void toggleFreeMove();
-       void toggleFreeMoveAlt();
-       void togglePitchMove();
-       void toggleFast();
-       void toggleNoClip();
-       void toggleCinematic();
-       void toggleAutoforward();
-
-       void toggleMinimap(bool shift_pressed);
-       void toggleFog();
-       void toggleDebug();
-       void toggleUpdateCamera();
-
-       void increaseViewRange();
-       void decreaseViewRange();
-       void toggleFullViewRange();
-       void checkZoomEnabled();
-
-       void updateCameraDirection(CameraOrientation *cam, float dtime);
-       void updateCameraOrientation(CameraOrientation *cam, float dtime);
-       void updatePlayerControl(const CameraOrientation &cam);
-       void step(f32 *dtime);
-       void processClientEvents(CameraOrientation *cam);
-       void updateCamera(u32 busy_time, f32 dtime);
-       void updateSound(f32 dtime);
-       void processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug);
-       /*!
-        * Returns the object or node the player is pointing at.
-        * Also updates the selected thing in the Hud.
-        *
-        * @param[in]  shootline         the shootline, starting from
-        * the camera position. This also gives the maximal distance
-        * of the search.
-        * @param[in]  liquids_pointable if false, liquids are ignored
-        * @param[in]  look_for_object   if false, objects are ignored
-        * @param[in]  camera_offset     offset of the camera
-        * @param[out] selected_object   the selected object or
-        * NULL if not found
-        */
-       PointedThing updatePointedThing(
-                       const core::line3d<f32> &shootline, bool liquids_pointable,
-                       bool look_for_object, const v3s16 &camera_offset);
-       void handlePointingAtNothing(const ItemStack &playerItem);
-       void handlePointingAtNode(const PointedThing &pointed,
-                       const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
-       void handlePointingAtObject(const PointedThing &pointed, const ItemStack &playeritem,
-                       const v3f &player_position, bool show_debug);
-       void handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
-                       const ItemStack &selected_item, const ItemStack &hand_item, f32 dtime);
-       void updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
-                       const CameraOrientation &cam);
-       void updateProfilerGraphs(ProfilerGraph *graph);
-
-       // Misc
-       void limitFps(FpsControl *fps_timings, f32 *dtime);
-
-       void showOverlayMessage(const char *msg, float dtime, int percent,
-                       bool draw_clouds = true);
-
-       static void settingChangedCallback(const std::string &setting_name, void *data);
-       void readSettings();
-
-       inline bool isKeyDown(GameKeyType k)
-       {
-               return input->isKeyDown(k);
-       }
-       inline bool wasKeyDown(GameKeyType k)
-       {
-               return input->wasKeyDown(k);
-       }
-
-#ifdef __ANDROID__
-       void handleAndroidChatInput();
-#endif
-
-private:
-       struct Flags {
-               bool force_fog_off = false;
-               bool disable_camera_update = false;
-       };
-
-       void showDeathFormspec();
-       void showPauseMenu();
-
-       // ClientEvent handlers
-       void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_PlayerForceMove(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_ShowFormSpec(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_ShowLocalFormSpec(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_HandleParticleEvent(ClientEvent *event,
-               CameraOrientation *cam);
-       void handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_HudRemove(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam);
-       void handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
-               CameraOrientation *cam);
-       void handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *cam);
-
-       void updateChat(f32 dtime, const v2u32 &screensize);
-
-       bool nodePlacementPrediction(const ItemDefinition &selected_def,
-               const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos);
-       static const ClientEventHandler clientEventHandler[CLIENTEVENT_MAX];
-
-       InputHandler *input = nullptr;
-
-       Client *client = nullptr;
-       Server *server = nullptr;
-
-       IWritableTextureSource *texture_src = nullptr;
-       IWritableShaderSource *shader_src = nullptr;
-
-       // When created, these will be filled with data received from the server
-       IWritableItemDefManager *itemdef_manager = nullptr;
-       NodeDefManager *nodedef_manager = nullptr;
-
-       GameOnDemandSoundFetcher soundfetcher; // useful when testing
-       ISoundManager *sound = nullptr;
-       bool sound_is_dummy = false;
-       SoundMaker *soundmaker = nullptr;
-
-       ChatBackend *chat_backend = nullptr;
-
-       EventManager *eventmgr = nullptr;
-       QuicktuneShortcutter *quicktune = nullptr;
-       bool registration_confirmation_shown = false;
-
-       std::unique_ptr<GameUI> m_game_ui;
-       GUIChatConsole *gui_chat_console = nullptr; // Free using ->Drop()
-       MapDrawControl *draw_control = nullptr;
-       Camera *camera = nullptr;
-       Clouds *clouds = nullptr;                         // Free using ->Drop()
-       Sky *sky = nullptr;                         // Free using ->Drop()
-       Hud *hud = nullptr;
-       Minimap *mapper = nullptr;
-
-       GameRunData runData;
-       Flags m_flags;
-
-       /* 'cache'
-          This class does take ownership/responsibily for cleaning up etc of any of
-          these items (e.g. device)
-       */
-       IrrlichtDevice *device;
-       video::IVideoDriver *driver;
-       scene::ISceneManager *smgr;
-       bool *kill;
-       std::string *error_message;
-       bool *reconnect_requested;
-       scene::ISceneNode *skybox;
-
-       bool random_input;
-       bool simple_singleplayer_mode;
-       /* End 'cache' */
-
-       /* Pre-calculated values
-        */
-       int crack_animation_length;
-
-       IntervalLimiter profiler_interval;
-
-       /*
-        * TODO: Local caching of settings is not optimal and should at some stage
-        *       be updated to use a global settings object for getting thse values
-        *       (as opposed to the this local caching). This can be addressed in
-        *       a later release.
-        */
-       bool m_cache_doubletap_jump;
-       bool m_cache_enable_clouds;
-       bool m_cache_enable_joysticks;
-       bool m_cache_enable_particles;
-       bool m_cache_enable_fog;
-       bool m_cache_enable_noclip;
-       bool m_cache_enable_free_move;
-       f32  m_cache_mouse_sensitivity;
-       f32  m_cache_joystick_frustum_sensitivity;
-       f32  m_repeat_right_click_time;
-       f32  m_cache_cam_smoothing;
-       f32  m_cache_fog_start;
-
-       bool m_invert_mouse = false;
-       bool m_first_loop_after_window_activation = false;
-       bool m_camera_offset_changed = false;
-
-       bool m_does_lost_focus_pause_game = false;
-
-#ifdef __ANDROID__
-       bool m_cache_hold_aux1;
-       bool m_android_chat_open;
-#endif
-};
 
