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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 SUGG: Erosion simulation at map generation time\r
93         - Simulate water flows, which would carve out dirt fast and\r
94           then turn stone into gravel and sand and relocate it.\r
95         - How about relocating minerals, too? Coal and gold in\r
96           downstream sand and gravel would be kind of cool\r
97           - This would need a better way of handling minerals, mainly\r
98                 to have mineral content as a separate field. the first\r
99                 parameter field is free for this.\r
100         - Simulate rock falling from cliffs when water has removed\r
101           enough solid rock from the bottom\r
102 \r
103 Gaming ideas:\r
104 -------------\r
105 \r
106 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
107 - The player could go faster by a crafting a boat, or riding an animal\r
108 - Random NPC traders. what else?\r
109 \r
110 Game content:\r
111 -------------\r
112 \r
113 - When furnace is destroyed, move items to player's inventory\r
114 - Add lots of stuff\r
115 - Glass blocks\r
116 - Growing grass, decaying leaves\r
117         - This can be done in the active blocks I guess.\r
118         - Lots of stuff can be done in the active blocks.\r
119         - Uh, is there an active block list somewhere? I think not. Add it.\r
120 - Breaking weak structures\r
121         - This can probably be accomplished in the same way as grass\r
122 - Player health points\r
123         - When player dies, throw items on map (needs better item-on-map\r
124           implementation)\r
125 - Cobble to get mossy if near water\r
126 - More slots in furnace source list, so that multiple ingredients\r
127   are possible.\r
128 - Keys to chests?\r
129 \r
130 - The Treasure Guard; a big monster with a hammer\r
131         - The hammer does great damage, shakes the ground and removes a block\r
132         - You can drop on top of it, and have some time to attack there\r
133           before he shakes you off\r
134 \r
135 - Maybe the difficulty could come from monsters getting tougher in\r
136   far-away places, and the player starting to need something from\r
137   there when time goes by.\r
138   - The player would have some of that stuff at the beginning, and\r
139     would need new supplies of it when it runs out\r
140 \r
141 - A bomb\r
142 - A spread-items-on-map routine for the bomb, and for dying players\r
143 \r
144 - Fighting:\r
145   - Proper sword swing simulation\r
146   - Player should get damage from colliding to a wall at high speed\r
147 \r
148 Documentation:\r
149 --------------\r
150 \r
151 Build system / running:\r
152 -----------------------\r
153 \r
154 Networking and serialization:\r
155 -----------------------------\r
156 \r
157 SUGG: Fix address to be ipv6 compatible\r
158 \r
159 User Interface:\r
160 ---------------\r
161 \r
162 Graphics:\r
163 ---------\r
164 \r
165 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
166       can be used\r
167       - That is >500 vertices\r
168           - This is not easy; all the MapBlocks close to the player would\r
169             still need to be drawn separately and combining the blocks\r
170                 would have to happen in a background thread\r
171 \r
172 SUGG: Make fetching sector's blocks more efficient when rendering\r
173       sectors that have very large amounts of blocks (on client)\r
174           - Is this necessary at all?\r
175 \r
176 TODO: Flowing water animation\r
177 \r
178 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
179       animating them is easier.\r
180 \r
181 SUGG: Option for enabling proper alpha channel for textures\r
182 TODO: A setting for enabling bilinear filtering for textures\r
183 \r
184 TODO: Better control of draw_control.wanted_max_blocks\r
185 \r
186 TODO: Further investigate the use of GPU lighting in addition to the\r
187       current one\r
188 \r
189 TODO: Artificial (night) light could be more yellow colored than sunlight.\r
190       - This is technically doable.\r
191           - Also the actual colors of the textures could be made less colorful\r
192             in the dark but it's a bit more difficult.\r
193 \r
194 SUGG: Somehow make the night less colorful\r
195 \r
196 Configuration:\r
197 --------------\r
198 \r
199 Client:\r
200 -------\r
201 \r
202 TODO: Untie client network operations from framerate\r
203       - Needs some input queues or something\r
204           - This won't give much performance boost because calculating block\r
205             meshes takes so long\r
206 \r
207 SUGG: Make morning and evening transition more smooth and maybe shorter\r
208 \r
209 TODO: Don't update all meshes always on single node changes, but\r
210       check which ones should be updated\r
211           - implement Map::updateNodeMeshes() and the usage of it\r
212           - It will give almost always a 4x boost in mesh update performance.\r
213 \r
214 - A weapon engine\r
215 \r
216 - Tool/weapon visualization\r
217 \r
218 FIXME: When disconnected to the menu, memory is not freed properly\r
219 \r
220 TODO: Investigate how much the mesh generator thread gets used when\r
221       transferring map data\r
222 \r
223 Server:\r
224 -------\r
225 \r
226 SUGG: Make an option to the server to disable building and digging near\r
227       the starting position\r
228 \r
229 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
230 \r
231 * Fix the problem with the server constantly saving one or a few\r
232   blocks? List the first saved block, maybe it explains.\r
233   - It is probably caused by oscillating water\r
234 * Make a small history check to transformLiquids to detect and log\r
235   continuous oscillations, in such detail that they can be fixed.\r
236 \r
237 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
238        from big caves and such\r
239 FIXME: Block send distance configuration does not take effect for some reason\r
240 \r
241 SUGG: Map unloading based on sector reference is not very good, it keeps\r
242         unnecessary stuff in memory. I guess. Investigate this.\r
243 \r
244 TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set\r
245       the direction accordingly.\r
246 \r
247 Environment:\r
248 ------------\r
249 \r
250 TODO: A list of "active blocks" in which stuff happens. (+=done)\r
251         + Add a never-resetted game timer to the server\r
252         + Add a timestamp value to blocks\r
253         + The simple rule: All blocks near some player are "active"\r
254         - Do stuff in real time in active blocks\r
255                 + Handle objects\r
256                 TODO: Make proper hooks in here\r
257                 - Grow grass, delete leaves without a tree\r
258                 - Spawn some mobs based on some rules\r
259                 - Transform cobble to mossy cobble near water\r
260                 - Run a custom script\r
261                 - ...And all kinds of other dynamic stuff\r
262         + Keep track of when a block becomes active and becomes inactive\r
263         + When a block goes inactive:\r
264                 + Store objects statically to block\r
265                 + Store timer value as the timestamp\r
266         + When a block goes active:\r
267                 + Create active objects out of static objects\r
268                 TODO: Make proper hooks in here\r
269                 - Simulate the results of what would have happened if it would have\r
270                   been active for all the time\r
271                         - Grow a lot of grass and so on\r
272         + Initially it is fine to send information about every active object\r
273           to every player. Eventually it should be modified to only send info\r
274           about the nearest ones.\r
