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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 Old, wild and random suggestions that probably won't be done:\r
31 -------------------------------------------------------------\r
32 \r
33 SUGG: If player is on ground, mainly fetch ground-level blocks\r
34 \r
35 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
36       - This enables saving many packets and making a faster connection\r
37           - This also enables server to check if client has received the\r
38             most recent block sent, for example.\r
39 SUGG: Add a sane bandwidth throttling system to Connection\r
40 \r
41 SUGG: More fine-grained control of client's dumping of blocks from\r
42       memory\r
43           - ...What does this mean in the first place?\r
44 \r
45 SUGG: A map editing mode (similar to dedicated server mode)\r
46 \r
47 SUGG: Transfer more blocks in a single packet\r
48 SUGG: A blockdata combiner class, to which blocks are added and at\r
49       destruction it sends all the stuff in as few packets as possible.\r
50 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
51       it by sending more stuff in a single packet.\r
52           - Add a packet queue to RemoteClient, from which packets will be\r
53             combined with object data packets\r
54                 - This is not exactly trivial: the object data packets are\r
55                   sometimes very big by themselves\r
56           - This might not give much network performance gain though.\r
57 \r
58 SUGG: Precalculate lighting translation table at runtime (at startup)\r
59       - This is not doable because it is currently hand-made and not\r
60             based on some mathematical function.\r
61                 - Note: This has been changing lately\r
62 \r
63 SUGG: A version number to blocks, which increments when the block is\r
64       modified (node add/remove, water update, lighting update)\r
65           - This can then be used to make sure the most recent version of\r
66             a block has been sent to client, for example\r
67 \r
68 SUGG: Make the amount of blocks sending to client and the total\r
69           amount of blocks dynamically limited. Transferring blocks is the\r
70           main network eater of this system, so it is the one that has\r
71           to be throttled so that RTTs stay low.\r
72 \r
73 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
74       different directions and then only those drawn that need to be\r
75 \r
76 SUGG: Calculate lighting per vertex to get a lighting effect like in\r
77       bartwe's game\r
78 \r
79 SUGG: Background music based on cellular automata?\r
80       http://www.earslap.com/projectslab/otomata\r
81 \r
82 SUGG: Simple light color information to air\r
83 \r
84 SUGG: Server-side objects could be moved based on nodes to enable very\r
85       lightweight operation and simple AI\r
86         - Not practical; client would still need to show smooth movement.\r
87 \r
88 SUGG: Make a system for pregenerating quick information for mapblocks, so\r
89           that the client can show them as cubes before they are actually sent\r
90           or even generated.\r
91 \r
92 Gaming ideas:\r
93 -------------\r
94 \r
95 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
96 - The player could go faster by a crafting a boat, or riding an animal\r
97 - Random NPC traders. what else?\r
98 \r
99 Game content:\r
100 -------------\r
101 \r
102 - When furnace is destroyed, move items to player's inventory\r
103 - Add lots of stuff\r
104 - Glass blocks\r
105 - Growing grass, decaying leaves\r
106         - This can be done in the active blocks I guess.\r
107         - Lots of stuff can be done in the active blocks.\r
108         - Uh, is there an active block list somewhere? I think not. Add it.\r
109 - Breaking weak structures\r
110         - This can probably be accomplished in the same way as grass\r
111 - Player health points\r
112         - When player dies, throw items on map (needs better item-on-map\r
113           implementation)\r
114 - Cobble to get mossy if near water\r
115 - More slots in furnace source list, so that multiple ingredients\r
116   are possible.\r
117 - Keys to chests?\r
118 \r
119 - The Treasure Guard; a big monster with a hammer\r
120         - The hammer does great damage, shakes the ground and removes a block\r
121         - You can drop on top of it, and have some time to attack there\r
122           before he shakes you off\r
123 \r
124 - Maybe the difficulty could come from monsters getting tougher in\r
125   far-away places, and the player starting to need something from\r
126   there when time goes by.\r
127   - The player would have some of that stuff at the beginning, and\r
128     would need new supplies of it when it runs out\r
129 \r
130 - A bomb\r
131 - A spread-items-on-map routine for the bomb, and for dying players\r
132 \r
133 - Fighting:\r
134   - Proper sword swing simulation\r
135   - Player should get damage from colliding to a wall at high speed\r
136 \r
137 Documentation:\r
138 --------------\r
139 \r
140 Build system / running:\r
141 -----------------------\r
142 \r
143 Networking and serialization:\r
144 -----------------------------\r
145 \r
146 SUGG: Fix address to be ipv6 compatible\r
147 \r
148 User Interface:\r
149 ---------------\r
150 \r
151 Graphics:\r
152 ---------\r
153 \r
154 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
155       can be used\r
156       - That is >500 vertices\r
157           - This is not easy; all the MapBlocks close to the player would\r
158             still need to be drawn separately and combining the blocks\r
159                 would have to happen in a background thread\r
160 \r
161 SUGG: Make fetching sector's blocks more efficient when rendering\r
162       sectors that have very large amounts of blocks (on client)\r
163           - Is this necessary at all?\r
164 \r
165 TODO: Flowing water animation\r
166 \r
167 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
168       animating them is easier.\r
169 \r
170 SUGG: Option for enabling proper alpha channel for textures\r
171 TODO: A setting for enabling bilinear filtering for textures\r
172 \r
173 TODO: Better control of draw_control.wanted_max_blocks\r
174 \r
175 TODO: Block mesh generator to tile properly on smooth lighting\r
176 \r
177 TODO: Further investigate the use of GPU lighting in addition to the\r
178       current one\r
179 \r
180 TODO: Quick drawing of huge distances according to heightmap has to be\r
181       tested once again.\r
182 \r
183 Configuration:\r
184 --------------\r
185 \r
186 Client:\r
187 -------\r
188 \r
189 TODO: Untie client network operations from framerate\r
190       - Needs some input queues or something\r
191           - This won't give much performance boost because calculating block\r
192             meshes takes so long\r
193 \r
194 SUGG: Make morning and evening transition more smooth and maybe shorter\r
195 \r
196 TODO: Don't update all meshes always on single node changes, but\r
197       check which ones should be updated\r
198           - implement Map::updateNodeMeshes() and the usage of it\r
199           - It will give almost always a 4x boost in mesh update performance.\r
200 \r
201 - A weapon engine\r
202 \r
203 - Tool/weapon visualization\r
204 \r
205 FIXME: When disconnected to the menu, memory is not freed properly\r
206 \r
207 Server:\r
208 -------\r
209 \r
210 SUGG: Make an option to the server to disable building and digging near\r
211       the starting position\r
212 \r
213 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
214 \r
215 * Fix the problem with the server constantly saving one or a few\r
216   blocks? List the first saved block, maybe it explains.\r
217   - It is probably caused by oscillating water\r
218 * Make a small history check to transformLiquids to detect and log\r
219   continuous oscillations, in such detail that they can be fixed.\r
220 \r
