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before adding day/night lighting
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1 /*\r
2 Minetest-c55\r
3 Copyright (C) 2010 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: VBO cannot be turned on for fast-changing stuff because there\r
25       is an apparanet memory leak in irrlicht when using it (not sure)\r
26 \r
27 NOTE: iostream.imbue(std::locale("C")) is very slow\r
28 NOTE: Global locale is now set at initialization\r
29 \r
30 SUGG: Fix address to be ipv6 compatible\r
31 \r
32 FIXME: When a new sector is generated, it may change the ground level\r
33        of it's and it's neighbors border that two blocks that are\r
34            above and below each other and that are generated before and\r
35            after the sector heightmap generation (order doesn't matter),\r
36            can have a small gap between each other at the border.\r
37 SUGGESTION: Use same technique for sector heightmaps as what we're\r
38             using for UnlimitedHeightmap? (getting all neighbors\r
39                         when generating)\r
40 \r
41 SUGG: Transfer more blocks in a single packet\r
42 SUGG: A blockdata combiner class, to which blocks are added and at\r
43       destruction it sends all the stuff in as few packets as possible.\r
44 \r
45 SUGG: If player is on ground, mainly fetch ground-level blocks\r
46 SUGG: Fetch stuff mainly from the viewing direction\r
47 \r
48 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
49       - This enables saving many packets and making a faster connection\r
50           - This also enables server to check if client has received the\r
51             most recent block sent, for example.\r
52 SUGG: Add a sane bandwidth throttling system to Connection\r
53 \r
54 SUGG: More fine-grained control of client's dumping of blocks from\r
55       memory\r
56           - ...What does this mean in the first place?\r
57 \r
58 SUGG: A map editing mode (similar to dedicated server mode)\r
59 \r
60 SUGG: Add a time value to the param of footstepped grass and check it\r
61       against a global timer when a block is accessed, to make old\r
62           steps fade away.\r
63 \r
64 SUGG: Make a copy of close-range environment on client for showing\r
65       on screen, with minimal mutexes to slow down the main loop\r
66 \r
67 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
68       it by sending more stuff in a single packet.\r
69           - Add a packet queue to RemoteClient, from which packets will be\r
70             combined with object data packets\r
71                 - This is not exactly trivial: the object data packets are\r
72                   sometimes very big by themselves\r
73 \r
74 SUGG: Split MapBlockObject serialization to to-client and to-disk\r
75       - This will allow saving ages of rats on disk but not sending\r
76             them to clients\r
77 \r
78 SUGG: Implement lighting using VoxelManipulator\r
79       - Would it be significantly faster?\r
80 \r
81 FIXME: Rats somehow go underground sometimes (you can see it in water)\r
82        - Does their position get saved to a border value or something?\r
83            - Does this happen anymore?\r
84 \r
85 SUGG: MovingObject::move and Player::move are basically the same.\r
86       combine them.\r
87 \r
88 SUGG: Implement a "Fast check queue" (a queue with a map for checking\r
89       if something is already in it)\r
90       - Use it in active block queue in water flowing\r
91 \r
92 SUGG: Signs could be done in the same way as torches. For this, blocks\r
93       need an additional metadata field for the texts\r
94 \r
95 SUGG: Precalculate lighting translation table at runtime (at startup)\r
96 \r
97 SUGG: A version number to blocks, which increments when the block is\r
98       modified (node add/remove, water update, lighting update)\r
99           - This can then be used to make sure the most recent version of\r
100             a block has been sent to client\r
101 \r
102 TODO: Stop player if focus of window is taken away (go to pause mode)\r
103 \r
104 TODO: Combine MapBlock's face caches to so big pieces that VBO\r
105       gets used\r
106       - That is >500 vertices\r
107 \r
108 TODO: Better dungeons\r
109 TODO: Cliffs, arcs\r
110 \r
111 TODO: Menus\r
112 \r
113 TODO: Mobs\r
114       - Server:\r
115         - One single map container with ids as keys\r
116       - Client:\r
117             - ?\r
118 TODO: - Keep track of the place of the mob in the last few hundreth's\r