275                 + This was left to be done by the old system and it sends only the\r
276                   nearest ones.\r
277 \r
278 Objects:\r
279 --------\r
280 \r
281 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
282         - Skipping the MapBlockObject data is nasty - there is no "total\r
283           length" stored; have to make a SkipMBOs function which contains\r
284           enough of the current code to skip them properly.\r
285 \r
286 SUGG: MovingObject::move and Player::move are basically the same.\r
287       combine them.\r
288         - NOTE: Player::move is more up-to-date.\r
289         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
290         - NOTE: MovingObject will be deleted (MapBlockObject)\r
291 \r
292 TODO: Add a long step function to objects that is called with the time\r
293       difference when block activates\r
294 \r
295 Map:\r
296 ----\r
297 \r
298 TODO: Mineral and ground material properties\r
299       - This way mineral ground toughness can be calculated with just\r
300             some formula, as well as tool strengths\r
301           - There are TODOs in appropriate files: material.h, content_mapnode.h\r
302 \r
303 TODO: Flowing water to actually contain flow direction information\r
304       - There is a space for this - it just has to be implemented.\r
305 \r
306 SUGG: Try out the notch way of generating maps, that is, make bunches\r
307       of low-res 3d noise and interpolate linearly.\r
308 \r
309 Mapgen v2 (the current one):\r
310 * Possibly add some kind of erosion and other stuff\r
311 * Better water generation (spread it to underwater caverns but don't\r
312   fill dungeons that don't touch big water masses)\r
313 * When generating a chunk and the neighboring chunk doesn't have mud\r
314   and stuff yet and the ground is fairly flat, the mud will flow to\r
315   the other chunk making nasty straight walls when the other chunk\r
316   is generated. Fix it. Maybe just a special case if the ground is\r
317   flat?\r
318 * Consider not updating this one and make a good mainly block-based\r
319   generator\r
320 \r
321 SUGG: Make two "modified states", one that forces the block to be saved at\r
322         the next save event, and one that makes the block to be saved at exit\r
323         time.\r
324 \r
325 TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
326         blocks that contain eg. trees from neighboring generations but haven't\r
327         been generated itself. This is required for the future generator.\r
328 \r
329 Misc. stuff:\r
330 ------------\r
331 - Make sure server handles removing grass when a block is placed (etc)\r
332     - The client should not do it by itself\r
333 - Block cube placement around player's head\r
334 - Protocol version field\r
335 - Consider getting some textures from cisoun's texture pack\r
336         - Ask from Cisoun\r
337 - Make sure the fence implementation and data format is good\r
338         - Think about using same bits for material for fences and doors, for\r
339         example\r
340 - Finish the ActiveBlockModifier stuff and use it for something\r
341 - Move mineral to param2, increment map serialization version, add conversion\r
342 \r
343 TODO: Add a per-sector database to store surface stuff as simple flags/values\r
344       - Light?\r
345           - A building?\r
346           And at some point make the server send this data to the client too,\r
347           instead of referring to the noise functions\r
348           - Ground height\r
349           - Surface ground type\r
350           - Trees?\r
351 \r
352 TODO: Restart irrlicht completely when coming back to main menu from game.\r
353         - This gets rid of everything that is stored in irrlicht's caches.\r
354 \r
355 TODO: Merge bahamada's audio stuff (clean patch available)\r
356 \r
357 TODO: Merge spongie's chest/furnace direction (by hand)\r
358 \r
359 TODO: Merge key configuration menu (no clean patch available)\r
360 \r
361 Making it more portable:\r
362 ------------------------\r
363  \r
364 Stuff to do before release:\r
365 ---------------------------\r
366 \r
367 Fixes to the current release:\r
368 -----------------------------\r
369 \r
370 Stuff to do after release:\r
371 ---------------------------\r
372 \r
373 Doing currently:\r
374 ----------------\r
375 \r
376 TODO: Use MapBlock::resetUsageTimer() in appropriate places\r
377       (on client and server)\r
378 \r
379 ======================================================================\r
380 \r
381 */\r
382 \r
383 #ifdef NDEBUG\r
384         #ifdef _WIN32\r
385                 #pragma message ("Disabling unit tests")\r
386         #else\r
387                 #warning "Disabling unit tests"\r
388         #endif\r
389         // Disable unit tests\r
390         #define ENABLE_TESTS 0\r
391 #else\r
392         // Enable unit tests\r
393         #define ENABLE_TESTS 1\r
394 #endif\r
395 \r
396 #ifdef _MSC_VER\r
397         #pragma comment(lib, "Irrlicht.lib")\r
398         //#pragma comment(lib, "jthread.lib")\r
399         #pragma comment(lib, "zlibwapi.lib")\r
400         #pragma comment(lib, "Shell32.lib")\r
401         // This would get rid of the console window\r
402         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
403 #endif\r
404 \r
405 #include <iostream>\r
406 #include <fstream>\r
407 //#include <jmutexautolock.h>\r
408 #include <locale.h>\r
409 #include "main.h"\r
410 #include "common_irrlicht.h"\r
411 #include "debug.h"\r
412 //#include "map.h"\r
413 //#include "player.h"\r
414 #include "test.h"\r
415 #include "server.h"\r
416 //#include "client.h"\r
417 #include "constants.h"\r
418 #include "porting.h"\r
419 #include "gettime.h"\r
420 #include "guiMessageMenu.h"\r
421 #include "filesys.h"\r
422 #include "config.h"\r
423 #include "guiMainMenu.h"\r
424 #include "mineral.h"\r
425 //#include "noise.h"\r
426 //#include "tile.h"\r
427 #include "materials.h"\r
428 #include "game.h"\r
429 #include "keycode.h"\r
430 \r
431 // This makes textures\r
432 ITextureSource *g_texturesource = NULL;\r
433 \r
434 /*\r
435         Settings.\r
436         These are loaded from the config file.\r
437 */\r
438 \r
439 Settings g_settings;\r
440 // This is located in defaultsettings.cpp\r
441 extern void set_default_settings();\r
442 \r
443 // Global profiler\r
444 Profiler g_profiler;\r
445 \r
446 /*\r
447         Random stuff\r
448 */\r
449 \r
450 /*\r
451         GUI Stuff\r
452 */\r
453 \r
454 gui::IGUIEnvironment* guienv = NULL;\r
455 gui::IGUIStaticText *guiroot = NULL;\r
456 \r
457 MainMenuManager g_menumgr;\r
458 \r
459 bool noMenuActive()\r
460 {\r
461         return (g_menumgr.menuCount() == 0);\r
462 }\r
463 \r
464 // Passed to menus to allow disconnecting and exiting\r
465 \r
466 MainGameCallback *g_gamecallback = NULL;\r
467 \r
468 /*\r
469         Debug streams\r
470 */\r
471 \r
472 // Connection\r
473 std::ostream *dout_con_ptr = &dummyout;\r
474 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
475 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
476 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
477 //std::ostream *dout_con_ptr = &dstream;\r
478 //std::ostream *derr_con_ptr = &dstream;\r
479 \r
480 // Server\r
481 std::ostream *dout_server_ptr = &dstream;\r
482 std::ostream *derr_server_ptr = &dstream;\r
483 \r
484 // Client\r
485 std::ostream *dout_client_ptr = &dstream;\r
486 std::ostream *derr_client_ptr = &dstream;\r
487 \r
488 /*\r
489         gettime.h implementation\r
490 */\r
491 \r
492 // A small helper class\r
493 class TimeGetter\r
494 {\r
495 public:\r
496         virtual u32 getTime() = 0;\r
497 };\r
498 \r
499 // A precise irrlicht one\r
500 class IrrlichtTimeGetter: public TimeGetter\r
501 {\r
502 public:\r
503         IrrlichtTimeGetter(IrrlichtDevice *device):\r
504                 m_device(device)\r
505         {}\r
