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