119         of a second - then, if a player hits it, take the value that is\r
120                 avg_rtt/2 before the moment the packet is received.\r
121 TODO: - Scripting\r
122 \r
123 TODO: Moving players more smoothly. Calculate moving animation\r
124       in a way that doesn't make the player jump to the right place\r
125           immediately when the server sends a new position\r
126 \r
127 TODO: There are some lighting-related todos and fixmes in\r
128       ServerMap::emergeBlock\r
129 \r
130 TODO: Proper handling of spawning place (try to find something that\r
131       is not in the middle of an ocean (some land to stand on at\r
132           least) and save it in map config.\r
133 \r
134 TODO: Make the amount of blocks sending to client and the total\r
135           amount of blocks dynamically limited. Transferring blocks is the\r
136           main network eater of this system, so it is the one that has\r
137           to be throttled so that RTTs stay low.\r
138 \r
139 TODO: Server to load starting inventory from disk\r
140 \r
141 TODO: Players to only be hidden when the client quits.\r
142 TODO: - Players to be saved on disk, with inventory\r
143 TODO: Players to be saved as text in map/players/<name>\r
144 \r
145 TODO: Make fetching sector's blocks more efficient when rendering\r
146       sectors that have very large amounts of blocks (on client)\r
147 \r
148 TODO: Make the video backend selectable\r
149 \r
150 Block object server side:\r
151       - A "near blocks" buffer, in which some nearby blocks are stored.\r
152           - For all blocks in the buffer, objects are stepped(). This\r
153             means they are active.\r
154           - TODO: A global active buffer is needed for the server\r
155           - TODO: A timestamp to blocks\r
156       - TODO: All blocks going in and out of the buffer are recorded.\r
157             - TODO: For outgoing blocks, timestamp is written.\r
158             - TODO: For incoming blocks, time difference is calculated and\r
159               objects are stepped according to it.\r
160 \r
161 TODO: Add config parameters for server's sending and generating distance\r
162 \r
163 TODO: Copy the text of the last picked sign to inventory in creative\r
164       mode\r
165 \r
166 TODO: Untie client network operations from framerate\r
167       - Needs some input queues or something\r
168 \r
169 TODO: Get rid of GotSplitPacketException\r
170 \r
171 TODO: Check what goes wrong with caching map to disk (Kray)\r
172 \r
173 TODO: Remove LazyMeshUpdater. It is not used as supposed.\r
174 \r
175 TODO: Node cracking animation when digging\r
176       - TODO: A way to generate new textures by combining textures\r
177           - TODO: Mesh update to fetch cracked faces from the former\r
178 \r
179 Doing now:\r
180 ======================================================================\r
181 \r
182 TODO: Add a second lighting value to the MS nibble of param of\r
183       air to tell how bright the air node is when there is no sunlight.\r
184           When day changes to night, these two values can be interpolated.\r
185           - The biggest job is to add support to the lighting routines\r
186 \r
187 ======================================================================\r
188 \r
189 */\r
190 \r
191 /*\r
192         Setting this to 1 enables a special camera mode that forces\r
193         the renderers to think that the camera statically points from\r
194         the starting place to a static direction.\r
195 \r
196         This allows one to move around with the player and see what\r
197         is actually drawn behind solid things and behind the player.\r
198 */\r
199 #define FIELD_OF_VIEW_TEST 0\r
200 \r
201 #ifdef UNITTEST_DISABLE\r
202         #ifdef _WIN32\r
203                 #pragma message ("Disabling unit tests")\r
204         #else\r
205                 #warning "Disabling unit tests"\r
206         #endif\r
207         // Disable unit tests\r
208         #define ENABLE_TESTS 0\r
209 #else\r
210         // Enable unit tests\r
211         #define ENABLE_TESTS 1\r
212 #endif\r
213 \r
214 #ifdef _MSC_VER\r
215 #pragma comment(lib, "Irrlicht.lib")\r
216 #pragma comment(lib, "jthread.lib")\r
217 #pragma comment(lib, "zlibwapi.lib")\r
218 // This would get rid of the console window\r
219 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
220 #endif\r
221 \r
222 #ifdef _WIN32\r
223         #define WIN32_LEAN_AND_MEAN\r
224         #include <windows.h>\r
225         #define sleep_ms(x) Sleep(x)\r