506         u32 getTime()\r
507         {\r
508                 if(m_device == NULL)\r
509                         return 0;\r
510                 return m_device->getTimer()->getRealTime();\r
511         }\r
512 private:\r
513         IrrlichtDevice *m_device;\r
514 };\r
515 // Not so precise one which works without irrlicht\r
516 class SimpleTimeGetter: public TimeGetter\r
517 {\r
518 public:\r
519         u32 getTime()\r
520         {\r
521                 return porting::getTimeMs();\r
522         }\r
523 };\r
524 \r
525 // A pointer to a global instance of the time getter\r
526 // TODO: why?\r
527 TimeGetter *g_timegetter = NULL;\r
528 \r
529 u32 getTimeMs()\r
530 {\r
531         if(g_timegetter == NULL)\r
532                 return 0;\r
533         return g_timegetter->getTime();\r
534 }\r
535 \r
536 /*\r
537         Event handler for Irrlicht\r
538 \r
539         NOTE: Everything possible should be moved out from here,\r
540               probably to InputHandler and the_game\r
541 */\r
542 \r
543 class MyEventReceiver : public IEventReceiver\r
544 {\r
545 public:\r
546         // This is the one method that we have to implement\r
547         virtual bool OnEvent(const SEvent& event)\r
548         {\r
549                 /*\r
550                         React to nothing here if a menu is active\r
551                 */\r
552                 if(noMenuActive() == false)\r
553                 {\r
554                         return false;\r
555                 }\r
556 \r
557                 // Remember whether each key is down or up\r
558                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
559                 {\r
560                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
561 \r
562                         if(event.KeyInput.PressedDown)\r
563                                 keyWasDown[event.KeyInput.Key] = true;\r
564                 }\r
565 \r
566                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
567                 {\r
568                         if(noMenuActive() == false)\r
569                         {\r
570                                 left_active = false;\r
571                                 middle_active = false;\r
572                                 right_active = false;\r
573                         }\r
574                         else\r
575                         {\r
576                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
577                                 left_active = event.MouseInput.isLeftPressed();\r
578                                 middle_active = event.MouseInput.isMiddlePressed();\r
579                                 right_active = event.MouseInput.isRightPressed();\r
580 \r
581                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
582                                 {\r
583                                         leftclicked = true;\r
584                                 }\r
585                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
586                                 {\r
587                                         rightclicked = true;\r
588                                 }\r
589                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
590                                 {\r
591                                         leftreleased = true;\r
592                                 }\r
593                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
594                                 {\r
595                                         rightreleased = true;\r
596                                 }\r
597                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
598                                 {\r
599                                         mouse_wheel += event.MouseInput.Wheel;\r
600                                 }\r
601                         }\r
602                 }\r
603 \r
604                 return false;\r
605         }\r
606 \r
607         bool IsKeyDown(EKEY_CODE keyCode) const\r
608         {\r
609                 return keyIsDown[keyCode];\r
610         }\r
611         \r
612         // Checks whether a key was down and resets the state\r
613         bool WasKeyDown(EKEY_CODE keyCode)\r
614         {\r
615                 bool b = keyWasDown[keyCode];\r
616                 keyWasDown[keyCode] = false;\r
617                 return b;\r
618         }\r
619 \r
620         s32 getMouseWheel()\r
621         {\r
622                 s32 a = mouse_wheel;\r
623                 mouse_wheel = 0;\r
624                 return a;\r
625         }\r
626 \r
627         void clearInput()\r
628         {\r
629                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
630                 {\r
631                         keyIsDown[i] = false;\r
632                         keyWasDown[i] = false;\r
633                 }\r
634                 \r
635                 leftclicked = false;\r
636                 rightclicked = false;\r
637                 leftreleased = false;\r
638                 rightreleased = false;\r
639 \r
640                 left_active = false;\r
641                 middle_active = false;\r
642                 right_active = false;\r
643 \r
644                 mouse_wheel = 0;\r
645         }\r
646 \r
647         MyEventReceiver()\r
648         {\r
649                 clearInput();\r
650         }\r
651 \r
652         bool leftclicked;\r
653         bool rightclicked;\r
654         bool leftreleased;\r
655         bool rightreleased;\r
656 \r
657         bool left_active;\r
658         bool middle_active;\r
659         bool right_active;\r
660 \r
661         s32 mouse_wheel;\r
662 \r
663 private:\r
664         IrrlichtDevice *m_device;\r
665         \r
666         // The current state of keys\r
667         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
668         // Whether a key has been pressed or not\r
669         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
670 };\r
671 \r
672 /*\r
673         Separated input handler\r
674 */\r
675 \r
676 class RealInputHandler : public InputHandler\r
677 {\r
678 public:\r
679         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
680                 m_device(device),\r
681                 m_receiver(receiver)\r
682         {\r
683         }\r
684         virtual bool isKeyDown(EKEY_CODE keyCode)\r
685         {\r
686                 return m_receiver->IsKeyDown(keyCode);\r
687         }\r
688         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
689         {\r
690                 return m_receiver->WasKeyDown(keyCode);\r
691         }\r
692         virtual v2s32 getMousePos()\r
693         {\r
694                 return m_device->getCursorControl()->getPosition();\r
695         }\r
696         virtual void setMousePos(s32 x, s32 y)\r
697         {\r
698                 m_device->getCursorControl()->setPosition(x, y);\r
699         }\r
700 \r
701         virtual bool getLeftState()\r
702         {\r
703                 return m_receiver->left_active;\r
704         }\r
705         virtual bool getRightState()\r
706         {\r
707                 return m_receiver->right_active;\r
708         }\r
709         \r
710         virtual bool getLeftClicked()\r
711         {\r
712                 return m_receiver->leftclicked;\r
713         }\r
714         virtual bool getRightClicked()\r
715         {\r
716                 return m_receiver->rightclicked;\r
717         }\r
718         virtual void resetLeftClicked()\r
719         {\r
720                 m_receiver->leftclicked = false;\r
721         }\r
722         virtual void resetRightClicked()\r
723         {\r
724                 m_receiver->rightclicked = false;\r
725         }\r
726 \r
727         virtual bool getLeftReleased()\r
728         {\r
729                 return m_receiver->leftreleased;\r
730         }\r
