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1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 /*
21 =============================== NOTES ==============================
22 NOTE: Things starting with TODO are sometimes only suggestions.
23
24 NOTE: iostream.imbue(std::locale("C")) is very slow
25 NOTE: Global locale is now set at initialization
26
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
28       hardware buffer (it is not freed automatically)
29
30 NOTE: A random to-do list saved here as documentation:
31 A list of "active blocks" in which stuff happens. (+=done)
32         + Add a never-resetted game timer to the server
33         + Add a timestamp value to blocks
34         + The simple rule: All blocks near some player are "active"
35         - Do stuff in real time in active blocks
36                 + Handle objects
37                 - Grow grass, delete leaves without a tree
38                 - Spawn some mobs based on some rules
39                 - Transform cobble to mossy cobble near water
40                 - Run a custom script
41                 - ...And all kinds of other dynamic stuff
42         + Keep track of when a block becomes active and becomes inactive
43         + When a block goes inactive:
44                 + Store objects statically to block
45                 + Store timer value as the timestamp
46         + When a block goes active:
47                 + Create active objects out of static objects
48                 - Simulate the results of what would have happened if it would have
49                   been active for all the time
50                         - Grow a lot of grass and so on
51         + Initially it is fine to send information about every active object
52           to every player. Eventually it should be modified to only send info
53           about the nearest ones.
54                 + This was left to be done by the old system and it sends only the
55                   nearest ones.
56
57 Vim conversion regexpes for moving to extended content type storage:
58 %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
59 %s/content_features(\([^.]*\)\.d)/content_features(\1)/g
60 %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
61 %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
62 %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
63 %s/\.d;/.getContent();/g
64 %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
65 Other things to note:
66 - node.d = node.param0 (only in raw serialization; use getContent() otherwise)
67 - node.param = node.param1
68 - node.dir = node.param2
69 - content_walkable(node.d) etc should be changed to
70   content_features(node).walkable etc
71 - Also check for lines that store the result of getContent to a 8-bit
72   variable and fix them (result of getContent() must be stored in
73   content_t, which is 16-bit)
74
75 NOTE: Seeds in 1260:6c77e7dbfd29:
76 5721858502589302589:
77         Spawns you on a small sand island with a surface dungeon
78 2983455799928051958:
79         Enormous jungle + a surface dungeon at ~(250,0,0)
80
81 Old, wild and random suggestions that probably won't be done:
82 -------------------------------------------------------------
83
84 SUGG: If player is on ground, mainly fetch ground-level blocks
85
86 SUGG: Expose Connection's seqnums and ACKs to server and client.
87       - This enables saving many packets and making a faster connection
88           - This also enables server to check if client has received the
89             most recent block sent, for example.
90 SUGG: Add a sane bandwidth throttling system to Connection
91
92 SUGG: More fine-grained control of client's dumping of blocks from
93       memory
94           - ...What does this mean in the first place?
95
96 SUGG: A map editing mode (similar to dedicated server mode)
97
98 SUGG: Transfer more blocks in a single packet
99 SUGG: A blockdata combiner class, to which blocks are added and at
100       destruction it sends all the stuff in as few packets as possible.
101 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
102       it by sending more stuff in a single packet.
103           - Add a packet queue to RemoteClient, from which packets will be
104             combined with object data packets
105                 - This is not exactly trivial: the object data packets are
106                   sometimes very big by themselves
107           - This might not give much network performance gain though.
108
109 SUGG: Precalculate lighting translation table at runtime (at startup)
110       - This is not doable because it is currently hand-made and not
111             based on some mathematical function.
112                 - Note: This has been changing lately
113
114 SUGG: A version number to blocks, which increments when the block is
115       modified (node add/remove, water update, lighting update)
116           - This can then be used to make sure the most recent version of
117             a block has been sent to client, for example
118
119 SUGG: Make the amount of blocks sending to client and the total
120           amount of blocks dynamically limited. Transferring blocks is the
121           main network eater of this system, so it is the one that has
122           to be throttled so that RTTs stay low.
123
124 SUGG: Meshes of blocks could be split into 6 meshes facing into
125       different directions and then only those drawn that need to be
126
127 SUGG: Background music based on cellular automata?
128       http://www.earslap.com/projectslab/otomata
129
130 SUGG: Simple light color information to air
131
132 SUGG: Server-side objects could be moved based on nodes to enable very
133       lightweight operation and simple AI
134         - Not practical; client would still need to show smooth movement.
135
136 SUGG: Make a system for pregenerating quick information for mapblocks, so
137           that the client can show them as cubes before they are actually sent
138           or even generated.
139
140 SUGG: Erosion simulation at map generation time
141     - This might be plausible if larger areas of map were pregenerated
142           without lighting (which is slow)
143         - Simulate water flows, which would carve out dirt fast and
144           then turn stone into gravel and sand and relocate it.
145         - How about relocating minerals, too? Coal and gold in
146           downstream sand and gravel would be kind of cool
147           - This would need a better way of handling minerals, mainly
148                 to have mineral content as a separate field. the first
149                 parameter field is free for this.
150         - Simulate rock falling from cliffs when water has removed
151           enough solid rock from the bottom
152
153 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
154       stuff as simple flags/values
155       - Light?
156           - A building?
157           And at some point make the server send this data to the client too,
158           instead of referring to the noise functions
159           - Ground height
160           - Surface ground type
161           - Trees?
162
163 Gaming ideas:
164 -------------
165
166 - Aim for something like controlling a single dwarf in Dwarf Fortress
167 - The player could go faster by a crafting a boat, or riding an animal
168 - Random NPC traders. what else?
169
170 Game content:
171 -------------
172
173 - When furnace is destroyed, move items to player's inventory
174 - Add lots of stuff
175 - Glass blocks
176 - Growing grass, decaying leaves
177         - This can be done in the active blocks I guess.
178         - Lots of stuff can be done in the active blocks.
179         - Uh, is there an active block list somewhere? I think not. Add it.
180 - Breaking weak structures
181         - This can probably be accomplished in the same way as grass
182 - Player health points
183         - When player dies, throw items on map (needs better item-on-map
184           implementation)
185 - Cobble to get mossy if near water
186 - More slots in furnace source list, so that multiple ingredients
187   are possible.
188 - Keys to chests?