221 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
222        from big caves and such\r
223 \r
224 * Take player's walking direction into account in GetNextBlocks\r
225 \r
226 TODO: Map saving should be done by EmergeThread\r
227 \r
228 Environment:\r
229 ------------\r
230 \r
231 TODO: A list of "active blocks" in which stuff happens.\r
232         + Add a never-resetted game timer to the server\r
233         + Add a timestamp value to blocks\r
234         + The simple rule: All blocks near some player are "active"\r
235         - Do stuff in real time in active blocks\r
236                 + Handle objects\r
237                 TODO: Make proper hooks in here\r
238                 - Grow grass, delete leaves without a tree\r
239                 - Spawn some mobs based on some rules\r
240                 - Transform cobble to mossy cobble near water\r
241                 - Run a custom script\r
242                 - ...And all kinds of other dynamic stuff\r
243         + Keep track of when a block becomes active and becomes inactive\r
244         + When a block goes inactive:\r
245                 + Store objects statically to block\r
246                 + Store timer value as the timestamp\r
247         + When a block goes active:\r
248                 + Create active objects out of static objects\r
249                 TODO: Make proper hooks in here\r
250                 - Simulate the results of what would have happened if it would have\r
251                   been active for all the time\r
252                         - Grow a lot of grass and so on\r
253         + Initially it is fine to send information about every active object\r
254           to every player. Eventually it should be modified to only send info\r
255           about the nearest ones.\r
256                 + This was left to be done by the old system and it sends only the\r
257                   nearest ones.\r
258 \r
259 Objects:\r
260 --------\r
261 \r
262 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
263         - Skipping the MapBlockObject data is nasty - there is no "total\r
264           length" stored; have to make a SkipMBOs function which contains\r
265           enough of the current code to skip them properly.\r
266 \r
267 SUGG: MovingObject::move and Player::move are basically the same.\r
268       combine them.\r
269         - NOTE: Player::move is more up-to-date.\r
270         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
271         - NOTE: MovingObject will be deleted (MapBlockObject)\r
272 \r
273 TODO: Add a long step function to objects that is called with the time\r
274       difference when block activates\r
275 \r
276 Map:\r
277 ----\r
278 \r
279 TODO: Mineral and ground material properties\r
280       - This way mineral ground toughness can be calculated with just\r
281             some formula, as well as tool strengths\r
282 \r
283 TODO: Flowing water to actually contain flow direction information\r
284       - There is a space for this - it just has to be implemented.\r
285 \r
286 SUGG: Erosion simulation at map generation time\r
287         - Simulate water flows, which would carve out dirt fast and\r
288           then turn stone into gravel and sand and relocate it.\r
289         - How about relocating minerals, too? Coal and gold in\r
290           downstream sand and gravel would be kind of cool\r
291           - This would need a better way of handling minerals, mainly\r
292                 to have mineral content as a separate field. the first\r
293                 parameter field is free for this.\r
294         - Simulate rock falling from cliffs when water has removed\r
295           enough solid rock from the bottom\r
296 \r
297 SUGG: Try out the notch way of generating maps, that is, make bunches\r
298       of low-res 3d noise and interpolate linearly.\r
299 \r
300 Mapgen v2 (the current one):\r
301 * Possibly add some kind of erosion and other stuff\r
302 * Better water generation (spread it to underwater caverns but don't\r
303   fill dungeons that don't touch big water masses)\r
304 * When generating a chunk and the neighboring chunk doesn't have mud\r
305   and stuff yet and the ground is fairly flat, the mud will flow to\r
306   the other chunk making nasty straight walls when the other chunk\r
307   is generated. Fix it. Maybe just a special case if the ground is\r
308   flat?\r
309 * Consider not updating this one and make a good mainly block-based\r
310   generator\r
311 \r
312 SUGG: Make two "modified states", one that forces the block to be saved at\r
313         the next save event, and one that makes the block to be saved at exit\r
314         time.\r
315 \r
316 TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
317         blocks that contain eg. trees from neighboring generations but haven't\r
318         been generated itself. This is required for the future generator.\r
319 \r
320 Misc. stuff:\r
321 ------------\r
322 * Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
323   - ...Or maybe move content_features to material.{h,cpp}?\r
324 \r
325 Making it more portable:\r
326 ------------------------\r
327  \r
328 Stuff to do before release:\r
329 ---------------------------\r
330 \r
331 Fixes to the current release:\r
332 -----------------------------\r
333 \r
334 Stuff to do after release:\r
335 ---------------------------\r
336 - Make sure server handles removing grass when a block is placed (etc)\r
337     - The client should not do it by itself\r
338 - Block cube placement around player's head\r
339 - Protocol version field\r
340 - Consider getting some textures from cisoun's texture pack\r
341         - Ask from Cisoun\r
342 - Make sure the fence implementation and data format is good\r
343         - Think about using same bits for material for fences and doors, for\r
344         example\r
345 - Finish the ActiveBlockModifier stuff and use it for something\r
346 - Move mineral to param2, increment map serialization version, add conversion\r
347 \r
348 ======================================================================\r
349 \r
350 */\r
351 \r
352 #ifdef NDEBUG\r
353         #ifdef _WIN32\r
354                 #pragma message ("Disabling unit tests")\r
355         #else\r
356                 #warning "Disabling unit tests"\r
357         #endif\r
358         // Disable unit tests\r
359         #define ENABLE_TESTS 0\r
360 #else\r
361         // Enable unit tests\r
362         #define ENABLE_TESTS 1\r
363 #endif\r
364 \r
365 #ifdef _MSC_VER\r
366         #pragma comment(lib, "Irrlicht.lib")\r
367         //#pragma comment(lib, "jthread.lib")\r
368         #pragma comment(lib, "zlibwapi.lib")\r
369         #pragma comment(lib, "Shell32.lib")\r
370         // This would get rid of the console window\r
371         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
372 #endif\r
373 \r
374 #include <iostream>\r
375 #include <fstream>\r
376 //#include <jmutexautolock.h>\r
377 #include <locale.h>\r
378 #include "main.h"\r
379 #include "common_irrlicht.h"\r
380 #include "debug.h"\r
381 //#include "map.h"\r
382 //#include "player.h"\r
383 #include "test.h"\r
384 #include "server.h"\r
385 //#include "client.h"\r
386 #include "constants.h"\r
387 #include "porting.h"\r
388 #include "gettime.h"\r
389 #include "guiMessageMenu.h"\r
390 #include "filesys.h"\r
391 #include "config.h"\r
392 #include "guiMainMenu.h"\r
393 #include "mineral.h"\r
394 //#include "noise.h"\r
395 //#include "tile.h"\r
396 #include "materials.h"\r
397 #include "game.h"\r
398 #include "keycode.h"\r
399 \r
400 // This makes textures\r
401 ITextureSource *g_texturesource = NULL;\r
402 \r
403 /*\r
404         Settings.\r
405         These are loaded from the config file.\r
406 */\r
407 \r
408 Settings g_settings;\r
409 // This is located in defaultsettings.cpp\r
410 extern void set_default_settings();\r
411 \r
412 // Global profiler\r
413 Profiler g_profiler;\r
414 \r
415 /*\r
416         Random stuff\r
417 */\r
418 \r
419 /*\r