 Game::Game() :
        m_game_ui(new GameUI())
@@ -1019,7 +200,6 @@ bool Game::startup(bool *kill,
        // Reinit runData
        runData = GameRunData();
        runData.time_from_last_punch = 10.0;
-       runData.update_wielded_item_trigger = true;
 
        m_game_ui->initFlags();
 
@@ -1082,11 +262,13 @@ void Game::run()
                        previous_screen_size = current_screen_size;
                }
 
-               /* Must be called immediately after a device->run() call because it
-                * uses device->getTimer()->getTime()
-                */
+               // Calculate dtime =
+               //    RenderingEngine::run() from this iteration
+               //  + Sleep time until the wanted FPS are reached
                limitFps(&draw_times, &dtime);
 
+               // Prepare render data for next iteration
+
                updateStats(&stats, draw_times, dtime);
                updateInteractTimers(dtime);
 
@@ -1722,7 +904,8 @@ void Game::processQueues()
 }
 
 
-void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times, f32 dtime)
+void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
+               f32 dtime)
 {
        float profiler_print_interval =
                        g_settings->getFloat("profiler_print_interval");
@@ -1730,7 +913,7 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
 
        if (profiler_print_interval == 0) {
                print_to_log = false;
-               profiler_print_interval = 5;
+               profiler_print_interval = 3;
        }
 
        if (profiler_interval.step(dtime, profiler_print_interval)) {
@@ -1743,25 +926,14 @@ void Game::updateProfilers(const RunStats &stats, const FpsControl &draw_times,
                g_profiler->clear();
        }
 
-       addProfilerGraphs(stats, draw_times, dtime);
-}
-
+       // Update update graphs
+       g_profiler->graphAdd("Time non-rendering [ms]",
+               draw_times.busy_time - stats.drawtime);
 
-void Game::addProfilerGraphs(const RunStats &stats,
-               const FpsControl &draw_times, f32 dtime)
-{
-       g_profiler->graphAdd("mainloop_other",
-                       draw_times.busy_time / 1000.0f - stats.drawtime / 1000.0f);
-
-       if (draw_times.sleep_time != 0)
-               g_profiler->graphAdd("mainloop_sleep", draw_times.sleep_time / 1000.0f);
-       g_profiler->graphAdd("mainloop_dtime", dtime);
-
-       g_profiler->add("Elapsed time", dtime);
-       g_profiler->avg("FPS", 1. / dtime);
+       g_profiler->graphAdd("Sleep [ms]", draw_times.sleep_time);
+       g_profiler->graphAdd("FPS", 1.0f / dtime);
 }
 
-
 void Game::updateStats(RunStats *stats, const FpsControl &draw_times,
                f32 dtime)
 {
@@ -1881,7 +1053,7 @@ void Game::processKeyInput()
        } else if (wasKeyDown(KeyType::CMD)) {
                openConsole(0.2, L"/");
        } else if (wasKeyDown(KeyType::CMD_LOCAL)) {
-               if (client->moddingEnabled())
+               if (client->modsLoaded())
                        openConsole(0.2, L".");
                else
                        m_game_ui->showStatusText(wgettext("Client side scripting is disabled"));
@@ -1897,6 +1069,12 @@ void Game::processKeyInput()
                toggleFast();
        } else if (wasKeyDown(KeyType::NOCLIP)) {
                toggleNoClip();
+       } else if (wasKeyDown(KeyType::XRAY)) {
+               toggleXray();
+       } else if (wasKeyDown(KeyType::FULLBRIGHT)) {
+               toggleFullbright();
+       } else if (wasKeyDown(KeyType::KILLAURA)) {
+               toggleKillaura();
        } else if (wasKeyDown(KeyType::MUTE)) {
                bool new_mute_sound = !g_settings->getBool("mute_sound");
                g_settings->setBool("mute_sound", new_mute_sound);
@@ -2037,7 +1215,7 @@ void Game::openInventory()
        InventoryLocation inventoryloc;
        inventoryloc.setCurrentPlayer();
 
-       if (!client->moddingEnabled()
+       if (!client->modsLoaded()
                        || !client->getScript()->on_inventory_open(fs_src->m_client->getInventory(inventoryloc))) {
                TextDest *txt_dst = new TextDestPlayerInventory(client);
                auto *&formspec = m_game_ui->updateFormspec("");
@@ -2155,6 +1333,44 @@ void Game::toggleNoClip()
        }
 }
 
+void Game::toggleXray()
+{
+       bool xray = ! g_settings->getBool("xray");
+       g_settings->set("xray", bool_to_cstr(xray));
+
+       if (xray) {
+               m_game_ui->showTranslatedStatusText("Xray enabled");
+       } else {
+               m_game_ui->showTranslatedStatusText("Xray disabled");
+       }
+       client->m_mesh_update_thread.doUpdate();
+}
+
+void Game::toggleFullbright()
+{
+       bool fullbright = ! g_settings->getBool("fullbright");
+       g_settings->set("fullbright", bool_to_cstr(fullbright));
+
+       if (fullbright) {
+               m_game_ui->showTranslatedStatusText("Fullbright enabled");
+       } else {
+               m_game_ui->showTranslatedStatusText("Fullbright disabled");
+       }
+       client->m_mesh_update_thread.doUpdate();
+}
+
+void Game::toggleKillaura()
+{
+       bool killaura = ! g_settings->getBool("killaura");
+       g_settings->set("killaura", bool_to_cstr(killaura));
+
+       if (killaura) {
+               m_game_ui->showTranslatedStatusText("Killaura enabled");
+       } else {
+               m_game_ui->showTranslatedStatusText("Killaura disabled");
+       }
+}
+
 void Game::toggleCinematic()
 {
        bool cinematic = !g_settings->getBool("cinematic");
@@ -2343,7 +1559,7 @@ void Game::toggleFullViewRange()
 void Game::checkZoomEnabled()
 {
        LocalPlayer *player = client->getEnv().getLocalPlayer();
-       if (player->getZoomFOV() < 0.001f)
+       if (player->getZoomFOV() < 0.001f || player->getFov().fov > 0.0f)
                m_game_ui->showTranslatedStatusText("Zoom currently disabled by game or mod");
 }
 
