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Initial directory structure rework
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1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 /*
21 =============================== NOTES ==============================
22 NOTE: Things starting with TODO are sometimes only suggestions.
23
24 NOTE: iostream.imbue(std::locale("C")) is very slow
25 NOTE: Global locale is now set at initialization
26
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
28       hardware buffer (it is not freed automatically)
29
30 NOTE: A random to-do list saved here as documentation:
31 A list of "active blocks" in which stuff happens. (+=done)
32         + Add a never-resetted game timer to the server
33         + Add a timestamp value to blocks
34         + The simple rule: All blocks near some player are "active"
35         - Do stuff in real time in active blocks
36                 + Handle objects
37                 - Grow grass, delete leaves without a tree
38                 - Spawn some mobs based on some rules
39                 - Transform cobble to mossy cobble near water
40                 - Run a custom script
41                 - ...And all kinds of other dynamic stuff
42         + Keep track of when a block becomes active and becomes inactive
43         + When a block goes inactive:
44                 + Store objects statically to block
45                 + Store timer value as the timestamp
46         + When a block goes active:
47                 + Create active objects out of static objects
48                 - Simulate the results of what would have happened if it would have
49                   been active for all the time
50                         - Grow a lot of grass and so on
51         + Initially it is fine to send information about every active object
52           to every player. Eventually it should be modified to only send info
53           about the nearest ones.
54                 + This was left to be done by the old system and it sends only the
55                   nearest ones.
56
57 NOTE: Seeds in 1260:6c77e7dbfd29:
58 5721858502589302589:
59         Spawns you on a small sand island with a surface dungeon
60 2983455799928051958:
61         Enormous jungle + a surface dungeon at ~(250,0,0)
62
63 Old, wild and random suggestions that probably won't be done:
64 -------------------------------------------------------------
65
66 SUGG: If player is on ground, mainly fetch ground-level blocks
67
68 SUGG: Expose Connection's seqnums and ACKs to server and client.
69       - This enables saving many packets and making a faster connection
70           - This also enables server to check if client has received the
71             most recent block sent, for example.
72 SUGG: Add a sane bandwidth throttling system to Connection
73
74 SUGG: More fine-grained control of client's dumping of blocks from
75       memory
76           - ...What does this mean in the first place?
77
78 SUGG: A map editing mode (similar to dedicated server mode)
79
80 SUGG: Transfer more blocks in a single packet
81 SUGG: A blockdata combiner class, to which blocks are added and at
82       destruction it sends all the stuff in as few packets as possible.
83 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
84       it by sending more stuff in a single packet.
85           - Add a packet queue to RemoteClient, from which packets will be
86             combined with object data packets
87                 - This is not exactly trivial: the object data packets are
88                   sometimes very big by themselves
89           - This might not give much network performance gain though.
90
91 SUGG: Precalculate lighting translation table at runtime (at startup)
92       - This is not doable because it is currently hand-made and not
93             based on some mathematical function.
94                 - Note: This has been changing lately
95
96 SUGG: A version number to blocks, which increments when the block is
97       modified (node add/remove, water update, lighting update)
98           - This can then be used to make sure the most recent version of
99             a block has been sent to client, for example
100
101 SUGG: Make the amount of blocks sending to client and the total
102           amount of blocks dynamically limited. Transferring blocks is the
103           main network eater of this system, so it is the one that has
104           to be throttled so that RTTs stay low.
105
106 SUGG: Meshes of blocks could be split into 6 meshes facing into
107       different directions and then only those drawn that need to be
108
109 SUGG: Background music based on cellular automata?
110       http://www.earslap.com/projectslab/otomata
111
112 SUGG: Simple light color information to air
113
114 SUGG: Server-side objects could be moved based on nodes to enable very
115       lightweight operation and simple AI
116         - Not practical; client would still need to show smooth movement.
117
118 SUGG: Make a system for pregenerating quick information for mapblocks, so
119           that the client can show them as cubes before they are actually sent
120           or even generated.
121
122 SUGG: Erosion simulation at map generation time
123     - This might be plausible if larger areas of map were pregenerated
124           without lighting (which is slow)
125         - Simulate water flows, which would carve out dirt fast and
126           then turn stone into gravel and sand and relocate it.
127         - How about relocating minerals, too? Coal and gold in
128           downstream sand and gravel would be kind of cool
129           - This would need a better way of handling minerals, mainly
130                 to have mineral content as a separate field. the first
131                 parameter field is free for this.
132         - Simulate rock falling from cliffs when water has removed
133           enough solid rock from the bottom
134
135 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
136       stuff as simple flags/values
137       - Light?
138           - A building?
139           And at some point make the server send this data to the client too,
140           instead of referring to the noise functions
141           - Ground height
142           - Surface ground type
143           - Trees?
144
145 Gaming ideas:
146 -------------
147
148 - Aim for something like controlling a single dwarf in Dwarf Fortress
149 - The player could go faster by a crafting a boat, or riding an animal
150 - Random NPC traders. what else?
151
152 Game content:
153 -------------
154
155 - When furnace is destroyed, move items to player's inventory
156 - Add lots of stuff
157 - Glass blocks
158 - Growing grass, decaying leaves
159         - This can be done in the active blocks I guess.
160         - Lots of stuff can be done in the active blocks.
161         - Uh, is there an active block list somewhere? I think not. Add it.
162 - Breaking weak structures
163         - This can probably be accomplished in the same way as grass
164 - Player health points
165         - When player dies, throw items on map (needs better item-on-map
166           implementation)
167 - Cobble to get mossy if near water
168 - More slots in furnace source list, so that multiple ingredients
169   are possible.
170 - Keys to chests?
171
172 - The Treasure Guard; a big monster with a hammer
173         - The hammer does great damage, shakes the ground and removes a block
174         - You can drop on top of it, and have some time to attack there
175           before he shakes you off
176
177 - Maybe the difficulty could come from monsters getting tougher in
178   far-away places, and the player starting to need something from
179   there when time goes by.
