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1 /*\r
2 Minetest-c55\r
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
4 \r
5 This program is free software; you can redistribute it and/or modify\r
6 it under the terms of the GNU General Public License as published by\r
7 the Free Software Foundation; either version 2 of the License, or\r
8 (at your option) any later version.\r
9 \r
10 This program is distributed in the hope that it will be useful,\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
13 GNU General Public License for more details.\r
14 \r
15 You should have received a copy of the GNU General Public License along\r
16 with this program; if not, write to the Free Software Foundation, Inc.,\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
18 */\r
19 \r
20 /*\r
21 =============================== NOTES ==============================\r
22 NOTE: Things starting with TODO are sometimes only suggestions.\r
23 \r
24 NOTE: iostream.imbue(std::locale("C")) is very slow\r
25 NOTE: Global locale is now set at initialization\r
26 \r
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
28       hardware buffer (it is not freed automatically)\r
29 \r
30 Old, wild and random suggestions that probably won't be done:\r
31 -------------------------------------------------------------\r
32 \r
33 SUGG: If player is on ground, mainly fetch ground-level blocks\r
34 \r
35 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
36       - This enables saving many packets and making a faster connection\r
37           - This also enables server to check if client has received the\r
38             most recent block sent, for example.\r
39 SUGG: Add a sane bandwidth throttling system to Connection\r
40 \r
41 SUGG: More fine-grained control of client's dumping of blocks from\r
42       memory\r
43           - ...What does this mean in the first place?\r
44 \r
45 SUGG: A map editing mode (similar to dedicated server mode)\r
46 \r
47 SUGG: Transfer more blocks in a single packet\r
48 SUGG: A blockdata combiner class, to which blocks are added and at\r
49       destruction it sends all the stuff in as few packets as possible.\r
50 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
51       it by sending more stuff in a single packet.\r
52           - Add a packet queue to RemoteClient, from which packets will be\r
53             combined with object data packets\r
54                 - This is not exactly trivial: the object data packets are\r
55                   sometimes very big by themselves\r
56           - This might not give much network performance gain though.\r
57 \r
58 SUGG: Precalculate lighting translation table at runtime (at startup)\r
59       - This is not doable because it is currently hand-made and not\r
60             based on some mathematical function.\r
61                 - Note: This has been changing lately\r
62 \r
63 SUGG: A version number to blocks, which increments when the block is\r
64       modified (node add/remove, water update, lighting update)\r
65           - This can then be used to make sure the most recent version of\r
66             a block has been sent to client, for example\r
67 \r
68 SUGG: Make the amount of blocks sending to client and the total\r
69           amount of blocks dynamically limited. Transferring blocks is the\r
70           main network eater of this system, so it is the one that has\r
71           to be throttled so that RTTs stay low.\r
72 \r
73 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
74       different directions and then only those drawn that need to be\r
75 \r
76 SUGG: Calculate lighting per vertex to get a lighting effect like in\r
77       bartwe's game\r
78 \r
79 SUGG: Background music based on cellular automata?\r
80       http://www.earslap.com/projectslab/otomata\r
81 \r
82 SUGG: Simple light color information to air\r
83 \r
84 SUGG: Server-side objects could be moved based on nodes to enable very\r
85       lightweight operation and simple AI\r
86         - Not practical; client would still need to show smooth movement.\r
87 \r
88 SUGG: Make a system for pregenerating quick information for mapblocks, so\r
89           that the client can show them as cubes before they are actually sent\r
90           or even generated.\r
91 \r
92 SUGG: Erosion simulation at map generation time\r
93         - Simulate water flows, which would carve out dirt fast and\r
94           then turn stone into gravel and sand and relocate it.\r
95         - How about relocating minerals, too? Coal and gold in\r
96           downstream sand and gravel would be kind of cool\r
97           - This would need a better way of handling minerals, mainly\r
98                 to have mineral content as a separate field. the first\r
99                 parameter field is free for this.\r
100         - Simulate rock falling from cliffs when water has removed\r
101           enough solid rock from the bottom\r
102 \r
103 Gaming ideas:\r
104 -------------\r
105 \r
106 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
107 - The player could go faster by a crafting a boat, or riding an animal\r
108 - Random NPC traders. what else?\r
109 \r
110 Game content:\r
111 -------------\r
112 \r
113 - When furnace is destroyed, move items to player's inventory\r
114 - Add lots of stuff\r
115 - Glass blocks\r
116 - Growing grass, decaying leaves\r
117         - This can be done in the active blocks I guess.\r
118         - Lots of stuff can be done in the active blocks.\r
119         - Uh, is there an active block list somewhere? I think not. Add it.\r
120 - Breaking weak structures\r
121         - This can probably be accomplished in the same way as grass\r
122 - Player health points\r
123         - When player dies, throw items on map (needs better item-on-map\r
124           implementation)\r
125 - Cobble to get mossy if near water\r
126 - More slots in furnace source list, so that multiple ingredients\r
127   are possible.\r
128 - Keys to chests?\r
129 \r
130 - The Treasure Guard; a big monster with a hammer\r
131         - The hammer does great damage, shakes the ground and removes a block\r
132         - You can drop on top of it, and have some time to attack there\r
133           before he shakes you off\r
134 \r
135 - Maybe the difficulty could come from monsters getting tougher in\r
136   far-away places, and the player starting to need something from\r
137   there when time goes by.\r
138   - The player would have some of that stuff at the beginning, and\r
139     would need new supplies of it when it runs out\r
140 \r
141 - A bomb\r
142 - A spread-items-on-map routine for the bomb, and for dying players\r
143 \r
144 - Fighting:\r
145   - Proper sword swing simulation\r
146   - Player should get damage from colliding to a wall at high speed\r
147 \r
148 Documentation:\r
149 --------------\r
150 \r
151 Build system / running:\r
152 -----------------------\r
153 \r
154 Networking and serialization:\r
155 -----------------------------\r
156 \r
157 SUGG: Fix address to be ipv6 compatible\r
158 \r
159 User Interface:\r
160 ---------------\r
161 \r
162 Graphics:\r
163 ---------\r
164 \r
165 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
166       can be used\r
167       - That is >500 vertices\r
168           - This is not easy; all the MapBlocks close to the player would\r
169             still need to be drawn separately and combining the blocks\r
170                 would have to happen in a background thread\r
171 \r
172 SUGG: Make fetching sector's blocks more efficient when rendering\r
173       sectors that have very large amounts of blocks (on client)\r
174           - Is this necessary at all?\r
175 \r
176 TODO: Flowing water animation\r
177 \r
178 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
179       animating them is easier.\r
180 \r
181 SUGG: Option for enabling proper alpha channel for textures\r
182 TODO: A setting for enabling bilinear filtering for textures\r
183 \r
184 TODO: Better control of draw_control.wanted_max_blocks\r
185 \r
186 TODO: Further investigate the use of GPU lighting in addition to the\r
187       current one\r
188 \r
189 SUGG: Somehow make the night less colorful\r
190 \r
191 Configuration:\r
192 --------------\r
193 \r
194 Client:\r