420         GUI Stuff\r
421 */\r
422 \r
423 gui::IGUIEnvironment* guienv = NULL;\r
424 gui::IGUIStaticText *guiroot = NULL;\r
425 \r
426 MainMenuManager g_menumgr;\r
427 \r
428 bool noMenuActive()\r
429 {\r
430         return (g_menumgr.menuCount() == 0);\r
431 }\r
432 \r
433 // Passed to menus to allow disconnecting and exiting\r
434 \r
435 MainGameCallback *g_gamecallback = NULL;\r
436 \r
437 /*\r
438         Debug streams\r
439 */\r
440 \r
441 // Connection\r
442 std::ostream *dout_con_ptr = &dummyout;\r
443 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
444 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
445 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
446 //std::ostream *dout_con_ptr = &dstream;\r
447 //std::ostream *derr_con_ptr = &dstream;\r
448 \r
449 // Server\r
450 std::ostream *dout_server_ptr = &dstream;\r
451 std::ostream *derr_server_ptr = &dstream;\r
452 \r
453 // Client\r
454 std::ostream *dout_client_ptr = &dstream;\r
455 std::ostream *derr_client_ptr = &dstream;\r
456 \r
457 /*\r
458         gettime.h implementation\r
459 */\r
460 \r
461 // A small helper class\r
462 class TimeGetter\r
463 {\r
464 public:\r
465         virtual u32 getTime() = 0;\r
466 };\r
467 \r
468 // A precise irrlicht one\r
469 class IrrlichtTimeGetter: public TimeGetter\r
470 {\r
471 public:\r
472         IrrlichtTimeGetter(IrrlichtDevice *device):\r
473                 m_device(device)\r
474         {}\r
475         u32 getTime()\r
476         {\r
477                 if(m_device == NULL)\r
478                         return 0;\r
479                 return m_device->getTimer()->getRealTime();\r
480         }\r
481 private:\r
482         IrrlichtDevice *m_device;\r
483 };\r
484 // Not so precise one which works without irrlicht\r
485 class SimpleTimeGetter: public TimeGetter\r
486 {\r
487 public:\r
488         u32 getTime()\r
489         {\r
490                 return porting::getTimeMs();\r
491         }\r
492 };\r
493 \r
494 // A pointer to a global instance of the time getter\r
495 // TODO: why?\r
496 TimeGetter *g_timegetter = NULL;\r
497 \r
498 u32 getTimeMs()\r
499 {\r
500         if(g_timegetter == NULL)\r
501                 return 0;\r
502         return g_timegetter->getTime();\r
503 }\r
504 \r
505 /*\r
506         Event handler for Irrlicht\r
507 \r
508         NOTE: Everything possible should be moved out from here,\r
509               probably to InputHandler and the_game\r
510 */\r
511 \r
512 class MyEventReceiver : public IEventReceiver\r
513 {\r
514 public:\r
515         // This is the one method that we have to implement\r
516         virtual bool OnEvent(const SEvent& event)\r
517         {\r
518                 /*\r
519                         React to nothing here if a menu is active\r
520                 */\r
521                 if(noMenuActive() == false)\r
522                 {\r
523                         return false;\r
524                 }\r
525 \r
526                 // Remember whether each key is down or up\r
527                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
528                 {\r
529                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
530 \r
531                         if(event.KeyInput.PressedDown)\r
532                                 keyWasDown[event.KeyInput.Key] = true;\r
533                 }\r
534 \r
535                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
536                 {\r
537                         if(noMenuActive() == false)\r
538                         {\r
539                                 left_active = false;\r
540                                 middle_active = false;\r
541                                 right_active = false;\r
542                         }\r
543                         else\r
544                         {\r
545                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
546                                 left_active = event.MouseInput.isLeftPressed();\r
547                                 middle_active = event.MouseInput.isMiddlePressed();\r
548                                 right_active = event.MouseInput.isRightPressed();\r
549 \r
550                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
551                                 {\r
552                                         leftclicked = true;\r
553                                 }\r
554                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
555                                 {\r
556                                         rightclicked = true;\r
557                                 }\r
558                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
559                                 {\r
560                                         leftreleased = true;\r
561                                 }\r
562                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
563                                 {\r
564                                         rightreleased = true;\r
565                                 }\r
566                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
567                                 {\r
568                                         mouse_wheel += event.MouseInput.Wheel;\r
569                                 }\r
570                         }\r
571                 }\r
572 \r
573                 return false;\r
574         }\r
575 \r
576         bool IsKeyDown(EKEY_CODE keyCode) const\r
577         {\r
578                 return keyIsDown[keyCode];\r
579         }\r
580         \r
581         // Checks whether a key was down and resets the state\r
582         bool WasKeyDown(EKEY_CODE keyCode)\r
583         {\r
584                 bool b = keyWasDown[keyCode];\r
585                 keyWasDown[keyCode] = false;\r
586                 return b;\r
587         }\r
588 \r
589         s32 getMouseWheel()\r
590         {\r
591                 s32 a = mouse_wheel;\r
592                 mouse_wheel = 0;\r
593                 return a;\r
594         }\r
595 \r
596         void clearInput()\r
597         {\r
598                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
599                 {\r
600                         keyIsDown[i] = false;\r
601                         keyWasDown[i] = false;\r
602                 }\r
603                 \r
604                 leftclicked = false;\r
605                 rightclicked = false;\r
606                 leftreleased = false;\r
607                 rightreleased = false;\r
608 \r
609                 left_active = false;\r
610                 middle_active = false;\r
611                 right_active = false;\r
612 \r
613                 mouse_wheel = 0;\r
614         }\r
615 \r
616         MyEventReceiver()\r
617         {\r
618                 clearInput();\r
619         }\r
620 \r
621         bool leftclicked;\r
622         bool rightclicked;\r
623         bool leftreleased;\r
624         bool rightreleased;\r
625 \r
626         bool left_active;\r
627         bool middle_active;\r
628         bool right_active;\r
629 \r
630         s32 mouse_wheel;\r
631 \r
632 private:\r
633         IrrlichtDevice *m_device;\r
634         \r
635         // The current state of keys\r
636         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
637         // Whether a key has been pressed or not\r
638         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
639 };\r
640 \r
641 /*\r
642         Separated input handler\r
643 */\r
644 \r
645 class RealInputHandler : public InputHandler\r
646 {\r
647 public:\r
648         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
649                 m_device(device),\r
650                 m_receiver(receiver)\r
651         {\r
652         }\r
653         virtual bool isKeyDown(EKEY_CODE keyCode)\r
654         {\r
655                 return m_receiver->IsKeyDown(keyCode);\r
656         }\r
657         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
658         {\r
659                 return m_receiver->WasKeyDown(keyCode);\r