180   - The player would have some of that stuff at the beginning, and
181     would need new supplies of it when it runs out
182
183 - A bomb
184 - A spread-items-on-map routine for the bomb, and for dying players
185
186 - Fighting:
187   - Proper sword swing simulation
188   - Player should get damage from colliding to a wall at high speed
189
190 Documentation:
191 --------------
192
193 Build system / running:
194 -----------------------
195
196 Networking and serialization:
197 -----------------------------
198
199 SUGG: Fix address to be ipv6 compatible
200
201 User Interface:
202 ---------------
203
204 Graphics:
205 ---------
206
207 SUGG: Combine MapBlock's face caches to so big pieces that VBO
208       can be used
209       - That is >500 vertices
210           - This is not easy; all the MapBlocks close to the player would
211             still need to be drawn separately and combining the blocks
212                 would have to happen in a background thread
213
214 SUGG: Make fetching sector's blocks more efficient when rendering
215       sectors that have very large amounts of blocks (on client)
216           - Is this necessary at all?
217
218 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
219       animating them is easier.
220
221 SUGG: Option for enabling proper alpha channel for textures
222
223 TODO: Flowing water animation
224
225 TODO: A setting for enabling bilinear filtering for textures
226
227 TODO: Better control of draw_control.wanted_max_blocks
228
229 TODO: Further investigate the use of GPU lighting in addition to the
230       current one
231
232 TODO: Artificial (night) light could be more yellow colored than sunlight.
233       - This is technically doable.
234           - Also the actual colors of the textures could be made less colorful
235             in the dark but it's a bit more difficult.
236
237 SUGG: Somehow make the night less colorful
238
239 TODO: Occlusion culling
240       - At the same time, move some of the renderMap() block choosing code
241         to the same place as where the new culling happens.
242       - Shoot some rays per frame and when ready, make a new list of
243             blocks for usage of renderMap and give it a new pointer to it.
244
245 Configuration:
246 --------------
247
248 Client:
249 -------
250
251 TODO: Untie client network operations from framerate
252       - Needs some input queues or something
253           - This won't give much performance boost because calculating block
254             meshes takes so long
255
256 SUGG: Make morning and evening transition more smooth and maybe shorter
257
258 TODO: Don't update all meshes always on single node changes, but
259       check which ones should be updated
260           - implement Map::updateNodeMeshes() and the usage of it
261           - It will give almost always a 4x boost in mesh update performance.
262
263 - A weapon engine
264
265 - Tool/weapon visualization
266
267 FIXME: When disconnected to the menu, memory is not freed properly
268
269 TODO: Investigate how much the mesh generator thread gets used when
270       transferring map data
271
272 Server:
273 -------
274
275 SUGG: Make an option to the server to disable building and digging near
276       the starting position
277
278 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
279
280 * Fix the problem with the server constantly saving one or a few
281   blocks? List the first saved block, maybe it explains.
282   - It is probably caused by oscillating water
283   - TODO: Investigate if this still happens (this is a very old one)
284 * Make a small history check to transformLiquids to detect and log
285   continuous oscillations, in such detail that they can be fixed.
286
287 FIXME: The new optimized map sending doesn't sometimes send enough blocks
288        from big caves and such
289 FIXME: Block send distance configuration does not take effect for some reason
290
291 Environment:
292 ------------
293
294 TODO: Add proper hooks to when adding and removing active blocks
295
296 TODO: Finish the ActiveBlockModifier stuff and use it for something
297
298 Objects:
299 --------
300
301 TODO: Get rid of MapBlockObjects and use only ActiveObjects
302         - Skipping the MapBlockObject data is nasty - there is no "total
303           length" stored; have to make a SkipMBOs function which contains
304           enough of the current code to skip them properly.
305
306 SUGG: MovingObject::move and Player::move are basically the same.
307       combine them.
308         - NOTE: This is a bit tricky because player has the sneaking ability
309         - NOTE: Player::move is more up-to-date.
310         - NOTE: There is a simple move implementation now in collision.{h,cpp}
311         - NOTE: MovingObject will be deleted (MapBlockObject)
312
313 TODO: Add a long step function to objects that is called with the time
314       difference when block activates
315
316 Map:
317 ----
318
319 TODO: Flowing water to actually contain flow direction information
320       - There is a space for this - it just has to be implemented.
321
322 TODO: Consider smoothening cave floors after generating them
323
324 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
325           - delta also
326
327 Misc. stuff:
328 ------------
329 TODO: Make sure server handles removing grass when a block is placed (etc)
330       - The client should not do it by itself
331           - NOTE: I think nobody does it currently...
332 TODO: Block cube placement around player's head
333 TODO: Protocol version field
334 TODO: Think about using same bits for material for fences and doors, for
335           example
336
337 SUGG: Restart irrlicht completely when coming back to main menu from game.
338         - This gets rid of everything that is stored in irrlicht's caches.
339         - This might be needed for texture pack selection in menu
340
341 TODO: Merge bahamada's audio stuff (clean patch available)
342
343 Making it more portable:
344 ------------------------
345  
346 Stuff to do before release:
347 ---------------------------
348
349 Fixes to the current release:
350 -----------------------------
351
352 Stuff to do after release:
353 ---------------------------
354
355 Doing currently:
356 ----------------
357
358 ======================================================================
359
360 */
361
362 #ifdef NDEBUG
363         /*#ifdef _WIN32
364                 #pragma message ("Disabling unit tests")
365         #else
366                 #warning "Disabling unit tests"
367         #endif*/
368         // Disable unit tests
369         #define ENABLE_TESTS 0
370 #else
371         // Enable unit tests
372         #define ENABLE_TESTS 1
373 #endif
374
375 #ifdef _MSC_VER
376         #pragma comment(lib, "Irrlicht.lib")
377         //#pragma comment(lib, "jthread.lib")
378         #pragma comment(lib, "zlibwapi.lib")
379         #pragma comment(lib, "Shell32.lib")
380         // This would get rid of the console window
381         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
382 #endif
383
384 #include "irrlicht.h" // createDevice
385
386 #include "main.h"
387 #include "mainmenumanager.h"
388 #include <iostream>
389 #include <fstream>
390 #include <locale.h>
391 #include "common_irrlicht.h"
392 #include "debug.h"
393 #include "test.h"
394 #include "server.h"
395 #include "constants.h"
396 #include "porting.h"
397 #include "gettime.h"
398 #include "guiMessageMenu.h"
399 #include "filesys.h"
400 #include "config.h"
401 #include "guiMainMenu.h"
402 #include "game.h"
403 #include "keycode.h"
404 #include "tile.h"
405 #include "defaultsettings.h"
406 #include "gettext.h"
407 #include "settings.h"
408 #include "profiler.h"
409 #include "log.h"
410 #include "mods.h"