@@ -2475,7 +1691,8 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
        }
 
        // autoforward if set: simulate "up" key
-       if (player->getPlayerSettings().continuous_forward) {
+       if (player->getPlayerSettings().continuous_forward &&
+                       client->activeObjectsReceived() && !player->isDead()) {
                control.up = true;
                keypress_bits |= 1U << 0;
        }
@@ -2492,7 +1709,7 @@ inline void Game::step(f32 *dtime)
        bool can_be_and_is_paused =
                        (simple_singleplayer_mode && g_menumgr.pausesGame());
 
-       if (can_be_and_is_paused) {     // This is for a singleplayer server
+       if (can_be_and_is_paused) { // This is for a singleplayer server
                *dtime = 0;             // No time passes
        } else {
                if (server)
@@ -2516,6 +1733,9 @@ const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
        {&Game::handleClientEvent_HudRemove},
        {&Game::handleClientEvent_HudChange},
        {&Game::handleClientEvent_SetSky},
+       {&Game::handleClientEvent_SetSun},
+       {&Game::handleClientEvent_SetMoon},
+       {&Game::handleClientEvent_SetStars},
        {&Game::handleClientEvent_OverrideDayNigthRatio},
        {&Game::handleClientEvent_CloudParams},
 };
@@ -2527,9 +1747,8 @@ void Game::handleClientEvent_None(ClientEvent *event, CameraOrientation *cam)
 
 void Game::handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam)
 {
-       if (client->moddingEnabled()) {
+       if (client->modsLoaded())
                client->getScript()->on_damage_taken(event->player_damage.amount);
-       }
 
        // Damage flash and hurt tilt are not used at death
        if (client->getHP() > 0) {
@@ -2557,7 +1776,7 @@ void Game::handleClientEvent_Deathscreen(ClientEvent *event, CameraOrientation *
 {
        // If client scripting is enabled, deathscreen is handled by CSM code in
        // builtin/client/init.lua
-       if (client->moddingEnabled())
+       if (client->modsLoaded())
                client->getScript()->on_death();
        else
                showDeathFormspec();
@@ -2644,6 +1863,7 @@ void Game::handleClientEvent_HudAdd(ClientEvent *event, CameraOrientation *cam)
        e->offset = *event->hudadd.offset;
        e->world_pos = *event->hudadd.world_pos;
        e->size = *event->hudadd.size;
+       e->z_index = event->hudadd.z_index;
        hud_server_to_client[server_id] = player->addHud(e);
 
        delete event->hudadd.pos;
@@ -2722,6 +1942,10 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
                case HUD_STAT_SIZE:
                        e->size = *event->hudchange.v2s32data;
                        break;
+
+               case HUD_STAT_Z_INDEX:
+                       e->z_index = event->hudchange.data;
+                       break;
        }
 
        delete event->hudchange.v3fdata;
@@ -2733,41 +1957,85 @@ void Game::handleClientEvent_HudChange(ClientEvent *event, CameraOrientation *ca
 void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
 {
        sky->setVisible(false);
-       // Whether clouds are visible in front of a custom skybox
-       sky->setCloudsEnabled(event->set_sky.clouds);
+       // Whether clouds are visible in front of a custom skybox.
+       sky->setCloudsEnabled(event->set_sky->clouds);
 