660         }\r
661         virtual v2s32 getMousePos()\r
662         {\r
663                 return m_device->getCursorControl()->getPosition();\r
664         }\r
665         virtual void setMousePos(s32 x, s32 y)\r
666         {\r
667                 m_device->getCursorControl()->setPosition(x, y);\r
668         }\r
669 \r
670         virtual bool getLeftState()\r
671         {\r
672                 return m_receiver->left_active;\r
673         }\r
674         virtual bool getRightState()\r
675         {\r
676                 return m_receiver->right_active;\r
677         }\r
678         \r
679         virtual bool getLeftClicked()\r
680         {\r
681                 return m_receiver->leftclicked;\r
682         }\r
683         virtual bool getRightClicked()\r
684         {\r
685                 return m_receiver->rightclicked;\r
686         }\r
687         virtual void resetLeftClicked()\r
688         {\r
689                 m_receiver->leftclicked = false;\r
690         }\r
691         virtual void resetRightClicked()\r
692         {\r
693                 m_receiver->rightclicked = false;\r
694         }\r
695 \r
696         virtual bool getLeftReleased()\r
697         {\r
698                 return m_receiver->leftreleased;\r
699         }\r
700         virtual bool getRightReleased()\r
701         {\r
702                 return m_receiver->rightreleased;\r
703         }\r
704         virtual void resetLeftReleased()\r
705         {\r
706                 m_receiver->leftreleased = false;\r
707         }\r
708         virtual void resetRightReleased()\r
709         {\r
710                 m_receiver->rightreleased = false;\r
711         }\r
712 \r
713         virtual s32 getMouseWheel()\r
714         {\r
715                 return m_receiver->getMouseWheel();\r
716         }\r
717 \r
718         void clear()\r
719         {\r
720                 m_receiver->clearInput();\r
721         }\r
722 private:\r
723         IrrlichtDevice *m_device;\r
724         MyEventReceiver *m_receiver;\r
725 };\r
726 \r
727 class RandomInputHandler : public InputHandler\r
728 {\r
729 public:\r
730         RandomInputHandler()\r
731         {\r
732                 leftdown = false;\r
733                 rightdown = false;\r
734                 leftclicked = false;\r
735                 rightclicked = false;\r
736                 leftreleased = false;\r
737                 rightreleased = false;\r
738                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
739                         keydown[i] = false;\r
740         }\r
741         virtual bool isKeyDown(EKEY_CODE keyCode)\r
742         {\r
743                 return keydown[keyCode];\r
744         }\r
745         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
746         {\r
747                 return false;\r
748         }\r
749         virtual v2s32 getMousePos()\r
750         {\r
751                 return mousepos;\r
752         }\r
753         virtual void setMousePos(s32 x, s32 y)\r
754         {\r
755                 mousepos = v2s32(x,y);\r
756         }\r
757 \r
758         virtual bool getLeftState()\r
759         {\r
760                 return leftdown;\r
761         }\r
762         virtual bool getRightState()\r
763         {\r
764                 return rightdown;\r
765         }\r
766 \r
767         virtual bool getLeftClicked()\r
768         {\r
769                 return leftclicked;\r
770         }\r
771         virtual bool getRightClicked()\r
772         {\r
773                 return rightclicked;\r
774         }\r
775         virtual void resetLeftClicked()\r
776         {\r
777                 leftclicked = false;\r
778         }\r
779         virtual void resetRightClicked()\r
780         {\r
781                 rightclicked = false;\r
782         }\r
783 \r
784         virtual bool getLeftReleased()\r
785         {\r
786                 return leftreleased;\r
787         }\r
788         virtual bool getRightReleased()\r
789         {\r
790                 return rightreleased;\r
791         }\r
792         virtual void resetLeftReleased()\r
793         {\r
794                 leftreleased = false;\r
795         }\r
796         virtual void resetRightReleased()\r
797         {\r
798                 rightreleased = false;\r
799         }\r
800 \r
801         virtual s32 getMouseWheel()\r
802         {\r
803                 return 0;\r
804         }\r
805 \r
806         virtual void step(float dtime)\r
807         {\r
808                 {\r
809                         static float counter1 = 0;\r
810                         counter1 -= dtime;\r
811                         if(counter1 < 0.0)\r
812                         {\r
813                                 counter1 = 0.1*Rand(1, 40);\r
814                                 keydown[getKeySetting("keymap_jump")] =\r
815                                                 !keydown[getKeySetting("keymap_jump")];\r
816                         }\r
817                 }\r
818                 {\r
819                         static float counter1 = 0;\r
820                         counter1 -= dtime;\r
821                         if(counter1 < 0.0)\r
822                         {\r
823                                 counter1 = 0.1*Rand(1, 40);\r
824                                 keydown[getKeySetting("keymap_special1")] =\r
825                                                 !keydown[getKeySetting("keymap_special1")];\r
826                         }\r
827                 }\r
828                 {\r
829                         static float counter1 = 0;\r
830                         counter1 -= dtime;\r
831                         if(counter1 < 0.0)\r
832                         {\r
833                                 counter1 = 0.1*Rand(1, 40);\r
834                                 keydown[getKeySetting("keymap_forward")] =\r
835                                                 !keydown[getKeySetting("keymap_forward")];\r
836                         }\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_left")] =\r
845                                                 !keydown[getKeySetting("keymap_left")];\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, 20);\r
854                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
855                         }\r
856                 }\r
857                 {\r
858                         static float counter1 = 0;\r
859                         counter1 -= dtime;\r
860                         if(counter1 < 0.0)\r
861                         {\r
862                                 counter1 = 0.1*Rand(1, 30);\r
863                                 leftdown = !leftdown;\r
864                                 if(leftdown)\r
865                                         leftclicked = true;\r
866                                 if(!leftdown)\r
867                                         leftreleased = true;\r
868                         }\r
869                 }\r
870                 {\r
871                         static float counter1 = 0;\r
872                         counter1 -= dtime;\r
873                         if(counter1 < 0.0)\r
874                         {\r
875                                 counter1 = 0.1*Rand(1, 15);\r
876                                 rightdown = !rightdown;\r
877                                 if(rightdown)\r
878                                         rightclicked = true;\r
879                                 if(!rightdown)\r
880                                         rightreleased = true;\r
881                         }\r
882                 }\r
883                 mousepos += mousespeed;\r
884         }\r
885 \r
886         s32 Rand(s32 min, s32 max)\r
887         {\r
888                 return (myrand()%(max-min+1))+min;\r
889         }\r
890 private:\r
891         bool keydown[KEY_KEY_CODES_COUNT];\r
892         v2s32 mousepos;\r
893         v2s32 mousespeed;\r
894         bool leftdown;\r
895         bool rightdown;\r