195 -------\r
196 \r
197 TODO: Untie client network operations from framerate\r
198       - Needs some input queues or something\r
199           - This won't give much performance boost because calculating block\r
200             meshes takes so long\r
201 \r
202 SUGG: Make morning and evening transition more smooth and maybe shorter\r
203 \r
204 TODO: Don't update all meshes always on single node changes, but\r
205       check which ones should be updated\r
206           - implement Map::updateNodeMeshes() and the usage of it\r
207           - It will give almost always a 4x boost in mesh update performance.\r
208 \r
209 - A weapon engine\r
210 \r
211 - Tool/weapon visualization\r
212 \r
213 FIXME: When disconnected to the menu, memory is not freed properly\r
214 \r
215 TODO: Investigate how much the mesh generator thread gets used when\r
216       transferring map data\r
217 \r
218 Server:\r
219 -------\r
220 \r
221 SUGG: Make an option to the server to disable building and digging near\r
222       the starting position\r
223 \r
224 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
225 \r
226 * Fix the problem with the server constantly saving one or a few\r
227   blocks? List the first saved block, maybe it explains.\r
228   - It is probably caused by oscillating water\r
229 * Make a small history check to transformLiquids to detect and log\r
230   continuous oscillations, in such detail that they can be fixed.\r
231 \r
232 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
233        from big caves and such\r
234 FIXME: Block send distance configuration does not take effect for some reason\r
235 \r
236 TODO: Map saving should be done by EmergeThread\r
237 \r
238 SUGG: Map unloading based on sector reference is not very good, it keeps\r
239         unnecessary stuff in memory. I guess. Investigate this.\r
240 \r
241 TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set\r
242       the direction accordingly.\r
243 \r
244 Environment:\r
245 ------------\r
246 \r
247 TODO: A list of "active blocks" in which stuff happens. (+=done)\r
248         + Add a never-resetted game timer to the server\r
249         + Add a timestamp value to blocks\r
250         + The simple rule: All blocks near some player are "active"\r
251         - Do stuff in real time in active blocks\r
252                 + Handle objects\r
253                 TODO: Make proper hooks in here\r
254                 - Grow grass, delete leaves without a tree\r
255                 - Spawn some mobs based on some rules\r
256                 - Transform cobble to mossy cobble near water\r
257                 - Run a custom script\r
258                 - ...And all kinds of other dynamic stuff\r
259         + Keep track of when a block becomes active and becomes inactive\r
260         + When a block goes inactive:\r
261                 + Store objects statically to block\r
262                 + Store timer value as the timestamp\r
263         + When a block goes active:\r
264                 + Create active objects out of static objects\r
265                 TODO: Make proper hooks in here\r
266                 - Simulate the results of what would have happened if it would have\r
267                   been active for all the time\r
268                         - Grow a lot of grass and so on\r
269         + Initially it is fine to send information about every active object\r
270           to every player. Eventually it should be modified to only send info\r
271           about the nearest ones.\r
272                 + This was left to be done by the old system and it sends only the\r
273                   nearest ones.\r
274 \r
275 Objects:\r
276 --------\r
277 \r
278 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
279         - Skipping the MapBlockObject data is nasty - there is no "total\r
280           length" stored; have to make a SkipMBOs function which contains\r
281           enough of the current code to skip them properly.\r
282 \r
283 SUGG: MovingObject::move and Player::move are basically the same.\r
284       combine them.\r
285         - NOTE: Player::move is more up-to-date.\r
286         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
287         - NOTE: MovingObject will be deleted (MapBlockObject)\r
288 \r
289 TODO: Add a long step function to objects that is called with the time\r
290       difference when block activates\r
291 \r
292 Map:\r
293 ----\r
294 \r
295 TODO: Mineral and ground material properties\r
296       - This way mineral ground toughness can be calculated with just\r
297             some formula, as well as tool strengths\r
298           - There are TODOs in appropriate files: material.h, content_mapnode.h\r
299 \r
300 TODO: Flowing water to actually contain flow direction information\r
301       - There is a space for this - it just has to be implemented.\r
302 \r
303 SUGG: Try out the notch way of generating maps, that is, make bunches\r
304       of low-res 3d noise and interpolate linearly.\r
305 \r
306 Mapgen v2 (the current one):\r
307 * Possibly add some kind of erosion and other stuff\r
308 * Better water generation (spread it to underwater caverns but don't\r
309   fill dungeons that don't touch big water masses)\r
310 * When generating a chunk and the neighboring chunk doesn't have mud\r
311   and stuff yet and the ground is fairly flat, the mud will flow to\r
312   the other chunk making nasty straight walls when the other chunk\r
313   is generated. Fix it. Maybe just a special case if the ground is\r
314   flat?\r
315 * Consider not updating this one and make a good mainly block-based\r
316   generator\r
317 \r
318 SUGG: Make two "modified states", one that forces the block to be saved at\r
319         the next save event, and one that makes the block to be saved at exit\r
320         time.\r
321 \r
322 TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
323         blocks that contain eg. trees from neighboring generations but haven't\r
324         been generated itself. This is required for the future generator.\r
325 \r
326 Misc. stuff:\r
327 ------------\r
328 - Make sure server handles removing grass when a block is placed (etc)\r
329     - The client should not do it by itself\r
330 - Block cube placement around player's head\r
331 - Protocol version field\r
332 - Consider getting some textures from cisoun's texture pack\r
333         - Ask from Cisoun\r
334 - Make sure the fence implementation and data format is good\r
335         - Think about using same bits for material for fences and doors, for\r
336         example\r
337 - Finish the ActiveBlockModifier stuff and use it for something\r
338 - Move mineral to param2, increment map serialization version, add conversion\r
339 \r
340 TODO: Add a per-sector database to store surface stuff as simple flags/values\r
341       - Light?\r
342           - A building?\r
343           And at some point make the server send this data to the client too,\r
344           instead of referring to the noise functions\r
345           - Ground height\r
346           - Surface ground type\r
347           - Trees?\r
348 \r
349 Making it more portable:\r
350 ------------------------\r
351  \r
352 Stuff to do before release:\r
353 ---------------------------\r
354 \r
355 Fixes to the current release:\r
356 -----------------------------\r
357 \r
358 Stuff to do after release:\r
359 ---------------------------\r
360 \r
361 ======================================================================\r
362 \r
363 */\r
364 \r
365 #ifdef NDEBUG\r
366         #ifdef _WIN32\r
367                 #pragma message ("Disabling unit tests")\r
368         #else\r
369                 #warning "Disabling unit tests"\r
370         #endif\r
371         // Disable unit tests\r
372         #define ENABLE_TESTS 0\r
373 #else\r
374         // Enable unit tests\r
375         #define ENABLE_TESTS 1\r
376 #endif\r
377 \r
378 #ifdef _MSC_VER\r
379         #pragma comment(lib, "Irrlicht.lib")\r
380         //#pragma comment(lib, "jthread.lib")\r
381         #pragma comment(lib, "zlibwapi.lib")\r
382         #pragma comment(lib, "Shell32.lib")\r
383         // This would get rid of the console window\r
384         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
385 #endif\r