        if (skybox) {
                skybox->remove();
                skybox = NULL;
        }
-
+       // Clear the old textures out in case we switch rendering type.
+       sky->clearSkyboxTextures();
        // Handle according to type
-       if (*event->set_sky.type == "regular") {
+       if (event->set_sky->type == "regular") {
+               // Shows the mesh skybox
                sky->setVisible(true);
-               sky->setCloudsEnabled(true);
-       } else if (*event->set_sky.type == "skybox" &&
-               event->set_sky.params->size() == 6) {
-               sky->setFallbackBgColor(*event->set_sky.bgcolor);
-               skybox = RenderingEngine::get_scene_manager()->addSkyBoxSceneNode(
-                       texture_src->getTextureForMesh((*event->set_sky.params)[0]),
-                       texture_src->getTextureForMesh((*event->set_sky.params)[1]),
-                       texture_src->getTextureForMesh((*event->set_sky.params)[2]),
-                       texture_src->getTextureForMesh((*event->set_sky.params)[3]),
-                       texture_src->getTextureForMesh((*event->set_sky.params)[4]),
-                       texture_src->getTextureForMesh((*event->set_sky.params)[5]));
-       }
-               // Handle everything else as plain color
-       else {
-               if (*event->set_sky.type != "plain")
+               // Update mesh based skybox colours if applicable.
+               sky->setSkyColors(*event->set_sky);
+               sky->setHorizonTint(
+                       event->set_sky->sun_tint,
+                       event->set_sky->moon_tint,
+                       event->set_sky->tint_type
+               );
+       } else if (event->set_sky->type == "skybox" &&
+                       event->set_sky->textures.size() == 6) {
+               // Disable the dyanmic mesh skybox:
+               sky->setVisible(false);
+               // Set fog colors:
+               sky->setFallbackBgColor(event->set_sky->bgcolor);
+               // Set sunrise and sunset fog tinting:
+               sky->setHorizonTint(
+                       event->set_sky->sun_tint,
+                       event->set_sky->moon_tint,
+                       event->set_sky->tint_type
+               );
+               // Add textures to skybox.
+               for (int i = 0; i < 6; i++)
+                       sky->addTextureToSkybox(event->set_sky->textures[i], i, texture_src);
+       } else {
+               // Handle everything else as plain color.
+               if (event->set_sky->type != "plain")
                        infostream << "Unknown sky type: "
-                               << (*event->set_sky.type) << std::endl;
-
-               sky->setFallbackBgColor(*event->set_sky.bgcolor);
+                               << (event->set_sky->type) << std::endl;
+               sky->setVisible(false);
+               sky->setFallbackBgColor(event->set_sky->bgcolor);
+               // Disable directional sun/moon tinting on plain or invalid skyboxes.
+               sky->setHorizonTint(
+                       event->set_sky->bgcolor,
+                       event->set_sky->bgcolor,
+                       "custom"
+               );
        }
+       delete event->set_sky;
+}
+
+void Game::handleClientEvent_SetSun(ClientEvent *event, CameraOrientation *cam)
+{
+       sky->setSunVisible(event->sun_params->visible);
+       sky->setSunTexture(event->sun_params->texture,
+               event->sun_params->tonemap, texture_src);
+       sky->setSunScale(event->sun_params->scale);
+       sky->setSunriseVisible(event->sun_params->sunrise_visible);
+       sky->setSunriseTexture(event->sun_params->sunrise, texture_src);
+       delete event->sun_params;
+}
+
+void Game::handleClientEvent_SetMoon(ClientEvent *event, CameraOrientation *cam)
+{
+       sky->setMoonVisible(event->moon_params->visible);
+       sky->setMoonTexture(event->moon_params->texture,
+               event->moon_params->tonemap, texture_src);
+       sky->setMoonScale(event->moon_params->scale);
+       delete event->moon_params;
+}
 
-       delete event->set_sky.bgcolor;
-       delete event->set_sky.type;
-       delete event->set_sky.params;
+void Game::handleClientEvent_SetStars(ClientEvent *event, CameraOrientation *cam)
+{
+       sky->setStarsVisible(event->star_params->visible);
+       sky->setStarCount(event->star_params->count, false);
+       sky->setStarColor(event->star_params->starcolor);
+       sky->setStarScale(event->star_params->scale);
+       delete event->star_params;
 }
 
 void Game::handleClientEvent_OverrideDayNigthRatio(ClientEvent *event,
@@ -2926,7 +2194,7 @@ void Game::updateSound(f32 dtime)
                soundmaker->step(dtime);
 
        ClientMap &map = client->getEnv().getClientMap();
-       MapNode n = map.getNodeNoEx(player->getFootstepNodePos());
+       MapNode n = map.getNode(player->getFootstepNodePos());
        soundmaker->m_player_step_sound = nodedef_manager->get(n).sound_footstep;
 }
 
@@ -2955,6 +2223,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
 
        const ItemDefinition &selected_def = selected_item.getDefinition(itemdef_manager);
        f32 d = getToolRange(selected_def, hand_item.getDefinition(itemdef_manager));
+       
+       if(g_settings->getBool("increase_tool_range"))
+               d = 5;
 
        core::line3d<f32> shootline;
 
@@ -3044,9 +2315,8 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
        else
                runData.repeat_rightclick_timer = 0;
 
-
        if (selected_def.usable && input->getLeftState()) {
-               if (input->getLeftClicked() && (!client->moddingEnabled()
+               if (input->getLeftClicked() && (!client->modsLoaded()
                                || !client->getScript()->on_item_use(selected_item, pointed)))
                        client->interact(INTERACT_USE, pointed);
        } else if (pointed.type == POINTEDTHING_NODE) {
@@ -3056,6 +2326,9 @@ void Game::processPlayerInteraction(f32 dtime, bool show_hud, bool show_debug)
        } else if (input->getLeftState()) {
                // When button is held down in air, show continuous animation
                runData.left_punch = true;
+               // Run callback even though item is not usable
+               if (input->getLeftClicked() && client->modsLoaded())
+                       client->getScript()->on_item_use(selected_item, pointed);
        } else if (input->getRightClicked()) {
                handlePointingAtNothing(selected_item);
        }
@@ -3089,8 +2362,38 @@ PointedThing Game::updatePointedThing(
        ClientMap &map = env.getClientMap();
        const NodeDefManager *nodedef = map.getNodeDefManager();
 
+       if (g_settings->getBool("killaura")) {
+               LocalPlayer *player = env.getLocalPlayer();
+               v3f player_pos = player->getPosition();
+               ItemStack selected_item, hand_item;
+               const ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
+               std::vector<DistanceSortedActiveObject> allObjects;
+               env.getActiveObjects(shootline.start, shootline.getLength() + 10.0f, allObjects);
+               const v3f line_vector = shootline.getVector();
+               for (const auto &allObject : allObjects) {
+                       ClientActiveObject *obj = allObject.obj;
+                       s16 id = obj->getId();
+                       v3f pos = obj->getPosition();
+                       v3f intersection;
+                       v3s16 normal;
+                       aabb3f selection_box;
+                       if (! obj->getSelectionBox(&selection_box))
+                               continue;
+                       aabb3f offsetted_box(selection_box.MinEdge + pos, selection_box.MaxEdge + pos);
+                       boxLineCollision(offsetted_box, shootline.start, line_vector, &intersection, &normal);
+                       PointedThing pointed(id, intersection, normal, (intersection - shootline.start).getLengthSQ());
+                       if (g_settings->getBool("killaura_fast"))
+                               client->interact(INTERACT_START_DIGGING, pointed);
+                       else {
+                               runData.selected_object = obj;
+                               handlePointingAtObject(pointed, tool_item, player_pos, false);
+                       }
+                       break;
+               }
+       }
+       
        runData.selected_object = NULL;
-
+       
        RaycastState s(shootline, look_for_object, liquids_pointable);
        PointedThing result;
        env.continueRaycast(&s, &result);
@@ -3105,7 +2408,7 @@ PointedThing Game::updatePointedThing(
                }
        } else if (result.type == POINTEDTHING_NODE) {
                // Update selection boxes
-               MapNode n = map.getNodeNoEx(result.node_undersurface);
+               MapNode n = map.getNode(result.node_undersurface);
                std::vector<aabb3f> boxes;
                n.getSelectionBoxes(nodedef, &boxes,
                        n.getNeighbors(result.node_undersurface, &map));
@@ -3132,12 +2435,12 @@ PointedThing Game::updatePointedThing(
                v3s16 p = floatToInt(pf, BS);
 