411
412 /*
413         Settings.
414         These are loaded from the config file.
415 */
416 Settings main_settings;
417 Settings *g_settings = &main_settings;
418
419 // Global profiler
420 Profiler main_profiler;
421 Profiler *g_profiler = &main_profiler;
422
423 /*
424         Random stuff
425 */
426
427 /*
428         mainmenumanager.h
429 */
430
431 gui::IGUIEnvironment* guienv = NULL;
432 gui::IGUIStaticText *guiroot = NULL;
433 MainMenuManager g_menumgr;
434
435 bool noMenuActive()
436 {
437         return (g_menumgr.menuCount() == 0);
438 }
439
440 // Passed to menus to allow disconnecting and exiting
441 MainGameCallback *g_gamecallback = NULL;
442
443 /*
444         Debug streams
445 */
446
447 // Connection
448 std::ostream *dout_con_ptr = &dummyout;
449 std::ostream *derr_con_ptr = &verbosestream;
450 //std::ostream *dout_con_ptr = &infostream;
451 //std::ostream *derr_con_ptr = &errorstream;
452
453 // Server
454 std::ostream *dout_server_ptr = &infostream;
455 std::ostream *derr_server_ptr = &errorstream;
456
457 // Client
458 std::ostream *dout_client_ptr = &infostream;
459 std::ostream *derr_client_ptr = &errorstream;
460
461 /*
462         gettime.h implementation
463 */
464
465 // A small helper class
466 class TimeGetter
467 {
468 public:
469         virtual u32 getTime() = 0;
470 };
471
472 // A precise irrlicht one
473 class IrrlichtTimeGetter: public TimeGetter
474 {
475 public:
476         IrrlichtTimeGetter(IrrlichtDevice *device):
477                 m_device(device)
478         {}
479         u32 getTime()
480         {
481                 if(m_device == NULL)
482                         return 0;
483                 return m_device->getTimer()->getRealTime();
484         }
485 private:
486         IrrlichtDevice *m_device;
487 };
488 // Not so precise one which works without irrlicht
489 class SimpleTimeGetter: public TimeGetter
490 {
491 public:
492         u32 getTime()
493         {
494                 return porting::getTimeMs();
495         }
496 };
497
498 // A pointer to a global instance of the time getter
499 // TODO: why?
500 TimeGetter *g_timegetter = NULL;
501
502 u32 getTimeMs()
503 {
504         if(g_timegetter == NULL)
505                 return 0;
506         return g_timegetter->getTime();
507 }
508
509 /*
510         Event handler for Irrlicht
511
512         NOTE: Everything possible should be moved out from here,
513               probably to InputHandler and the_game
514 */
515
516 class MyEventReceiver : public IEventReceiver
517 {
518 public:
519         // This is the one method that we have to implement
520         virtual bool OnEvent(const SEvent& event)
521         {
522                 /*
523                         React to nothing here if a menu is active
524                 */
525                 if(noMenuActive() == false)
526                 {
527                         return false;
528                 }
529
530                 // Remember whether each key is down or up
531                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
532                 {
533                         if(event.KeyInput.PressedDown) {
534                                 keyIsDown.set(event.KeyInput);
535                                 keyWasDown.set(event.KeyInput);
536                         } else {
537                                 keyIsDown.unset(event.KeyInput);
538                         }
539                 }
540
541                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
542                 {
543                         if(noMenuActive() == false)
544                         {
545                                 left_active = false;
546                                 middle_active = false;
547                                 right_active = false;
548                         }
549                         else
550                         {
551                                 left_active = event.MouseInput.isLeftPressed();
552                                 middle_active = event.MouseInput.isMiddlePressed();
553                                 right_active = event.MouseInput.isRightPressed();
554
555                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
556                                 {
557                                         leftclicked = true;
558                                 }
559                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
560                                 {
561                                         rightclicked = true;
562                                 }
563                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
564                                 {
565                                         leftreleased = true;
566                                 }
567                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
568                                 {
569                                         rightreleased = true;
570                                 }
571                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
572                                 {
573                                         mouse_wheel += event.MouseInput.Wheel;
574                                 }
575                         }
576                 }
577
578                 return false;
579         }
580
581         bool IsKeyDown(const KeyPress &keyCode) const
582         {
583                 return keyIsDown[keyCode];
584         }
585         
586         // Checks whether a key was down and resets the state
587         bool WasKeyDown(const KeyPress &keyCode)
588         {
589                 bool b = keyWasDown[keyCode];
590                 if (b)
591                         keyWasDown.unset(keyCode);
592                 return b;
593         }
594
595         s32 getMouseWheel()
596         {
597                 s32 a = mouse_wheel;
598                 mouse_wheel = 0;
599                 return a;
600         }
601
602         void clearInput()
603         {
604                 keyIsDown.clear();
605                 keyWasDown.clear();
606
607                 leftclicked = false;
608                 rightclicked = false;
609                 leftreleased = false;
610                 rightreleased = false;
611
612                 left_active = false;
613                 middle_active = false;
614                 right_active = false;
615
616                 mouse_wheel = 0;
617         }
618
619         MyEventReceiver()
620         {
621                 clearInput();
622         }
623
624         bool leftclicked;
625         bool rightclicked;
626         bool leftreleased;
627         bool rightreleased;
628
629         bool left_active;
630         bool middle_active;
631         bool right_active;
632
633         s32 mouse_wheel;
634
635 private:
636         IrrlichtDevice *m_device;
637         
638         // The current state of keys
639         KeyList keyIsDown;
640         // Whether a key has been pressed or not
641         KeyList keyWasDown;
642 };
643
644 /*
645         Separated input handler
646 */
647
648 class RealInputHandler : public InputHandler
649 {
650 public:
651         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
652                 m_device(device),
653                 m_receiver(receiver)
654         {
655         }
656         virtual bool isKeyDown(const KeyPress &keyCode)
657         {
658                 return m_receiver->IsKeyDown(keyCode);
659         }
660         virtual bool wasKeyDown(const KeyPress &keyCode)
661         {
662                 return m_receiver->WasKeyDown(keyCode);
663         }
664         virtual v2s32 getMousePos()
665         {
666                 return m_device->getCursorControl()->getPosition();