896         bool leftclicked;\r
897         bool rightclicked;\r
898         bool leftreleased;\r
899         bool rightreleased;\r
900 };\r
901 \r
902 // These are defined global so that they're not optimized too much.\r
903 // Can't change them to volatile.\r
904 s16 temp16;\r
905 f32 tempf;\r
906 v3f tempv3f1;\r
907 v3f tempv3f2;\r
908 std::string tempstring;\r
909 std::string tempstring2;\r
910 \r
911 void SpeedTests()\r
912 {\r
913         {\r
914                 dstream<<"The following test should take around 20ms."<<std::endl;\r
915                 TimeTaker timer("Testing std::string speed");\r
916                 const u32 jj = 10000;\r
917                 for(u32 j=0; j<jj; j++)\r
918                 {\r
919                         tempstring = "";\r
920                         tempstring2 = "";\r
921                         const u32 ii = 10;\r
922                         for(u32 i=0; i<ii; i++){\r
923                                 tempstring2 += "asd";\r
924                         }\r
925                         for(u32 i=0; i<ii+1; i++){\r
926                                 tempstring += "asd";\r
927                                 if(tempstring == tempstring2)\r
928                                         break;\r
929                         }\r
930                 }\r
931         }\r
932         \r
933         dstream<<"All of the following tests should take around 100ms each."\r
934                         <<std::endl;\r
935 \r
936         {\r
937                 TimeTaker timer("Testing floating-point conversion speed");\r
938                 tempf = 0.001;\r
939                 for(u32 i=0; i<4000000; i++){\r
940                         temp16 += tempf;\r
941                         tempf += 0.001;\r
942                 }\r
943         }\r
944         \r
945         {\r
946                 TimeTaker timer("Testing floating-point vector speed");\r
947 \r
948                 tempv3f1 = v3f(1,2,3);\r
949                 tempv3f2 = v3f(4,5,6);\r
950                 for(u32 i=0; i<10000000; i++){\r
951                         tempf += tempv3f1.dotProduct(tempv3f2);\r
952                         tempv3f2 += v3f(7,8,9);\r
953                 }\r
954         }\r
955 \r
956         {\r
957                 TimeTaker timer("Testing core::map speed");\r
958                 \r
959                 core::map<v2s16, f32> map1;\r
960                 tempf = -324;\r
961                 const s16 ii=300;\r
962                 for(s16 y=0; y<ii; y++){\r
963                         for(s16 x=0; x<ii; x++){\r
964                                 map1.insert(v2s16(x,y), tempf);\r
965                                 tempf += 1;\r
966                         }\r
967                 }\r
968                 for(s16 y=ii-1; y>=0; y--){\r
969                         for(s16 x=0; x<ii; x++){\r
970                                 tempf = map1[v2s16(x,y)];\r
971                         }\r
972                 }\r
973         }\r
974 \r
975         {\r
976                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
977                 TimeTaker timer("Testing mutex speed");\r
978                 \r
979                 JMutex m;\r
980                 m.Init();\r
981                 u32 n = 0;\r
982                 u32 i = 0;\r
983                 do{\r
984                         n += 10000;\r
985                         for(; i<n; i++){\r
986                                 m.Lock();\r
987                                 m.Unlock();\r
988                         }\r
989                 }\r
990                 // Do at least 10ms\r
991                 while(timer.getTime() < 10);\r
992 \r
993                 u32 dtime = timer.stop();\r
994                 u32 per_ms = n / dtime;\r
995                 std::cout<<"Done. "<<dtime<<"ms, "\r
996                                 <<per_ms<<"/ms"<<std::endl;\r
997         }\r
998 }\r
999 \r
1000 void drawMenuBackground(video::IVideoDriver* driver)\r
1001 {\r
1002         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1003                 \r
1004         video::ITexture *bgtexture =\r
1005                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1006         if(bgtexture)\r
1007         {\r
1008                 s32 texturesize = 128;\r
1009                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1010                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1011                 \r
1012                 for(s32 y=0; y<tiled_y; y++)\r
1013                 for(s32 x=0; x<tiled_x; x++)\r
1014                 {\r
1015                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1016                         rect += v2s32(x*texturesize, y*texturesize);\r
1017                         driver->draw2DImage(bgtexture, rect,\r
1018                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1019                                 core::dimension2di(bgtexture->getSize())),\r
1020                                 NULL, NULL, true);\r
1021                 }\r
1022         }\r
1023         \r
1024         video::ITexture *logotexture =\r
1025                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1026         if(logotexture)\r
1027         {\r
1028                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1029                                 logotexture->getOriginalSize().Height);\r
1030                 logosize *= 4;\r
1031 \r
1032                 video::SColor bgcolor(255,50,50,50);\r
1033                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1034                                 screensize.Width, screensize.Height);\r
1035                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1036 \r
1037                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1038                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1039                 rect -= v2s32(logosize.X/2, 0);\r
1040                 driver->draw2DImage(logotexture, rect,\r
1041                         core::rect<s32>(core::position2d<s32>(0,0),\r
1042                         core::dimension2di(logotexture->getSize())),\r
1043                         NULL, NULL, true);\r
1044         }\r
1045 }\r
1046 \r
1047 int main(int argc, char *argv[])\r
1048 {\r
1049         /*\r
1050                 Initialization\r
1051         */\r
1052 \r
1053         // Set locale. This is for forcing '.' as the decimal point.\r
1054         std::locale::global(std::locale("C"));\r
1055         // This enables printing all characters in bitmap font\r
1056         setlocale(LC_CTYPE, "en_US");\r
1057 \r
1058         /*\r
1059                 Parse command line\r
1060         */\r
1061         \r
1062         // List all allowed options\r
1063         core::map<std::string, ValueSpec> allowed_options;\r
1064         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1065         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1066                         "Run server directly"));\r
1067         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1068                         "Load configuration from specified file"));\r
1069         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1070         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1071         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1072         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1073         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1074         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1075 #ifdef _WIN32\r
1076         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1077 #endif\r
1078         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1079 \r
1080         Settings cmd_args;\r
1081         \r
1082         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1083 \r
1084         if(ret == false || cmd_args.getFlag("help"))\r
1085         {\r
1086                 dstream<<"Allowed options:"<<std::endl;\r