226 #else\r
227         #include <unistd.h>\r
228         #define sleep_ms(x) usleep(x*1000)\r
229 #endif\r
230 \r
231 #include <iostream>\r
232 #include <fstream>\r
233 #include <time.h>\r
234 #include <jmutexautolock.h>\r
235 #include <locale.h>\r
236 #include "common_irrlicht.h"\r
237 #include "debug.h"\r
238 #include "map.h"\r
239 #include "player.h"\r
240 #include "main.h"\r
241 #include "test.h"\r
242 #include "environment.h"\r
243 #include "server.h"\r
244 #include "client.h"\r
245 #include "serialization.h"\r
246 #include "constants.h"\r
247 #include "strfnd.h"\r
248 #include "porting.h"\r
249 #include "guiPauseMenu.h"\r
250 \r
251 IrrlichtDevice *g_device = NULL;\r
252 \r
253 /*const char *g_content_filenames[MATERIALS_COUNT] =\r
254 {\r
255         "../data/stone.png",\r
256         "../data/grass.png",\r
257         "../data/water.png",\r
258         "../data/torch_on_floor.png",\r
259         "../data/tree.png",\r
260         "../data/leaves.png",\r
261         "../data/grass_footsteps.png",\r
262         "../data/mese.png",\r
263         "../data/mud.png",\r
264         "../data/water.png", // CONTENT_OCEAN\r
265 };\r
266 \r
267 // Material cache\r
268 video::SMaterial g_materials[MATERIALS_COUNT];*/\r
269 \r
270 // Texture cache\r
271 TextureCache g_texturecache;\r
272 \r
273 \r
274 // All range-related stuff below is locked behind this\r
275 JMutex g_range_mutex;\r
276 \r
277 // Blocks are viewed in this range from the player\r
278 s16 g_viewing_range_nodes = 60;\r
279 //s16 g_viewing_range_nodes = 0;\r
280 \r
281 // This is updated by the client's fetchBlocks routine\r
282 //s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
283 \r
284 // If true, the preceding value has no meaning and all blocks\r
285 // already existing in memory are drawn\r
286 bool g_viewing_range_all = false;\r
287 \r
288 // This is the freetime ratio imposed by the dynamic viewing\r
289 // range changing code.\r
290 // It is controlled by the main loop to the smallest value that\r
291 // inhibits glitches (dtime jitter) in the main loop.\r
292 //float g_freetime_ratio = FREETIME_RATIO_MAX;\r
293 \r
294 \r
295 /*\r
296         Settings.\r
297         These are loaded from the config file.\r
298 */\r
299 \r
300 Settings g_settings;\r
301 \r
302 // Sets default settings\r
303 void set_default_settings()\r
304 {\r
305         // Client stuff\r
306         g_settings.setDefault("wanted_fps", "30");\r
307         g_settings.setDefault("fps_max", "60");\r
308         g_settings.setDefault("viewing_range_nodes_max", "300");\r
309         g_settings.setDefault("viewing_range_nodes_min", "35");\r
310         g_settings.setDefault("screenW", "");\r
311         g_settings.setDefault("screenH", "");\r
312         g_settings.setDefault("host_game", "");\r
313         g_settings.setDefault("port", "");\r
314         g_settings.setDefault("address", "");\r
315         g_settings.setDefault("name", "");\r
316         g_settings.setDefault("random_input", "false");\r
317         g_settings.setDefault("client_delete_unused_sectors_timeout", "1200");\r
318         g_settings.setDefault("max_block_send_distance", "8");\r
319         g_settings.setDefault("max_block_generate_distance", "6");\r
320 \r
321         // Server stuff\r
322         g_settings.setDefault("creative_mode", "false");\r
323         g_settings.setDefault("heightmap_blocksize", "32");\r
324         g_settings.setDefault("height_randmax", "constant 50.0");\r
325         g_settings.setDefault("height_randfactor", "constant 0.6");\r
326         g_settings.setDefault("height_base", "linear 0 0 0");\r
327         g_settings.setDefault("plants_amount", "1.0");\r
328         g_settings.setDefault("ravines_amount", "1.0");\r
329         g_settings.setDefault("objectdata_interval", "0.2");\r
330         g_settings.setDefault("active_object_range", "2");\r
331         g_settings.setDefault("max_simultaneous_block_sends_per_client", "1");\r
332         g_settings.setDefault("max_simultaneous_block_sends_server_total", "4");\r
333         g_settings.setDefault("disable_water_climb", "true");\r
334         g_settings.setDefault("endless_water", "true");\r
335 }\r
336 \r
337 /*\r
338         Random stuff\r
339 */\r
340 \r
341 //u16 g_selected_material = 0;\r
342 u16 g_selected_item = 0;\r
343 \r
344 bool g_esc_pressed = false;\r
345 \r
346 std::wstring g_text_buffer;\r
347 bool g_text_buffer_accepted = false;\r
348 \r
349 // When true, the mouse and keyboard are grabbed\r
350 bool g_game_focused = true;\r
