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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 NOTE: A random to-do list saved here as documentation:\r
31 A list of "active blocks" in which stuff happens. (+=done)\r
32         + Add a never-resetted game timer to the server\r
33         + Add a timestamp value to blocks\r
34         + The simple rule: All blocks near some player are "active"\r
35         - Do stuff in real time in active blocks\r
36                 + Handle objects\r
37                 - Grow grass, delete leaves without a tree\r
38                 - Spawn some mobs based on some rules\r
39                 - Transform cobble to mossy cobble near water\r
40                 - Run a custom script\r
41                 - ...And all kinds of other dynamic stuff\r
42         + Keep track of when a block becomes active and becomes inactive\r
43         + When a block goes inactive:\r
44                 + Store objects statically to block\r
45                 + Store timer value as the timestamp\r
46         + When a block goes active:\r
47                 + Create active objects out of static objects\r
48                 - Simulate the results of what would have happened if it would have\r
49                   been active for all the time\r
50                         - Grow a lot of grass and so on\r
51         + Initially it is fine to send information about every active object\r
52           to every player. Eventually it should be modified to only send info\r
53           about the nearest ones.\r
54                 + This was left to be done by the old system and it sends only the\r
55                   nearest ones.\r
56 \r
57 Vim conversion regexpes for moving to extended content type storage:\r
58 %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g\r
59 %s/content_features(\([^.]*\)\.d)/content_features(\1)/g\r
60 %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g\r
61 %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g\r
62 %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g\r
63 %s/\.d;/.getContent();/g\r
64 %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g\r
65 Other things to note:\r
66 - node.d = node.param0 (only in raw serialization; use getContent() otherwise)\r
67 - node.param = node.param1\r
68 - node.dir = node.param2\r
69 - content_walkable(node.d) etc should be changed to\r
70   content_features(node).walkable etc\r
71 - Also check for lines that store the result of getContent to a 8-bit\r
72   variable and fix them (result of getContent() must be stored in\r
73   content_t, which is 16-bit)\r
74 \r
75 Old, wild and random suggestions that probably won't be done:\r
76 -------------------------------------------------------------\r
77 \r
78 SUGG: If player is on ground, mainly fetch ground-level blocks\r
79 \r
80 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
81       - This enables saving many packets and making a faster connection\r
82           - This also enables server to check if client has received the\r
83             most recent block sent, for example.\r
84 SUGG: Add a sane bandwidth throttling system to Connection\r
85 \r
86 SUGG: More fine-grained control of client's dumping of blocks from\r
87       memory\r
88           - ...What does this mean in the first place?\r
89 \r
90 SUGG: A map editing mode (similar to dedicated server mode)\r
91 \r
92 SUGG: Transfer more blocks in a single packet\r
93 SUGG: A blockdata combiner class, to which blocks are added and at\r
94       destruction it sends all the stuff in as few packets as possible.\r
95 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
96       it by sending more stuff in a single packet.\r
97           - Add a packet queue to RemoteClient, from which packets will be\r
98             combined with object data packets\r
99                 - This is not exactly trivial: the object data packets are\r
100                   sometimes very big by themselves\r
101           - This might not give much network performance gain though.\r
102 \r
103 SUGG: Precalculate lighting translation table at runtime (at startup)\r
104       - This is not doable because it is currently hand-made and not\r
105             based on some mathematical function.\r
106                 - Note: This has been changing lately\r
107 \r
108 SUGG: A version number to blocks, which increments when the block is\r
109       modified (node add/remove, water update, lighting update)\r
110           - This can then be used to make sure the most recent version of\r
111             a block has been sent to client, for example\r
112 \r
113 SUGG: Make the amount of blocks sending to client and the total\r
114           amount of blocks dynamically limited. Transferring blocks is the\r
115           main network eater of this system, so it is the one that has\r
116           to be throttled so that RTTs stay low.\r
117 \r
118 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
119       different directions and then only those drawn that need to be\r
120 \r
121 SUGG: Background music based on cellular automata?\r
122       http://www.earslap.com/projectslab/otomata\r
123 \r
124 SUGG: Simple light color information to air\r
125 \r
126 SUGG: Server-side objects could be moved based on nodes to enable very\r
127       lightweight operation and simple AI\r
128         - Not practical; client would still need to show smooth movement.\r
129 \r
130 SUGG: Make a system for pregenerating quick information for mapblocks, so\r
131           that the client can show them as cubes before they are actually sent\r
132           or even generated.\r
133 \r
134 SUGG: Erosion simulation at map generation time\r
135     - This might be plausible if larger areas of map were pregenerated\r
136           without lighting (which is slow)\r
137         - Simulate water flows, which would carve out dirt fast and\r
138           then turn stone into gravel and sand and relocate it.\r
139         - How about relocating minerals, too? Coal and gold in\r
140           downstream sand and gravel would be kind of cool\r
141           - This would need a better way of handling minerals, mainly\r
142                 to have mineral content as a separate field. the first\r
143                 parameter field is free for this.\r
144         - Simulate rock falling from cliffs when water has removed\r
145           enough solid rock from the bottom\r
146 \r
147 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface\r
148       stuff as simple flags/values\r
149       - Light?\r
150           - A building?\r
151           And at some point make the server send this data to the client too,\r
152           instead of referring to the noise functions\r
153           - Ground height\r
154           - Surface ground type\r
155           - Trees?\r
156 \r
157 Gaming ideas:\r
158 -------------\r
159 \r
160 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
161 - The player could go faster by a crafting a boat, or riding an animal\r
162 - Random NPC traders. what else?\r
163 \r
164 Game content:\r
165 -------------\r
166 \r
167 - When furnace is destroyed, move items to player's inventory\r
168 - Add lots of stuff\r
169 - Glass blocks\r
170 - Growing grass, decaying leaves\r
171         - This can be done in the active blocks I guess.\r
172         - Lots of stuff can be done in the active blocks.\r
173         - Uh, is there an active block list somewhere? I think not. Add it.\r
174 - Breaking weak structures\r
175         - This can probably be accomplished in the same way as grass\r
176 - Player health points\r
177         - When player dies, throw items on map (needs better item-on-map\r
178           implementation)\r
179 - Cobble to get mossy if near water\r
180 - More slots in furnace source list, so that multiple ingredients\r
181   are possible.\r
182 - Keys to chests?\r
183 \r
184 - The Treasure Guard; a big monster with a hammer\r
185         - The hammer does great damage, shakes the ground and removes a block\r
186         - You can drop on top of it, and have some time to attack there\r
187           before he shakes you off\r
188 \r