667         }
668         virtual void setMousePos(s32 x, s32 y)
669         {
670                 m_device->getCursorControl()->setPosition(x, y);
671         }
672
673         virtual bool getLeftState()
674         {
675                 return m_receiver->left_active;
676         }
677         virtual bool getRightState()
678         {
679                 return m_receiver->right_active;
680         }
681         
682         virtual bool getLeftClicked()
683         {
684                 return m_receiver->leftclicked;
685         }
686         virtual bool getRightClicked()
687         {
688                 return m_receiver->rightclicked;
689         }
690         virtual void resetLeftClicked()
691         {
692                 m_receiver->leftclicked = false;
693         }
694         virtual void resetRightClicked()
695         {
696                 m_receiver->rightclicked = false;
697         }
698
699         virtual bool getLeftReleased()
700         {
701                 return m_receiver->leftreleased;
702         }
703         virtual bool getRightReleased()
704         {
705                 return m_receiver->rightreleased;
706         }
707         virtual void resetLeftReleased()
708         {
709                 m_receiver->leftreleased = false;
710         }
711         virtual void resetRightReleased()
712         {
713                 m_receiver->rightreleased = false;
714         }
715
716         virtual s32 getMouseWheel()
717         {
718                 return m_receiver->getMouseWheel();
719         }
720
721         void clear()
722         {
723                 m_receiver->clearInput();
724         }
725 private:
726         IrrlichtDevice *m_device;
727         MyEventReceiver *m_receiver;
728 };
729
730 class RandomInputHandler : public InputHandler
731 {
732 public:
733         RandomInputHandler()
734         {
735                 leftdown = false;
736                 rightdown = false;
737                 leftclicked = false;
738                 rightclicked = false;
739                 leftreleased = false;
740                 rightreleased = false;
741                 keydown.clear();
742         }
743         virtual bool isKeyDown(const KeyPress &keyCode)
744         {
745                 return keydown[keyCode];
746         }
747         virtual bool wasKeyDown(const KeyPress &keyCode)
748         {
749                 return false;
750         }
751         virtual v2s32 getMousePos()
752         {
753                 return mousepos;
754         }
755         virtual void setMousePos(s32 x, s32 y)
756         {
757                 mousepos = v2s32(x,y);
758         }
759
760         virtual bool getLeftState()
761         {
762                 return leftdown;
763         }
764         virtual bool getRightState()
765         {
766                 return rightdown;
767         }
768
769         virtual bool getLeftClicked()
770         {
771                 return leftclicked;
772         }
773         virtual bool getRightClicked()
774         {
775                 return rightclicked;
776         }
777         virtual void resetLeftClicked()
778         {
779                 leftclicked = false;
780         }
781         virtual void resetRightClicked()
782         {
783                 rightclicked = false;
784         }
785
786         virtual bool getLeftReleased()
787         {
788                 return leftreleased;
789         }
790         virtual bool getRightReleased()
791         {
792                 return rightreleased;
793         }
794         virtual void resetLeftReleased()
795         {
796                 leftreleased = false;
797         }
798         virtual void resetRightReleased()
799         {
800                 rightreleased = false;
801         }
802
803         virtual s32 getMouseWheel()
804         {
805                 return 0;
806         }
807
808         virtual void step(float dtime)
809         {
810                 {
811                         static float counter1 = 0;
812                         counter1 -= dtime;
813                         if(counter1 < 0.0)
814                         {
815                                 counter1 = 0.1*Rand(1, 40);
816                                 keydown.toggle(getKeySetting("keymap_jump"));
817                         }
818                 }
819                 {
820                         static float counter1 = 0;
821                         counter1 -= dtime;
822                         if(counter1 < 0.0)
823                         {
824                                 counter1 = 0.1*Rand(1, 40);
825                                 keydown.toggle(getKeySetting("keymap_special1"));
826                         }
827                 }
828                 {
829                         static float counter1 = 0;
830                         counter1 -= dtime;
831                         if(counter1 < 0.0)
832                         {
833                                 counter1 = 0.1*Rand(1, 40);
834                                 keydown.toggle(getKeySetting("keymap_forward"));
835                         }
836                 }
837                 {
838                         static float counter1 = 0;
839                         counter1 -= dtime;
840                         if(counter1 < 0.0)
841                         {
842                                 counter1 = 0.1*Rand(1, 40);
843                                 keydown.toggle(getKeySetting("keymap_left"));
844                         }
845                 }
846                 {
847                         static float counter1 = 0;
848                         counter1 -= dtime;
849                         if(counter1 < 0.0)
850                         {
851                                 counter1 = 0.1*Rand(1, 20);
852                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
853                         }
854                 }
855                 {
856                         static float counter1 = 0;
857                         counter1 -= dtime;
858                         if(counter1 < 0.0)
859                         {
860                                 counter1 = 0.1*Rand(1, 30);
861                                 leftdown = !leftdown;
862                                 if(leftdown)
863                                         leftclicked = true;
864                                 if(!leftdown)
865                                         leftreleased = true;
866                         }
867                 }
868                 {
869                         static float counter1 = 0;
870                         counter1 -= dtime;
871                         if(counter1 < 0.0)
872                         {
873                                 counter1 = 0.1*Rand(1, 15);
874                                 rightdown = !rightdown;
875                                 if(rightdown)
876                                         rightclicked = true;
877                                 if(!rightdown)
878                                         rightreleased = true;
879                         }
880                 }
881                 mousepos += mousespeed;
882         }
883
884         s32 Rand(s32 min, s32 max)
885         {
886                 return (myrand()%(max-min+1))+min;
887         }
888 private:
889         KeyList keydown;
890         v2s32 mousepos;
891         v2s32 mousespeed;
892         bool leftdown;
893         bool rightdown;
894         bool leftclicked;
895         bool rightclicked;
896         bool leftreleased;
897         bool rightreleased;
898 };
899
900 // These are defined global so that they're not optimized too much.