                // Get selection mesh light level
-               MapNode n = map.getNodeNoEx(p);
+               MapNode n = map.getNode(p);
                u16 node_light = getInteriorLight(n, -1, nodedef);
                u16 light_level = node_light;
 
                for (const v3s16 &dir : g_6dirs) {
-                       n = map.getNodeNoEx(p + dir);
+                       n = map.getNode(p + dir);
                        node_light = getInteriorLight(n, -1, nodedef);
                        if (node_light > light_level)
                                light_level = node_light;
@@ -3198,7 +2501,7 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
                m_game_ui->setInfoText(unescape_translate(utf8_to_wide(
                        meta->getString("infotext"))));
        } else {
-               MapNode n = map.getNodeNoEx(nodepos);
+               MapNode n = map.getNode(nodepos);
 
                if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
                        m_game_ui->setInfoText(L"Unknown node: " +
@@ -3212,65 +2515,26 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
                runData.repeat_rightclick_timer = 0;
                infostream << "Ground right-clicked" << std::endl;
 
-               if (meta && !meta->getString("formspec").empty() && !random_input
-                               && !isKeyDown(KeyType::SNEAK)) {
-                       // Report right click to server
-                       if (nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
-                               client->interact(INTERACT_PLACE, pointed);
-                       }
-
-                       infostream << "Launching custom inventory view" << std::endl;
-
-                       InventoryLocation inventoryloc;
-                       inventoryloc.setNodeMeta(nodepos);
+               camera->setDigging(1);  // right click animation (always shown for feedback)
 
-                       NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
-                               &client->getEnv().getClientMap(), nodepos);
-                       TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
-
-                       auto *&formspec = m_game_ui->updateFormspec("");
-                       GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
-                               txt_dst, client->getFormspecPrepend());
-
-                       formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
-               } else {
-                       // Report right click to server
+               soundmaker->m_player_rightpunch_sound = SimpleSoundSpec();
 
-                       camera->setDigging(1);  // right click animation (always shown for feedback)
+               // If the wielded item has node placement prediction,
+               // make that happen
+               // And also set the sound and send the interact
+               // But first check for meta formspec and rightclickable
+               auto &def = selected_item.getDefinition(itemdef_manager);
+               bool placed = nodePlacement(def, selected_item, nodepos, neighbourpos,
+                       pointed, meta);
 
-                       // If the wielded item has node placement prediction,
-                       // make that happen
-                       auto &def = selected_item.getDefinition(itemdef_manager);
-                       bool placed = nodePlacementPrediction(def, selected_item, nodepos,
-                               neighbourpos);
-
-                       if (placed) {
-                               // Report to server
-                               client->interact(INTERACT_PLACE, pointed);
-                               // Read the sound
-                               soundmaker->m_player_rightpunch_sound =
-                                               def.sound_place;
-
-                               if (client->moddingEnabled())
-                                       client->getScript()->on_placenode(pointed, def);
-                       } else {
-                               soundmaker->m_player_rightpunch_sound =
-                                               SimpleSoundSpec();
-
-                               if (def.node_placement_prediction.empty() ||
-                                               nodedef_manager->get(map.getNodeNoEx(nodepos)).rightclickable) {
-                                       client->interact(INTERACT_PLACE, pointed); // Report to server
-                               } else {
-                                       soundmaker->m_player_rightpunch_sound =
-                                               def.sound_place_failed;
-                               }
-                       }
-               }
+               if (placed && client->modsLoaded())
+                       client->getScript()->on_placenode(pointed, def);
        }
 }
 
-bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
-       const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos)
+bool Game::nodePlacement(const ItemDefinition &selected_def,
+       const ItemStack &selected_item, const v3s16 &nodepos, const v3s16 &neighbourpos,
+       const PointedThing &pointed, const NodeMetadata *meta)
 {
        std::string prediction = selected_def.node_placement_prediction;
        const NodeDefManager *nodedef = client->ndef();
@@ -3278,145 +2542,188 @@ bool Game::nodePlacementPrediction(const ItemDefinition &selected_def,
        MapNode node;
        bool is_valid_position;
 
-       node = map.getNodeNoEx(nodepos, &is_valid_position);
-       if (!is_valid_position)
+       node = map.getNode(nodepos, &is_valid_position);
+       if (!is_valid_position) {
+               soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+               return false;
+       }
+
+       // formspec in meta
+       if (meta && !meta->getString("formspec").empty() && !random_input
+                       && !isKeyDown(KeyType::SNEAK)) {
+               // on_rightclick callbacks are called anyway
+               if (nodedef_manager->get(map.getNode(nodepos)).rightclickable)
+                       client->interact(INTERACT_PLACE, pointed);
+
+               infostream << "Launching custom inventory view" << std::endl;
+
+               InventoryLocation inventoryloc;
+               inventoryloc.setNodeMeta(nodepos);
+
+               NodeMetadataFormSource *fs_src = new NodeMetadataFormSource(
+                       &client->getEnv().getClientMap(), nodepos);
+               TextDest *txt_dst = new TextDestNodeMetadata(nodepos, client);
+
+               auto *&formspec = m_game_ui->updateFormspec("");
+               GUIFormSpecMenu::create(formspec, client, &input->joystick, fs_src,
+                       txt_dst, client->getFormspecPrepend());
+
+               formspec->setFormSpec(meta->getString("formspec"), inventoryloc);
                return false;
+       }
 