189 - Maybe the difficulty could come from monsters getting tougher in\r
190   far-away places, and the player starting to need something from\r
191   there when time goes by.\r
192   - The player would have some of that stuff at the beginning, and\r
193     would need new supplies of it when it runs out\r
194 \r
195 - A bomb\r
196 - A spread-items-on-map routine for the bomb, and for dying players\r
197 \r
198 - Fighting:\r
199   - Proper sword swing simulation\r
200   - Player should get damage from colliding to a wall at high speed\r
201 \r
202 Documentation:\r
203 --------------\r
204 \r
205 Build system / running:\r
206 -----------------------\r
207 \r
208 Networking and serialization:\r
209 -----------------------------\r
210 \r
211 SUGG: Fix address to be ipv6 compatible\r
212 \r
213 User Interface:\r
214 ---------------\r
215 \r
216 Graphics:\r
217 ---------\r
218 \r
219 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
220       can be used\r
221       - That is >500 vertices\r
222           - This is not easy; all the MapBlocks close to the player would\r
223             still need to be drawn separately and combining the blocks\r
224                 would have to happen in a background thread\r
225 \r
226 SUGG: Make fetching sector's blocks more efficient when rendering\r
227       sectors that have very large amounts of blocks (on client)\r
228           - Is this necessary at all?\r
229 \r
230 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
231       animating them is easier.\r
232 \r
233 SUGG: Option for enabling proper alpha channel for textures\r
234 \r
235 TODO: Flowing water animation\r
236 \r
237 TODO: A setting for enabling bilinear filtering for textures\r
238 \r
239 TODO: Better control of draw_control.wanted_max_blocks\r
240 \r
241 TODO: Further investigate the use of GPU lighting in addition to the\r
242       current one\r
243 \r
244 TODO: Artificial (night) light could be more yellow colored than sunlight.\r
245       - This is technically doable.\r
246           - Also the actual colors of the textures could be made less colorful\r
247             in the dark but it's a bit more difficult.\r
248 \r
249 SUGG: Somehow make the night less colorful\r
250 \r
251 TODO: Occlusion culling\r
252       - At the same time, move some of the renderMap() block choosing code\r
253         to the same place as where the new culling happens.\r
254       - Shoot some rays per frame and when ready, make a new list of\r
255             blocks for usage of renderMap and give it a new pointer to it.\r
256 \r
257 Configuration:\r
258 --------------\r
259 \r
260 Client:\r
261 -------\r
262 \r
263 TODO: Untie client network operations from framerate\r
264       - Needs some input queues or something\r
265           - This won't give much performance boost because calculating block\r
266             meshes takes so long\r
267 \r
268 SUGG: Make morning and evening transition more smooth and maybe shorter\r
269 \r
270 TODO: Don't update all meshes always on single node changes, but\r
271       check which ones should be updated\r
272           - implement Map::updateNodeMeshes() and the usage of it\r
273           - It will give almost always a 4x boost in mesh update performance.\r
274 \r
275 - A weapon engine\r
276 \r
277 - Tool/weapon visualization\r
278 \r
279 FIXME: When disconnected to the menu, memory is not freed properly\r
280 \r
281 TODO: Investigate how much the mesh generator thread gets used when\r
282       transferring map data\r
283 \r
284 Server:\r
285 -------\r
286 \r
287 SUGG: Make an option to the server to disable building and digging near\r
288       the starting position\r
289 \r
290 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
291 \r
292 * Fix the problem with the server constantly saving one or a few\r
293   blocks? List the first saved block, maybe it explains.\r
294   - It is probably caused by oscillating water\r
295   - TODO: Investigate if this still happens (this is a very old one)\r
296 * Make a small history check to transformLiquids to detect and log\r
297   continuous oscillations, in such detail that they can be fixed.\r
298 \r
299 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
300        from big caves and such\r
301 FIXME: Block send distance configuration does not take effect for some reason\r
302 \r
303 Environment:\r
304 ------------\r
305 \r
306 TODO: Add proper hooks to when adding and removing active blocks\r
307 \r
308 TODO: Finish the ActiveBlockModifier stuff and use it for something\r
309 \r
310 Objects:\r
311 --------\r
312 \r
313 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
314         - Skipping the MapBlockObject data is nasty - there is no "total\r
315           length" stored; have to make a SkipMBOs function which contains\r
316           enough of the current code to skip them properly.\r
317 \r
318 SUGG: MovingObject::move and Player::move are basically the same.\r
319       combine them.\r
320         - NOTE: This is a bit tricky because player has the sneaking ability\r
321         - NOTE: Player::move is more up-to-date.\r
322         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
323         - NOTE: MovingObject will be deleted (MapBlockObject)\r
324 \r
325 TODO: Add a long step function to objects that is called with the time\r
326       difference when block activates\r
327 \r
328 Map:\r
329 ----\r
330 \r
331 TODO: Mineral and ground material properties\r
332       - This way mineral ground toughness can be calculated with just\r
333             some formula, as well as tool strengths\r
334           - There are TODOs in appropriate files: material.h, content_mapnode.h\r
335 \r
336 TODO: Flowing water to actually contain flow direction information\r
337       - There is a space for this - it just has to be implemented.\r
338 \r
339 TODO: Consider smoothening cave floors after generating them\r
340 \r
341 Misc. stuff:\r
342 ------------\r
343 TODO: Make sure server handles removing grass when a block is placed (etc)\r
344       - The client should not do it by itself\r
345           - NOTE: I think nobody does it currently...\r
346 TODO: Block cube placement around player's head\r
347 TODO: Protocol version field\r
348 TODO: Think about using same bits for material for fences and doors, for\r
349           example\r
350 TODO: Move mineral to param2, increment map serialization version, add\r
351       conversion\r
352 \r
353 TODO: Restart irrlicht completely when coming back to main menu from game.\r
354         - This gets rid of everything that is stored in irrlicht's caches.\r
355 \r
356 TODO: Merge bahamada's audio stuff (clean patch available)\r
357 \r
358 TODO: Move content_features to mapnode_content_features.{h,cpp} or so\r
359 \r
360 Making it more portable:\r
361 ------------------------\r
362  \r
363 Stuff to do before release:\r
364 ---------------------------\r
365 \r
366 Fixes to the current release:\r
367 -----------------------------\r
368 \r
369 Stuff to do after release:\r
370 ---------------------------\r
371 \r
372 Doing currently:\r
373 ----------------\r
374 \r
375 ======================================================================\r
376 \r
377 */\r
378 \r
379 #ifdef NDEBUG\r
380         #ifdef _WIN32\r
381                 #pragma message ("Disabling unit tests")\r
382         #else\r
383                 #warning "Disabling unit tests"\r
384         #endif\r
385         // Disable unit tests\r
386         #define ENABLE_TESTS 0\r
387 #else\r
388         // Enable unit tests\r
389         #define ENABLE_TESTS 1\r
390 #endif\r
391 \r
392 #ifdef _MSC_VER\r
393         #pragma comment(lib, "Irrlicht.lib")\r
394         //#pragma comment(lib, "jthread.lib")\r
395         #pragma comment(lib, "zlibwapi.lib")\r
396         #pragma comment(lib, "Shell32.lib")\r
397         // This would get rid of the console window\r
398         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
399 #endif\r
400 \r
401 #include <iostream>\r
402 #include <fstream>\r
403 #include <locale.h>\r
404 #include "main.h"\r
405 #include "common_irrlicht.h"\r
406 #include "debug.h"\r
407 #include "test.h"\r
408 #include "server.h"\r