901 // Can't change them to volatile.
902 s16 temp16;
903 f32 tempf;
904 v3f tempv3f1;
905 v3f tempv3f2;
906 std::string tempstring;
907 std::string tempstring2;
908
909 void SpeedTests()
910 {
911         {
912                 dstream<<"The following test should take around 20ms."<<std::endl;
913                 TimeTaker timer("Testing std::string speed");
914                 const u32 jj = 10000;
915                 for(u32 j=0; j<jj; j++)
916                 {
917                         tempstring = "";
918                         tempstring2 = "";
919                         const u32 ii = 10;
920                         for(u32 i=0; i<ii; i++){
921                                 tempstring2 += "asd";
922                         }
923                         for(u32 i=0; i<ii+1; i++){
924                                 tempstring += "asd";
925                                 if(tempstring == tempstring2)
926                                         break;
927                         }
928                 }
929         }
930         
931         dstream<<"All of the following tests should take around 100ms each."
932                         <<std::endl;
933
934         {
935                 TimeTaker timer("Testing floating-point conversion speed");
936                 tempf = 0.001;
937                 for(u32 i=0; i<4000000; i++){
938                         temp16 += tempf;
939                         tempf += 0.001;
940                 }
941         }
942         
943         {
944                 TimeTaker timer("Testing floating-point vector speed");
945
946                 tempv3f1 = v3f(1,2,3);
947                 tempv3f2 = v3f(4,5,6);
948                 for(u32 i=0; i<10000000; i++){
949                         tempf += tempv3f1.dotProduct(tempv3f2);
950                         tempv3f2 += v3f(7,8,9);
951                 }
952         }
953
954         {
955                 TimeTaker timer("Testing core::map speed");
956                 
957                 core::map<v2s16, f32> map1;
958                 tempf = -324;
959                 const s16 ii=300;
960                 for(s16 y=0; y<ii; y++){
961                         for(s16 x=0; x<ii; x++){
962                                 map1.insert(v2s16(x,y), tempf);
963                                 tempf += 1;
964                         }
965                 }
966                 for(s16 y=ii-1; y>=0; y--){
967                         for(s16 x=0; x<ii; x++){
968                                 tempf = map1[v2s16(x,y)];
969                         }
970                 }
971         }
972
973         {
974                 dstream<<"Around 5000/ms should do well here."<<std::endl;
975                 TimeTaker timer("Testing mutex speed");
976                 
977                 JMutex m;
978                 m.Init();
979                 u32 n = 0;
980                 u32 i = 0;
981                 do{
982                         n += 10000;
983                         for(; i<n; i++){
984                                 m.Lock();
985                                 m.Unlock();
986                         }
987                 }
988                 // Do at least 10ms
989                 while(timer.getTime() < 10);
990
991                 u32 dtime = timer.stop();
992                 u32 per_ms = n / dtime;
993                 dstream<<"Done. "<<dtime<<"ms, "
994                                 <<per_ms<<"/ms"<<std::endl;
995         }
996 }
997
998 void drawMenuBackground(video::IVideoDriver* driver)
999 {
1000         core::dimension2d<u32> screensize = driver->getScreenSize();
1001                 
1002         video::ITexture *bgtexture =
1003                         driver->getTexture(getTexturePath("menubg.png").c_str());
1004         if(bgtexture)
1005         {
1006                 s32 texturesize = 128;
1007                 s32 tiled_y = screensize.Height / texturesize + 1;
1008                 s32 tiled_x = screensize.Width / texturesize + 1;
1009                 
1010                 for(s32 y=0; y<tiled_y; y++)
1011                 for(s32 x=0; x<tiled_x; x++)
1012                 {
1013                         core::rect<s32> rect(0,0,texturesize,texturesize);
1014                         rect += v2s32(x*texturesize, y*texturesize);
1015                         driver->draw2DImage(bgtexture, rect,
1016                                 core::rect<s32>(core::position2d<s32>(0,0),
1017                                 core::dimension2di(bgtexture->getSize())),
1018                                 NULL, NULL, true);
1019                 }
1020         }
1021         
1022         video::ITexture *logotexture =
1023                         driver->getTexture(getTexturePath("menulogo.png").c_str());
1024         if(logotexture)
1025         {
1026                 v2s32 logosize(logotexture->getOriginalSize().Width,
1027                                 logotexture->getOriginalSize().Height);
1028                 logosize *= 4;
1029
1030                 video::SColor bgcolor(255,50,50,50);
1031                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1032                                 screensize.Width, screensize.Height);
1033                 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1034
1035                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1036                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1037                 rect -= v2s32(logosize.X/2, 0);
1038                 driver->draw2DImage(logotexture, rect,
1039                         core::rect<s32>(core::position2d<s32>(0,0),
1040                         core::dimension2di(logotexture->getSize())),
1041                         NULL, NULL, true);
1042         }
1043 }
1044
1045 class StderrLogOutput: public ILogOutput
1046 {
1047 public:
1048         /* line: Full line with timestamp, level and thread */
1049         void printLog(const std::string &line)
1050         {
1051                 std::cerr<<line<<std::endl;
1052         }
1053 } main_stderr_log_out;
1054
1055 class DstreamNoStderrLogOutput: public ILogOutput
1056 {
1057 public:
1058         /* line: Full line with timestamp, level and thread */
1059         void printLog(const std::string &line)
1060         {
1061                 dstream_no_stderr<<line<<std::endl;
1062         }
1063 } main_dstream_no_stderr_log_out;
1064
1065 int main(int argc, char *argv[])
1066 {
1067         /*
1068                 Initialization
1069         */
1070
1071         log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1072         log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1073
1074         log_register_thread("main");
1075
1076         // Set locale. This is for forcing '.' as the decimal point.