-       if (!prediction.empty() && !(nodedef->get(node).rightclickable &&
+       // on_rightclick callback
+       if (prediction.empty() || (nodedef->get(node).rightclickable &&
                        !isKeyDown(KeyType::SNEAK))) {
-               verbosestream << "Node placement prediction for "
-                       << selected_item.name << " is "
-                       << prediction << std::endl;
-               v3s16 p = neighbourpos;
-
-               // Place inside node itself if buildable_to
-               MapNode n_under = map.getNodeNoEx(nodepos, &is_valid_position);
-               if (is_valid_position)
-               {
-                       if (nodedef->get(n_under).buildable_to)
-                               p = nodepos;
-                       else {
-                               node = map.getNodeNoEx(p, &is_valid_position);
-                               if (is_valid_position &&!nodedef->get(node).buildable_to)
-                                       return false;
+               // Report to server
+               client->interact(INTERACT_PLACE, pointed);
+               return false;
+       }
+
+       verbosestream << "Node placement prediction for "
+               << selected_def.name << " is "
+               << prediction << std::endl;
+       v3s16 p = neighbourpos;
+
+       // Place inside node itself if buildable_to
+       MapNode n_under = map.getNode(nodepos, &is_valid_position);
+       if (is_valid_position) {
+               if (nodedef->get(n_under).buildable_to) {
+                       p = nodepos;
+               } else {
+                       node = map.getNode(p, &is_valid_position);
+                       if (is_valid_position && !nodedef->get(node).buildable_to) {
+                               // Report to server
+                               client->interact(INTERACT_PLACE, pointed);
+                               return false;
                        }
                }
+       }
 
-               // Find id of predicted node
-               content_t id;
-               bool found = nodedef->getId(prediction, id);
+       // Find id of predicted node
+       content_t id;
+       bool found = nodedef->getId(prediction, id);
 
-               if (!found) {
-                       errorstream << "Node placement prediction failed for "
-                               << selected_item.name << " (places "
-                               << prediction
-                               << ") - Name not known" << std::endl;
-                       return false;
-               }
+       if (!found) {
+               errorstream << "Node placement prediction failed for "
+                       << selected_def.name << " (places "
+                       << prediction
+                       << ") - Name not known" << std::endl;
+               // Handle this as if prediction was empty
+               // Report to server
+               client->interact(INTERACT_PLACE, pointed);
+               return false;
+       }
 
-               const ContentFeatures &predicted_f = nodedef->get(id);
+       const ContentFeatures &predicted_f = nodedef->get(id);
 
-               // Predict param2 for facedir and wallmounted nodes
-               u8 param2 = 0;
+       // Predict param2 for facedir and wallmounted nodes
+       u8 param2 = 0;
 
-               if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+       if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
                        predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
-                       v3s16 dir = nodepos - neighbourpos;
+               v3s16 dir = nodepos - neighbourpos;
 
-                       if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
-                               param2 = dir.Y < 0 ? 1 : 0;
-                       } else if (abs(dir.X) > abs(dir.Z)) {
-                               param2 = dir.X < 0 ? 3 : 2;
-                       } else {
-                               param2 = dir.Z < 0 ? 5 : 4;
-                       }
+               if (abs(dir.Y) > MYMAX(abs(dir.X), abs(dir.Z))) {
+                       param2 = dir.Y < 0 ? 1 : 0;
+               } else if (abs(dir.X) > abs(dir.Z)) {
+                       param2 = dir.X < 0 ? 3 : 2;
+               } else {
+                       param2 = dir.Z < 0 ? 5 : 4;
                }
+       }
 
-               if (predicted_f.param_type_2 == CPT2_FACEDIR ||
+       if (predicted_f.param_type_2 == CPT2_FACEDIR ||
                        predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
-                       v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
+               v3s16 dir = nodepos - floatToInt(client->getEnv().getLocalPlayer()->getPosition(), BS);
 
-                       if (abs(dir.X) > abs(dir.Z)) {
-                               param2 = dir.X < 0 ? 3 : 1;
-                       } else {
-                               param2 = dir.Z < 0 ? 2 : 0;
-                       }
+               if (abs(dir.X) > abs(dir.Z)) {
+                       param2 = dir.X < 0 ? 3 : 1;
+               } else {
+                       param2 = dir.Z < 0 ? 2 : 0;
                }
+       }
+
+       assert(param2 <= 5);
 
-               assert(param2 <= 5);
-
-               //Check attachment if node is in group attached_node
-               if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
-                       static v3s16 wallmounted_dirs[8] = {
-                               v3s16(0, 1, 0),
-                               v3s16(0, -1, 0),
-                               v3s16(1, 0, 0),
-                               v3s16(-1, 0, 0),
-                               v3s16(0, 0, 1),
-                               v3s16(0, 0, -1),
-                       };
-                       v3s16 pp;
-
-                       if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
+       //Check attachment if node is in group attached_node
+       if (((ItemGroupList) predicted_f.groups)["attached_node"] != 0) {
+               static v3s16 wallmounted_dirs[8] = {
+                       v3s16(0, 1, 0),
+                       v3s16(0, -1, 0),
+                       v3s16(1, 0, 0),
+                       v3s16(-1, 0, 0),
+                       v3s16(0, 0, 1),
+                       v3s16(0, 0, -1),
+               };
+               v3s16 pp;
+
+               if (predicted_f.param_type_2 == CPT2_WALLMOUNTED ||
                                predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)
-                               pp = p + wallmounted_dirs[param2];
-                       else
-                               pp = p + v3s16(0, -1, 0);
+                       pp = p + wallmounted_dirs[param2];
+               else
+                       pp = p + v3s16(0, -1, 0);
 