409 #include "constants.h"\r
410 #include "porting.h"\r
411 #include "gettime.h"\r
412 #include "guiMessageMenu.h"\r
413 #include "filesys.h"\r
414 #include "config.h"\r
415 #include "guiMainMenu.h"\r
416 #include "mineral.h"\r
417 #include "materials.h"\r
418 #include "game.h"\r
419 #include "keycode.h"\r
420 #include "tile.h"\r
421 \r
422 // This makes textures\r
423 ITextureSource *g_texturesource = NULL;\r
424 \r
425 /*\r
426         Settings.\r
427         These are loaded from the config file.\r
428 */\r
429 \r
430 Settings g_settings;\r
431 // This is located in defaultsettings.cpp\r
432 extern void set_default_settings();\r
433 \r
434 // Global profiler\r
435 Profiler g_profiler;\r
436 \r
437 /*\r
438         Random stuff\r
439 */\r
440 \r
441 /*\r
442         GUI Stuff\r
443 */\r
444 \r
445 gui::IGUIEnvironment* guienv = NULL;\r
446 gui::IGUIStaticText *guiroot = NULL;\r
447 \r
448 MainMenuManager g_menumgr;\r
449 \r
450 bool noMenuActive()\r
451 {\r
452         return (g_menumgr.menuCount() == 0);\r
453 }\r
454 \r
455 // Passed to menus to allow disconnecting and exiting\r
456 \r
457 MainGameCallback *g_gamecallback = NULL;\r
458 \r
459 /*\r
460         Debug streams\r
461 */\r
462 \r
463 // Connection\r
464 std::ostream *dout_con_ptr = &dummyout;\r
465 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
466 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
467 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
468 //std::ostream *dout_con_ptr = &dstream;\r
469 //std::ostream *derr_con_ptr = &dstream;\r
470 \r
471 // Server\r
472 std::ostream *dout_server_ptr = &dstream;\r
473 std::ostream *derr_server_ptr = &dstream;\r
474 \r
475 // Client\r
476 std::ostream *dout_client_ptr = &dstream;\r
477 std::ostream *derr_client_ptr = &dstream;\r
478 \r
479 /*\r
480         gettime.h implementation\r
481 */\r
482 \r
483 // A small helper class\r
484 class TimeGetter\r
485 {\r
486 public:\r
487         virtual u32 getTime() = 0;\r
488 };\r
489 \r
490 // A precise irrlicht one\r
491 class IrrlichtTimeGetter: public TimeGetter\r
492 {\r
493 public:\r
494         IrrlichtTimeGetter(IrrlichtDevice *device):\r
495                 m_device(device)\r
496         {}\r
497         u32 getTime()\r
498         {\r
499                 if(m_device == NULL)\r
500                         return 0;\r
501                 return m_device->getTimer()->getRealTime();\r
502         }\r
503 private:\r
504         IrrlichtDevice *m_device;\r
505 };\r
506 // Not so precise one which works without irrlicht\r
507 class SimpleTimeGetter: public TimeGetter\r
508 {\r
509 public:\r
510         u32 getTime()\r
511         {\r
512                 return porting::getTimeMs();\r
513         }\r
514 };\r
515 \r
516 // A pointer to a global instance of the time getter\r
517 // TODO: why?\r
518 TimeGetter *g_timegetter = NULL;\r
519 \r
520 u32 getTimeMs()\r
521 {\r
522         if(g_timegetter == NULL)\r
523                 return 0;\r
524         return g_timegetter->getTime();\r
525 }\r
526 \r
527 /*\r
528         Event handler for Irrlicht\r
529 \r
530         NOTE: Everything possible should be moved out from here,\r
531               probably to InputHandler and the_game\r
532 */\r
533 \r
534 class MyEventReceiver : public IEventReceiver\r
535 {\r
536 public:\r
537         // This is the one method that we have to implement\r
538         virtual bool OnEvent(const SEvent& event)\r
539         {\r
540                 /*\r
541                         React to nothing here if a menu is active\r
542                 */\r
543                 if(noMenuActive() == false)\r
544                 {\r
545                         return false;\r
546                 }\r
547 \r
548                 // Remember whether each key is down or up\r
549                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
550                 {\r
551                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
552 \r
553                         if(event.KeyInput.PressedDown)\r
554                                 keyWasDown[event.KeyInput.Key] = true;\r
555                 }\r
556 \r
557                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
558                 {\r
559                         if(noMenuActive() == false)\r
560                         {\r
561                                 left_active = false;\r
562                                 middle_active = false;\r
563                                 right_active = false;\r
564                         }\r
565                         else\r
566                         {\r
567                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
568                                 left_active = event.MouseInput.isLeftPressed();\r
569                                 middle_active = event.MouseInput.isMiddlePressed();\r
570                                 right_active = event.MouseInput.isRightPressed();\r
571 \r
572                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
573                                 {\r
574                                         leftclicked = true;\r
575                                 }\r
576                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
577                                 {\r
578                                         rightclicked = true;\r
579                                 }\r
580                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
581                                 {\r
582                                         leftreleased = true;\r
583                                 }\r
584                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
585                                 {\r
586                                         rightreleased = true;\r
587                                 }\r
588                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
589                                 {\r
590                                         mouse_wheel += event.MouseInput.Wheel;\r
591                                 }\r
592                         }\r
593                 }\r
594 \r
595                 return false;\r
596         }\r
597 \r
598         bool IsKeyDown(EKEY_CODE keyCode) const\r
599         {\r
600                 return keyIsDown[keyCode];\r
601         }\r
602         \r
603         // Checks whether a key was down and resets the state\r
604         bool WasKeyDown(EKEY_CODE keyCode)\r
605         {\r
606                 bool b = keyWasDown[keyCode];\r
607                 keyWasDown[keyCode] = false;\r
608                 return b;\r
609         }\r
610 \r
611         s32 getMouseWheel()\r
612         {\r
613                 s32 a = mouse_wheel;\r
614                 mouse_wheel = 0;\r
615                 return a;\r
616         }\r
617 \r
618         void clearInput()\r
619         {\r
620                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
621                 {\r
622                         keyIsDown[i] = false;\r
623                         keyWasDown[i] = false;\r
624                 }\r
625                 \r
626                 leftclicked = false;\r
627                 rightclicked = false;\r
628                 leftreleased = false;\r
629                 rightreleased = false;\r
630 \r
631                 left_active = false;\r
632                 middle_active = false;\r
633                 right_active = false;\r
634 \r
635                 mouse_wheel = 0;\r
636         }\r
637 \r
638         MyEventReceiver()\r
639         {\r
640                 clearInput();\r
641         }\r
642 \r
643         bool leftclicked;\r
644         bool rightclicked;\r
645         bool leftreleased;\r
646         bool rightreleased;\r
647 \r
648         bool left_active;\r
649         bool middle_active;\r
650         bool right_active;\r
651 \r
652         s32 mouse_wheel;\r
653 \r
654 private:\r
655         IrrlichtDevice *m_device;\r
656         \r
657         // The current state of keys\r
658         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
659         // Whether a key has been pressed or not\r
660         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
661 };\r
