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