386 \r
387 #include <iostream>\r
388 #include <fstream>\r
389 //#include <jmutexautolock.h>\r
390 #include <locale.h>\r
391 #include "main.h"\r
392 #include "common_irrlicht.h"\r
393 #include "debug.h"\r
394 //#include "map.h"\r
395 //#include "player.h"\r
396 #include "test.h"\r
397 #include "server.h"\r
398 //#include "client.h"\r
399 #include "constants.h"\r
400 #include "porting.h"\r
401 #include "gettime.h"\r
402 #include "guiMessageMenu.h"\r
403 #include "filesys.h"\r
404 #include "config.h"\r
405 #include "guiMainMenu.h"\r
406 #include "mineral.h"\r
407 //#include "noise.h"\r
408 //#include "tile.h"\r
409 #include "materials.h"\r
410 #include "game.h"\r
411 #include "keycode.h"\r
412 \r
413 // This makes textures\r
414 ITextureSource *g_texturesource = NULL;\r
415 \r
416 /*\r
417         Settings.\r
418         These are loaded from the config file.\r
419 */\r
420 \r
421 Settings g_settings;\r
422 // This is located in defaultsettings.cpp\r
423 extern void set_default_settings();\r
424 \r
425 // Global profiler\r
426 Profiler g_profiler;\r
427 \r
428 /*\r
429         Random stuff\r
430 */\r
431 \r
432 /*\r
433         GUI Stuff\r
434 */\r
435 \r
436 gui::IGUIEnvironment* guienv = NULL;\r
437 gui::IGUIStaticText *guiroot = NULL;\r
438 \r
439 MainMenuManager g_menumgr;\r
440 \r
441 bool noMenuActive()\r
442 {\r
443         return (g_menumgr.menuCount() == 0);\r
444 }\r
445 \r
446 // Passed to menus to allow disconnecting and exiting\r
447 \r
448 MainGameCallback *g_gamecallback = NULL;\r
449 \r
450 /*\r
451         Debug streams\r
452 */\r
453 \r
454 // Connection\r
455 std::ostream *dout_con_ptr = &dummyout;\r
456 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
457 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
458 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
459 //std::ostream *dout_con_ptr = &dstream;\r
460 //std::ostream *derr_con_ptr = &dstream;\r
461 \r
462 // Server\r
463 std::ostream *dout_server_ptr = &dstream;\r
464 std::ostream *derr_server_ptr = &dstream;\r
465 \r
466 // Client\r
467 std::ostream *dout_client_ptr = &dstream;\r
468 std::ostream *derr_client_ptr = &dstream;\r
469 \r
470 /*\r
471         gettime.h implementation\r
472 */\r
473 \r
474 // A small helper class\r
475 class TimeGetter\r
476 {\r
477 public:\r
478         virtual u32 getTime() = 0;\r
479 };\r
480 \r
481 // A precise irrlicht one\r
482 class IrrlichtTimeGetter: public TimeGetter\r
483 {\r
484 public:\r
485         IrrlichtTimeGetter(IrrlichtDevice *device):\r
486                 m_device(device)\r
487         {}\r
488         u32 getTime()\r
489         {\r
490                 if(m_device == NULL)\r
491                         return 0;\r
492                 return m_device->getTimer()->getRealTime();\r
493         }\r
494 private:\r
495         IrrlichtDevice *m_device;\r
496 };\r
497 // Not so precise one which works without irrlicht\r
498 class SimpleTimeGetter: public TimeGetter\r
499 {\r
500 public:\r
501         u32 getTime()\r
502         {\r
503                 return porting::getTimeMs();\r
504         }\r
505 };\r
506 \r
507 // A pointer to a global instance of the time getter\r
508 // TODO: why?\r
509 TimeGetter *g_timegetter = NULL;\r
510 \r
511 u32 getTimeMs()\r
512 {\r
513         if(g_timegetter == NULL)\r
514                 return 0;\r
515         return g_timegetter->getTime();\r
516 }\r
517 \r
518 /*\r
519         Event handler for Irrlicht\r
520 \r
521         NOTE: Everything possible should be moved out from here,\r
522               probably to InputHandler and the_game\r
523 */\r
524 \r
525 class MyEventReceiver : public IEventReceiver\r
526 {\r
527 public:\r
528         // This is the one method that we have to implement\r
529         virtual bool OnEvent(const SEvent& event)\r
530         {\r
531                 /*\r
532                         React to nothing here if a menu is active\r
533                 */\r
534                 if(noMenuActive() == false)\r
535                 {\r
536                         return false;\r
537                 }\r
538 \r
539                 // Remember whether each key is down or up\r
540                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
541                 {\r
542                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
543 \r
544                         if(event.KeyInput.PressedDown)\r
545                                 keyWasDown[event.KeyInput.Key] = true;\r
546                 }\r
547 \r
548                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
549                 {\r
550                         if(noMenuActive() == false)\r
551                         {\r
552                                 left_active = false;\r
553                                 middle_active = false;\r
554                                 right_active = false;\r
555                         }\r
556                         else\r
557                         {\r
558                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
559                                 left_active = event.MouseInput.isLeftPressed();\r
560                                 middle_active = event.MouseInput.isMiddlePressed();\r
561                                 right_active = event.MouseInput.isRightPressed();\r
562 \r
563                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
564                                 {\r
565                                         leftclicked = true;\r
566                                 }\r
567                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
568                                 {\r
569                                         rightclicked = true;\r
570                                 }\r
571                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
572                                 {\r
573                                         leftreleased = true;\r
574                                 }\r
575                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
576                                 {\r
577                                         rightreleased = true;\r
578                                 }\r
579                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
580                                 {\r
581                                         mouse_wheel += event.MouseInput.Wheel;\r
582                                 }\r
583                         }\r
584                 }\r
585 \r
586                 return false;\r
587         }\r
588 \r
589         bool IsKeyDown(EKEY_CODE keyCode) const\r
590         {\r
591                 return keyIsDown[keyCode];\r
592         }\r
593         \r
594         // Checks whether a key was down and resets the state\r
595         bool WasKeyDown(EKEY_CODE keyCode)\r
596         {\r
597                 bool b = keyWasDown[keyCode];\r
598                 keyWasDown[keyCode] = false;\r
599                 return b;\r
600         }\r
601 \r
602         s32 getMouseWheel()\r
603         {\r
604                 s32 a = mouse_wheel;\r
605                 mouse_wheel = 0;\r
606                 return a;\r
607         }\r
608 \r
609         void clearInput()\r
610         {\r
611                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
612                 {\r
613                         keyIsDown[i] = false;\r
614                         keyWasDown[i] = false;\r
615                 }\r
616                 \r
617                 leftclicked = false;\r
618                 rightclicked = false;\r
619                 leftreleased = false;\r
620                 rightreleased = false;\r
621 \r
622                 left_active = false;\r
623                 middle_active = false;\r
624                 right_active = false;\r
625 \r
626                 mouse_wheel = 0;\r
627         }\r
628 \r
629         MyEventReceiver()\r
630         {\r
631                 clearInput();\r
632         }\r
633 \r
634         bool leftclicked;\r
635         bool rightclicked;\r
636         bool leftreleased;\r
637         bool rightreleased;\r
638 \r
639         bool left_active;\r
640         bool middle_active;\r
641         bool right_active;\r
642 \r
643         s32 mouse_wheel;\r
644 \r
645 private:\r
646         IrrlichtDevice *m_device;\r