189
190 - The Treasure Guard; a big monster with a hammer
191         - The hammer does great damage, shakes the ground and removes a block
192         - You can drop on top of it, and have some time to attack there
193           before he shakes you off
194
195 - Maybe the difficulty could come from monsters getting tougher in
196   far-away places, and the player starting to need something from
197   there when time goes by.
198   - The player would have some of that stuff at the beginning, and
199     would need new supplies of it when it runs out
200
201 - A bomb
202 - A spread-items-on-map routine for the bomb, and for dying players
203
204 - Fighting:
205   - Proper sword swing simulation
206   - Player should get damage from colliding to a wall at high speed
207
208 Documentation:
209 --------------
210
211 Build system / running:
212 -----------------------
213
214 Networking and serialization:
215 -----------------------------
216
217 SUGG: Fix address to be ipv6 compatible
218
219 User Interface:
220 ---------------
221
222 Graphics:
223 ---------
224
225 SUGG: Combine MapBlock's face caches to so big pieces that VBO
226       can be used
227       - That is >500 vertices
228           - This is not easy; all the MapBlocks close to the player would
229             still need to be drawn separately and combining the blocks
230                 would have to happen in a background thread
231
232 SUGG: Make fetching sector's blocks more efficient when rendering
233       sectors that have very large amounts of blocks (on client)
234           - Is this necessary at all?
235
236 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
237       animating them is easier.
238
239 SUGG: Option for enabling proper alpha channel for textures
240
241 TODO: Flowing water animation
242
243 TODO: A setting for enabling bilinear filtering for textures
244
245 TODO: Better control of draw_control.wanted_max_blocks
246
247 TODO: Further investigate the use of GPU lighting in addition to the
248       current one
249
250 TODO: Artificial (night) light could be more yellow colored than sunlight.
251       - This is technically doable.
252           - Also the actual colors of the textures could be made less colorful
253             in the dark but it's a bit more difficult.
254
255 SUGG: Somehow make the night less colorful
256
257 TODO: Occlusion culling
258       - At the same time, move some of the renderMap() block choosing code
259         to the same place as where the new culling happens.
260       - Shoot some rays per frame and when ready, make a new list of
261             blocks for usage of renderMap and give it a new pointer to it.
262
263 Configuration:
264 --------------
265
266 Client:
267 -------
268
269 TODO: Untie client network operations from framerate
270       - Needs some input queues or something
271           - This won't give much performance boost because calculating block
272             meshes takes so long
273
274 SUGG: Make morning and evening transition more smooth and maybe shorter
275
276 TODO: Don't update all meshes always on single node changes, but
277       check which ones should be updated
278           - implement Map::updateNodeMeshes() and the usage of it
279           - It will give almost always a 4x boost in mesh update performance.
280
281 - A weapon engine
282
283 - Tool/weapon visualization
284
285 FIXME: When disconnected to the menu, memory is not freed properly
286
287 TODO: Investigate how much the mesh generator thread gets used when
288       transferring map data
289
290 Server:
291 -------
292
293 SUGG: Make an option to the server to disable building and digging near
294       the starting position
295
296 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
297
298 * Fix the problem with the server constantly saving one or a few
299   blocks? List the first saved block, maybe it explains.
300   - It is probably caused by oscillating water
301   - TODO: Investigate if this still happens (this is a very old one)
302 * Make a small history check to transformLiquids to detect and log
303   continuous oscillations, in such detail that they can be fixed.
304
305 FIXME: The new optimized map sending doesn't sometimes send enough blocks
306        from big caves and such
307 FIXME: Block send distance configuration does not take effect for some reason
308
309 Environment:
310 ------------
311
312 TODO: Add proper hooks to when adding and removing active blocks
313
314 TODO: Finish the ActiveBlockModifier stuff and use it for something
315
316 Objects:
317 --------
318
319 TODO: Get rid of MapBlockObjects and use only ActiveObjects
320         - Skipping the MapBlockObject data is nasty - there is no "total
321           length" stored; have to make a SkipMBOs function which contains
322           enough of the current code to skip them properly.
323
324 SUGG: MovingObject::move and Player::move are basically the same.
325       combine them.
326         - NOTE: This is a bit tricky because player has the sneaking ability
327         - NOTE: Player::move is more up-to-date.
328         - NOTE: There is a simple move implementation now in collision.{h,cpp}
329         - NOTE: MovingObject will be deleted (MapBlockObject)
330
331 TODO: Add a long step function to objects that is called with the time
332       difference when block activates
333
334 Map:
335 ----
336
337 TODO: Mineral and ground material properties
338       - This way mineral ground toughness can be calculated with just
339             some formula, as well as tool strengths. Sounds too.
340           - There are TODOs in appropriate files: material.h, content_mapnode.h
341
342 TODO: Flowing water to actually contain flow direction information
343       - There is a space for this - it just has to be implemented.
344
345 TODO: Consider smoothening cave floors after generating them
346
347 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
348           - delta also
349
350 Misc. stuff:
351 ------------
352 TODO: Make sure server handles removing grass when a block is placed (etc)
353       - The client should not do it by itself
354           - NOTE: I think nobody does it currently...
355 TODO: Block cube placement around player's head
356 TODO: Protocol version field
357 TODO: Think about using same bits for material for fences and doors, for
358           example
359 TODO: Move mineral to param2, increment map serialization version, add
360       conversion
361
362 SUGG: Restart irrlicht completely when coming back to main menu from game.
363         - This gets rid of everything that is stored in irrlicht's caches.
364         - This might be needed for texture pack selection in menu
365
366 TODO: Merge bahamada's audio stuff (clean patch available)
367
368 TODO: Move content_features to mapnode_content_features.{h,cpp} or so
369
370 TODO: Fix item use() stuff; dropping a stack of cooked rats and eating
371       it gives 3 hearts and consumes all the rats.