731         virtual bool getRightReleased()\r
732         {\r
733                 return m_receiver->rightreleased;\r
734         }\r
735         virtual void resetLeftReleased()\r
736         {\r
737                 m_receiver->leftreleased = false;\r
738         }\r
739         virtual void resetRightReleased()\r
740         {\r
741                 m_receiver->rightreleased = false;\r
742         }\r
743 \r
744         virtual s32 getMouseWheel()\r
745         {\r
746                 return m_receiver->getMouseWheel();\r
747         }\r
748 \r
749         void clear()\r
750         {\r
751                 m_receiver->clearInput();\r
752         }\r
753 private:\r
754         IrrlichtDevice *m_device;\r
755         MyEventReceiver *m_receiver;\r
756 };\r
757 \r
758 class RandomInputHandler : public InputHandler\r
759 {\r
760 public:\r
761         RandomInputHandler()\r
762         {\r
763                 leftdown = false;\r
764                 rightdown = false;\r
765                 leftclicked = false;\r
766                 rightclicked = false;\r
767                 leftreleased = false;\r
768                 rightreleased = false;\r
769                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
770                         keydown[i] = false;\r
771         }\r
772         virtual bool isKeyDown(EKEY_CODE keyCode)\r
773         {\r
774                 return keydown[keyCode];\r
775         }\r
776         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
777         {\r
778                 return false;\r
779         }\r
780         virtual v2s32 getMousePos()\r
781         {\r
782                 return mousepos;\r
783         }\r
784         virtual void setMousePos(s32 x, s32 y)\r
785         {\r
786                 mousepos = v2s32(x,y);\r
787         }\r
788 \r
789         virtual bool getLeftState()\r
790         {\r
791                 return leftdown;\r
792         }\r
793         virtual bool getRightState()\r
794         {\r
795                 return rightdown;\r
796         }\r
797 \r
798         virtual bool getLeftClicked()\r
799         {\r
800                 return leftclicked;\r
801         }\r
802         virtual bool getRightClicked()\r
803         {\r
804                 return rightclicked;\r
805         }\r
806         virtual void resetLeftClicked()\r
807         {\r
808                 leftclicked = false;\r
809         }\r
810         virtual void resetRightClicked()\r
811         {\r
812                 rightclicked = false;\r
813         }\r
814 \r
815         virtual bool getLeftReleased()\r
816         {\r
817                 return leftreleased;\r
818         }\r
819         virtual bool getRightReleased()\r
820         {\r
821                 return rightreleased;\r
822         }\r
823         virtual void resetLeftReleased()\r
824         {\r
825                 leftreleased = false;\r
826         }\r
827         virtual void resetRightReleased()\r
828         {\r
829                 rightreleased = false;\r
830         }\r
831 \r
832         virtual s32 getMouseWheel()\r
833         {\r
834                 return 0;\r
835         }\r
836 \r
837         virtual void step(float dtime)\r
838         {\r
839                 {\r
840                         static float counter1 = 0;\r
841                         counter1 -= dtime;\r
842                         if(counter1 < 0.0)\r
843                         {\r
844                                 counter1 = 0.1*Rand(1, 40);\r
845                                 keydown[getKeySetting("keymap_jump")] =\r
846                                                 !keydown[getKeySetting("keymap_jump")];\r
847                         }\r
848                 }\r
849                 {\r
850                         static float counter1 = 0;\r
851                         counter1 -= dtime;\r
852                         if(counter1 < 0.0)\r
853                         {\r
854                                 counter1 = 0.1*Rand(1, 40);\r
855                                 keydown[getKeySetting("keymap_special1")] =\r
856                                                 !keydown[getKeySetting("keymap_special1")];\r
857                         }\r
858                 }\r
859                 {\r
860                         static float counter1 = 0;\r
861                         counter1 -= dtime;\r
862                         if(counter1 < 0.0)\r
863                         {\r
864                                 counter1 = 0.1*Rand(1, 40);\r
865                                 keydown[getKeySetting("keymap_forward")] =\r
866                                                 !keydown[getKeySetting("keymap_forward")];\r
867                         }\r
868                 }\r
869                 {\r
870                         static float counter1 = 0;\r
871                         counter1 -= dtime;\r
872                         if(counter1 < 0.0)\r
873                         {\r
874                                 counter1 = 0.1*Rand(1, 40);\r
875                                 keydown[getKeySetting("keymap_left")] =\r
876                                                 !keydown[getKeySetting("keymap_left")];\r
877                         }\r
878                 }\r
879                 {\r
880                         static float counter1 = 0;\r
881                         counter1 -= dtime;\r
882                         if(counter1 < 0.0)\r
883                         {\r
884                                 counter1 = 0.1*Rand(1, 20);\r
885                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
886                         }\r
887                 }\r
888                 {\r
889                         static float counter1 = 0;\r
890                         counter1 -= dtime;\r
891                         if(counter1 < 0.0)\r
892                         {\r
893                                 counter1 = 0.1*Rand(1, 30);\r
894                                 leftdown = !leftdown;\r
895                                 if(leftdown)\r
896                                         leftclicked = true;\r
897                                 if(!leftdown)\r
898                                         leftreleased = true;\r
899                         }\r
900                 }\r
901                 {\r
902                         static float counter1 = 0;\r
903                         counter1 -= dtime;\r
904                         if(counter1 < 0.0)\r
905                         {\r
906                                 counter1 = 0.1*Rand(1, 15);\r
907                                 rightdown = !rightdown;\r
908                                 if(rightdown)\r
909                                         rightclicked = true;\r
910                                 if(!rightdown)\r
911                                         rightreleased = true;\r
912                         }\r
913                 }\r
914                 mousepos += mousespeed;\r
915         }\r
916 \r
917         s32 Rand(s32 min, s32 max)\r
918         {\r
919                 return (myrand()%(max-min+1))+min;\r
920         }\r
921 private:\r
922         bool keydown[KEY_KEY_CODES_COUNT];\r
923         v2s32 mousepos;\r
924         v2s32 mousespeed;\r
925         bool leftdown;\r
926         bool rightdown;\r
927         bool leftclicked;\r
928         bool rightclicked;\r
929         bool leftreleased;\r
930         bool rightreleased;\r
931 };\r
932 \r
933 // These are defined global so that they're not optimized too much.\r
934 // Can't change them to volatile.\r
935 s16 temp16;\r
936 f32 tempf;\r
937 v3f tempv3f1;\r
938 v3f tempv3f2;\r
939 std::string tempstring;\r
940 std::string tempstring2;\r
941 \r
942 void SpeedTests()\r
943 {\r
944         {\r
945                 dstream<<"The following test should take around 20ms."<<std::endl;\r