1077         std::locale::global(std::locale("C"));
1078         // This enables printing all characters in bitmap font
1079         setlocale(LC_CTYPE, "en_US");
1080
1081         /*
1082                 Parse command line
1083         */
1084         
1085         // List all allowed options
1086         core::map<std::string, ValueSpec> allowed_options;
1087         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG,
1088                         "Show allowed options"));
1089         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1090                         "Run server directly"));
1091         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1092                         "Load configuration from specified file"));
1093         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING,
1094                         "Set network port to connect to"));
1095         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING,
1096                         "Address to connect to"));
1097         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG,
1098                         "Enable random user input, for testing"));
1099         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG,
1100                         "Disable unit tests"));
1101         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG,
1102                         "Enable unit tests"));
1103         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING,
1104                         "Map directory (where everything in the world is stored)"));
1105 #ifdef _WIN32
1106         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1107 #endif
1108         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG,
1109                         "Run speed tests"));
1110         allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG,
1111                         "Print debug information to console"));
1112
1113         Settings cmd_args;
1114         
1115         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1116
1117         if(ret == false || cmd_args.getFlag("help"))
1118         {
1119                 dstream<<"Allowed options:"<<std::endl;
1120                 for(core::map<std::string, ValueSpec>::Iterator
1121                                 i = allowed_options.getIterator();
1122                                 i.atEnd() == false; i++)
1123                 {
1124                         dstream<<"  --"<<i.getNode()->getKey();
1125                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1126                         {
1127                         }
1128                         else
1129                         {
1130                                 dstream<<" <value>";
1131                         }
1132                         dstream<<std::endl;
1133
1134                         if(i.getNode()->getValue().help != NULL)
1135                         {
1136                                 dstream<<"      "<<i.getNode()->getValue().help
1137                                                 <<std::endl;
1138                         }
1139                 }
1140
1141                 return cmd_args.getFlag("help") ? 0 : 1;
1142         }
1143         
1144         /*
1145                 Low-level initialization
1146         */
1147
1148         bool disable_stderr = false;
1149 #ifdef _WIN32
1150         if(cmd_args.getFlag("dstream-on-stderr") == false)
1151                 disable_stderr = true;
1152 #endif
1153         
1154         if(cmd_args.getFlag("info-on-stderr"))
1155                 log_add_output(&main_stderr_log_out, LMT_INFO);
1156
1157         porting::signal_handler_init();
1158         bool &kill = *porting::signal_handler_killstatus();
1159         
1160         porting::initializePaths();
1161
1162         // Create user data directory
1163         fs::CreateDir(porting::path_user);
1164
1165         init_gettext((porting::path_share+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1166         
1167         // Initialize debug streams
1168 #ifdef RUN_IN_PLACE
1169         std::string debugfile = DEBUGFILE;
1170 #else
1171         std::string debugfile = porting::path_user+DIR_DELIM+DEBUGFILE;
1172 #endif
1173         debugstreams_init(disable_stderr, debugfile.c_str());
1174         // Initialize debug stacks
1175         debug_stacks_init();
1176
1177         DSTACK(__FUNCTION_NAME);
1178
1179         // Init material properties table
1180         //initializeMaterialProperties();
1181
1182         // Debug handler
1183         BEGIN_DEBUG_EXCEPTION_HANDLER
1184
1185         // Print startup message
1186         actionstream<<PROJECT_NAME<<
1187                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1188                         <<", "<<BUILD_INFO
1189                         <<std::endl;
1190         
1191         /*
1192                 Basic initialization
1193         */
1194
1195         // Initialize default settings
1196         set_default_settings(g_settings);
1197         
1198         // Initialize sockets
1199         sockets_init();
1200         atexit(sockets_cleanup);
1201         
1202         /*
1203                 Read config file
1204         */
1205         
1206         // Path of configuration file in use
1207         std::string configpath = "";
1208         
1209         if(cmd_args.exists("config"))
1210         {
1211                 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1212                 if(r == false)
1213                 {
1214                         errorstream<<"Could not read configuration from \""
1215                                         <<cmd_args.get("config")<<"\""<<std::endl;
1216                         return 1;
1217                 }
1218                 configpath = cmd_args.get("config");
1219         }
1220         else
1221         {
1222                 core::array<std::string> filenames;
1223                 filenames.push_back(porting::path_user +
1224                                 DIR_DELIM + "minetest.conf");
1225 #ifdef RUN_IN_PLACE
1226                 // Try also from a lower level (to aid having the same configuration
1227                 // for many RUN_IN_PLACE installs)
1228                 filenames.push_back(porting::path_user +
1229                                 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1230 #endif
1231
1232                 for(u32 i=0; i<filenames.size(); i++)
1233                 {
1234                         bool r = g_settings->readConfigFile(filenames[i].c_str());
1235                         if(r)
1236                         {
1237                                 configpath = filenames[i];
1238                                 break;
1239                         }
1240                 }
1241                 
1242                 // If no path found, use the first one (menu creates the file)
1243                 if(configpath == "")
1244                         configpath = filenames[0];
1245         }
1246
1247         // Initialize random seed
1248         srand(time(0));
1249         mysrand(time(0));
1250
1251         /*
1252                 Run unit tests
1253         */
1254
1255         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1256                         || cmd_args.getFlag("enable-unittests") == true)
1257         {
1258                 run_tests();
1259         }
1260         
1261         /*for(s16 y=-100; y<100; y++)
1262         for(s16 x=-100; x<100; x++)
1263         {
1264                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1265         }
1266         return 0;*/
1267         
1268         /*
1269                 Game parameters
1270         */
1271
1272         // Port
1273         u16 port = 30000;
1274         if(cmd_args.exists("port"))
1275                 port = cmd_args.getU16("port");
1276         else if(g_settings->exists("port"))
1277                 port = g_settings->getU16("port");
1278         if(port == 0)
1279                 port = 30000;
1280         
1281         // Map directory
1282         std::string map_dir = porting::path_user + DIR_DELIM + "server" + DIR_DELIM + "worlds" + DIR_DELIM + "world";
1283         if(cmd_args.exists("map-dir"))
1284                 map_dir = cmd_args.get("map-dir");
1285         else if(g_settings->exists("map-dir"))
1286                 map_dir = g_settings->get("map-dir");
1287         else{
1288                 // No map-dir option was specified.
1289                 // Check if the world is found from the default directory, and if
1290                 // not, see if the legacy world directory exists.