372
373 Making it more portable:
374 ------------------------
375  
376 Stuff to do before release:
377 ---------------------------
378
379 Fixes to the current release:
380 -----------------------------
381
382 Stuff to do after release:
383 ---------------------------
384
385 Doing currently:
386 ----------------
387
388 ======================================================================
389
390 */
391
392 #ifdef NDEBUG
393         #ifdef _WIN32
394                 #pragma message ("Disabling unit tests")
395         #else
396                 #warning "Disabling unit tests"
397         #endif
398         // Disable unit tests
399         #define ENABLE_TESTS 0
400 #else
401         // Enable unit tests
402         #define ENABLE_TESTS 1
403 #endif
404
405 #ifdef _MSC_VER
406         #pragma comment(lib, "Irrlicht.lib")
407         //#pragma comment(lib, "jthread.lib")
408         #pragma comment(lib, "zlibwapi.lib")
409         #pragma comment(lib, "Shell32.lib")
410         // This would get rid of the console window
411         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
412 #endif
413
414 #include "irrlicht.h" // createDevice
415
416 #include "main.h"
417 #include "mainmenumanager.h"
418 #include <iostream>
419 #include <fstream>
420 #include <locale.h>
421 #include "common_irrlicht.h"
422 #include "debug.h"
423 #include "test.h"
424 #include "server.h"
425 #include "constants.h"
426 #include "porting.h"
427 #include "gettime.h"
428 #include "guiMessageMenu.h"
429 #include "filesys.h"
430 #include "config.h"
431 #include "guiMainMenu.h"
432 #include "mineral.h"
433 #include "materials.h"
434 #include "game.h"
435 #include "keycode.h"
436 #include "tile.h"
437 #include "defaultsettings.h"
438 #include "gettext.h"
439 #include "settings.h"
440 #include "profiler.h"
441 #include "log.h"
442
443 // This makes textures
444 ITextureSource *g_texturesource = NULL;
445
446 /*
447         Settings.
448         These are loaded from the config file.
449 */
450 Settings main_settings;
451 Settings *g_settings = &main_settings;
452
453 // Global profiler
454 Profiler main_profiler;
455 Profiler *g_profiler = &main_profiler;
456
457 /*
458         Random stuff
459 */
460
461 /*
462         mainmenumanager.h
463 */
464
465 gui::IGUIEnvironment* guienv = NULL;
466 gui::IGUIStaticText *guiroot = NULL;
467 MainMenuManager g_menumgr;
468
469 bool noMenuActive()
470 {
471         return (g_menumgr.menuCount() == 0);
472 }
473
474 // Passed to menus to allow disconnecting and exiting
475 MainGameCallback *g_gamecallback = NULL;
476
477 /*
478         Debug streams
479 */
480
481 // Connection
482 std::ostream *dout_con_ptr = &dummyout;
483 std::ostream *derr_con_ptr = &verbosestream;
484 //std::ostream *dout_con_ptr = &infostream;
485 //std::ostream *derr_con_ptr = &errorstream;
486
487 // Server
488 std::ostream *dout_server_ptr = &infostream;
489 std::ostream *derr_server_ptr = &errorstream;
490
491 // Client
492 std::ostream *dout_client_ptr = &infostream;
493 std::ostream *derr_client_ptr = &errorstream;
494
495 /*
496         gettime.h implementation
497 */
498
499 // A small helper class
500 class TimeGetter
501 {
502 public:
503         virtual u32 getTime() = 0;
504 };
505
506 // A precise irrlicht one
507 class IrrlichtTimeGetter: public TimeGetter
508 {
509 public:
510         IrrlichtTimeGetter(IrrlichtDevice *device):
511                 m_device(device)
512         {}
513         u32 getTime()
514         {
515                 if(m_device == NULL)
516                         return 0;
517                 return m_device->getTimer()->getRealTime();
518         }
519 private:
520         IrrlichtDevice *m_device;
521 };
522 // Not so precise one which works without irrlicht
523 class SimpleTimeGetter: public TimeGetter
524 {
525 public:
526         u32 getTime()
527         {
528                 return porting::getTimeMs();
529         }
530 };
531
532 // A pointer to a global instance of the time getter
533 // TODO: why?
534 TimeGetter *g_timegetter = NULL;
535
536 u32 getTimeMs()
537 {
538         if(g_timegetter == NULL)
539                 return 0;
540         return g_timegetter->getTime();
541 }
542
543 /*
544         Event handler for Irrlicht
545
546         NOTE: Everything possible should be moved out from here,
547               probably to InputHandler and the_game
548 */
549
550 class MyEventReceiver : public IEventReceiver
551 {
552 public:
553         // This is the one method that we have to implement
554         virtual bool OnEvent(const SEvent& event)
555         {
556                 /*
557                         React to nothing here if a menu is active
558                 */
559                 if(noMenuActive() == false)
560                 {
561                         return false;
562                 }
563
564                 // Remember whether each key is down or up
565                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
566                 {
567                         if(event.KeyInput.PressedDown) {
568                                 keyIsDown.set(event.KeyInput);
569                                 keyWasDown.set(event.KeyInput);
570                         } else {
571                                 keyIsDown.unset(event.KeyInput);
572                         }
573                 }
574
575                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
576                 {
577                         if(noMenuActive() == false)
578                         {
579                                 left_active = false;
580                                 middle_active = false;
581                                 right_active = false;
582                         }
583                         else
584                         {
585                                 left_active = event.MouseInput.isLeftPressed();
586                                 middle_active = event.MouseInput.isMiddlePressed();
587                                 right_active = event.MouseInput.isRightPressed();
588
589                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
590                                 {
591                                         leftclicked = true;
592                                 }
593                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
594                                 {
595                                         rightclicked = true;
596                                 }
597                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
598                                 {
599                                         leftreleased = true;
600                                 }
601                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
602                                 {
603                                         rightreleased = true;
604                                 }
605                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
606                                 {
607                                         mouse_wheel += event.MouseInput.Wheel;
608                                 }
609                         }
610                 }
611
612                 return false;
613         }
614
615         bool IsKeyDown(const KeyPress &keyCode) const
616         {
617                 return keyIsDown[keyCode];
618         }
619         
620         // Checks whether a key was down and resets the state
621         bool WasKeyDown(const KeyPress &keyCode)
622         {
623                 bool b = keyWasDown[keyCode];
624                 if (b)
625                         keyWasDown.unset(keyCode);
626                 return b;
627         }
628
629         s32 getMouseWheel()
630         {
631                 s32 a = mouse_wheel;
632                 mouse_wheel = 0;
633                 return a;
634         }
635
636         void clearInput()
637         {
638                 keyIsDown.clear();
639                 keyWasDown.clear();
640
641                 leftclicked = false;
642                 rightclicked = false;
643                 leftreleased = false;
644                 rightreleased = false;
645
646                 left_active = false;
647                 middle_active = false;
648                 right_active = false;
649
650                 mouse_wheel = 0;
651         }
652
653         MyEventReceiver()
654         {
655                 clearInput();
656         }
657
658         bool leftclicked;
659         bool rightclicked;
660         bool leftreleased;
661         bool rightreleased;
662
663         bool left_active;
664         bool middle_active;
665         bool right_active;