946                 TimeTaker timer("Testing std::string speed");\r
947                 const u32 jj = 10000;\r
948                 for(u32 j=0; j<jj; j++)\r
949                 {\r
950                         tempstring = "";\r
951                         tempstring2 = "";\r
952                         const u32 ii = 10;\r
953                         for(u32 i=0; i<ii; i++){\r
954                                 tempstring2 += "asd";\r
955                         }\r
956                         for(u32 i=0; i<ii+1; i++){\r
957                                 tempstring += "asd";\r
958                                 if(tempstring == tempstring2)\r
959                                         break;\r
960                         }\r
961                 }\r
962         }\r
963         \r
964         dstream<<"All of the following tests should take around 100ms each."\r
965                         <<std::endl;\r
966 \r
967         {\r
968                 TimeTaker timer("Testing floating-point conversion speed");\r
969                 tempf = 0.001;\r
970                 for(u32 i=0; i<4000000; i++){\r
971                         temp16 += tempf;\r
972                         tempf += 0.001;\r
973                 }\r
974         }\r
975         \r
976         {\r
977                 TimeTaker timer("Testing floating-point vector speed");\r
978 \r
979                 tempv3f1 = v3f(1,2,3);\r
980                 tempv3f2 = v3f(4,5,6);\r
981                 for(u32 i=0; i<10000000; i++){\r
982                         tempf += tempv3f1.dotProduct(tempv3f2);\r
983                         tempv3f2 += v3f(7,8,9);\r
984                 }\r
985         }\r
986 \r
987         {\r
988                 TimeTaker timer("Testing core::map speed");\r
989                 \r
990                 core::map<v2s16, f32> map1;\r
991                 tempf = -324;\r
992                 const s16 ii=300;\r
993                 for(s16 y=0; y<ii; y++){\r
994                         for(s16 x=0; x<ii; x++){\r
995                                 map1.insert(v2s16(x,y), tempf);\r
996                                 tempf += 1;\r
997                         }\r
998                 }\r
999                 for(s16 y=ii-1; y>=0; y--){\r
1000                         for(s16 x=0; x<ii; x++){\r
1001                                 tempf = map1[v2s16(x,y)];\r
1002                         }\r
1003                 }\r
1004         }\r
1005 \r
1006         {\r
1007                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
1008                 TimeTaker timer("Testing mutex speed");\r
1009                 \r
1010                 JMutex m;\r
1011                 m.Init();\r
1012                 u32 n = 0;\r
1013                 u32 i = 0;\r
1014                 do{\r
1015                         n += 10000;\r
1016                         for(; i<n; i++){\r
1017                                 m.Lock();\r
1018                                 m.Unlock();\r
1019                         }\r
1020                 }\r
1021                 // Do at least 10ms\r
1022                 while(timer.getTime() < 10);\r
1023 \r
1024                 u32 dtime = timer.stop();\r
1025                 u32 per_ms = n / dtime;\r
1026                 std::cout<<"Done. "<<dtime<<"ms, "\r
1027                                 <<per_ms<<"/ms"<<std::endl;\r
1028         }\r
1029 }\r
1030 \r
1031 void drawMenuBackground(video::IVideoDriver* driver)\r
1032 {\r
1033         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1034                 \r
1035         video::ITexture *bgtexture =\r
1036                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1037         if(bgtexture)\r
1038         {\r
1039                 s32 texturesize = 128;\r
1040                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1041                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1042                 \r
1043                 for(s32 y=0; y<tiled_y; y++)\r
1044                 for(s32 x=0; x<tiled_x; x++)\r
1045                 {\r
1046                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1047                         rect += v2s32(x*texturesize, y*texturesize);\r
1048                         driver->draw2DImage(bgtexture, rect,\r
1049                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1050                                 core::dimension2di(bgtexture->getSize())),\r
1051                                 NULL, NULL, true);\r
1052                 }\r
1053         }\r
1054         \r
1055         video::ITexture *logotexture =\r
1056                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1057         if(logotexture)\r
1058         {\r
1059                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1060                                 logotexture->getOriginalSize().Height);\r
1061                 logosize *= 4;\r
1062 \r
1063                 video::SColor bgcolor(255,50,50,50);\r
1064                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1065                                 screensize.Width, screensize.Height);\r
1066                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1067 \r
1068                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1069                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1070                 rect -= v2s32(logosize.X/2, 0);\r
1071                 driver->draw2DImage(logotexture, rect,\r
1072                         core::rect<s32>(core::position2d<s32>(0,0),\r
1073                         core::dimension2di(logotexture->getSize())),\r
1074                         NULL, NULL, true);\r
1075         }\r
1076 }\r
1077 \r
1078 int main(int argc, char *argv[])\r
1079 {\r
1080         /*\r
1081                 Initialization\r
1082         */\r
1083 \r
1084         // Set locale. This is for forcing '.' as the decimal point.\r
1085         std::locale::global(std::locale("C"));\r
1086         // This enables printing all characters in bitmap font\r
1087         setlocale(LC_CTYPE, "en_US");\r
1088 \r
1089         /*\r
1090                 Parse command line\r
1091         */\r
1092         \r
1093         // List all allowed options\r
1094         core::map<std::string, ValueSpec> allowed_options;\r
1095         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1096         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1097                         "Run server directly"));\r
1098         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1099                         "Load configuration from specified file"));\r
1100         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1101         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1102         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1103         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1104         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1105         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1106 #ifdef _WIN32\r
1107         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1108 #endif\r
1109         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1110 \r
1111         Settings cmd_args;\r
1112         \r
1113         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1114 \r
1115         if(ret == false || cmd_args.getFlag("help"))\r
1116         {\r
1117                 dstream<<"Allowed options:"<<std::endl;\r
1118                 for(core::map<std::string, ValueSpec>::Iterator\r
1119                                 i = allowed_options.getIterator();\r
1120                                 i.atEnd() == false; i++)\r
1121                 {\r
1122                         dstream<<"  --"<<i.getNode()->getKey();\r
1123                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1124                         {\r