351 \r
352 /*\r
353         Debug streams\r
354 */\r
355 \r
356 // Connection\r
357 std::ostream *dout_con_ptr = &dummyout;\r
358 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
359 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
360 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
361 //std::ostream *dout_con_ptr = &dstream;\r
362 //std::ostream *derr_con_ptr = &dstream;\r
363 \r
364 // Server\r
365 std::ostream *dout_server_ptr = &dstream;\r
366 std::ostream *derr_server_ptr = &dstream;\r
367 \r
368 // Client\r
369 std::ostream *dout_client_ptr = &dstream;\r
370 std::ostream *derr_client_ptr = &dstream;\r
371 \r
372 \r
373 /*\r
374         Timestamp stuff\r
375 */\r
376 \r
377 JMutex g_timestamp_mutex;\r
378 //std::string g_timestamp;\r
379 \r
380 std::string getTimestamp()\r
381 {\r
382         if(g_timestamp_mutex.IsInitialized()==false)\r
383                 return "";\r
384         JMutexAutoLock lock(g_timestamp_mutex);\r
385         //return g_timestamp;\r
386         time_t t = time(NULL);\r
387         struct tm *tm = localtime(&t);\r
388         char cs[20];\r
389         strftime(cs, 20, "%H:%M:%S", tm);\r
390         return cs;\r
391 }\r
392 \r
393 class MyEventReceiver : public IEventReceiver\r
394 {\r
395 public:\r
396         // This is the one method that we have to implement\r
397         virtual bool OnEvent(const SEvent& event)\r
398         {\r
399                 // Remember whether each key is down or up\r
400                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
401                 {\r
402                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
403 \r
404                         if(event.KeyInput.PressedDown)\r
405                         {\r
406                                 //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
407                                 if(g_game_focused == false)\r
408                                 {\r
409                                         s16 key = event.KeyInput.Key;\r
410                                         if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)\r
411                                         {\r
412                                                 g_text_buffer_accepted = true;\r
413                                         }\r
414                                         else if(key == irr::KEY_BACK)\r
415                                         {\r
416                                                 if(g_text_buffer.size() > 0)\r
417                                                         g_text_buffer = g_text_buffer.substr\r
418                                                                         (0, g_text_buffer.size()-1);\r
419                                         }\r
420                                         else\r
421                                         {\r
422                                                 wchar_t wc = event.KeyInput.Char;\r
423                                                 if(wc != 0)\r
424                                                         g_text_buffer += wc;\r
425                                         }\r
426                                 }\r
427                                 \r
428                                 if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
429                                 {\r
430                                         //TODO: Not used anymore?\r
431                                         if(g_game_focused == true)\r
432                                         {\r
433                                                 dstream<<DTIME<<"ESC pressed"<<std::endl;\r
434                                                 g_esc_pressed = true;\r
435                                         }\r
436                                 }\r
437 \r
438                                 // Material selection\r
439                                 if(event.KeyInput.Key == irr::KEY_KEY_F)\r
440                                 {\r
441                                         if(g_game_focused == true)\r
442                                         {\r
443                                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
444                                                         g_selected_item++;\r
445                                                 else\r
446                                                         g_selected_item = 0;\r
447                                                 dstream<<DTIME<<"Selected item: "\r