666
667         s32 mouse_wheel;
668
669 private:
670         IrrlichtDevice *m_device;
671         
672         // The current state of keys
673         KeyList keyIsDown;
674         // Whether a key has been pressed or not
675         KeyList keyWasDown;
676 };
677
678 /*
679         Separated input handler
680 */
681
682 class RealInputHandler : public InputHandler
683 {
684 public:
685         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
686                 m_device(device),
687                 m_receiver(receiver)
688         {
689         }
690         virtual bool isKeyDown(const KeyPress &keyCode)
691         {
692                 return m_receiver->IsKeyDown(keyCode);
693         }
694         virtual bool wasKeyDown(const KeyPress &keyCode)
695         {
696                 return m_receiver->WasKeyDown(keyCode);
697         }
698         virtual v2s32 getMousePos()
699         {
700                 return m_device->getCursorControl()->getPosition();
701         }
702         virtual void setMousePos(s32 x, s32 y)
703         {
704                 m_device->getCursorControl()->setPosition(x, y);
705         }
706
707         virtual bool getLeftState()
708         {
709                 return m_receiver->left_active;
710         }
711         virtual bool getRightState()
712         {
713                 return m_receiver->right_active;
714         }
715         
716         virtual bool getLeftClicked()
717         {
718                 return m_receiver->leftclicked;
719         }
720         virtual bool getRightClicked()
721         {
722                 return m_receiver->rightclicked;
723         }
724         virtual void resetLeftClicked()
725         {
726                 m_receiver->leftclicked = false;
727         }
728         virtual void resetRightClicked()
729         {
730                 m_receiver->rightclicked = false;
731         }
732
733         virtual bool getLeftReleased()
734         {
735                 return m_receiver->leftreleased;
736         }
737         virtual bool getRightReleased()
738         {
739                 return m_receiver->rightreleased;
740         }
741         virtual void resetLeftReleased()
742         {
743                 m_receiver->leftreleased = false;
744         }
745         virtual void resetRightReleased()
746         {
747                 m_receiver->rightreleased = false;
748         }
749
750         virtual s32 getMouseWheel()
751         {
752                 return m_receiver->getMouseWheel();
753         }
754
755         void clear()
756         {
757                 m_receiver->clearInput();
758         }
759 private:
760         IrrlichtDevice *m_device;
761         MyEventReceiver *m_receiver;
762 };
763
764 class RandomInputHandler : public InputHandler
765 {
766 public:
767         RandomInputHandler()
768         {
769                 leftdown = false;
770                 rightdown = false;
771                 leftclicked = false;
772                 rightclicked = false;
773                 leftreleased = false;
774                 rightreleased = false;
775                 keydown.clear();
776         }
777         virtual bool isKeyDown(const KeyPress &keyCode)
778         {
779                 return keydown[keyCode];
780         }
781         virtual bool wasKeyDown(const KeyPress &keyCode)
782         {
783                 return false;
784         }
785         virtual v2s32 getMousePos()
786         {
787                 return mousepos;
788         }
789         virtual void setMousePos(s32 x, s32 y)
790         {
791                 mousepos = v2s32(x,y);
792         }
793
794         virtual bool getLeftState()
795         {
796                 return leftdown;
797         }
798         virtual bool getRightState()
799         {
800                 return rightdown;
801         }
802
803         virtual bool getLeftClicked()
804         {
805                 return leftclicked;
806         }
807         virtual bool getRightClicked()
808         {
809                 return rightclicked;
810         }
811         virtual void resetLeftClicked()
812         {
813                 leftclicked = false;
814         }
815         virtual void resetRightClicked()
816         {
817                 rightclicked = false;
818         }
819
820         virtual bool getLeftReleased()
821         {
822                 return leftreleased;
823         }
824         virtual bool getRightReleased()
825         {
826                 return rightreleased;
827         }
828         virtual void resetLeftReleased()
829         {
830                 leftreleased = false;
831         }
832         virtual void resetRightReleased()
833         {
834                 rightreleased = false;
835         }
836
837         virtual s32 getMouseWheel()
838         {
839                 return 0;
840         }
841
842         virtual void step(float dtime)
843         {
844                 {
845                         static float counter1 = 0;
846                         counter1 -= dtime;
847                         if(counter1 < 0.0)
848                         {
849                                 counter1 = 0.1*Rand(1, 40);
850                                 keydown.toggle(getKeySetting("keymap_jump"));
851                         }
852                 }
853                 {
854                         static float counter1 = 0;
855                         counter1 -= dtime;
856                         if(counter1 < 0.0)
857                         {
858                                 counter1 = 0.1*Rand(1, 40);
859                                 keydown.toggle(getKeySetting("keymap_special1"));
860                         }
861                 }
862                 {
863                         static float counter1 = 0;
864                         counter1 -= dtime;
865                         if(counter1 < 0.0)
866                         {
867                                 counter1 = 0.1*Rand(1, 40);
868                                 keydown.toggle(getKeySetting("keymap_forward"));
869                         }
870                 }
871                 {
872                         static float counter1 = 0;
873                         counter1 -= dtime;
874                         if(counter1 < 0.0)
875                         {
876                                 counter1 = 0.1*Rand(1, 40);
877                                 keydown.toggle(getKeySetting("keymap_left"));
878                         }
879                 }
880                 {
881                         static float counter1 = 0;
882                         counter1 -= dtime;
883                         if(counter1 < 0.0)
884                         {
885                                 counter1 = 0.1*Rand(1, 20);
886                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
887                         }
888                 }
889                 {
890                         static float counter1 = 0;
891                         counter1 -= dtime;
892                         if(counter1 < 0.0)
893                         {
894                                 counter1 = 0.1*Rand(1, 30);
895                                 leftdown = !leftdown;
896                                 if(leftdown)
897                                         leftclicked = true;
898                                 if(!leftdown)
899                                         leftreleased = true;
900                         }
901                 }
902                 {
903                         static float counter1 = 0;
904                         counter1 -= dtime;
905                         if(counter1 < 0.0)
906                         {
907                                 counter1 = 0.1*Rand(1, 15);
908                                 rightdown = !rightdown;
909                                 if(rightdown)
910                                         rightclicked = true;
911                                 if(!rightdown)
912                                         rightreleased = true;
913                         }
914                 }
915                 mousepos += mousespeed;
916         }
917
918         s32 Rand(s32 min, s32 max)
919         {
920                 return (myrand()%(max-min+1))+min;
921         }
922 private:
923         KeyList keydown;
924         v2s32 mousepos;
925         v2s32 mousespeed;
926         bool leftdown;
927         bool rightdown;
928         bool leftclicked;
929         bool rightclicked;
930         bool leftreleased;
931         bool rightreleased;
932 };
933
934 // These are defined global so that they're not optimized too much.