647         \r
648         // The current state of keys\r
649         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
650         // Whether a key has been pressed or not\r
651         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
652 };\r
653 \r
654 /*\r
655         Separated input handler\r
656 */\r
657 \r
658 class RealInputHandler : public InputHandler\r
659 {\r
660 public:\r
661         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
662                 m_device(device),\r
663                 m_receiver(receiver)\r
664         {\r
665         }\r
666         virtual bool isKeyDown(EKEY_CODE keyCode)\r
667         {\r
668                 return m_receiver->IsKeyDown(keyCode);\r
669         }\r
670         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
671         {\r
672                 return m_receiver->WasKeyDown(keyCode);\r
673         }\r
674         virtual v2s32 getMousePos()\r
675         {\r
676                 return m_device->getCursorControl()->getPosition();\r
677         }\r
678         virtual void setMousePos(s32 x, s32 y)\r
679         {\r
680                 m_device->getCursorControl()->setPosition(x, y);\r
681         }\r
682 \r
683         virtual bool getLeftState()\r
684         {\r
685                 return m_receiver->left_active;\r
686         }\r
687         virtual bool getRightState()\r
688         {\r
689                 return m_receiver->right_active;\r
690         }\r
691         \r
692         virtual bool getLeftClicked()\r
693         {\r
694                 return m_receiver->leftclicked;\r
695         }\r
696         virtual bool getRightClicked()\r
697         {\r
698                 return m_receiver->rightclicked;\r
699         }\r
700         virtual void resetLeftClicked()\r
701         {\r
702                 m_receiver->leftclicked = false;\r
703         }\r
704         virtual void resetRightClicked()\r
705         {\r
706                 m_receiver->rightclicked = false;\r
707         }\r
708 \r
709         virtual bool getLeftReleased()\r
710         {\r
711                 return m_receiver->leftreleased;\r
712         }\r
713         virtual bool getRightReleased()\r
714         {\r
715                 return m_receiver->rightreleased;\r
716         }\r
717         virtual void resetLeftReleased()\r
718         {\r
719                 m_receiver->leftreleased = false;\r
720         }\r
721         virtual void resetRightReleased()\r
722         {\r
723                 m_receiver->rightreleased = false;\r
724         }\r
725 \r
726         virtual s32 getMouseWheel()\r
727         {\r
728                 return m_receiver->getMouseWheel();\r
729         }\r
730 \r
731         void clear()\r
732         {\r
733                 m_receiver->clearInput();\r
734         }\r
735 private:\r
736         IrrlichtDevice *m_device;\r
737         MyEventReceiver *m_receiver;\r
738 };\r
739 \r
740 class RandomInputHandler : public InputHandler\r
741 {\r
742 public:\r
743         RandomInputHandler()\r
744         {\r
745                 leftdown = false;\r
746                 rightdown = false;\r
747                 leftclicked = false;\r
748                 rightclicked = false;\r
749                 leftreleased = false;\r
750                 rightreleased = false;\r
751                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
752                         keydown[i] = false;\r
753         }\r
754         virtual bool isKeyDown(EKEY_CODE keyCode)\r
755         {\r
756                 return keydown[keyCode];\r
757         }\r
758         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
759         {\r
760                 return false;\r
761         }\r
762         virtual v2s32 getMousePos()\r
763         {\r
764                 return mousepos;\r
765         }\r
766         virtual void setMousePos(s32 x, s32 y)\r
767         {\r
768                 mousepos = v2s32(x,y);\r
769         }\r
770 \r
771         virtual bool getLeftState()\r
772         {\r
773                 return leftdown;\r
774         }\r
775         virtual bool getRightState()\r
776         {\r
777                 return rightdown;\r
778         }\r
779 \r
780         virtual bool getLeftClicked()\r
781         {\r
782                 return leftclicked;\r
783         }\r
784         virtual bool getRightClicked()\r
785         {\r
786                 return rightclicked;\r
787         }\r
788         virtual void resetLeftClicked()\r
789         {\r
790                 leftclicked = false;\r
791         }\r
792         virtual void resetRightClicked()\r
793         {\r
794                 rightclicked = false;\r
795         }\r
796 \r
797         virtual bool getLeftReleased()\r
798         {\r
799                 return leftreleased;\r
800         }\r
801         virtual bool getRightReleased()\r
802         {\r
803                 return rightreleased;\r
804         }\r
805         virtual void resetLeftReleased()\r
806         {\r
807                 leftreleased = false;\r
808         }\r
809         virtual void resetRightReleased()\r
810         {\r
811                 rightreleased = false;\r
812         }\r
813 \r
814         virtual s32 getMouseWheel()\r
815         {\r
816                 return 0;\r
817         }\r
818 \r
819         virtual void step(float dtime)\r
820         {\r
821                 {\r
822                         static float counter1 = 0;\r
823                         counter1 -= dtime;\r
824                         if(counter1 < 0.0)\r
825                         {\r
826                                 counter1 = 0.1*Rand(1, 40);\r
827                                 keydown[getKeySetting("keymap_jump")] =\r
828                                                 !keydown[getKeySetting("keymap_jump")];\r
829                         }\r
830                 }\r
831                 {\r
832                         static float counter1 = 0;\r
833                         counter1 -= dtime;\r
834                         if(counter1 < 0.0)\r
835                         {\r
836                                 counter1 = 0.1*Rand(1, 40);\r
837                                 keydown[getKeySetting("keymap_special1")] =\r
838                                                 !keydown[getKeySetting("keymap_special1")];\r
839                         }\r
840                 }\r
841                 {\r
842                         static float counter1 = 0;\r
843                         counter1 -= dtime;\r
844                         if(counter1 < 0.0)\r
845                         {\r
846                                 counter1 = 0.1*Rand(1, 40);\r
847                                 keydown[getKeySetting("keymap_forward")] =\r
848                                                 !keydown[getKeySetting("keymap_forward")];\r
849                         }\r
850                 }\r
851                 {\r
852                         static float counter1 = 0;\r
853                         counter1 -= dtime;\r
854                         if(counter1 < 0.0)\r
855                         {\r
856                                 counter1 = 0.1*Rand(1, 40);\r
857                                 keydown[getKeySetting("keymap_left")] =\r
858                                                 !keydown[getKeySetting("keymap_left")];\r
859                         }\r
860                 }\r
861                 {\r
862                         static float counter1 = 0;\r
863                         counter1 -= dtime;\r
864                         if(counter1 < 0.0)\r
865                         {\r
866                                 counter1 = 0.1*Rand(1, 20);\r
867                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
868                         }\r
869                 }\r
870                 {\r
871                         static float counter1 = 0;\r
872                         counter1 -= dtime;\r
873                         if(counter1 < 0.0)\r
874                         {\r
875                                 counter1 = 0.1*Rand(1, 30);\r
876                                 leftdown = !leftdown;\r
877                                 if(leftdown)\r
878                                         leftclicked = true;\r