448                                                                 <<g_selected_item<<std::endl;\r
449                                         }\r
450                                 }\r
451 \r
452                                 // Viewing range selection\r
453                                 if(event.KeyInput.Key == irr::KEY_KEY_R\r
454                                                 && g_game_focused)\r
455                                 {\r
456                                         JMutexAutoLock lock(g_range_mutex);\r
457                                         if(g_viewing_range_all)\r
458                                         {\r
459                                                 g_viewing_range_all = false;\r
460                                                 dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
461                                         }\r
462                                         else\r
463                                         {\r
464                                                 g_viewing_range_all = true;\r
465                                                 dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
466                                         }\r
467                                 }\r
468 \r
469                                 // Print debug stacks\r
470                                 if(event.KeyInput.Key == irr::KEY_KEY_P\r
471                                                 && g_game_focused)\r
472                                 {\r
473                                         dstream<<"-----------------------------------------"\r
474                                                         <<std::endl;\r
475                                         dstream<<DTIME<<"Printing debug stacks:"<<std::endl;\r
476                                         dstream<<"-----------------------------------------"\r
477                                                         <<std::endl;\r
478                                         debug_stacks_print();\r
479                                 }\r
480                         }\r
481                 }\r
482 \r
483                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
484                 {\r
485                         left_active = event.MouseInput.isLeftPressed();\r
486                         middle_active = event.MouseInput.isMiddlePressed();\r
487                         right_active = event.MouseInput.isRightPressed();\r
488 \r
489                         if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
490                         {\r
491                                 leftclicked = true;\r
492                         }\r
493                         if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
494                         {\r
495                                 rightclicked = true;\r
496                         }\r
497                         if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
498                         {\r
499                                 leftreleased = true;\r
500                         }\r
501                         if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
502                         {\r
503                                 rightreleased = true;\r
504                         }\r
505                         if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
506                         {\r
507                                 /*dstream<<"event.MouseInput.Wheel="\r
508                                                 <<event.MouseInput.Wheel<<std::endl;*/\r
509                                 if(event.MouseInput.Wheel < 0)\r
510                                 {\r
511                                         if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
512                                                 g_selected_item++;\r
513                                         else\r
514                                                 g_selected_item = 0;\r
515                                 }\r
516                                 else if(event.MouseInput.Wheel > 0)\r
517                                 {\r
518                                         if(g_selected_item > 0)\r
519                                                 g_selected_item--;\r
520                                         else\r
521                                                 g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
522                                 }\r
523                         }\r