662 \r
663 /*\r
664         Separated input handler\r
665 */\r
666 \r
667 class RealInputHandler : public InputHandler\r
668 {\r
669 public:\r
670         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
671                 m_device(device),\r
672                 m_receiver(receiver)\r
673         {\r
674         }\r
675         virtual bool isKeyDown(EKEY_CODE keyCode)\r
676         {\r
677                 return m_receiver->IsKeyDown(keyCode);\r
678         }\r
679         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
680         {\r
681                 return m_receiver->WasKeyDown(keyCode);\r
682         }\r
683         virtual v2s32 getMousePos()\r
684         {\r
685                 return m_device->getCursorControl()->getPosition();\r
686         }\r
687         virtual void setMousePos(s32 x, s32 y)\r
688         {\r
689                 m_device->getCursorControl()->setPosition(x, y);\r
690         }\r
691 \r
692         virtual bool getLeftState()\r
693         {\r
694                 return m_receiver->left_active;\r
695         }\r
696         virtual bool getRightState()\r
697         {\r
698                 return m_receiver->right_active;\r
699         }\r
700         \r
701         virtual bool getLeftClicked()\r
702         {\r
703                 return m_receiver->leftclicked;\r
704         }\r
705         virtual bool getRightClicked()\r
706         {\r
707                 return m_receiver->rightclicked;\r
708         }\r
709         virtual void resetLeftClicked()\r
710         {\r
711                 m_receiver->leftclicked = false;\r
712         }\r
713         virtual void resetRightClicked()\r
714         {\r
715                 m_receiver->rightclicked = false;\r
716         }\r
717 \r
718         virtual bool getLeftReleased()\r
719         {\r
720                 return m_receiver->leftreleased;\r
721         }\r
722         virtual bool getRightReleased()\r
723         {\r
724                 return m_receiver->rightreleased;\r
725         }\r
726         virtual void resetLeftReleased()\r
727         {\r
728                 m_receiver->leftreleased = false;\r
729         }\r
730         virtual void resetRightReleased()\r
731         {\r
732                 m_receiver->rightreleased = false;\r
733         }\r
734 \r
735         virtual s32 getMouseWheel()\r
736         {\r
737                 return m_receiver->getMouseWheel();\r
738         }\r
739 \r
740         void clear()\r
741         {\r
742                 m_receiver->clearInput();\r
743         }\r
744 private:\r
745         IrrlichtDevice *m_device;\r
746         MyEventReceiver *m_receiver;\r
747 };\r
748 \r
749 class RandomInputHandler : public InputHandler\r
750 {\r
751 public:\r
752         RandomInputHandler()\r
753         {\r
754                 leftdown = false;\r
755                 rightdown = false;\r
756                 leftclicked = false;\r
757                 rightclicked = false;\r
758                 leftreleased = false;\r
759                 rightreleased = false;\r
760                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
761                         keydown[i] = false;\r
762         }\r
763         virtual bool isKeyDown(EKEY_CODE keyCode)\r
764         {\r
765                 return keydown[keyCode];\r
766         }\r
767         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
768         {\r
769                 return false;\r
770         }\r
771         virtual v2s32 getMousePos()\r
772         {\r
773                 return mousepos;\r
774         }\r
775         virtual void setMousePos(s32 x, s32 y)\r
776         {\r
777                 mousepos = v2s32(x,y);\r
778         }\r
779 \r
780         virtual bool getLeftState()\r
781         {\r
782                 return leftdown;\r
783         }\r
784         virtual bool getRightState()\r
785         {\r
786                 return rightdown;\r
787         }\r
788 \r
789         virtual bool getLeftClicked()\r
790         {\r
791                 return leftclicked;\r
792         }\r
793         virtual bool getRightClicked()\r
794         {\r
795                 return rightclicked;\r
796         }\r
797         virtual void resetLeftClicked()\r
798         {\r
799                 leftclicked = false;\r
800         }\r
801         virtual void resetRightClicked()\r
802         {\r
803                 rightclicked = false;\r
804         }\r
805 \r
806         virtual bool getLeftReleased()\r
807         {\r
808                 return leftreleased;\r
809         }\r
810         virtual bool getRightReleased()\r
811         {\r
812                 return rightreleased;\r
813         }\r
814         virtual void resetLeftReleased()\r
815         {\r
816                 leftreleased = false;\r
817         }\r
818         virtual void resetRightReleased()\r
819         {\r
820                 rightreleased = false;\r
821         }\r
822 \r
823         virtual s32 getMouseWheel()\r
824         {\r
825                 return 0;\r
826         }\r
827 \r
828         virtual void step(float dtime)\r
829         {\r
830                 {\r
831                         static float counter1 = 0;\r
832                         counter1 -= dtime;\r
833                         if(counter1 < 0.0)\r
834                         {\r
835                                 counter1 = 0.1*Rand(1, 40);\r
836                                 keydown[getKeySetting("keymap_jump")] =\r
837                                                 !keydown[getKeySetting("keymap_jump")];\r
838                         }\r
839                 }\r
840                 {\r
841                         static float counter1 = 0;\r
842                         counter1 -= dtime;\r
843                         if(counter1 < 0.0)\r
844                         {\r
845                                 counter1 = 0.1*Rand(1, 40);\r
846                                 keydown[getKeySetting("keymap_special1")] =\r
847                                                 !keydown[getKeySetting("keymap_special1")];\r
848                         }\r
849                 }\r
850                 {\r
851                         static float counter1 = 0;\r
852                         counter1 -= dtime;\r
853                         if(counter1 < 0.0)\r
854                         {\r
855                                 counter1 = 0.1*Rand(1, 40);\r
856                                 keydown[getKeySetting("keymap_forward")] =\r
857                                                 !keydown[getKeySetting("keymap_forward")];\r
858                         }\r
859                 }\r
860                 {\r
861                         static float counter1 = 0;\r
862                         counter1 -= dtime;\r
863                         if(counter1 < 0.0)\r
864                         {\r
865                                 counter1 = 0.1*Rand(1, 40);\r
866                                 keydown[getKeySetting("keymap_left")] =\r
867                                                 !keydown[getKeySetting("keymap_left")];\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, 20);\r
876                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
877                         }\r
878                 }\r
879                 {\r
880                         static float counter1 = 0;\r
881                         counter1 -= dtime;\r
882                         if(counter1 < 0.0)\r
883                         {\r
884                                 counter1 = 0.1*Rand(1, 30);\r
885                                 leftdown = !leftdown;\r
886                                 if(leftdown)\r
887                                         leftclicked = true;\r
888                                 if(!leftdown)\r
889                                         leftreleased = true;\r
890                         }\r
891                 }\r
892                 {\r
893                         static float counter1 = 0;\r
894                         counter1 -= dtime;\r
895                         if(counter1 < 0.0)\r
896                         {\r
897                                 counter1 = 0.1*Rand(1, 15);\r