935 // Can't change them to volatile.
936 s16 temp16;
937 f32 tempf;
938 v3f tempv3f1;
939 v3f tempv3f2;
940 std::string tempstring;
941 std::string tempstring2;
942
943 void SpeedTests()
944 {
945         {
946                 dstream<<"The following test should take around 20ms."<<std::endl;
947                 TimeTaker timer("Testing std::string speed");
948                 const u32 jj = 10000;
949                 for(u32 j=0; j<jj; j++)
950                 {
951                         tempstring = "";
952                         tempstring2 = "";
953                         const u32 ii = 10;
954                         for(u32 i=0; i<ii; i++){
955                                 tempstring2 += "asd";
956                         }
957                         for(u32 i=0; i<ii+1; i++){
958                                 tempstring += "asd";
959                                 if(tempstring == tempstring2)
960                                         break;
961                         }
962                 }
963         }
964         
965         dstream<<"All of the following tests should take around 100ms each."
966                         <<std::endl;
967
968         {
969                 TimeTaker timer("Testing floating-point conversion speed");
970                 tempf = 0.001;
971                 for(u32 i=0; i<4000000; i++){
972                         temp16 += tempf;
973                         tempf += 0.001;
974                 }
975         }
976         
977         {
978                 TimeTaker timer("Testing floating-point vector speed");
979
980                 tempv3f1 = v3f(1,2,3);
981                 tempv3f2 = v3f(4,5,6);
982                 for(u32 i=0; i<10000000; i++){
983                         tempf += tempv3f1.dotProduct(tempv3f2);
984                         tempv3f2 += v3f(7,8,9);
985                 }
986         }
987
988         {
989                 TimeTaker timer("Testing core::map speed");
990                 
991                 core::map<v2s16, f32> map1;
992                 tempf = -324;
993                 const s16 ii=300;
994                 for(s16 y=0; y<ii; y++){
995                         for(s16 x=0; x<ii; x++){
996                                 map1.insert(v2s16(x,y), tempf);
997                                 tempf += 1;
998                         }
999                 }
1000                 for(s16 y=ii-1; y>=0; y--){
1001                         for(s16 x=0; x<ii; x++){
1002                                 tempf = map1[v2s16(x,y)];
1003                         }
1004                 }
1005         }
1006
1007         {
1008                 dstream<<"Around 5000/ms should do well here."<<std::endl;
1009                 TimeTaker timer("Testing mutex speed");
1010                 
1011                 JMutex m;
1012                 m.Init();
1013                 u32 n = 0;
1014                 u32 i = 0;
1015                 do{
1016                         n += 10000;
1017                         for(; i<n; i++){
1018                                 m.Lock();
1019                                 m.Unlock();
1020                         }
1021                 }
1022                 // Do at least 10ms
1023                 while(timer.getTime() < 10);
1024
1025                 u32 dtime = timer.stop();
1026                 u32 per_ms = n / dtime;
1027                 dstream<<"Done. "<<dtime<<"ms, "
1028                                 <<per_ms<<"/ms"<<std::endl;
1029         }
1030 }
1031
1032 void drawMenuBackground(video::IVideoDriver* driver)
1033 {
1034         core::dimension2d<u32> screensize = driver->getScreenSize();
1035                 
1036         video::ITexture *bgtexture =
1037                         driver->getTexture(getTexturePath("mud.png").c_str());
1038         if(bgtexture)
1039         {
1040                 s32 texturesize = 128;
1041                 s32 tiled_y = screensize.Height / texturesize + 1;
1042                 s32 tiled_x = screensize.Width / texturesize + 1;
1043                 
1044                 for(s32 y=0; y<tiled_y; y++)
1045                 for(s32 x=0; x<tiled_x; x++)
1046                 {
1047                         core::rect<s32> rect(0,0,texturesize,texturesize);
1048                         rect += v2s32(x*texturesize, y*texturesize);
1049                         driver->draw2DImage(bgtexture, rect,
1050                                 core::rect<s32>(core::position2d<s32>(0,0),
1051                                 core::dimension2di(bgtexture->getSize())),
1052                                 NULL, NULL, true);
1053                 }
1054         }
1055         
1056         video::ITexture *logotexture =
1057                         driver->getTexture(getTexturePath("menulogo.png").c_str());
1058         if(logotexture)
1059         {
1060                 v2s32 logosize(logotexture->getOriginalSize().Width,
1061                                 logotexture->getOriginalSize().Height);
1062                 logosize *= 4;
1063
1064                 video::SColor bgcolor(255,50,50,50);
1065                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1066                                 screensize.Width, screensize.Height);
1067                 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1068
1069                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1070                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1071                 rect -= v2s32(logosize.X/2, 0);
1072                 driver->draw2DImage(logotexture, rect,
1073                         core::rect<s32>(core::position2d<s32>(0,0),
1074                         core::dimension2di(logotexture->getSize())),
1075                         NULL, NULL, true);
1076         }
1077 }
1078
1079 class StderrLogOutput: public ILogOutput
1080 {
1081 public:
1082         /* line: Full line with timestamp, level and thread */
1083         void printLog(const std::string &line)
1084         {
1085                 std::cerr<<line<<std::endl;
1086         }
1087 } main_stderr_log_out;
1088
1089 class DstreamNoStderrLogOutput: public ILogOutput
1090 {
1091 public:
1092         /* line: Full line with timestamp, level and thread */
1093         void printLog(const std::string &line)
1094         {
1095                 dstream_no_stderr<<line<<std::endl;
1096         }
1097 } main_dstream_no_stderr_log_out;
1098
1099 int main(int argc, char *argv[])
1100 {
1101         /*
1102                 Initialization
1103         */
1104
1105         log_add_output_maxlev(&main_stderr_log_out, LMT_ACTION);
1106         log_add_output_all_levs(&main_dstream_no_stderr_log_out);
1107
1108         log_register_thread("main");
1109
1110         // Set locale. This is for forcing '.' as the decimal point.