524                 }\r
525 \r
526                 return false;\r
527         }\r
528 \r
529         // This is used to check whether a key is being held down\r
530         virtual bool IsKeyDown(EKEY_CODE keyCode) const\r
531         {\r
532                 return keyIsDown[keyCode];\r
533         }\r
534 \r
535         MyEventReceiver()\r
536         {\r
537                 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
538                                 keyIsDown[i] = false;\r
539                 leftclicked = false;\r
540                 rightclicked = false;\r
541                 leftreleased = false;\r
542                 rightreleased = false;\r
543 \r
544                 left_active = false;\r
545                 middle_active = false;\r
546                 right_active = false;\r
547         }\r
548 \r
549         bool leftclicked;\r
550         bool rightclicked;\r
551         bool leftreleased;\r
552         bool rightreleased;\r
553 \r
554         bool left_active;\r
555         bool middle_active;\r
556         bool right_active;\r
557 \r
558 private:\r
559         // We use this array to store the current state of each key\r
560         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
561         //s32 mouseX;\r
562         //s32 mouseY;\r
563 };\r
564 \r
565 class InputHandler\r
566 {\r
567 public:\r
568         InputHandler()\r
569         {\r
570         }\r
571         virtual ~InputHandler()\r
572         {\r
573         }\r
574 \r
575         virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
576 \r
577         virtual v2s32 getMousePos() = 0;\r
578         virtual void setMousePos(s32 x, s32 y) = 0;\r
579 \r
580         virtual bool getLeftState() = 0;\r
581         virtual bool getRightState() = 0;\r
582 \r
583         virtual bool getLeftClicked() = 0;\r
584         virtual bool getRightClicked() = 0;\r
585         virtual void resetLeftClicked() = 0;\r
586         virtual void resetRightClicked() = 0;\r
587 \r
588         virtual bool getLeftReleased() = 0;\r
589         virtual bool getRightReleased() = 0;\r
590         virtual void resetLeftReleased() = 0;\r
591         virtual void resetRightReleased() = 0;\r
592         \r
593         virtual void step(float dtime) {};\r
594 \r
595         virtual void clear() {};\r
596 };\r
597 \r
598 InputHandler *g_input = NULL;\r
599 \r
600 void focusGame()\r
601 {\r
602         g_input->clear();\r
603         g_game_focused = true;\r
604 }\r
605 \r
606 void unFocusGame()\r
607 {\r
608         g_game_focused = false;\r
609 }\r
610 \r
611 class RealInputHandler : public InputHandler\r
612 {\r
613 public:\r
614         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
615                 m_device(device),\r
616                 m_receiver(receiver)\r
617         {\r
618         }\r
619         virtual bool isKeyDown(EKEY_CODE keyCode)\r
620         {\r
621                 return m_receiver->IsKeyDown(keyCode);\r
622         }\r
623         virtual v2s32 getMousePos()\r
624         {\r
625                 return m_device->getCursorControl()->getPosition();\r
626         }\r
627         virtual void setMousePos(s32 x, s32 y)\r
628         {\r
629                 m_device->getCursorControl()->setPosition(x, y);\r
630         }\r
631 \r
632         virtual bool getLeftState()\r
633         {\r
634                 return m_receiver->left_active;\r
635         }\r
636         virtual bool getRightState()\r
637         {\r
638                 return m_receiver->right_active;\r
639         }\r
640         \r
641         virtual bool getLeftClicked()\r
642         {\r
643                 if(g_game_focused == false)\r
644                         return false;\r
645                 return m_receiver->leftclicked;\r
646         }\r
647         virtual bool getRightClicked()\r
648         {\r
649                 if(g_game_focused == false)\r
650                         return false;\r
651                 return m_receiver->rightclicked;\r
652         }\r
653         virtual void resetLeftClicked()\r
654         {\r
655                 m_receiver->leftclicked = false;\r
656         }\r
657         virtual void resetRightClicked()\r
658         {\r
659                 m_receiver->rightclicked = false;\r
660         }\r
661 \r
662         virtual bool getLeftReleased()\r
663         {\r
664                 if(g_game_focused == false)\r
665                         return false;\r
666                 return m_receiver->leftreleased;\r
667         }\r