-                       if (!nodedef->get(map.getNodeNoEx(pp)).walkable)
-                               return false;
+               if (!nodedef->get(map.getNode(pp)).walkable) {
+                       // Report to server
+                       client->interact(INTERACT_PLACE, pointed);
+                       return false;
                }
+       }
 
-               // Apply color
-               if ((predicted_f.param_type_2 == CPT2_COLOR
+       // Apply color
+       if ((predicted_f.param_type_2 == CPT2_COLOR
                        || predicted_f.param_type_2 == CPT2_COLORED_FACEDIR
                        || predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED)) {
-                       const std::string &indexstr = selected_item.metadata.getString(
-                               "palette_index", 0);
-                       if (!indexstr.empty()) {
-                               s32 index = mystoi(indexstr);
-                               if (predicted_f.param_type_2 == CPT2_COLOR) {
-                                       param2 = index;
-                               } else if (predicted_f.param_type_2
-                                       == CPT2_COLORED_WALLMOUNTED) {
-                                       // param2 = pure palette index + other
-                                       param2 = (index & 0xf8) | (param2 & 0x07);
-                               } else if (predicted_f.param_type_2
-                                       == CPT2_COLORED_FACEDIR) {
-                                       // param2 = pure palette index + other
-                                       param2 = (index & 0xe0) | (param2 & 0x1f);
-                               }
+               const std::string &indexstr = selected_item.metadata.getString(
+                       "palette_index", 0);
+               if (!indexstr.empty()) {
+                       s32 index = mystoi(indexstr);
+                       if (predicted_f.param_type_2 == CPT2_COLOR) {
+                               param2 = index;
+                       } else if (predicted_f.param_type_2 == CPT2_COLORED_WALLMOUNTED) {
+                               // param2 = pure palette index + other
+                               param2 = (index & 0xf8) | (param2 & 0x07);
+                       } else if (predicted_f.param_type_2 == CPT2_COLORED_FACEDIR) {
+                               // param2 = pure palette index + other
+                               param2 = (index & 0xe0) | (param2 & 0x1f);
                        }
                }
+       }
 
-               // Add node to client map
-               MapNode n(id, 0, param2);
+       // Add node to client map
+       MapNode n(id, 0, param2);
 
-               try {
-                       LocalPlayer *player = client->getEnv().getLocalPlayer();
+       try {
+               LocalPlayer *player = client->getEnv().getLocalPlayer();
 
-                       // Dont place node when player would be inside new node
-                       // NOTE: This is to be eventually implemented by a mod as client-side Lua
-                       if (!nodedef->get(n).walkable ||
+               // Dont place node when player would be inside new node
+               // NOTE: This is to be eventually implemented by a mod as client-side Lua
+               if (!nodedef->get(n).walkable ||
                                g_settings->getBool("enable_build_where_you_stand") ||
                                (client->checkPrivilege("noclip") && g_settings->getBool("noclip")) ||
                                (nodedef->get(n).walkable &&
                                        neighbourpos != player->getStandingNodePos() + v3s16(0, 1, 0) &&
                                        neighbourpos != player->getStandingNodePos() + v3s16(0, 2, 0))) {
-
-                               // This triggers the required mesh update too
-                               client->addNode(p, n);
-                               return true;
-                       }
-               } catch (InvalidPositionException &e) {
-                       errorstream << "Node placement prediction failed for "
-                               << selected_item.name << " (places "
-                               << prediction
-                               << ") - Position not loaded" << std::endl;
+                       // This triggers the required mesh update too
+                       client->addNode(p, n);
+                       // Report to server
+                       client->interact(INTERACT_PLACE, pointed);
+                       // A node is predicted, also play a sound
+                       soundmaker->m_player_rightpunch_sound = selected_def.sound_place;
+                       return true;
+               } else {
+                       soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+                       return false;
                }
+       } catch (InvalidPositionException &e) {
+               errorstream << "Node placement prediction failed for "
+                       << selected_def.name << " (places "
+                       << prediction
+                       << ") - Position not loaded" << std::endl;
+               soundmaker->m_player_rightpunch_sound = selected_def.sound_place_failed;
+               return false;
        }
-
-       return false;
 }
 
 void Game::handlePointingAtObject(const PointedThing &pointed,
@@ -3434,7 +2741,7 @@ void Game::handlePointingAtObject(const PointedThing &pointed,
 
        m_game_ui->setInfoText(infotext);
 
-       if (input->getLeftState()) {
+       if (input->getLeftState() || (g_settings->getBool("killaura") && ! g_settings->getBool("killaura_fast"))) {
                bool do_punch = false;
                bool do_punch_damage = false;
 
@@ -3444,7 +2751,7 @@ void Game::handlePointingAtObject(const PointedThing &pointed,
                        runData.object_hit_delay_timer = object_hit_delay;
                }
 
-               if (input->getLeftClicked())
+               if (input->getLeftClicked() || (g_settings->getBool("killaura") && ! g_settings->getBool("killaura_fast")))
                        do_punch = true;
 
                if (do_punch) {
@@ -3461,8 +2768,9 @@ void Game::handlePointingAtObject(const PointedThing &pointed,
                                        dir, &tool_item, runData.time_from_last_punch);
                        runData.time_from_last_punch = 0;
 
-                       if (!disable_send)
+                       if (!disable_send) {
                                client->interact(INTERACT_START_DIGGING, pointed);
+                       }
                }
        } else if (input->getRightClicked()) {
                infostream << "Right-clicked object" << std::endl;
@@ -3477,7 +2785,7 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
        // See also: serverpackethandle.cpp, action == 2
        LocalPlayer *player = client->getEnv().getLocalPlayer();
        ClientMap &map = client->getEnv().getClientMap();
-       MapNode n = client->getEnv().getClientMap().getNodeNoEx(nodepos);
+       MapNode n = client->getEnv().getClientMap().getNode(nodepos);
 