898                                 rightdown = !rightdown;\r
899                                 if(rightdown)\r
900                                         rightclicked = true;\r
901                                 if(!rightdown)\r
902                                         rightreleased = true;\r
903                         }\r
904                 }\r
905                 mousepos += mousespeed;\r
906         }\r
907 \r
908         s32 Rand(s32 min, s32 max)\r
909         {\r
910                 return (myrand()%(max-min+1))+min;\r
911         }\r
912 private:\r
913         bool keydown[KEY_KEY_CODES_COUNT];\r
914         v2s32 mousepos;\r
915         v2s32 mousespeed;\r
916         bool leftdown;\r
917         bool rightdown;\r
918         bool leftclicked;\r
919         bool rightclicked;\r
920         bool leftreleased;\r
921         bool rightreleased;\r
922 };\r
923 \r
924 // These are defined global so that they're not optimized too much.\r
925 // Can't change them to volatile.\r
926 s16 temp16;\r
927 f32 tempf;\r
928 v3f tempv3f1;\r
929 v3f tempv3f2;\r
930 std::string tempstring;\r
931 std::string tempstring2;\r
932 \r
933 void SpeedTests()\r
934 {\r
935         {\r
936                 dstream<<"The following test should take around 20ms."<<std::endl;\r
937                 TimeTaker timer("Testing std::string speed");\r
938                 const u32 jj = 10000;\r
939                 for(u32 j=0; j<jj; j++)\r
940                 {\r
941                         tempstring = "";\r
942                         tempstring2 = "";\r
943                         const u32 ii = 10;\r
944                         for(u32 i=0; i<ii; i++){\r
945                                 tempstring2 += "asd";\r
946                         }\r
947                         for(u32 i=0; i<ii+1; i++){\r
948                                 tempstring += "asd";\r
949                                 if(tempstring == tempstring2)\r
950                                         break;\r
951                         }\r
952                 }\r
953         }\r
954         \r
955         dstream<<"All of the following tests should take around 100ms each."\r
956                         <<std::endl;\r
957 \r
958         {\r
959                 TimeTaker timer("Testing floating-point conversion speed");\r
960                 tempf = 0.001;\r
961                 for(u32 i=0; i<4000000; i++){\r
962                         temp16 += tempf;\r
963                         tempf += 0.001;\r
964                 }\r
965         }\r
966         \r
967         {\r
968                 TimeTaker timer("Testing floating-point vector speed");\r
969 \r
970                 tempv3f1 = v3f(1,2,3);\r
971                 tempv3f2 = v3f(4,5,6);\r
972                 for(u32 i=0; i<10000000; i++){\r
973                         tempf += tempv3f1.dotProduct(tempv3f2);\r
974                         tempv3f2 += v3f(7,8,9);\r
975                 }\r
976         }\r
977 \r
978         {\r
979                 TimeTaker timer("Testing core::map speed");\r
980                 \r
981                 core::map<v2s16, f32> map1;\r
982                 tempf = -324;\r
983                 const s16 ii=300;\r
984                 for(s16 y=0; y<ii; y++){\r
985                         for(s16 x=0; x<ii; x++){\r
986                                 map1.insert(v2s16(x,y), tempf);\r
987                                 tempf += 1;\r
988                         }\r
989                 }\r
990                 for(s16 y=ii-1; y>=0; y--){\r
991                         for(s16 x=0; x<ii; x++){\r
992                                 tempf = map1[v2s16(x,y)];\r
993                         }\r
994                 }\r
995         }\r
996 \r
997         {\r
998                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
999                 TimeTaker timer("Testing mutex speed");\r
1000                 \r
1001                 JMutex m;\r
1002                 m.Init();\r
1003                 u32 n = 0;\r
1004                 u32 i = 0;\r
1005                 do{\r
1006                         n += 10000;\r
1007                         for(; i<n; i++){\r
1008                                 m.Lock();\r
1009                                 m.Unlock();\r
1010                         }\r
1011                 }\r
1012                 // Do at least 10ms\r
1013                 while(timer.getTime() < 10);\r
1014 \r
1015                 u32 dtime = timer.stop();\r
1016                 u32 per_ms = n / dtime;\r
1017                 std::cout<<"Done. "<<dtime<<"ms, "\r
1018                                 <<per_ms<<"/ms"<<std::endl;\r
1019         }\r
1020 }\r
1021 \r
1022 void drawMenuBackground(video::IVideoDriver* driver)\r
1023 {\r
1024         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1025                 \r
1026         video::ITexture *bgtexture =\r
1027                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1028         if(bgtexture)\r
1029         {\r
1030                 s32 texturesize = 128;\r
1031                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1032                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1033                 \r
1034                 for(s32 y=0; y<tiled_y; y++)\r
1035                 for(s32 x=0; x<tiled_x; x++)\r
1036                 {\r
1037                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1038                         rect += v2s32(x*texturesize, y*texturesize);\r
1039                         driver->draw2DImage(bgtexture, rect,\r
1040                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1041                                 core::dimension2di(bgtexture->getSize())),\r
1042                                 NULL, NULL, true);\r
1043                 }\r
1044         }\r
1045         \r
1046         video::ITexture *logotexture =\r
1047                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1048         if(logotexture)\r
1049         {\r
1050                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1051                                 logotexture->getOriginalSize().Height);\r
1052                 logosize *= 4;\r
1053 \r
1054                 video::SColor bgcolor(255,50,50,50);\r
1055                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1056                                 screensize.Width, screensize.Height);\r
1057                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1058 \r
1059                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1060                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1061                 rect -= v2s32(logosize.X/2, 0);\r
1062                 driver->draw2DImage(logotexture, rect,\r
1063                         core::rect<s32>(core::position2d<s32>(0,0),\r
1064                         core::dimension2di(logotexture->getSize())),\r
1065                         NULL, NULL, true);\r
1066         }\r
1067 }\r
1068 \r
1069 int main(int argc, char *argv[])\r
1070 {\r
1071         /*\r
1072                 Initialization\r
1073         */\r
1074 \r
1075         // Set locale. This is for forcing '.' as the decimal point.\r
1076         std::locale::global(std::locale("C"));\r
1077         // This enables printing all characters in bitmap font\r
1078         setlocale(LC_CTYPE, "en_US");\r
1079 \r
1080         /*\r
1081                 Parse command line\r
1082         */\r
1083         \r
1084         // List all allowed options\r
1085         core::map<std::string, ValueSpec> allowed_options;\r
1086         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1087         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1088                         "Run server directly"));\r
1089         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1090                         "Load configuration from specified file"));\r
1091         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1092         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1093         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1094         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1095         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1096         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1097 #ifdef _WIN32\r