1111         std::locale::global(std::locale("C"));
1112         // This enables printing all characters in bitmap font
1113         setlocale(LC_CTYPE, "en_US");
1114
1115         /*
1116                 Parse command line
1117         */
1118         
1119         // List all allowed options
1120         core::map<std::string, ValueSpec> allowed_options;
1121         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1122         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1123                         "Run server directly"));
1124         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1125                         "Load configuration from specified file"));
1126         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1127         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1128         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1129         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1130         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1131         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1132 #ifdef _WIN32
1133         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1134 #endif
1135         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1136         allowed_options.insert("info-on-stderr", ValueSpec(VALUETYPE_FLAG));
1137
1138         Settings cmd_args;
1139         
1140         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1141
1142         if(ret == false || cmd_args.getFlag("help"))
1143         {
1144                 dstream<<"Allowed options:"<<std::endl;
1145                 for(core::map<std::string, ValueSpec>::Iterator
1146                                 i = allowed_options.getIterator();
1147                                 i.atEnd() == false; i++)
1148                 {
1149                         dstream<<"  --"<<i.getNode()->getKey();
1150                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1151                         {
1152                         }
1153                         else
1154                         {
1155                                 dstream<<" <value>";
1156                         }
1157                         dstream<<std::endl;
1158
1159                         if(i.getNode()->getValue().help != NULL)
1160                         {
1161                                 dstream<<"      "<<i.getNode()->getValue().help
1162                                                 <<std::endl;
1163                         }
1164                 }
1165
1166                 return cmd_args.getFlag("help") ? 0 : 1;
1167         }
1168         
1169         /*
1170                 Low-level initialization
1171         */
1172
1173         bool disable_stderr = false;
1174 #ifdef _WIN32
1175         if(cmd_args.getFlag("dstream-on-stderr") == false)
1176                 disable_stderr = true;
1177 #endif
1178         
1179         if(cmd_args.getFlag("info-on-stderr"))
1180                 log_add_output(&main_stderr_log_out, LMT_INFO);
1181
1182         porting::signal_handler_init();
1183         bool &kill = *porting::signal_handler_killstatus();
1184         
1185         // Initialize porting::path_data and porting::path_userdata
1186         porting::initializePaths();
1187
1188         // Create user data directory
1189         fs::CreateDir(porting::path_userdata);
1190
1191         init_gettext((porting::path_data+DIR_DELIM+".."+DIR_DELIM+"locale").c_str());
1192         
1193         // Initialize debug streams
1194 #ifdef RUN_IN_PLACE
1195         std::string debugfile = DEBUGFILE;
1196 #else
1197         std::string debugfile = porting::path_userdata+DIR_DELIM+DEBUGFILE;
1198 #endif
1199         debugstreams_init(disable_stderr, debugfile.c_str());
1200         // Initialize debug stacks
1201         debug_stacks_init();
1202
1203         DSTACK(__FUNCTION_NAME);
1204
1205         // Init material properties table
1206         //initializeMaterialProperties();
1207
1208         // Debug handler
1209         BEGIN_DEBUG_EXCEPTION_HANDLER
1210
1211         // Print startup message
1212         actionstream<<PROJECT_NAME<<
1213                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1214                         <<", "<<BUILD_INFO
1215                         <<std::endl;
1216         
1217         /*
1218                 Basic initialization
1219         */
1220
1221         // Initialize default settings
1222         set_default_settings(g_settings);
1223         
1224         // Initialize sockets
1225         sockets_init();
1226         atexit(sockets_cleanup);
1227         
1228         /*
1229                 Read config file
1230         */
1231         
1232         // Path of configuration file in use
1233         std::string configpath = "";
1234         
1235         if(cmd_args.exists("config"))
1236         {
1237                 bool r = g_settings->readConfigFile(cmd_args.get("config").c_str());
1238                 if(r == false)
1239                 {
1240                         errorstream<<"Could not read configuration from \""
1241                                         <<cmd_args.get("config")<<"\""<<std::endl;
1242                         return 1;
1243                 }
1244                 configpath = cmd_args.get("config");
1245         }
1246         else
1247         {
1248                 core::array<std::string> filenames;
1249                 filenames.push_back(porting::path_userdata +
1250                                 DIR_DELIM + "minetest.conf");
1251 #ifdef RUN_IN_PLACE
1252                 filenames.push_back(porting::path_userdata +
1253                                 DIR_DELIM + ".." + DIR_DELIM + "minetest.conf");
1254 #endif
1255
1256                 for(u32 i=0; i<filenames.size(); i++)
1257                 {
1258                         bool r = g_settings->readConfigFile(filenames[i].c_str());
1259                         if(r)
1260                         {
1261                                 configpath = filenames[i];
1262                                 break;
1263                         }
1264                 }
1265                 
1266                 // If no path found, use the first one (menu creates the file)
1267                 if(configpath == "")
1268                         configpath = filenames[0];
1269         }
1270
1271         // Initialize random seed
1272         srand(time(0));
1273         mysrand(time(0));
1274
1275         /*
1276                 Pre-initialize some stuff with a dummy irrlicht wrapper.
1277
1278                 These are needed for unit tests at least.
1279         */
1280         
1281         // Initial call with g_texturesource not set.
