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