1098         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1099 #endif\r
1100         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1101 \r
1102         Settings cmd_args;\r
1103         \r
1104         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1105 \r
1106         if(ret == false || cmd_args.getFlag("help"))\r
1107         {\r
1108                 dstream<<"Allowed options:"<<std::endl;\r
1109                 for(core::map<std::string, ValueSpec>::Iterator\r
1110                                 i = allowed_options.getIterator();\r
1111                                 i.atEnd() == false; i++)\r
1112                 {\r
1113                         dstream<<"  --"<<i.getNode()->getKey();\r
1114                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1115                         {\r
1116                         }\r
1117                         else\r
1118                         {\r
1119                                 dstream<<" <value>";\r
1120                         }\r
1121                         dstream<<std::endl;\r
1122 \r
1123                         if(i.getNode()->getValue().help != NULL)\r
1124                         {\r
1125                                 dstream<<"      "<<i.getNode()->getValue().help\r
1126                                                 <<std::endl;\r
1127                         }\r
1128                 }\r
1129 \r
1130                 return cmd_args.getFlag("help") ? 0 : 1;\r
1131         }\r
1132         \r
1133         /*\r
1134                 Low-level initialization\r
1135         */\r
1136 \r
1137         bool disable_stderr = false;\r
1138 #ifdef _WIN32\r
1139         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1140                 disable_stderr = true;\r
1141 #endif\r
1142 \r
1143         porting::signal_handler_init();\r
1144         bool &kill = *porting::signal_handler_killstatus();\r
1145         \r
1146         // Initialize porting::path_data and porting::path_userdata\r
1147         porting::initializePaths();\r
1148 \r
1149         // Create user data directory\r
1150         fs::CreateDir(porting::path_userdata);\r
1151         \r
1152         // Initialize debug streams\r
1153 #ifdef RUN_IN_PLACE\r
1154         std::string debugfile = DEBUGFILE;\r
1155 #else\r
1156         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1157 #endif\r
1158         debugstreams_init(disable_stderr, debugfile.c_str());\r
1159         // Initialize debug stacks\r
1160         debug_stacks_init();\r
1161 \r
1162         DSTACK(__FUNCTION_NAME);\r
1163 \r
1164         // Init material properties table\r
1165         //initializeMaterialProperties();\r
1166 \r
1167         // Debug handler\r
1168         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1169 \r
1170         // Print startup message\r
1171         dstream<<DTIME<<"minetest-c55"\r
1172                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1173                         <<", "<<BUILD_INFO\r
1174                         <<std::endl;\r
1175         \r
1176         /*\r
1177                 Basic initialization\r
1178         */\r
1179 \r
1180         // Initialize default settings\r
1181         set_default_settings();\r
1182         \r
1183         // Initialize sockets\r
1184         sockets_init();\r
1185         atexit(sockets_cleanup);\r
1186         \r
1187         /*\r
1188                 Read config file\r
1189         */\r
1190         \r
1191         // Path of configuration file in use\r
1192         std::string configpath = "";\r
1193         \r
1194         if(cmd_args.exists("config"))\r
1195         {\r
1196                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1197                 if(r == false)\r
1198                 {\r
1199                         dstream<<"Could not read configuration from \""\r
1200                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1201                         return 1;\r
1202                 }\r
1203                 configpath = cmd_args.get("config");\r
1204         }\r
1205         else\r
1206         {\r
1207                 core::array<std::string> filenames;\r
1208                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1209 #ifdef RUN_IN_PLACE\r
1210                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1211 #endif\r
1212 \r
1213                 for(u32 i=0; i<filenames.size(); i++)\r
1214                 {\r
1215                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1216                         if(r)\r
1217                         {\r
1218                                 configpath = filenames[i];\r
1219                                 break;\r
1220                         }\r
1221                 }\r
1222                 \r
1223                 // If no path found, use the first one (menu creates the file)\r
1224                 if(configpath == "")\r
1225                         configpath = filenames[0];\r
1226         }\r
1227 \r
1228         // Initialize random seed\r
1229         srand(time(0));\r
1230         mysrand(time(0));\r
1231 \r
1232         /*\r
1233                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1234 \r
1235                 These are needed for unit tests at least.\r
1236         */\r
1237         \r
1238         // Initial call with g_texturesource not set.\r
1239         init_mapnode();\r
1240 \r
1241         /*\r
1242                 Run unit tests\r
1243         */\r
1244 \r
1245         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1246                         || cmd_args.getFlag("enable-unittests") == true)\r
1247         {\r
1248                 run_tests();\r
1249         }\r
1250         \r
1251         /*for(s16 y=-100; y<100; y++)\r
1252         for(s16 x=-100; x<100; x++)\r
1253         {\r
1254                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1255         }\r
1256         return 0;*/\r
1257         \r
1258         /*\r
1259                 Game parameters\r
1260         */\r
1261 \r
1262         // Port\r
1263         u16 port = 30000;\r
1264         if(cmd_args.exists("port"))\r
1265                 port = cmd_args.getU16("port");\r
1266         else if(g_settings.exists("port"))\r
1267                 port = g_settings.getU16("port");\r
1268         if(port == 0)\r
1269                 port = 30000;\r
1270         \r
1271         // Map directory\r
1272         std::string map_dir = porting::path_userdata+"/world";\r
1273         if(cmd_args.exists("map-dir"))\r
1274                 map_dir = cmd_args.get("map-dir");\r
1275         else if(g_settings.exists("map-dir"))\r
1276                 map_dir = g_settings.get("map-dir");\r
1277         \r
1278         // Run dedicated server if asked to\r
1279         if(cmd_args.getFlag("server"))\r
1280         {\r
1281                 DSTACK("Dedicated server branch");\r
1282 \r
1283                 // Create time getter\r
1284                 g_timegetter = new SimpleTimeGetter();\r
1285                 \r
1286                 // Create server\r
1287                 Server server(map_dir.c_str());\r
1288                 server.start(port);\r
1289                 \r
1290                 // Run server\r
1291                 dedicated_server_loop(server, kill);\r
1292 \r
1293                 return 0;\r
1294         }\r
1295 \r
1296 \r
1297         /*\r
1298                 More parameters\r
1299         */\r
1300         \r
1301         // Address to connect to\r
1302         std::string address = "";\r
1303         \r
1304         if(cmd_args.exists("address"))\r
1305         {\r
1306                 address = cmd_args.get("address");\r
1307         }\r
1308         else\r
1309         {\r
1310                 address = g_settings.get("address");\r
1311         }\r
1312         \r
1313         std::string playername = g_settings.get("name");\r
1314 \r
1315         /*\r
1316                 Device initialization\r
1317         */\r
1318 \r
1319         // Resolution selection\r
1320         \r