1087                 for(core::map<std::string, ValueSpec>::Iterator\r
1088                                 i = allowed_options.getIterator();\r
1089                                 i.atEnd() == false; i++)\r
1090                 {\r
1091                         dstream<<"  --"<<i.getNode()->getKey();\r
1092                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1093                         {\r
1094                         }\r
1095                         else\r
1096                         {\r
1097                                 dstream<<" <value>";\r
1098                         }\r
1099                         dstream<<std::endl;\r
1100 \r
1101                         if(i.getNode()->getValue().help != NULL)\r
1102                         {\r
1103                                 dstream<<"      "<<i.getNode()->getValue().help\r
1104                                                 <<std::endl;\r
1105                         }\r
1106                 }\r
1107 \r
1108                 return cmd_args.getFlag("help") ? 0 : 1;\r
1109         }\r
1110         \r
1111         /*\r
1112                 Low-level initialization\r
1113         */\r
1114 \r
1115         bool disable_stderr = false;\r
1116 #ifdef _WIN32\r
1117         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1118                 disable_stderr = true;\r
1119 #endif\r
1120 \r
1121         porting::signal_handler_init();\r
1122         bool &kill = *porting::signal_handler_killstatus();\r
1123         \r
1124         // Initialize porting::path_data and porting::path_userdata\r
1125         porting::initializePaths();\r
1126 \r
1127         // Initialize debug streams\r
1128 #ifdef RUN_IN_PLACE\r
1129         std::string debugfile = DEBUGFILE;\r
1130 #else\r
1131         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1132 #endif\r
1133         debugstreams_init(disable_stderr, debugfile.c_str());\r
1134         // Initialize debug stacks\r
1135         debug_stacks_init();\r
1136 \r
1137         DSTACK(__FUNCTION_NAME);\r
1138 \r
1139         // Create user data directory\r
1140         fs::CreateDir(porting::path_userdata);\r
1141         \r
1142         // Init material properties table\r
1143         initializeMaterialProperties();\r
1144 \r
1145         // Debug handler\r
1146         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1147 \r
1148         // Print startup message\r
1149         dstream<<DTIME<<"minetest-c55"\r
1150                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1151                         <<", "<<BUILD_INFO\r
1152                         <<std::endl;\r
1153         \r
1154         /*\r
1155                 Basic initialization\r
1156         */\r
1157 \r
1158         // Initialize default settings\r
1159         set_default_settings();\r
1160         \r
1161         // Initialize sockets\r
1162         sockets_init();\r
1163         atexit(sockets_cleanup);\r
1164         \r
1165         /*\r
1166                 Read config file\r
1167         */\r
1168         \r
1169         // Path of configuration file in use\r
1170         std::string configpath = "";\r
1171         \r
1172         if(cmd_args.exists("config"))\r
1173         {\r
1174                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1175                 if(r == false)\r
1176                 {\r
1177                         dstream<<"Could not read configuration from \""\r
1178                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1179                         return 1;\r
1180                 }\r
1181                 configpath = cmd_args.get("config");\r
1182         }\r
1183         else\r
1184         {\r
1185                 core::array<std::string> filenames;\r
1186                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1187 #ifdef RUN_IN_PLACE\r
1188                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1189 #endif\r
1190 \r
1191                 for(u32 i=0; i<filenames.size(); i++)\r
1192                 {\r
1193                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1194                         if(r)\r
1195                         {\r
1196                                 configpath = filenames[i];\r
1197                                 break;\r
1198                         }\r
1199                 }\r
1200                 \r
1201                 // If no path found, use the first one (menu creates the file)\r
1202                 if(configpath == "")\r
1203                         configpath = filenames[0];\r
1204         }\r
1205 \r
1206         // Initialize random seed\r
1207         srand(time(0));\r
1208         mysrand(time(0));\r
1209 \r
1210         /*\r
1211                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1212 \r
1213                 These are needed for unit tests at least.\r
1214         */\r
1215         \r
1216         // Initial call with g_texturesource not set.\r
1217         init_mapnode();\r
1218 \r
1219         /*\r
1220                 Run unit tests\r
1221         */\r
1222 \r
1223         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1224                         || cmd_args.getFlag("enable-unittests") == true)\r
1225         {\r
1226                 run_tests();\r
1227         }\r
1228         \r
1229         /*for(s16 y=-100; y<100; y++)\r
1230         for(s16 x=-100; x<100; x++)\r
1231         {\r
1232                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1233         }\r
1234         return 0;*/\r
1235         \r
1236         /*\r
1237                 Game parameters\r
1238         */\r
1239 \r
1240         // Port\r
1241         u16 port = 30000;\r
1242         if(cmd_args.exists("port"))\r
1243                 port = cmd_args.getU16("port");\r
1244         else if(g_settings.exists("port"))\r
1245                 port = g_settings.getU16("port");\r
1246         if(port == 0)\r
1247                 port = 30000;\r
1248         \r
1249         // Map directory\r
1250         std::string map_dir = porting::path_userdata+"/world";\r
1251         if(cmd_args.exists("map-dir"))\r
1252                 map_dir = cmd_args.get("map-dir");\r
1253         else if(g_settings.exists("map-dir"))\r
1254                 map_dir = g_settings.get("map-dir");\r
1255         \r
1256         // Run dedicated server if asked to\r
1257         if(cmd_args.getFlag("server"))\r
1258         {\r
1259                 DSTACK("Dedicated server branch");\r
1260 \r
1261                 // Create time getter\r
1262                 g_timegetter = new SimpleTimeGetter();\r
1263                 \r
1264                 // Create server\r
1265                 Server server(map_dir.c_str());\r
1266                 server.start(port);\r
1267                 \r
1268                 // Run server\r
1269                 dedicated_server_loop(server, kill);\r
1270 \r
1271                 return 0;\r
1272         }\r
1273 \r
1274 \r
1275         /*\r
1276                 More parameters\r
1277         */\r
1278         \r
1279         // Address to connect to\r
1280         std::string address = "";\r
1281         \r
1282         if(cmd_args.exists("address"))\r
1283         {\r
1284                 address = cmd_args.get("address");\r
1285         }\r
1286         else\r
1287         {\r
1288                 address = g_settings.get("address");\r
1289         }\r
1290         \r
1291         std::string playername = g_settings.get("name");\r
1292 \r
1293         /*\r
1294                 Device initialization\r
1295         */\r
1296 \r
1297         // Resolution selection\r
1298         \r
1299         bool fullscreen = false;\r
1300         u16 screenW = g_settings.getU16("screenW");\r
1301         u16 screenH = g_settings.getU16("screenH");\r
1302 \r
1303         // Determine driver\r
1304 \r
1305         video::E_DRIVER_TYPE driverType;\r
1306         \r
1307         std::string driverstring = g_settings.get("video_driver");\r
1308 \r
1309         if(driverstring == "null")\r