1291                 std::string legacy_map_dir = porting::path_user+DIR_DELIM+".."+DIR_DELIM+"world";
1292                 if(!fs::PathExists(map_dir) && fs::PathExists(legacy_map_dir)){
1293                         errorstream<<"Warning: Using legacy world directory \""
1294                                         <<legacy_map_dir<<"\""<<std::endl;
1295                         map_dir = legacy_map_dir;
1296                 }
1297         }
1298         
1299         // Run dedicated server if asked to
1300         if(cmd_args.getFlag("server"))
1301         {
1302                 DSTACK("Dedicated server branch");
1303
1304                 // Create time getter
1305                 g_timegetter = new SimpleTimeGetter();
1306                 
1307                 // Create server
1308                 Server server(map_dir, configpath, "mesetint");
1309                 server.start(port);
1310                 
1311                 // Run server
1312                 dedicated_server_loop(server, kill);
1313
1314                 return 0;
1315         }
1316
1317
1318         /*
1319                 More parameters
1320         */
1321         
1322         // Address to connect to
1323         std::string address = "";
1324         
1325         if(cmd_args.exists("address"))
1326         {
1327                 address = cmd_args.get("address");
1328         }
1329         else
1330         {
1331                 address = g_settings->get("address");
1332         }
1333         
1334         std::string playername = g_settings->get("name");
1335
1336         /*
1337                 Device initialization
1338         */
1339
1340         // Resolution selection
1341         
1342         bool fullscreen = false;
1343         u16 screenW = g_settings->getU16("screenW");
1344         u16 screenH = g_settings->getU16("screenH");
1345
1346         // Determine driver
1347
1348         video::E_DRIVER_TYPE driverType;
1349         
1350         std::string driverstring = g_settings->get("video_driver");
1351
1352         if(driverstring == "null")
1353                 driverType = video::EDT_NULL;
1354         else if(driverstring == "software")
1355                 driverType = video::EDT_SOFTWARE;
1356         else if(driverstring == "burningsvideo")
1357                 driverType = video::EDT_BURNINGSVIDEO;
1358         else if(driverstring == "direct3d8")
1359                 driverType = video::EDT_DIRECT3D8;
1360         else if(driverstring == "direct3d9")
1361                 driverType = video::EDT_DIRECT3D9;
1362         else if(driverstring == "opengl")
1363                 driverType = video::EDT_OPENGL;
1364         else
1365         {
1366                 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1367                                 "to opengl"<<std::endl;
1368                 driverType = video::EDT_OPENGL;
1369         }
1370
1371         /*
1372                 Create device and exit if creation failed
1373         */
1374
1375         MyEventReceiver receiver;
1376
1377         IrrlichtDevice *device;
1378         device = createDevice(driverType,
1379                         core::dimension2d<u32>(screenW, screenH),
1380                         16, fullscreen, false, false, &receiver);
1381
1382         if (device == 0)
1383                 return 1; // could not create selected driver.
1384         
1385         /*
1386                 Continue initialization
1387         */
1388
1389         video::IVideoDriver* driver = device->getVideoDriver();
1390
1391         // Disable mipmaps (because some of them look ugly)
1392         driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
1393
1394         /*
1395                 This changes the minimum allowed number of vertices in a VBO.
1396                 Default is 500.
1397         */
1398         //driver->setMinHardwareBufferVertexCount(50);
1399
1400         // Set the window caption
1401         device->setWindowCaption(L"Minetest [Main Menu]");
1402         
1403         // Create time getter
1404         g_timegetter = new IrrlichtTimeGetter(device);
1405         
1406         // Create game callback for menus
1407         g_gamecallback = new MainGameCallback(device);
1408         
1409         /*
1410                 Speed tests (done after irrlicht is loaded to get timer)
1411         */
1412         if(cmd_args.getFlag("speedtests"))
1413         {
1414                 dstream<<"Running speed tests"<<std::endl;
1415                 SpeedTests();
1416                 return 0;
1417         }
1418         
1419         device->setResizable(true);
1420
1421         bool random_input = g_settings->getBool("random_input")
1422                         || cmd_args.getFlag("random-input");
1423         InputHandler *input = NULL;
1424         if(random_input)
1425                 input = new RandomInputHandler();
1426         else
1427                 input = new RealInputHandler(device, &receiver);
1428         
1429         scene::ISceneManager* smgr = device->getSceneManager();
1430
1431         guienv = device->getGUIEnvironment();
1432         gui::IGUISkin* skin = guienv->getSkin();
1433         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1434         if(font)
1435                 skin->setFont(font);
1436         else
1437                 errorstream<<"WARNING: Font file was not found."
1438                                 " Using default font."<<std::endl;
1439         // If font was not found, this will get us one
1440         font = skin->getFont();
1441         assert(font);
1442         
1443         u32 text_height = font->getDimension(L"Hello, world!").Height;
1444         infostream<<"text_height="<<text_height<<std::endl;
1445
1446         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1447         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1448         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1449         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1450         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1451         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1452         
1453         /*
1454                 GUI stuff
1455         */
1456
1457         /*
1458                 If an error occurs, this is set to something and the
1459                 menu-game loop is restarted. It is then displayed before
1460                 the menu.
1461         */
1462         std::wstring error_message = L"";
1463
1464         // The password entered during the menu screen,
1465         std::string password;
1466
1467         /*
1468                 Menu-game loop
1469         */
1470         while(device->run() && kill == false)
1471         {
1472
1473                 // This is used for catching disconnects
1474                 try
1475                 {
1476
1477                         /*
1478                                 Clear everything from the GUIEnvironment
1479                         */
1480                         guienv->clear();
1481                         
1482                         /*
1483                                 We need some kind of a root node to be able to add
1484                                 custom gui elements directly on the screen.
1485                                 Otherwise they won't be automatically drawn.
1486                         */
1487                         guiroot = guienv->addStaticText(L"",
1488                                         core::rect<s32>(0, 0, 10000, 10000));
1489                         
1490                         /*
1491                                 Out-of-game menu loop.
1492
1493                                 Loop quits when menu returns proper parameters.
1494                         */
1495                         while(kill == false)
1496                         {
1497                                 // Cursor can be non-visible when coming from the game
1498                                 device->getCursorControl()->setVisible(true);
1499                                 // Some stuff are left to scene manager when coming from the game
1500                                 // (map at least?)