879                                 if(!leftdown)\r
880                                         leftreleased = true;\r
881                         }\r
882                 }\r
883                 {\r
884                         static float counter1 = 0;\r
885                         counter1 -= dtime;\r
886                         if(counter1 < 0.0)\r
887                         {\r
888                                 counter1 = 0.1*Rand(1, 15);\r
889                                 rightdown = !rightdown;\r
890                                 if(rightdown)\r
891                                         rightclicked = true;\r
892                                 if(!rightdown)\r
893                                         rightreleased = true;\r
894                         }\r
895                 }\r
896                 mousepos += mousespeed;\r
897         }\r
898 \r
899         s32 Rand(s32 min, s32 max)\r
900         {\r
901                 return (myrand()%(max-min+1))+min;\r
902         }\r
903 private:\r
904         bool keydown[KEY_KEY_CODES_COUNT];\r
905         v2s32 mousepos;\r
906         v2s32 mousespeed;\r
907         bool leftdown;\r
908         bool rightdown;\r
909         bool leftclicked;\r
910         bool rightclicked;\r
911         bool leftreleased;\r
912         bool rightreleased;\r
913 };\r
914 \r
915 // These are defined global so that they're not optimized too much.\r
916 // Can't change them to volatile.\r
917 s16 temp16;\r
918 f32 tempf;\r
919 v3f tempv3f1;\r
920 v3f tempv3f2;\r
921 std::string tempstring;\r
922 std::string tempstring2;\r
923 \r
924 void SpeedTests()\r
925 {\r
926         {\r
927                 dstream<<"The following test should take around 20ms."<<std::endl;\r
928                 TimeTaker timer("Testing std::string speed");\r
929                 const u32 jj = 10000;\r
930                 for(u32 j=0; j<jj; j++)\r
931                 {\r
932                         tempstring = "";\r
933                         tempstring2 = "";\r
934                         const u32 ii = 10;\r
935                         for(u32 i=0; i<ii; i++){\r
936                                 tempstring2 += "asd";\r
937                         }\r
938                         for(u32 i=0; i<ii+1; i++){\r
939                                 tempstring += "asd";\r
940                                 if(tempstring == tempstring2)\r
941                                         break;\r
942                         }\r
943                 }\r
944         }\r
945         \r
946         dstream<<"All of the following tests should take around 100ms each."\r
947                         <<std::endl;\r
948 \r
949         {\r
950                 TimeTaker timer("Testing floating-point conversion speed");\r
951                 tempf = 0.001;\r
952                 for(u32 i=0; i<4000000; i++){\r
953                         temp16 += tempf;\r
954                         tempf += 0.001;\r
955                 }\r
956         }\r
957         \r
958         {\r
959                 TimeTaker timer("Testing floating-point vector speed");\r
960 \r
961                 tempv3f1 = v3f(1,2,3);\r
962                 tempv3f2 = v3f(4,5,6);\r
963                 for(u32 i=0; i<10000000; i++){\r
964                         tempf += tempv3f1.dotProduct(tempv3f2);\r
965                         tempv3f2 += v3f(7,8,9);\r
966                 }\r
967         }\r
968 \r
969         {\r
970                 TimeTaker timer("Testing core::map speed");\r
971                 \r
972                 core::map<v2s16, f32> map1;\r
973                 tempf = -324;\r
974                 const s16 ii=300;\r
975                 for(s16 y=0; y<ii; y++){\r
976                         for(s16 x=0; x<ii; x++){\r
977                                 map1.insert(v2s16(x,y), tempf);\r
978                                 tempf += 1;\r
979                         }\r
980                 }\r
981                 for(s16 y=ii-1; y>=0; y--){\r
982                         for(s16 x=0; x<ii; x++){\r
983                                 tempf = map1[v2s16(x,y)];\r
984                         }\r
985                 }\r
986         }\r
987 \r
988         {\r
989                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
990                 TimeTaker timer("Testing mutex speed");\r
991                 \r
992                 JMutex m;\r
993                 m.Init();\r
994                 u32 n = 0;\r
995                 u32 i = 0;\r
996                 do{\r
997                         n += 10000;\r
998                         for(; i<n; i++){\r
999                                 m.Lock();\r
1000                                 m.Unlock();\r
1001                         }\r
1002                 }\r
1003                 // Do at least 10ms\r
1004                 while(timer.getTime() < 10);\r
1005 \r
1006                 u32 dtime = timer.stop();\r
1007                 u32 per_ms = n / dtime;\r
1008                 std::cout<<"Done. "<<dtime<<"ms, "\r
1009                                 <<per_ms<<"/ms"<<std::endl;\r
1010         }\r
1011 }\r
1012 \r
1013 void drawMenuBackground(video::IVideoDriver* driver)\r
1014 {\r
1015         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1016                 \r
1017         video::ITexture *bgtexture =\r
1018                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1019         if(bgtexture)\r
1020         {\r
1021                 s32 texturesize = 128;\r
1022                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1023                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1024                 \r
1025                 for(s32 y=0; y<tiled_y; y++)\r
1026                 for(s32 x=0; x<tiled_x; x++)\r
1027                 {\r
1028                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1029                         rect += v2s32(x*texturesize, y*texturesize);\r
1030                         driver->draw2DImage(bgtexture, rect,\r
1031                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1032                                 core::dimension2di(bgtexture->getSize())),\r
1033                                 NULL, NULL, true);\r
1034                 }\r
1035         }\r
1036         \r
1037         video::ITexture *logotexture =\r
1038                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1039         if(logotexture)\r
1040         {\r
1041                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1042                                 logotexture->getOriginalSize().Height);\r
1043                 logosize *= 4;\r
1044 \r
1045                 video::SColor bgcolor(255,50,50,50);\r
1046                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1047                                 screensize.Width, screensize.Height);\r
1048                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1049 \r
1050                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1051                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1052                 rect -= v2s32(logosize.X/2, 0);\r
1053                 driver->draw2DImage(logotexture, rect,\r
1054                         core::rect<s32>(core::position2d<s32>(0,0),\r
1055                         core::dimension2di(logotexture->getSize())),\r
1056                         NULL, NULL, true);\r
1057         }\r
1058 }\r
1059 \r
1060 int main(int argc, char *argv[])\r
1061 {\r
1062         /*\r
1063                 Initialization\r
1064         */\r
1065 \r
1066         // Set locale. This is for forcing '.' as the decimal point.\r
1067         std::locale::global(std::locale("C"));\r
1068         // This enables printing all characters in bitmap font\r
1069         setlocale(LC_CTYPE, "en_US");\r
1070 \r
1071         /*\r
1072                 Parse command line\r
1073         */\r
1074         \r
1075         // List all allowed options\r
1076         core::map<std::string, ValueSpec> allowed_options;\r
1077         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1078         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1079                         "Run server directly"));\r
1080         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1081                         "Load configuration from specified file"));\r