        // NOTE: Similar piece of code exists on the server side for
        // cheat detection.
@@ -3503,11 +2811,15 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
                                        player, nodepos, n, features);
                }
        }
-
+       
+       if(g_settings->getBool("fastdig")) {
+               runData.dig_time_complete = 0;
+               runData.dig_instantly = true;
+       }
        if (!runData.digging) {
                infostream << "Started digging" << std::endl;
                runData.dig_instantly = runData.dig_time_complete == 0;
-               if (client->moddingEnabled() && client->getScript()->on_punchnode(nodepos, n))
+               if (client->modsLoaded() && client->getScript()->on_punchnode(nodepos, n))
                        return;
                client->interact(INTERACT_START_DIGGING, pointed);
                runData.digging = true;
@@ -3565,9 +2877,9 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
                        runData.nodig_delay_timer = 0.15;
 
                bool is_valid_position;
-               MapNode wasnode = map.getNodeNoEx(nodepos, &is_valid_position);
+               MapNode wasnode = map.getNode(nodepos, &is_valid_position);
                if (is_valid_position) {
-                       if (client->moddingEnabled() &&
+                       if (client->modsLoaded() &&
                                        client->getScript()->on_dignode(nodepos, wasnode)) {
                                return;
                        }
@@ -3612,6 +2924,7 @@ void Game::handleDigging(const PointedThing &pointed, const v3s16 &nodepos,
 void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
                const CameraOrientation &cam)
 {
+       TimeTaker tt_update("Game::updateFrame()");
        LocalPlayer *player = client->getEnv().getLocalPlayer();
 
        /*
@@ -3636,7 +2949,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
                direct_brightness = time_brightness;
                sunlight_seen = true;
        } else {
-               ScopeProfiler sp(g_profiler, "Detecting background light", SPT_AVG);
                float old_brightness = sky->getBrightness();
                direct_brightness = client->getEnv().getClientMap()
                                .getBackgroundBrightness(MYMIN(runData.fog_range * 1.2, 60 * BS),
@@ -3689,7 +3001,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
                                video::SColor clouds_dark = clouds->getColor()
                                                .getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
                                sky->overrideColors(clouds_dark, clouds->getColor());
-                               sky->setBodiesVisible(false);
+                               sky->setInClouds(true);
                                runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
                                // do not draw clouds after all
                                clouds->setVisible(false);
@@ -3745,19 +3057,11 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        if (player->getWieldIndex() != runData.new_playeritem)
                client->setPlayerItem(runData.new_playeritem);
 
-       // Update local inventory if it has changed
-       if (client->getLocalInventoryUpdated()) {
-               //infostream<<"Updating local inventory"<<std::endl;
-               runData.update_wielded_item_trigger = true;
-       }
-
-       if (runData.update_wielded_item_trigger) {
+       if (client->updateWieldedItem()) {
                // Update wielded tool
                ItemStack selected_item, hand_item;
                ItemStack &tool_item = player->getWieldedItem(&selected_item, &hand_item);
                camera->wield(tool_item);
-
-               runData.update_wielded_item_trigger = false;
        }
 
        /*
@@ -3810,7 +3114,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        */
        const video::SColor &skycolor = sky->getSkyColor();
 
-       TimeTaker tt_draw("mainloop: draw");
+       TimeTaker tt_draw("Draw scene");
        driver->beginScene(true, true, skycolor);
 
        bool draw_wield_tool = (m_game_ui->m_flags.show_hud &&
@@ -3837,7 +3141,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        /*
                Damage flash
        */
-       if (runData.damage_flash > 0.0f) {
+       if (runData.damage_flash > 0.0f && ! g_settings->getBool("no_hurt_cam")) {
                video::SColor color(runData.damage_flash, 180, 0, 0);
                driver->draw2DRectangle(color,
                                        core::rect<s32>(0, 0, screensize.X, screensize.Y),
@@ -3870,7 +3174,8 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
        driver->endScene();
 
        stats->drawtime = tt_draw.stop(true);
-       g_profiler->graphAdd("mainloop_draw", stats->drawtime / 1000.0f);
+       g_profiler->avg("Game::updateFrame(): draw scene [ms]", stats->drawtime);
+       g_profiler->graphAdd("Update frame [ms]", tt_update.stop(true));
 }
 
 /* Log times and stuff for visualization */
@@ -4001,7 +3306,7 @@ void Game::extendedResourceCleanup()
 void Game::showDeathFormspec()
 {
        static std::string formspec_str =
-               std::string(FORMSPEC_VERSION_STRING) +
+               std::string("formspec_version[1]") +
                SIZE_TAG
                "bgcolor[#320000b4;true]"
                "label[4.85,1.35;" + gettext("You died") + "]"
@@ -4075,7 +3380,7 @@ void Game::showPauseMenu()
        float ypos = simple_singleplayer_mode ? 0.7f : 0.1f;
        std::ostringstream os;
 
-       os << FORMSPEC_VERSION_STRING  << SIZE_TAG
+       os << "formspec_version[1]" << SIZE_TAG
                << "button_exit[4," << (ypos++) << ";3,0.5;btn_continue;"
                << strgettext("Continue") << "]";
 
@@ -4124,6 +3429,7 @@ void Game::showPauseMenu()
                                << strgettext("- Creative Mode: ") << creative << "\n";
                if (!simple_singleplayer_mode) {
                        const std::string &pvp = g_settings->getBool("enable_pvp") ? on : off;
+                       //~ PvP = Player versus Player
                        os << strgettext("- PvP: ") << pvp << "\n"
                                        << strgettext("- Public: ") << announced << "\n";
                        std::string server_name = g_settings->get("server_name");
@@ -4154,6 +3460,8 @@ void Game::showPauseMenu()
  ****************************************************************************/
 /****************************************************************************/
 
+Game *g_game;
+
 void the_game(bool *kill,
                bool random_input,
                InputHandler *input,
@@ -4170,6 +3478,8 @@ void the_game(bool *kill,
                bool simple_singleplayer_mode)
 {
        Game game;
+       
+       g_game = &game;
 
        /* Make a copy of the server address because if a local singleplayer server
         * is created then this is updated and we don't want to change the value