1310                 driverType = video::EDT_NULL;\r
1311         else if(driverstring == "software")\r
1312                 driverType = video::EDT_SOFTWARE;\r
1313         else if(driverstring == "burningsvideo")\r
1314                 driverType = video::EDT_BURNINGSVIDEO;\r
1315         else if(driverstring == "direct3d8")\r
1316                 driverType = video::EDT_DIRECT3D8;\r
1317         else if(driverstring == "direct3d9")\r
1318                 driverType = video::EDT_DIRECT3D9;\r
1319         else if(driverstring == "opengl")\r
1320                 driverType = video::EDT_OPENGL;\r
1321         else\r
1322         {\r
1323                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1324                                 "to opengl"<<std::endl;\r
1325                 driverType = video::EDT_OPENGL;\r
1326         }\r
1327 \r
1328         /*\r
1329                 Create device and exit if creation failed\r
1330         */\r
1331 \r
1332         MyEventReceiver receiver;\r
1333 \r
1334         IrrlichtDevice *device;\r
1335         device = createDevice(driverType,\r
1336                         core::dimension2d<u32>(screenW, screenH),\r
1337                         16, fullscreen, false, false, &receiver);\r
1338 \r
1339         if (device == 0)\r
1340                 return 1; // could not create selected driver.\r
1341         \r
1342         // Set device in game parameters\r
1343         device = device;\r
1344         \r
1345         // Create time getter\r
1346         g_timegetter = new IrrlichtTimeGetter(device);\r
1347         \r
1348         // Create game callback for menus\r
1349         g_gamecallback = new MainGameCallback(device);\r
1350         \r
1351         // Create texture source\r
1352         g_texturesource = new TextureSource(device);\r
1353 \r
1354         /*\r
1355                 Speed tests (done after irrlicht is loaded to get timer)\r
1356         */\r
1357         if(cmd_args.getFlag("speedtests"))\r
1358         {\r
1359                 dstream<<"Running speed tests"<<std::endl;\r
1360                 SpeedTests();\r
1361                 return 0;\r
1362         }\r
1363         \r
1364         device->setResizable(true);\r
1365 \r
1366         bool random_input = g_settings.getBool("random_input")\r
1367                         || cmd_args.getFlag("random-input");\r
1368         InputHandler *input = NULL;\r
1369         if(random_input)\r
1370                 input = new RandomInputHandler();\r
1371         else\r
1372                 input = new RealInputHandler(device, &receiver);\r
1373         \r
1374         /*\r
1375                 Continue initialization\r
1376         */\r
1377 \r
1378         //video::IVideoDriver* driver = device->getVideoDriver();\r
1379 \r
1380         /*\r
1381                 This changes the minimum allowed number of vertices in a VBO.\r
1382                 Default is 500.\r
1383         */\r
1384         //driver->setMinHardwareBufferVertexCount(50);\r
1385 \r
1386         scene::ISceneManager* smgr = device->getSceneManager();\r
1387 \r
1388         guienv = device->getGUIEnvironment();\r
1389         gui::IGUISkin* skin = guienv->getSkin();\r
1390         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1391         if(font)\r
1392                 skin->setFont(font);\r
1393         else\r
1394                 dstream<<"WARNING: Font file was not found."\r
1395                                 " Using default font."<<std::endl;\r
1396         // If font was not found, this will get us one\r
1397         font = skin->getFont();\r
1398         assert(font);\r
1399         \r
1400         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1401         dstream<<"text_height="<<text_height<<std::endl;\r
1402 \r
1403         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1404         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1405         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1406         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1407         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1408         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1409         \r
1410         /*\r
1411                 Preload some textures and stuff\r
1412         */\r
1413 \r
1414         init_content_inventory_texture_paths();\r
1415         init_mapnode(); // Second call with g_texturesource set\r
1416         init_mineral();\r
1417 \r
1418         /*\r
1419                 GUI stuff\r
1420         */\r
1421 \r
1422         /*\r
1423                 If an error occurs, this is set to something and the\r
1424                 menu-game loop is restarted. It is then displayed before\r
1425                 the menu.\r
1426         */\r
1427         std::wstring error_message = L"";\r
1428 \r
1429         // The password entered during the menu screen,\r
1430         std::string password;\r
1431 \r
1432         /*\r
1433                 Menu-game loop\r
1434         */\r
1435         while(device->run() && kill == false)\r
1436         {\r
1437 \r
1438                 // This is used for catching disconnects\r
1439                 try\r
1440                 {\r
1441 \r
1442                         /*\r
1443                                 Clear everything from the GUIEnvironment\r
1444                         */\r
1445                         guienv->clear();\r
1446                         \r
1447                         /*\r
1448                                 We need some kind of a root node to be able to add\r
1449                                 custom gui elements directly on the screen.\r
1450                                 Otherwise they won't be automatically drawn.\r
1451                         */\r
1452                         guiroot = guienv->addStaticText(L"",\r
1453                                         core::rect<s32>(0, 0, 10000, 10000));\r
1454                         \r
1455                         /*\r
1456                                 Out-of-game menu loop.\r
1457 \r
1458                                 Loop quits when menu returns proper parameters.\r
1459                         */\r
1460                         while(kill == false)\r
1461                         {\r
1462                                 // Cursor can be non-visible when coming from the game\r
1463                                 device->getCursorControl()->setVisible(true);\r
1464                                 // Some stuff are left to scene manager when coming from the game\r
1465                                 // (map at least?)\r
1466                                 smgr->clear();\r
1467                                 // Reset or hide the debug gui texts\r
1468                                 /*guitext->setText(L"Minetest-c55");\r
1469                                 guitext2->setVisible(false);\r
1470                                 guitext_info->setVisible(false);\r
1471                                 guitext_chat->setVisible(false);*/\r
1472                                 \r
1473                                 // Initialize menu data\r
1474                                 MainMenuData menudata;\r
1475                                 menudata.address = narrow_to_wide(address);\r
1476                                 menudata.name = narrow_to_wide(playername);\r
1477                                 menudata.port = narrow_to_wide(itos(port));\r
1478                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1479                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1480                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1481                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1482 \r
1483                                 GUIMainMenu *menu =\r
1484                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1485                                                         &g_menumgr, &menudata, g_gamecallback);\r
1486                                 menu->allowFocusRemoval(true);\r