1321         bool fullscreen = false;\r
1322         u16 screenW = g_settings.getU16("screenW");\r
1323         u16 screenH = g_settings.getU16("screenH");\r
1324 \r
1325         // Determine driver\r
1326 \r
1327         video::E_DRIVER_TYPE driverType;\r
1328         \r
1329         std::string driverstring = g_settings.get("video_driver");\r
1330 \r
1331         if(driverstring == "null")\r
1332                 driverType = video::EDT_NULL;\r
1333         else if(driverstring == "software")\r
1334                 driverType = video::EDT_SOFTWARE;\r
1335         else if(driverstring == "burningsvideo")\r
1336                 driverType = video::EDT_BURNINGSVIDEO;\r
1337         else if(driverstring == "direct3d8")\r
1338                 driverType = video::EDT_DIRECT3D8;\r
1339         else if(driverstring == "direct3d9")\r
1340                 driverType = video::EDT_DIRECT3D9;\r
1341         else if(driverstring == "opengl")\r
1342                 driverType = video::EDT_OPENGL;\r
1343         else\r
1344         {\r
1345                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1346                                 "to opengl"<<std::endl;\r
1347                 driverType = video::EDT_OPENGL;\r
1348         }\r
1349 \r
1350         /*\r
1351                 Create device and exit if creation failed\r
1352         */\r
1353 \r
1354         MyEventReceiver receiver;\r
1355 \r
1356         IrrlichtDevice *device;\r
1357         device = createDevice(driverType,\r
1358                         core::dimension2d<u32>(screenW, screenH),\r
1359                         16, fullscreen, false, false, &receiver);\r
1360 \r
1361         if (device == 0)\r
1362                 return 1; // could not create selected driver.\r
1363         \r
1364         // Set device in game parameters\r
1365         device = device;\r
1366         \r
1367         // Create time getter\r
1368         g_timegetter = new IrrlichtTimeGetter(device);\r
1369         \r
1370         // Create game callback for menus\r
1371         g_gamecallback = new MainGameCallback(device);\r
1372         \r
1373         // Create texture source\r
1374         g_texturesource = new TextureSource(device);\r
1375 \r
1376         /*\r
1377                 Speed tests (done after irrlicht is loaded to get timer)\r
1378         */\r
1379         if(cmd_args.getFlag("speedtests"))\r
1380         {\r
1381                 dstream<<"Running speed tests"<<std::endl;\r
1382                 SpeedTests();\r
1383                 return 0;\r
1384         }\r
1385         \r
1386         device->setResizable(true);\r
1387 \r
1388         bool random_input = g_settings.getBool("random_input")\r
1389                         || cmd_args.getFlag("random-input");\r
1390         InputHandler *input = NULL;\r
1391         if(random_input)\r
1392                 input = new RandomInputHandler();\r
1393         else\r
1394                 input = new RealInputHandler(device, &receiver);\r
1395         \r
1396         /*\r
1397                 Continue initialization\r
1398         */\r
1399 \r
1400         //video::IVideoDriver* driver = device->getVideoDriver();\r
1401 \r
1402         /*\r
1403                 This changes the minimum allowed number of vertices in a VBO.\r
1404                 Default is 500.\r
1405         */\r
1406         //driver->setMinHardwareBufferVertexCount(50);\r
1407 \r
1408         scene::ISceneManager* smgr = device->getSceneManager();\r
1409 \r
1410         guienv = device->getGUIEnvironment();\r
1411         gui::IGUISkin* skin = guienv->getSkin();\r
1412         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1413         if(font)\r
1414                 skin->setFont(font);\r
1415         else\r
1416                 dstream<<"WARNING: Font file was not found."\r
1417                                 " Using default font."<<std::endl;\r
1418         // If font was not found, this will get us one\r
1419         font = skin->getFont();\r
1420         assert(font);\r
1421         \r
1422         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1423         dstream<<"text_height="<<text_height<<std::endl;\r
1424 \r
1425         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1426         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1427         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1428         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1429         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1430         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1431         \r
1432         /*\r
1433                 Preload some textures and stuff\r
1434         */\r
1435 \r
1436         init_mapnode(); // Second call with g_texturesource set\r
1437         init_mineral();\r
1438 \r
1439         /*\r
1440                 GUI stuff\r
1441         */\r
1442 \r
1443         /*\r
1444                 If an error occurs, this is set to something and the\r
1445                 menu-game loop is restarted. It is then displayed before\r
1446                 the menu.\r
1447         */\r
1448         std::wstring error_message = L"";\r
1449 \r
1450         // The password entered during the menu screen,\r
1451         std::string password;\r
1452 \r
1453         /*\r
1454                 Menu-game loop\r
1455         */\r
1456         while(device->run() && kill == false)\r
1457         {\r
1458 \r
1459                 // This is used for catching disconnects\r
1460                 try\r
1461                 {\r
1462 \r
1463                         /*\r
1464                                 Clear everything from the GUIEnvironment\r
1465                         */\r
1466                         guienv->clear();\r
1467                         \r
1468                         /*\r
1469                                 We need some kind of a root node to be able to add\r
1470                                 custom gui elements directly on the screen.\r
1471                                 Otherwise they won't be automatically drawn.\r
1472                         */\r
1473                         guiroot = guienv->addStaticText(L"",\r
1474                                         core::rect<s32>(0, 0, 10000, 10000));\r
1475                         \r
1476                         /*\r
1477                                 Out-of-game menu loop.\r
1478 \r
1479                                 Loop quits when menu returns proper parameters.\r
1480                         */\r
1481                         while(kill == false)\r
1482                         {\r
1483                                 // Cursor can be non-visible when coming from the game\r
1484                                 device->getCursorControl()->setVisible(true);\r
1485                                 // Some stuff are left to scene manager when coming from the game\r
1486                                 // (map at least?)\r
1487                                 smgr->clear();\r
1488                                 // Reset or hide the debug gui texts\r
1489                                 /*guitext->setText(L"Minetest-c55");\r
1490                                 guitext2->setVisible(false);\r
1491                                 guitext_info->setVisible(false);\r
1492                                 guitext_chat->setVisible(false);*/\r
1493                                 \r
1494                                 // Initialize menu data\r
1495                                 MainMenuData menudata;\r
1496                                 menudata.address = narrow_to_wide(address);\r
1497                                 menudata.name = narrow_to_wide(playername);\r
1498                                 menudata.port = narrow_to_wide(itos(port));\r
1499                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1500                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1501                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1502                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1503 \r
1504                                 GUIMainMenu *menu =\r