1082         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1083         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1084         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1085         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1086         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1087         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1088 #ifdef _WIN32\r
1089         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1090 #endif\r
1091         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1092 \r
1093         Settings cmd_args;\r
1094         \r
1095         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1096 \r
1097         if(ret == false || cmd_args.getFlag("help"))\r
1098         {\r
1099                 dstream<<"Allowed options:"<<std::endl;\r
1100                 for(core::map<std::string, ValueSpec>::Iterator\r
1101                                 i = allowed_options.getIterator();\r
1102                                 i.atEnd() == false; i++)\r
1103                 {\r
1104                         dstream<<"  --"<<i.getNode()->getKey();\r
1105                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1106                         {\r
1107                         }\r
1108                         else\r
1109                         {\r
1110                                 dstream<<" <value>";\r
1111                         }\r
1112                         dstream<<std::endl;\r
1113 \r
1114                         if(i.getNode()->getValue().help != NULL)\r
1115                         {\r
1116                                 dstream<<"      "<<i.getNode()->getValue().help\r
1117                                                 <<std::endl;\r
1118                         }\r
1119                 }\r
1120 \r
1121                 return cmd_args.getFlag("help") ? 0 : 1;\r
1122         }\r
1123         \r
1124         /*\r
1125                 Low-level initialization\r
1126         */\r
1127 \r
1128         bool disable_stderr = false;\r
1129 #ifdef _WIN32\r
1130         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1131                 disable_stderr = true;\r
1132 #endif\r
1133 \r
1134         porting::signal_handler_init();\r
1135         bool &kill = *porting::signal_handler_killstatus();\r
1136         \r
1137         // Initialize porting::path_data and porting::path_userdata\r
1138         porting::initializePaths();\r
1139 \r
1140         // Initialize debug streams\r
1141 #ifdef RUN_IN_PLACE\r
1142         std::string debugfile = DEBUGFILE;\r
1143 #else\r
1144         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1145 #endif\r
1146         debugstreams_init(disable_stderr, debugfile.c_str());\r
1147         // Initialize debug stacks\r
1148         debug_stacks_init();\r
1149 \r
1150         DSTACK(__FUNCTION_NAME);\r
1151 \r
1152         // Create user data directory\r
1153         fs::CreateDir(porting::path_userdata);\r
1154         \r
1155         // Init material properties table\r
1156         //initializeMaterialProperties();\r
1157 \r
1158         // Debug handler\r
1159         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1160 \r
1161         // Print startup message\r
1162         dstream<<DTIME<<"minetest-c55"\r
1163                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1164                         <<", "<<BUILD_INFO\r
1165                         <<std::endl;\r
1166         \r
1167         /*\r
1168                 Basic initialization\r
1169         */\r
1170 \r
1171         // Initialize default settings\r
1172         set_default_settings();\r
1173         \r
1174         // Initialize sockets\r
1175         sockets_init();\r
1176         atexit(sockets_cleanup);\r
1177         \r
1178         /*\r
1179                 Read config file\r
1180         */\r
1181         \r
1182         // Path of configuration file in use\r
1183         std::string configpath = "";\r
1184         \r
1185         if(cmd_args.exists("config"))\r
1186         {\r
1187                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1188                 if(r == false)\r
1189                 {\r
1190                         dstream<<"Could not read configuration from \""\r
1191                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1192                         return 1;\r
1193                 }\r
1194                 configpath = cmd_args.get("config");\r
1195         }\r
1196         else\r
1197         {\r
1198                 core::array<std::string> filenames;\r
1199                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1200 #ifdef RUN_IN_PLACE\r
1201                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1202 #endif\r
1203 \r
1204                 for(u32 i=0; i<filenames.size(); i++)\r
1205                 {\r
1206                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1207                         if(r)\r
1208                         {\r
1209                                 configpath = filenames[i];\r
1210                                 break;\r
1211                         }\r
1212                 }\r
1213                 \r
1214                 // If no path found, use the first one (menu creates the file)\r
1215                 if(configpath == "")\r
1216                         configpath = filenames[0];\r
1217         }\r
1218 \r
1219         // Initialize random seed\r
1220         srand(time(0));\r
1221         mysrand(time(0));\r
1222 \r
1223         /*\r
1224                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1225 \r
1226                 These are needed for unit tests at least.\r
1227         */\r
1228         \r
1229         // Initial call with g_texturesource not set.\r
1230         init_mapnode();\r
1231 \r
1232         /*\r
1233                 Run unit tests\r
1234         */\r
1235 \r
1236         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1237                         || cmd_args.getFlag("enable-unittests") == true)\r
1238         {\r
1239                 run_tests();\r
1240         }\r
1241         \r
1242         /*for(s16 y=-100; y<100; y++)\r
1243         for(s16 x=-100; x<100; x++)\r
1244         {\r
1245                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1246         }\r
1247         return 0;*/\r
1248         \r
1249         /*\r
1250                 Game parameters\r
1251         */\r
1252 \r
1253         // Port\r
1254         u16 port = 30000;\r
1255         if(cmd_args.exists("port"))\r
1256                 port = cmd_args.getU16("port");\r
1257         else if(g_settings.exists("port"))\r
1258                 port = g_settings.getU16("port");\r
1259         if(port == 0)\r
1260                 port = 30000;\r
1261         \r
1262         // Map directory\r
1263         std::string map_dir = porting::path_userdata+"/world";\r
1264         if(cmd_args.exists("map-dir"))\r
1265                 map_dir = cmd_args.get("map-dir");\r
1266         else if(g_settings.exists("map-dir"))\r
1267                 map_dir = g_settings.get("map-dir");\r
1268         \r
1269         // Run dedicated server if asked to\r
1270         if(cmd_args.getFlag("server"))\r
1271         {\r
1272                 DSTACK("Dedicated server branch");\r
1273 \r
1274                 // Create time getter\r
1275                 g_timegetter = new SimpleTimeGetter();\r
1276                 \r
1277                 // Create server\r
1278                 Server server(map_dir.c_str());\r
1279                 server.start(port);\r
1280                 \r
1281                 // Run server\r
1282                 dedicated_server_loop(server, kill);\r
1283 \r
1284                 return 0;\r
1285         }\r
1286 \r
1287 \r
1288         /*\r
1289                 More parameters\r
1290         */\r
1291         \r
1292         // Address to connect to\r
1293         std::string address = "";\r
1294         \r
1295         if(cmd_args.exists("address"))\r
1296         {\r
1297                 address = cmd_args.get("address");\r
1298         }\r
1299         else\r
1300         {\r
1301                 address = g_settings.get("address");\r
1302         }\r
1303         \r