1487 \r
1488                                 if(error_message != L"")\r
1489                                 {\r
1490                                         dstream<<"WARNING: error_message = "\r
1491                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1492 \r
1493                                         GUIMessageMenu *menu2 =\r
1494                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1495                                                                 &g_menumgr, error_message.c_str());\r
1496                                         menu2->drop();\r
1497                                         error_message = L"";\r
1498                                 }\r
1499 \r
1500                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1501                                 \r
1502                                 dstream<<"Created main menu"<<std::endl;\r
1503 \r
1504                                 while(device->run() && kill == false)\r
1505                                 {\r
1506                                         if(menu->getStatus() == true)\r
1507                                                 break;\r
1508 \r
1509                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1510                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1511 \r
1512                                         drawMenuBackground(driver);\r
1513 \r
1514                                         guienv->drawAll();\r
1515                                         \r
1516                                         driver->endScene();\r
1517                                         \r
1518                                         // On some computers framerate doesn't seem to be\r
1519                                         // automatically limited\r
1520                                         sleep_ms(25);\r
1521                                 }\r
1522                                 \r
1523                                 // Break out of menu-game loop to shut down cleanly\r
1524                                 if(device->run() == false || kill == true)\r
1525                                         break;\r
1526                                 \r
1527                                 dstream<<"Dropping main menu"<<std::endl;\r
1528 \r
1529                                 menu->drop();\r
1530                                 \r
1531                                 // Delete map if requested\r
1532                                 if(menudata.delete_map)\r
1533                                 {\r
1534                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1535                                         if(r == false)\r
1536                                                 error_message = L"Delete failed";\r
1537                                         continue;\r
1538                                 }\r
1539 \r
1540                                 playername = wide_to_narrow(menudata.name);\r
1541 \r
1542                                 password = translatePassword(playername, menudata.password);\r
1543 \r
1544                                 address = wide_to_narrow(menudata.address);\r
1545                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1546                                 if(newport != 0)\r
1547                                         port = newport;\r
1548                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1549                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1550                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1551                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1552                                 \r
1553                                 // NOTE: These are now checked server side; no need to do it\r
1554                                 //       here, so let's not do it here.\r
1555                                 /*// Check for valid parameters, restart menu if invalid.\r
1556                                 if(playername == "")\r
1557                                 {\r
1558                                         error_message = L"Name required.";\r
1559                                         continue;\r
1560                                 }\r
1561                                 // Check that name has only valid chars\r
1562                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1563                                 {\r
1564                                         error_message = L"Characters allowed: "\r
1565                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1566                                         continue;\r
1567                                 }*/\r
1568 \r
1569                                 // Save settings\r
1570                                 g_settings.set("name", playername);\r
1571                                 g_settings.set("address", address);\r
1572                                 g_settings.set("port", itos(port));\r
1573                                 // Update configuration file\r
1574                                 if(configpath != "")\r
1575                                         g_settings.updateConfigFile(configpath.c_str());\r
1576                         \r
1577                                 // Continue to game\r
1578                                 break;\r
1579                         }\r
1580                         \r
1581                         // Break out of menu-game loop to shut down cleanly\r
1582                         if(device->run() == false)\r
1583                                 break;\r
1584                         \r
1585                         // Initialize mapnode again to enable changed graphics settings\r
1586                         init_mapnode();\r
1587 \r
1588                         /*\r
1589                                 Run game\r
1590                         */\r
1591                         the_game(\r
1592                                 kill,\r
1593                                 random_input,\r
1594                                 input,\r
1595                                 device,\r
1596                                 font,\r
1597                                 map_dir,\r
1598                                 playername,\r
1599                                 password,\r
1600                                 address,\r
1601                                 port,\r
1602                                 error_message\r
1603                         );\r
1604 \r
1605                 } //try\r
1606                 catch(con::PeerNotFoundException &e)\r
1607                 {\r
1608                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1609                         error_message = L"Connection error (timed out?)";\r
1610                 }\r
1611                 catch(SocketException &e)\r
1612                 {\r
1613                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1614                         error_message = L"Socket error (port already in use?)";\r
1615                 }\r
1616 #ifdef NDEBUG\r
1617                 catch(std::exception &e)\r
1618                 {\r
1619                         std::string narrow_message = "Some exception, what()=\"";\r
1620                         narrow_message += e.what();\r
1621                         narrow_message += "\"";\r
1622                         dstream<<DTIME<<narrow_message<<std::endl;\r
1623                         error_message = narrow_to_wide(narrow_message);\r
1624                 }\r
1625 #endif\r
1626 \r
1627         } // Menu-game loop\r
1628         \r
1629         delete input;\r
1630 \r
1631         /*\r
1632                 In the end, delete the Irrlicht device.\r
1633         */\r
1634         device->drop();\r
1635         \r
1636         END_DEBUG_EXCEPTION_HANDLER\r
1637         \r
1638         debugstreams_deinit();\r
1639         \r
1640         return 0;\r
1641 }\r
1642 \r
1643 //END\r