1282         init_mapnode();
1283         // Must be called before g_texturesource is created
1284         // (for texture atlas making)
1285         init_mineral();
1286
1287         /*
1288                 Run unit tests
1289         */
1290
1291         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1292                         || cmd_args.getFlag("enable-unittests") == true)
1293         {
1294                 run_tests();
1295         }
1296         
1297         /*for(s16 y=-100; y<100; y++)
1298         for(s16 x=-100; x<100; x++)
1299         {
1300                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1301         }
1302         return 0;*/
1303         
1304         /*
1305                 Game parameters
1306         */
1307
1308         // Port
1309         u16 port = 30000;
1310         if(cmd_args.exists("port"))
1311                 port = cmd_args.getU16("port");
1312         else if(g_settings->exists("port"))
1313                 port = g_settings->getU16("port");
1314         if(port == 0)
1315                 port = 30000;
1316         
1317         // Map directory
1318         std::string map_dir = porting::path_userdata+DIR_DELIM+"world";
1319         if(cmd_args.exists("map-dir"))
1320                 map_dir = cmd_args.get("map-dir");
1321         else if(g_settings->exists("map-dir"))
1322                 map_dir = g_settings->get("map-dir");
1323         
1324         // Run dedicated server if asked to
1325         if(cmd_args.getFlag("server"))
1326         {
1327                 DSTACK("Dedicated server branch");
1328
1329                 // Create time getter
1330                 g_timegetter = new SimpleTimeGetter();
1331                 
1332                 // Create server
1333                 Server server(map_dir.c_str(), configpath);
1334                 server.start(port);
1335                 
1336                 // Run server
1337                 dedicated_server_loop(server, kill);
1338
1339                 return 0;
1340         }
1341
1342
1343         /*
1344                 More parameters
1345         */
1346         
1347         // Address to connect to
1348         std::string address = "";
1349         
1350         if(cmd_args.exists("address"))
1351         {
1352                 address = cmd_args.get("address");
1353         }
1354         else
1355         {
1356                 address = g_settings->get("address");
1357         }
1358         
1359         std::string playername = g_settings->get("name");
1360
1361         /*
1362                 Device initialization
1363         */
1364
1365         // Resolution selection
1366         
1367         bool fullscreen = false;
1368         u16 screenW = g_settings->getU16("screenW");
1369         u16 screenH = g_settings->getU16("screenH");
1370
1371         // Determine driver
1372
1373         video::E_DRIVER_TYPE driverType;
1374         
1375         std::string driverstring = g_settings->get("video_driver");
1376
1377         if(driverstring == "null")
1378                 driverType = video::EDT_NULL;
1379         else if(driverstring == "software")
1380                 driverType = video::EDT_SOFTWARE;
1381         else if(driverstring == "burningsvideo")
1382                 driverType = video::EDT_BURNINGSVIDEO;
1383         else if(driverstring == "direct3d8")
1384                 driverType = video::EDT_DIRECT3D8;
1385         else if(driverstring == "direct3d9")
1386                 driverType = video::EDT_DIRECT3D9;
1387         else if(driverstring == "opengl")
1388                 driverType = video::EDT_OPENGL;
1389         else
1390         {
1391                 errorstream<<"WARNING: Invalid video_driver specified; defaulting "
1392                                 "to opengl"<<std::endl;
1393                 driverType = video::EDT_OPENGL;
1394         }
1395
1396         /*
1397                 Create device and exit if creation failed
1398         */
1399
1400         MyEventReceiver receiver;
1401
1402         IrrlichtDevice *device;
1403         device = createDevice(driverType,
1404                         core::dimension2d<u32>(screenW, screenH),
1405                         16, fullscreen, false, false, &receiver);
1406
1407         if (device == 0)
1408                 return 1; // could not create selected driver.
1409         
1410         // Set the window caption
1411         device->setWindowCaption(L"Minetest [Main Menu]");
1412         
1413         // Create time getter
1414         g_timegetter = new IrrlichtTimeGetter(device);
1415         
1416         // Create game callback for menus
1417         g_gamecallback = new MainGameCallback(device);
1418         
1419         // Create texture source
1420         g_texturesource = new TextureSource(device);
1421
1422         /*
1423                 Speed tests (done after irrlicht is loaded to get timer)
1424         */
1425         if(cmd_args.getFlag("speedtests"))
1426         {
1427                 dstream<<"Running speed tests"<<std::endl;
1428                 SpeedTests();
1429                 return 0;
1430         }
1431         
1432         device->setResizable(true);
1433
1434         bool random_input = g_settings->getBool("random_input")
1435                         || cmd_args.getFlag("random-input");
1436         InputHandler *input = NULL;
1437         if(random_input)
1438                 input = new RandomInputHandler();
1439         else
1440                 input = new RealInputHandler(device, &receiver);
1441         
1442         /*
1443                 Continue initialization
1444         */
1445
1446         //video::IVideoDriver* driver = device->getVideoDriver();
1447
1448         /*
1449                 This changes the minimum allowed number of vertices in a VBO.
1450                 Default is 500.
1451         */
1452         //driver->setMinHardwareBufferVertexCount(50);
1453
1454         scene::ISceneManager* smgr = device->getSceneManager();
1455
1456         guienv = device->getGUIEnvironment();
1457         gui::IGUISkin* skin = guienv->getSkin();
1458         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1459         if(font)
1460                 skin->setFont(font);
1461         else
1462                 errorstream<<"WARNING: Font file was not found."
1463                                 " Using default font."<<std::endl;
1464         // If font was not found, this will get us one
1465         font = skin->getFont();
1466         assert(font);
1467         
1468         u32 text_height = font->getDimension(L"Hello, world!").Height;
1469         infostream<<"text_height="<<text_height<<std::endl;
1470
1471         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1472         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1473         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1474         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1475         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1476         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1477         
1478         /*
1479                 Preload some textures and stuff
1480         */
1481
1482         init_mapnode(); // Second call with g_texturesource set
1483
1484         /*
1485                 GUI stuff
1486         */
1487
1488         /*
1489                 If an error occurs, this is set to something and the
1490                 menu-game loop is restarted. It is then displayed before
1491                 the menu.
1492         */
1493         std::wstring error_message = L"";
1494
1495         // The password entered during the menu screen,
1496         std::string password;
1497
1498         /*
1499                 Menu-game loop
1500         */
1501         while(device->run() && kill == false)
1502         {
1503
1504                 // This is used for catching disconnects
1505                 try
1506                 {
1507
1508                         /*
1509                                 Clear everything from the GUIEnvironment
1510                         */
1511                         guienv->clear();
1512                         
1513                         /*
1514                                 We need some kind of a root node to be able to add
1515                                 custom gui elements directly on the screen.
1516                                 Otherwise they won't be automatically drawn.
1517                         */
1518                         guiroot = guienv->addStaticText(L"",
1519                                         core::rect<s32>(0, 0, 10000, 10000));
1520                         
1521                         /*
1522                                 Out-of-game menu loop.
1523
1524                                 Loop quits when menu returns proper parameters.
1525                         */
1526                         while(kill == false)
1527                         {
1528                                 // Cursor can be non-visible when coming from the game
1529                                 device->getCursorControl()->setVisible(true);
1530                                 // Some stuff are left to scene manager when coming from the game
1531                                 // (map at least?)