1125                         }\r
1126                         else\r
1127                         {\r
1128                                 dstream<<" <value>";\r
1129                         }\r
1130                         dstream<<std::endl;\r
1131 \r
1132                         if(i.getNode()->getValue().help != NULL)\r
1133                         {\r
1134                                 dstream<<"      "<<i.getNode()->getValue().help\r
1135                                                 <<std::endl;\r
1136                         }\r
1137                 }\r
1138 \r
1139                 return cmd_args.getFlag("help") ? 0 : 1;\r
1140         }\r
1141         \r
1142         /*\r
1143                 Low-level initialization\r
1144         */\r
1145 \r
1146         bool disable_stderr = false;\r
1147 #ifdef _WIN32\r
1148         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1149                 disable_stderr = true;\r
1150 #endif\r
1151 \r
1152         porting::signal_handler_init();\r
1153         bool &kill = *porting::signal_handler_killstatus();\r
1154         \r
1155         // Initialize porting::path_data and porting::path_userdata\r
1156         porting::initializePaths();\r
1157 \r
1158         // Create user data directory\r
1159         fs::CreateDir(porting::path_userdata);\r
1160         \r
1161         // Initialize debug streams\r
1162 #ifdef RUN_IN_PLACE\r
1163         std::string debugfile = DEBUGFILE;\r
1164 #else\r
1165         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1166 #endif\r
1167         debugstreams_init(disable_stderr, debugfile.c_str());\r
1168         // Initialize debug stacks\r
1169         debug_stacks_init();\r
1170 \r
1171         DSTACK(__FUNCTION_NAME);\r
1172 \r
1173         // Init material properties table\r
1174         //initializeMaterialProperties();\r
1175 \r
1176         // Debug handler\r
1177         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1178 \r
1179         // Print startup message\r
1180         dstream<<DTIME<<"minetest-c55"\r
1181                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1182                         <<", "<<BUILD_INFO\r
1183                         <<std::endl;\r
1184         \r
1185         /*\r
1186                 Basic initialization\r
1187         */\r
1188 \r
1189         // Initialize default settings\r
1190         set_default_settings();\r
1191         \r
1192         // Initialize sockets\r
1193         sockets_init();\r
1194         atexit(sockets_cleanup);\r
1195         \r
1196         /*\r
1197                 Read config file\r
1198         */\r
1199         \r
1200         // Path of configuration file in use\r
1201         std::string configpath = "";\r
1202         \r
1203         if(cmd_args.exists("config"))\r
1204         {\r
1205                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1206                 if(r == false)\r
1207                 {\r
1208                         dstream<<"Could not read configuration from \""\r
1209                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1210                         return 1;\r
1211                 }\r
1212                 configpath = cmd_args.get("config");\r
1213         }\r
1214         else\r
1215         {\r
1216                 core::array<std::string> filenames;\r
1217                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1218 #ifdef RUN_IN_PLACE\r
1219                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1220 #endif\r
1221 \r
1222                 for(u32 i=0; i<filenames.size(); i++)\r
1223                 {\r
1224                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1225                         if(r)\r
1226                         {\r
1227                                 configpath = filenames[i];\r
1228                                 break;\r
1229                         }\r
1230                 }\r
1231                 \r
1232                 // If no path found, use the first one (menu creates the file)\r
1233                 if(configpath == "")\r
1234                         configpath = filenames[0];\r
1235         }\r
1236 \r
1237         // Initialize random seed\r
1238         srand(time(0));\r
1239         mysrand(time(0));\r
1240 \r
1241         /*\r
1242                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1243 \r
1244                 These are needed for unit tests at least.\r
1245         */\r
1246         \r
1247         // Initial call with g_texturesource not set.\r
1248         init_mapnode();\r
1249 \r
1250         /*\r
1251                 Run unit tests\r
1252         */\r
1253 \r
1254         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1255                         || cmd_args.getFlag("enable-unittests") == true)\r
1256         {\r
1257                 run_tests();\r
1258         }\r
1259         \r
1260         /*for(s16 y=-100; y<100; y++)\r
1261         for(s16 x=-100; x<100; x++)\r
1262         {\r
1263                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1264         }\r
1265         return 0;*/\r
1266         \r
1267         /*\r
1268                 Game parameters\r
1269         */\r
1270 \r
1271         // Port\r
1272         u16 port = 30000;\r
1273         if(cmd_args.exists("port"))\r
1274                 port = cmd_args.getU16("port");\r
1275         else if(g_settings.exists("port"))\r
1276                 port = g_settings.getU16("port");\r
1277         if(port == 0)\r
1278                 port = 30000;\r
1279         \r
1280         // Map directory\r
1281         std::string map_dir = porting::path_userdata+"/world";\r
1282         if(cmd_args.exists("map-dir"))\r
1283                 map_dir = cmd_args.get("map-dir");\r
1284         else if(g_settings.exists("map-dir"))\r
1285                 map_dir = g_settings.get("map-dir");\r
1286         \r
1287         // Run dedicated server if asked to\r
1288         if(cmd_args.getFlag("server"))\r
1289         {\r
1290                 DSTACK("Dedicated server branch");\r
1291 \r
1292                 // Create time getter\r
1293                 g_timegetter = new SimpleTimeGetter();\r
1294                 \r
1295                 // Create server\r
1296                 Server server(map_dir.c_str());\r
1297                 server.start(port);\r
1298                 \r
1299                 // Run server\r
1300                 dedicated_server_loop(server, kill);\r
1301 \r
1302                 return 0;\r
1303         }\r
1304 \r
1305 \r
1306         /*\r
1307                 More parameters\r
1308         */\r
1309         \r
1310         // Address to connect to\r
1311         std::string address = "";\r
1312         \r
1313         if(cmd_args.exists("address"))\r
1314         {\r
1315                 address = cmd_args.get("address");\r
1316         }\r
1317         else\r
1318         {\r
1319                 address = g_settings.get("address");\r
1320         }\r
1321         \r
1322         std::string playername = g_settings.get("name");\r
1323 \r
1324         /*\r
1325                 Device initialization\r
1326         */\r
1327 \r
1328         // Resolution selection\r
1329         \r
1330         bool fullscreen = false;\r
1331         u16 screenW = g_settings.getU16("screenW");\r
1332         u16 screenH = g_settings.getU16("screenH");\r
1333 \r
1334         // Determine driver\r
1335 \r
1336         video::E_DRIVER_TYPE driverType;\r
1337         \r
1338         std::string driverstring = g_settings.get("video_driver");\r
1339 \r
1340         if(driverstring == "null")\r
1341                 driverType = video::EDT_NULL;\r
1342         else if(driverstring == "software")\r
1343                 driverType = video::EDT_SOFTWARE;\r
1344         else if(driverstring == "burningsvideo")\r