1505                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1506                                                         &g_menumgr, &menudata, g_gamecallback);\r
1507                                 menu->allowFocusRemoval(true);\r
1508 \r
1509                                 if(error_message != L"")\r
1510                                 {\r
1511                                         dstream<<"WARNING: error_message = "\r
1512                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1513 \r
1514                                         GUIMessageMenu *menu2 =\r
1515                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1516                                                                 &g_menumgr, error_message.c_str());\r
1517                                         menu2->drop();\r
1518                                         error_message = L"";\r
1519                                 }\r
1520 \r
1521                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1522                                 \r
1523                                 dstream<<"Created main menu"<<std::endl;\r
1524 \r
1525                                 while(device->run() && kill == false)\r
1526                                 {\r
1527                                         if(menu->getStatus() == true)\r
1528                                                 break;\r
1529 \r
1530                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1531                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1532 \r
1533                                         drawMenuBackground(driver);\r
1534 \r
1535                                         guienv->drawAll();\r
1536                                         \r
1537                                         driver->endScene();\r
1538                                         \r
1539                                         // On some computers framerate doesn't seem to be\r
1540                                         // automatically limited\r
1541                                         sleep_ms(25);\r
1542                                 }\r
1543                                 \r
1544                                 // Break out of menu-game loop to shut down cleanly\r
1545                                 if(device->run() == false || kill == true)\r
1546                                         break;\r
1547                                 \r
1548                                 dstream<<"Dropping main menu"<<std::endl;\r
1549 \r
1550                                 menu->drop();\r
1551                                 \r
1552                                 // Delete map if requested\r
1553                                 if(menudata.delete_map)\r
1554                                 {\r
1555                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1556                                         if(r == false)\r
1557                                                 error_message = L"Delete failed";\r
1558                                         continue;\r
1559                                 }\r
1560 \r
1561                                 playername = wide_to_narrow(menudata.name);\r
1562 \r
1563                                 password = translatePassword(playername, menudata.password);\r
1564 \r
1565                                 address = wide_to_narrow(menudata.address);\r
1566                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1567                                 if(newport != 0)\r
1568                                         port = newport;\r
1569                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1570                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1571                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1572                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1573                                 \r
1574                                 // NOTE: These are now checked server side; no need to do it\r
1575                                 //       here, so let's not do it here.\r
1576                                 /*// Check for valid parameters, restart menu if invalid.\r
1577                                 if(playername == "")\r
1578                                 {\r
1579                                         error_message = L"Name required.";\r
1580                                         continue;\r
1581                                 }\r
1582                                 // Check that name has only valid chars\r
1583                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1584                                 {\r
1585                                         error_message = L"Characters allowed: "\r
1586                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1587                                         continue;\r
1588                                 }*/\r
1589 \r
1590                                 // Save settings\r
1591                                 g_settings.set("name", playername);\r
1592                                 g_settings.set("address", address);\r
1593                                 g_settings.set("port", itos(port));\r
1594                                 // Update configuration file\r
1595                                 if(configpath != "")\r
1596                                         g_settings.updateConfigFile(configpath.c_str());\r
1597                         \r
1598                                 // Continue to game\r
1599                                 break;\r
1600                         }\r
1601                         \r
1602                         // Break out of menu-game loop to shut down cleanly\r
1603                         if(device->run() == false)\r
1604                                 break;\r
1605                         \r
1606                         // Initialize mapnode again to enable changed graphics settings\r
1607                         init_mapnode();\r
1608 \r
1609                         /*\r
1610                                 Run game\r
1611                         */\r
1612                         the_game(\r
1613                                 kill,\r
1614                                 random_input,\r
1615                                 input,\r
1616                                 device,\r
1617                                 font,\r
1618                                 map_dir,\r
1619                                 playername,\r
1620                                 password,\r
1621                                 address,\r
1622                                 port,\r
1623                                 error_message\r
1624                         );\r
1625 \r
1626                 } //try\r
1627                 catch(con::PeerNotFoundException &e)\r
1628                 {\r
1629                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1630                         error_message = L"Connection error (timed out?)";\r
1631                 }\r
1632                 catch(SocketException &e)\r
1633                 {\r
1634                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1635                         error_message = L"Socket error (port already in use?)";\r
1636                 }\r
1637 #ifdef NDEBUG\r
1638                 catch(std::exception &e)\r
1639                 {\r
1640                         std::string narrow_message = "Some exception, what()=\"";\r
1641                         narrow_message += e.what();\r
1642                         narrow_message += "\"";\r
1643                         dstream<<DTIME<<narrow_message<<std::endl;\r
1644                         error_message = narrow_to_wide(narrow_message);\r
1645                 }\r
1646 #endif\r
1647 \r
1648         } // Menu-game loop\r
1649         \r
1650         delete input;\r
1651 \r
1652         /*\r
1653                 In the end, delete the Irrlicht device.\r
1654         */\r
1655         device->drop();\r
1656         \r
1657         END_DEBUG_EXCEPTION_HANDLER\r
1658         \r
1659         debugstreams_deinit();\r
1660         \r
1661         return 0;\r
1662 }\r
1663 \r
1664 //END\r