1532                                 smgr->clear();
1533                                 // Reset or hide the debug gui texts
1534                                 /*guitext->setText(L"Minetest-c55");
1535                                 guitext2->setVisible(false);
1536                                 guitext_info->setVisible(false);
1537                                 guitext_chat->setVisible(false);*/
1538                                 
1539                                 // Initialize menu data
1540                                 MainMenuData menudata;
1541                                 menudata.address = narrow_to_wide(address);
1542                                 menudata.name = narrow_to_wide(playername);
1543                                 menudata.port = narrow_to_wide(itos(port));
1544                                 menudata.fancy_trees = g_settings->getBool("new_style_leaves");
1545                                 menudata.smooth_lighting = g_settings->getBool("smooth_lighting");
1546                                 menudata.clouds_3d = g_settings->getBool("enable_3d_clouds");
1547                                 menudata.creative_mode = g_settings->getBool("creative_mode");
1548                                 menudata.enable_damage = g_settings->getBool("enable_damage");
1549
1550                                 GUIMainMenu *menu =
1551                                                 new GUIMainMenu(guienv, guiroot, -1, 
1552                                                         &g_menumgr, &menudata, g_gamecallback);
1553                                 menu->allowFocusRemoval(true);
1554
1555                                 if(error_message != L"")
1556                                 {
1557                                         errorstream<<"error_message = "
1558                                                         <<wide_to_narrow(error_message)<<std::endl;
1559
1560                                         GUIMessageMenu *menu2 =
1561                                                         new GUIMessageMenu(guienv, guiroot, -1, 
1562                                                                 &g_menumgr, error_message.c_str());
1563                                         menu2->drop();
1564                                         error_message = L"";
1565                                 }
1566
1567                                 video::IVideoDriver* driver = device->getVideoDriver();
1568                                 
1569                                 infostream<<"Created main menu"<<std::endl;
1570
1571                                 while(device->run() && kill == false)
1572                                 {
1573                                         if(menu->getStatus() == true)
1574                                                 break;
1575
1576                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));
1577                                         driver->beginScene(true, true, video::SColor(255,128,128,128));
1578
1579                                         drawMenuBackground(driver);
1580
1581                                         guienv->drawAll();
1582                                         
1583                                         driver->endScene();
1584                                         
1585                                         // On some computers framerate doesn't seem to be
1586                                         // automatically limited
1587                                         sleep_ms(25);
1588                                 }
1589                                 
1590                                 // Break out of menu-game loop to shut down cleanly
1591                                 if(device->run() == false || kill == true)
1592                                         break;
1593                                 
1594                                 infostream<<"Dropping main menu"<<std::endl;
1595
1596                                 menu->drop();
1597                                 
1598                                 // Delete map if requested
1599                                 if(menudata.delete_map)
1600                                 {
1601                                         bool r = fs::RecursiveDeleteContent(map_dir);
1602                                         if(r == false)
1603                                                 error_message = L"Delete failed";
1604                                         continue;
1605                                 }
1606
1607                                 playername = wide_to_narrow(menudata.name);
1608
1609                                 password = translatePassword(playername, menudata.password);
1610
1611                                 //infostream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1612
1613                                 address = wide_to_narrow(menudata.address);
1614                                 int newport = stoi(wide_to_narrow(menudata.port));
1615                                 if(newport != 0)
1616                                         port = newport;
1617                                 g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
1618                                 g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
1619                                 g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));
1620                                 g_settings->set("creative_mode", itos(menudata.creative_mode));
1621                                 g_settings->set("enable_damage", itos(menudata.enable_damage));
1622                                 
1623                                 // NOTE: These are now checked server side; no need to do it
1624                                 //       here, so let's not do it here.
1625                                 /*// Check for valid parameters, restart menu if invalid.
1626                                 if(playername == "")
1627                                 {
1628                                         error_message = L"Name required.";
1629                                         continue;
1630                                 }
1631                                 // Check that name has only valid chars
1632                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1633                                 {
1634                                         error_message = L"Characters allowed: "
1635                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1636                                         continue;
1637                                 }*/
1638
1639                                 // Save settings
1640                                 g_settings->set("name", playername);
1641                                 g_settings->set("address", address);
1642                                 g_settings->set("port", itos(port));
1643                                 // Update configuration file
1644                                 if(configpath != "")
1645                                         g_settings->updateConfigFile(configpath.c_str());
1646                         
1647                                 // Continue to game
1648                                 break;
1649                         }
1650                         
1651                         // Break out of menu-game loop to shut down cleanly
1652                         if(device->run() == false)
1653                                 break;
1654                         
1655                         // Initialize mapnode again to enable changed graphics settings
1656                         init_mapnode();
1657
1658                         /*
1659                                 Run game
1660                         */
1661                         the_game(
1662                                 kill,
1663                                 random_input,
1664                                 input,
1665                                 device,
1666                                 font,
1667                                 map_dir,
1668                                 playername,
1669                                 password,
1670                                 address,
1671                                 port,
1672                                 error_message,
1673                                 configpath
1674                         );
1675
1676                 } //try
1677                 catch(con::PeerNotFoundException &e)
1678                 {
1679                         errorstream<<"Connection error (timed out?)"<<std::endl;
1680                         error_message = L"Connection error (timed out?)";
1681                 }
1682                 catch(SocketException &e)
1683                 {
1684                         errorstream<<"Socket error (port already in use?)"<<std::endl;
1685                         error_message = L"Socket error (port already in use?)";
1686                 }
1687 #ifdef NDEBUG
1688                 catch(std::exception &e)
1689                 {
1690                         std::string narrow_message = "Some exception, what()=\"";
1691                         narrow_message += e.what();
1692                         narrow_message += "\"";
1693                         errorstream<<narrow_message<<std::endl;
1694                         error_message = narrow_to_wide(narrow_message);
1695                 }
1696 #endif
1697
1698         } // Menu-game loop
1699         
1700         delete input;
1701
1702         /*
1703                 In the end, delete the Irrlicht device.
1704         */
1705         device->drop();
1706         
1707         END_DEBUG_EXCEPTION_HANDLER(errorstream)
1708         
1709         debugstreams_deinit();
1710         
1711         return 0;
1712 }
1713
1714 //END
1715