1345                 driverType = video::EDT_BURNINGSVIDEO;\r
1346         else if(driverstring == "direct3d8")\r
1347                 driverType = video::EDT_DIRECT3D8;\r
1348         else if(driverstring == "direct3d9")\r
1349                 driverType = video::EDT_DIRECT3D9;\r
1350         else if(driverstring == "opengl")\r
1351                 driverType = video::EDT_OPENGL;\r
1352         else\r
1353         {\r
1354                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1355                                 "to opengl"<<std::endl;\r
1356                 driverType = video::EDT_OPENGL;\r
1357         }\r
1358 \r
1359         /*\r
1360                 Create device and exit if creation failed\r
1361         */\r
1362 \r
1363         MyEventReceiver receiver;\r
1364 \r
1365         IrrlichtDevice *device;\r
1366         device = createDevice(driverType,\r
1367                         core::dimension2d<u32>(screenW, screenH),\r
1368                         16, fullscreen, false, false, &receiver);\r
1369 \r
1370         if (device == 0)\r
1371                 return 1; // could not create selected driver.\r
1372         \r
1373         // Set device in game parameters\r
1374         device = device;\r
1375         \r
1376         // Create time getter\r
1377         g_timegetter = new IrrlichtTimeGetter(device);\r
1378         \r
1379         // Create game callback for menus\r
1380         g_gamecallback = new MainGameCallback(device);\r
1381         \r
1382         // Create texture source\r
1383         g_texturesource = new TextureSource(device);\r
1384 \r
1385         /*\r
1386                 Speed tests (done after irrlicht is loaded to get timer)\r
1387         */\r
1388         if(cmd_args.getFlag("speedtests"))\r
1389         {\r
1390                 dstream<<"Running speed tests"<<std::endl;\r
1391                 SpeedTests();\r
1392                 return 0;\r
1393         }\r
1394         \r
1395         device->setResizable(true);\r
1396 \r
1397         bool random_input = g_settings.getBool("random_input")\r
1398                         || cmd_args.getFlag("random-input");\r
1399         InputHandler *input = NULL;\r
1400         if(random_input)\r
1401                 input = new RandomInputHandler();\r
1402         else\r
1403                 input = new RealInputHandler(device, &receiver);\r
1404         \r
1405         /*\r
1406                 Continue initialization\r
1407         */\r
1408 \r
1409         //video::IVideoDriver* driver = device->getVideoDriver();\r
1410 \r
1411         /*\r
1412                 This changes the minimum allowed number of vertices in a VBO.\r
1413                 Default is 500.\r
1414         */\r
1415         //driver->setMinHardwareBufferVertexCount(50);\r
1416 \r
1417         scene::ISceneManager* smgr = device->getSceneManager();\r
1418 \r
1419         guienv = device->getGUIEnvironment();\r
1420         gui::IGUISkin* skin = guienv->getSkin();\r
1421         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1422         if(font)\r
1423                 skin->setFont(font);\r
1424         else\r
1425                 dstream<<"WARNING: Font file was not found."\r
1426                                 " Using default font."<<std::endl;\r
1427         // If font was not found, this will get us one\r
1428         font = skin->getFont();\r
1429         assert(font);\r
1430         \r
1431         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1432         dstream<<"text_height="<<text_height<<std::endl;\r
1433 \r
1434         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1435         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1436         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1437         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1438         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1439         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1440         \r
1441         /*\r
1442                 Preload some textures and stuff\r
1443         */\r
1444 \r
1445         init_mapnode(); // Second call with g_texturesource set\r
1446         init_mineral();\r
1447 \r
1448         /*\r
1449                 GUI stuff\r
1450         */\r
1451 \r
1452         /*\r
1453                 If an error occurs, this is set to something and the\r
1454                 menu-game loop is restarted. It is then displayed before\r
1455                 the menu.\r
1456         */\r
1457         std::wstring error_message = L"";\r
1458 \r
1459         // The password entered during the menu screen,\r
1460         std::string password;\r
1461 \r
1462         /*\r
1463                 Menu-game loop\r
1464         */\r
1465         while(device->run() && kill == false)\r
1466         {\r
1467 \r
1468                 // This is used for catching disconnects\r
1469                 try\r
1470                 {\r
1471 \r
1472                         /*\r
1473                                 Clear everything from the GUIEnvironment\r
1474                         */\r
1475                         guienv->clear();\r
1476                         \r
1477                         /*\r
1478                                 We need some kind of a root node to be able to add\r
1479                                 custom gui elements directly on the screen.\r
1480                                 Otherwise they won't be automatically drawn.\r
1481                         */\r
1482                         guiroot = guienv->addStaticText(L"",\r
1483                                         core::rect<s32>(0, 0, 10000, 10000));\r
1484                         \r
1485                         /*\r
1486                                 Out-of-game menu loop.\r
1487 \r
1488                                 Loop quits when menu returns proper parameters.\r
1489                         */\r
1490                         while(kill == false)\r
1491                         {\r
1492                                 // Cursor can be non-visible when coming from the game\r
1493                                 device->getCursorControl()->setVisible(true);\r
1494                                 // Some stuff are left to scene manager when coming from the game\r
1495                                 // (map at least?)\r
1496                                 smgr->clear();\r
1497                                 // Reset or hide the debug gui texts\r
1498                                 /*guitext->setText(L"Minetest-c55");\r
1499                                 guitext2->setVisible(false);\r
1500                                 guitext_info->setVisible(false);\r
1501                                 guitext_chat->setVisible(false);*/\r
1502                                 \r
1503                                 // Initialize menu data\r
1504                                 MainMenuData menudata;\r
1505                                 menudata.address = narrow_to_wide(address);\r
1506                                 menudata.name = narrow_to_wide(playername);\r
1507                                 menudata.port = narrow_to_wide(itos(port));\r
1508                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1509                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1510                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1511                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1512 \r
1513                                 GUIMainMenu *menu =\r
1514                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1515                                                         &g_menumgr, &menudata, g_gamecallback);\r
1516                                 menu->allowFocusRemoval(true);\r
1517 \r
1518                                 if(error_message != L"")\r
1519                                 {\r