1501                                 smgr->clear();
1502                                 // Reset or hide the debug gui texts
1503                                 /*guitext->setText(L"Minetest-c55");
1504                                 guitext2->setVisible(false);
1505                                 guitext_info->setVisible(false);
1506                                 guitext_chat->setVisible(false);*/
1507                                 
1508                                 // Initialize menu data
1509                                 MainMenuData menudata;
1510                                 menudata.address = narrow_to_wide(address);
1511                                 menudata.name = narrow_to_wide(playername);
1512                                 menudata.port = narrow_to_wide(itos(port));
1513                                 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1514                                 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1515                                 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1516                                 menudata.opaque_water = g_settings->getBool("opaque_water");
1517                                 menudata.creative_mode = g_settings->getBool("creative_mode");
1518                                 menudata.enable_damage = g_settings->getBool("enable_damage");
1519
1520                                 GUIMainMenu *menu =
1521                                                 new GUIMainMenu(guienv, guiroot, -1, 
1522                                                         &g_menumgr, &menudata, g_gamecallback);
1523                                 menu->allowFocusRemoval(true);
1524
1525                                 if(error_message != L"")
1526                                 {
1527                                         errorstream<<"error_message = "
1528                                                         <<wide_to_narrow(error_message)<<std::endl;
1529
1530                                         GUIMessageMenu *menu2 =
1531                                                         new GUIMessageMenu(guienv, guiroot, -1, 
1532                                                                 &g_menumgr, error_message.c_str());
1533                                         menu2->drop();
1534                                         error_message = L"";
1535                                 }
1536
1537                                 video::IVideoDriver* driver = device->getVideoDriver();
1538                                 
1539                                 infostream<<"Created main menu"<<std::endl;
1540
1541                                 while(device->run() && kill == false)
1542                                 {
1543                                         if(menu->getStatus() == true)
1544                                                 break;
1545
1546                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));
1547                                         driver->beginScene(true, true, video::SColor(255,128,128,128));
1548
1549                                         drawMenuBackground(driver);
1550
1551                                         guienv->drawAll();
1552                                         
1553                                         driver->endScene();
1554                                         
1555                                         // On some computers framerate doesn't seem to be
1556                                         // automatically limited
1557                                         sleep_ms(25);
1558                                 }
1559                                 
1560                                 // Break out of menu-game loop to shut down cleanly
1561                                 if(device->run() == false || kill == true)
1562                                         break;
1563                                 
1564                                 infostream<<"Dropping main menu"<<std::endl;
1565
1566                                 menu->drop();
1567                                 
1568                                 // Delete map if requested
1569                                 if(menudata.delete_map)
1570                                 {
1571                                         bool r = fs::RecursiveDeleteContent(map_dir);
1572                                         if(r == false)
1573                                                 error_message = L"Delete failed";
1574                                         continue;
1575                                 }
1576
1577                                 playername = wide_to_narrow(menudata.name);
1578
1579                                 password = translatePassword(playername, menudata.password);
1580
1581                                 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1582
1583                                 address = wide_to_narrow(menudata.address);
1584                                 int newport = stoi(wide_to_narrow(menudata.port));
1585                                 if(newport != 0)
1586                                         port = newport;
1587                                 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1588                                 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1589                                 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1590                                 g_settings->set("opaque_water", itos(menudata.opaque_water));
1591                                 g_settings->set("creative_mode", itos(menudata.creative_mode));
1592                                 g_settings->set("enable_damage", itos(menudata.enable_damage));
1593                                 
1594                                 // NOTE: These are now checked server side; no need to do it
1595                                 //       here, so let's not do it here.
1596                                 /*// Check for valid parameters, restart menu if invalid.
1597                                 if(playername == "")
1598                                 {
1599                                         error_message = L"Name required.";
1600                                         continue;
1601                                 }
1602                                 // Check that name has only valid chars
1603                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1604                                 {
1605                                         error_message = L"Characters allowed: "
1606                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1607                                         continue;
1608                                 }*/
1609
1610                                 // Save settings
1611                                 g_settings->set("name", playername);
1612                                 g_settings->set("address", address);
1613                                 g_settings->set("port", itos(port));
1614                                 // Update configuration file
1615                                 if(configpath != "")
1616                                         g_settings->updateConfigFile(configpath.c_str());
1617                         
1618                                 // Continue to game
1619                                 break;
1620                         }
1621                         
1622                         // Break out of menu-game loop to shut down cleanly
1623                         if(device->run() == false || kill == true)
1624                                 break;
1625                         
1626                         /*
1627                                 Run game
1628                         */
1629                         the_game(
1630                                 kill,
1631                                 random_input,
1632                                 input,
1633                                 device,
1634                                 font,
1635                                 map_dir,
1636                                 playername,
1637                                 password,
1638                                 address,
1639                                 port,
1640                                 error_message,
1641                                 configpath
1642                         );
1643
1644                 } //try
1645                 catch(con::PeerNotFoundException &e)
1646                 {
1647                         errorstream<<"Connection error (timed out?)"<<std::endl;
1648                         error_message = L"Connection error (timed out?)";
1649                 }
1650                 catch(SocketException &e)
1651                 {
1652                         errorstream<<"Socket error (port already in use?)"<<std::endl;
1653                         error_message = L"Socket error (port already in use?)";
1654                 }
1655                 catch(ModError &e)
1656                 {
1657                         errorstream<<e.what()<<std::endl;
1658                         error_message = narrow_to_wide(e.what()) + L"\nCheck debug.txt for details.";
1659                 }
1660 #ifdef NDEBUG
1661                 catch(std::exception &e)
1662                 {
1663                         std::string narrow_message = "Some exception, what()=\"";
1664                         narrow_message += e.what();
1665                         narrow_message += "\"";
1666                         errorstream<<narrow_message<<std::endl;
1667                         error_message = narrow_to_wide(narrow_message);
1668                 }
1669 #endif
1670
1671         } // Menu-game loop
1672         
1673         delete input;
1674
1675         /*
1676                 In the end, delete the Irrlicht device.
1677         */
1678         device->drop();
1679         
1680         END_DEBUG_EXCEPTION_HANDLER(errorstream)
1681         
1682         debugstreams_deinit();
1683         
1684         return 0;
1685 }
1686
1687 //END
1688