1304         std::string playername = g_settings.get("name");\r
1305 \r
1306         /*\r
1307                 Device initialization\r
1308         */\r
1309 \r
1310         // Resolution selection\r
1311         \r
1312         bool fullscreen = false;\r
1313         u16 screenW = g_settings.getU16("screenW");\r
1314         u16 screenH = g_settings.getU16("screenH");\r
1315 \r
1316         // Determine driver\r
1317 \r
1318         video::E_DRIVER_TYPE driverType;\r
1319         \r
1320         std::string driverstring = g_settings.get("video_driver");\r
1321 \r
1322         if(driverstring == "null")\r
1323                 driverType = video::EDT_NULL;\r
1324         else if(driverstring == "software")\r
1325                 driverType = video::EDT_SOFTWARE;\r
1326         else if(driverstring == "burningsvideo")\r
1327                 driverType = video::EDT_BURNINGSVIDEO;\r
1328         else if(driverstring == "direct3d8")\r
1329                 driverType = video::EDT_DIRECT3D8;\r
1330         else if(driverstring == "direct3d9")\r
1331                 driverType = video::EDT_DIRECT3D9;\r
1332         else if(driverstring == "opengl")\r
1333                 driverType = video::EDT_OPENGL;\r
1334         else\r
1335         {\r
1336                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1337                                 "to opengl"<<std::endl;\r
1338                 driverType = video::EDT_OPENGL;\r
1339         }\r
1340 \r
1341         /*\r
1342                 Create device and exit if creation failed\r
1343         */\r
1344 \r
1345         MyEventReceiver receiver;\r
1346 \r
1347         IrrlichtDevice *device;\r
1348         device = createDevice(driverType,\r
1349                         core::dimension2d<u32>(screenW, screenH),\r
1350                         16, fullscreen, false, false, &receiver);\r
1351 \r
1352         if (device == 0)\r
1353                 return 1; // could not create selected driver.\r
1354         \r
1355         // Set device in game parameters\r
1356         device = device;\r
1357         \r
1358         // Create time getter\r
1359         g_timegetter = new IrrlichtTimeGetter(device);\r
1360         \r
1361         // Create game callback for menus\r
1362         g_gamecallback = new MainGameCallback(device);\r
1363         \r
1364         // Create texture source\r
1365         g_texturesource = new TextureSource(device);\r
1366 \r
1367         /*\r
1368                 Speed tests (done after irrlicht is loaded to get timer)\r
1369         */\r
1370         if(cmd_args.getFlag("speedtests"))\r
1371         {\r
1372                 dstream<<"Running speed tests"<<std::endl;\r
1373                 SpeedTests();\r
1374                 return 0;\r
1375         }\r
1376         \r
1377         device->setResizable(true);\r
1378 \r
1379         bool random_input = g_settings.getBool("random_input")\r
1380                         || cmd_args.getFlag("random-input");\r
1381         InputHandler *input = NULL;\r
1382         if(random_input)\r
1383                 input = new RandomInputHandler();\r
1384         else\r
1385                 input = new RealInputHandler(device, &receiver);\r
1386         \r
1387         /*\r
1388                 Continue initialization\r
1389         */\r
1390 \r
1391         //video::IVideoDriver* driver = device->getVideoDriver();\r
1392 \r
1393         /*\r
1394                 This changes the minimum allowed number of vertices in a VBO.\r
1395                 Default is 500.\r
1396         */\r
1397         //driver->setMinHardwareBufferVertexCount(50);\r
1398 \r
1399         scene::ISceneManager* smgr = device->getSceneManager();\r
1400 \r
1401         guienv = device->getGUIEnvironment();\r
1402         gui::IGUISkin* skin = guienv->getSkin();\r
1403         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1404         if(font)\r
1405                 skin->setFont(font);\r
1406         else\r
1407                 dstream<<"WARNING: Font file was not found."\r
1408                                 " Using default font."<<std::endl;\r
1409         // If font was not found, this will get us one\r
1410         font = skin->getFont();\r
1411         assert(font);\r
1412         \r
1413         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1414         dstream<<"text_height="<<text_height<<std::endl;\r
1415 \r
1416         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1417         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1418         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1419         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1420         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1421         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1422         \r
1423         /*\r
1424                 Preload some textures and stuff\r
1425         */\r
1426 \r
1427         init_mapnode(); // Second call with g_texturesource set\r
1428         init_mineral();\r
1429 \r
1430         /*\r
1431                 GUI stuff\r
1432         */\r
1433 \r
1434         /*\r
1435                 If an error occurs, this is set to something and the\r
1436                 menu-game loop is restarted. It is then displayed before\r
1437                 the menu.\r
1438         */\r
1439         std::wstring error_message = L"";\r
1440 \r
1441         // The password entered during the menu screen,\r
1442         std::string password;\r
1443 \r
1444         /*\r
1445                 Menu-game loop\r
1446         */\r
1447         while(device->run() && kill == false)\r
1448         {\r
1449 \r
1450                 // This is used for catching disconnects\r
1451                 try\r
1452                 {\r
1453 \r
1454                         /*\r
1455                                 Clear everything from the GUIEnvironment\r
1456                         */\r
1457                         guienv->clear();\r
1458                         \r
1459                         /*\r
1460                                 We need some kind of a root node to be able to add\r
1461                                 custom gui elements directly on the screen.\r
1462                                 Otherwise they won't be automatically drawn.\r
1463                         */\r
1464                         guiroot = guienv->addStaticText(L"",\r
1465                                         core::rect<s32>(0, 0, 10000, 10000));\r
1466                         \r
1467                         /*\r
1468                                 Out-of-game menu loop.\r
1469 \r
1470                                 Loop quits when menu returns proper parameters.\r
1471                         */\r
1472                         while(kill == false)\r
1473                         {\r
1474                                 // Cursor can be non-visible when coming from the game\r
1475                                 device->getCursorControl()->setVisible(true);\r
1476                                 // Some stuff are left to scene manager when coming from the game\r
1477                                 // (map at least?)\r
1478                                 smgr->clear();\r
1479                                 // Reset or hide the debug gui texts\r
1480                                 /*guitext->setText(L"Minetest-c55");\r
1481                                 guitext2->setVisible(false);\r
1482                                 guitext_info->setVisible(false);\r
1483                                 guitext_chat->setVisible(false);*/\r
1484                                 \r
1485                                 // Initialize menu data\r
1486                                 MainMenuData menudata;\r
1487                                 menudata.address = narrow_to_wide(address);\r
1488                                 menudata.name = narrow_to_wide(playername);\r
1489                                 menudata.port = narrow_to_wide(itos(port));\r
1490                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1491                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1492                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1493                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1494 \r