1520                                         dstream<<"WARNING: error_message = "\r
1521                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1522 \r
1523                                         GUIMessageMenu *menu2 =\r
1524                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1525                                                                 &g_menumgr, error_message.c_str());\r
1526                                         menu2->drop();\r
1527                                         error_message = L"";\r
1528                                 }\r
1529 \r
1530                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1531                                 \r
1532                                 dstream<<"Created main menu"<<std::endl;\r
1533 \r
1534                                 while(device->run() && kill == false)\r
1535                                 {\r
1536                                         if(menu->getStatus() == true)\r
1537                                                 break;\r
1538 \r
1539                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1540                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1541 \r
1542                                         drawMenuBackground(driver);\r
1543 \r
1544                                         guienv->drawAll();\r
1545                                         \r
1546                                         driver->endScene();\r
1547                                         \r
1548                                         // On some computers framerate doesn't seem to be\r
1549                                         // automatically limited\r
1550                                         sleep_ms(25);\r
1551                                 }\r
1552                                 \r
1553                                 // Break out of menu-game loop to shut down cleanly\r
1554                                 if(device->run() == false || kill == true)\r
1555                                         break;\r
1556                                 \r
1557                                 dstream<<"Dropping main menu"<<std::endl;\r
1558 \r
1559                                 menu->drop();\r
1560                                 \r
1561                                 // Delete map if requested\r
1562                                 if(menudata.delete_map)\r
1563                                 {\r
1564                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1565                                         if(r == false)\r
1566                                                 error_message = L"Delete failed";\r
1567                                         continue;\r
1568                                 }\r
1569 \r
1570                                 playername = wide_to_narrow(menudata.name);\r
1571 \r
1572                                 password = translatePassword(playername, menudata.password);\r
1573 \r
1574                                 address = wide_to_narrow(menudata.address);\r
1575                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1576                                 if(newport != 0)\r
1577                                         port = newport;\r
1578                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1579                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1580                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1581                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1582                                 \r
1583                                 // NOTE: These are now checked server side; no need to do it\r
1584                                 //       here, so let's not do it here.\r
1585                                 /*// Check for valid parameters, restart menu if invalid.\r
1586                                 if(playername == "")\r
1587                                 {\r
1588                                         error_message = L"Name required.";\r
1589                                         continue;\r
1590                                 }\r
1591                                 // Check that name has only valid chars\r
1592                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1593                                 {\r
1594                                         error_message = L"Characters allowed: "\r
1595                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1596                                         continue;\r
1597                                 }*/\r
1598 \r
1599                                 // Save settings\r
1600                                 g_settings.set("name", playername);\r
1601                                 g_settings.set("address", address);\r
1602                                 g_settings.set("port", itos(port));\r
1603                                 // Update configuration file\r
1604                                 if(configpath != "")\r
1605                                         g_settings.updateConfigFile(configpath.c_str());\r
1606                         \r
1607                                 // Continue to game\r
1608                                 break;\r
1609                         }\r
1610                         \r
1611                         // Break out of menu-game loop to shut down cleanly\r
1612                         if(device->run() == false)\r
1613                                 break;\r
1614                         \r
1615                         // Initialize mapnode again to enable changed graphics settings\r
1616                         init_mapnode();\r
1617 \r
1618                         /*\r
1619                                 Run game\r
1620                         */\r
1621                         the_game(\r
1622                                 kill,\r
1623                                 random_input,\r
1624                                 input,\r
1625                                 device,\r
1626                                 font,\r
1627                                 map_dir,\r
1628                                 playername,\r
1629                                 password,\r
1630                                 address,\r
1631                                 port,\r
1632                                 error_message\r
1633                         );\r
1634 \r
1635                 } //try\r
1636                 catch(con::PeerNotFoundException &e)\r
1637                 {\r
1638                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1639                         error_message = L"Connection error (timed out?)";\r
1640                 }\r
1641                 catch(SocketException &e)\r
1642                 {\r
1643                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1644                         error_message = L"Socket error (port already in use?)";\r
1645                 }\r
1646 #ifdef NDEBUG\r
1647                 catch(std::exception &e)\r
1648                 {\r
1649                         std::string narrow_message = "Some exception, what()=\"";\r
1650                         narrow_message += e.what();\r
1651                         narrow_message += "\"";\r
1652                         dstream<<DTIME<<narrow_message<<std::endl;\r
1653                         error_message = narrow_to_wide(narrow_message);\r
1654                 }\r
1655 #endif\r
1656 \r
1657         } // Menu-game loop\r
1658         \r
1659         delete input;\r
1660 \r
1661         /*\r
1662                 In the end, delete the Irrlicht device.\r
1663         */\r
1664         device->drop();\r
1665         \r
1666         END_DEBUG_EXCEPTION_HANDLER\r
1667         \r
1668         debugstreams_deinit();\r
1669         \r
1670         return 0;\r
1671 }\r
1672 \r
1673 //END\r