1495                                 GUIMainMenu *menu =\r
1496                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1497                                                         &g_menumgr, &menudata, g_gamecallback);\r
1498                                 menu->allowFocusRemoval(true);\r
1499 \r
1500                                 if(error_message != L"")\r
1501                                 {\r
1502                                         dstream<<"WARNING: error_message = "\r
1503                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1504 \r
1505                                         GUIMessageMenu *menu2 =\r
1506                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1507                                                                 &g_menumgr, error_message.c_str());\r
1508                                         menu2->drop();\r
1509                                         error_message = L"";\r
1510                                 }\r
1511 \r
1512                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1513                                 \r
1514                                 dstream<<"Created main menu"<<std::endl;\r
1515 \r
1516                                 while(device->run() && kill == false)\r
1517                                 {\r
1518                                         if(menu->getStatus() == true)\r
1519                                                 break;\r
1520 \r
1521                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1522                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1523 \r
1524                                         drawMenuBackground(driver);\r
1525 \r
1526                                         guienv->drawAll();\r
1527                                         \r
1528                                         driver->endScene();\r
1529                                         \r
1530                                         // On some computers framerate doesn't seem to be\r
1531                                         // automatically limited\r
1532                                         sleep_ms(25);\r
1533                                 }\r
1534                                 \r
1535                                 // Break out of menu-game loop to shut down cleanly\r
1536                                 if(device->run() == false || kill == true)\r
1537                                         break;\r
1538                                 \r
1539                                 dstream<<"Dropping main menu"<<std::endl;\r
1540 \r
1541                                 menu->drop();\r
1542                                 \r
1543                                 // Delete map if requested\r
1544                                 if(menudata.delete_map)\r
1545                                 {\r
1546                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1547                                         if(r == false)\r
1548                                                 error_message = L"Delete failed";\r
1549                                         continue;\r
1550                                 }\r
1551 \r
1552                                 playername = wide_to_narrow(menudata.name);\r
1553 \r
1554                                 password = translatePassword(playername, menudata.password);\r
1555 \r
1556                                 address = wide_to_narrow(menudata.address);\r
1557                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1558                                 if(newport != 0)\r
1559                                         port = newport;\r
1560                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1561                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1562                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1563                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1564                                 \r
1565                                 // NOTE: These are now checked server side; no need to do it\r
1566                                 //       here, so let's not do it here.\r
1567                                 /*// Check for valid parameters, restart menu if invalid.\r
1568                                 if(playername == "")\r
1569                                 {\r
1570                                         error_message = L"Name required.";\r
1571                                         continue;\r
1572                                 }\r
1573                                 // Check that name has only valid chars\r
1574                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1575                                 {\r
1576                                         error_message = L"Characters allowed: "\r
1577                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1578                                         continue;\r
1579                                 }*/\r
1580 \r
1581                                 // Save settings\r
1582                                 g_settings.set("name", playername);\r
1583                                 g_settings.set("address", address);\r
1584                                 g_settings.set("port", itos(port));\r
1585                                 // Update configuration file\r
1586                                 if(configpath != "")\r
1587                                         g_settings.updateConfigFile(configpath.c_str());\r
1588                         \r
1589                                 // Continue to game\r
1590                                 break;\r
1591                         }\r
1592                         \r
1593                         // Break out of menu-game loop to shut down cleanly\r
1594                         if(device->run() == false)\r
1595                                 break;\r
1596                         \r
1597                         // Initialize mapnode again to enable changed graphics settings\r
1598                         init_mapnode();\r
1599 \r
1600                         /*\r
1601                                 Run game\r
1602                         */\r
1603                         the_game(\r
1604                                 kill,\r
1605                                 random_input,\r
1606                                 input,\r
1607                                 device,\r
1608                                 font,\r
1609                                 map_dir,\r
1610                                 playername,\r
1611                                 password,\r
1612                                 address,\r
1613                                 port,\r
1614                                 error_message\r
1615                         );\r
1616 \r
1617                 } //try\r
1618                 catch(con::PeerNotFoundException &e)\r
1619                 {\r
1620                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1621                         error_message = L"Connection error (timed out?)";\r
1622                 }\r
1623                 catch(SocketException &e)\r
1624                 {\r
1625                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1626                         error_message = L"Socket error (port already in use?)";\r
1627                 }\r
1628 #ifdef NDEBUG\r
1629                 catch(std::exception &e)\r
1630                 {\r
1631                         std::string narrow_message = "Some exception, what()=\"";\r
1632                         narrow_message += e.what();\r
1633                         narrow_message += "\"";\r
1634                         dstream<<DTIME<<narrow_message<<std::endl;\r
1635                         error_message = narrow_to_wide(narrow_message);\r
1636                 }\r
1637 #endif\r
1638 \r
1639         } // Menu-game loop\r
1640         \r
1641         delete input;\r
1642 \r
1643         /*\r
1644                 In the end, delete the Irrlicht device.\r
1645         */\r
1646         device->drop();\r
1647         \r
1648         END_DEBUG_EXCEPTION_HANDLER\r
1649         \r
1650         debugstreams_deinit();\r
1651         \r
1652         return 0;\r
1653 }\r
1654 \r
1655 //END\r