668         virtual bool getRightReleased()\r
669         {\r
670                 if(g_game_focused == false)\r
671                         return false;\r
672                 return m_receiver->rightreleased;\r
673         }\r
674         virtual void resetLeftReleased()\r
675         {\r
676                 m_receiver->leftreleased = false;\r
677         }\r
678         virtual void resetRightReleased()\r
679         {\r
680                 m_receiver->rightreleased = false;\r
681         }\r
682 \r
683         void clear()\r
684         {\r
685                 resetRightClicked();\r
686                 resetLeftClicked();\r
687         }\r
688 private:\r
689         IrrlichtDevice *m_device;\r
690         MyEventReceiver *m_receiver;\r
691 };\r
692 \r
693 class RandomInputHandler : public InputHandler\r
694 {\r
695 public:\r
696         RandomInputHandler()\r
697         {\r
698                 leftclicked = false;\r
699                 rightclicked = false;\r
700                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
701                         keydown[i] = false;\r
702         }\r
703         virtual bool isKeyDown(EKEY_CODE keyCode)\r
704         {\r
705                 return keydown[keyCode];\r
706         }\r
707         virtual v2s32 getMousePos()\r
708         {\r
709                 return mousepos;\r
710         }\r
711         virtual void setMousePos(s32 x, s32 y)\r
712         {\r
713                 mousepos = v2s32(x,y);\r
714         }\r
715 \r
716         virtual bool getLeftState()\r
717         {\r
718                 return false;\r
719         }\r
720         virtual bool getRightState()\r
721         {\r
722                 return false;\r
723         }\r
724 \r
725         virtual bool getLeftClicked()\r
726         {\r
727                 return leftclicked;\r
728         }\r
729         virtual bool getRightClicked()\r
730         {\r
731                 return rightclicked;\r
732         }\r
733         virtual void resetLeftClicked()\r
734         {\r
735                 leftclicked = false;\r
736         }\r
737         virtual void resetRightClicked()\r
738         {\r
739                 rightclicked = false;\r
740         }\r
741 \r
742         virtual bool getLeftReleased()\r
743         {\r
744                 return false;\r
745         }\r
746         virtual bool getRightReleased()\r
747         {\r
748                 return false;\r
749         }\r
750         virtual void resetLeftReleased()\r
751         {\r
752         }\r
753         virtual void resetRightReleased()\r
754         {\r
755         }\r
756 \r
757         virtual void step(float dtime)\r
758         {\r
759                 {\r
760                         static float counter1 = 0;\r
761                         counter1 -= dtime;\r
762                         if(counter1 < 0.0)\r
763                         {\r
764                                 counter1 = 0.1*Rand(1,10);\r
765                                 /*if(g_selected_material < USEFUL_CONTENT_COUNT-1)\r
766                                         g_selected_material++;\r
767                                 else\r
768                                         g_selected_material = 0;*/\r
769                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
770                                         g_selected_item++;\r
771                                 else\r
772                                         g_selected_item = 0;\r
773                         }\r
774                 }\r
775                 {\r
776                         static float counter1 = 0;\r
777                         counter1 -= dtime;\r
778                         if(counter1 < 0.0)\r
779                         {\r
780                                 counter1 = 0.1*Rand(1, 40);\r
781                                 keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];\r
782                         }\r
783                 }\r
784                 {\r
785                         static float counter1 = 0;\r
786                         counter1 -= dtime;\r
787                         if(counter1 < 0.0)\r
788                         {\r
789                                 counter1 = 0.1*Rand(1, 40);\r
790                                 keydown[irr::KEY_KEY_2] = !keydown[irr::KEY_KEY_2];\r
791                         }\r
792                 }\r
793                 {\r
794                         static float counter1 = 0;\r
795                         counter1 -= dtime;\r
796                         if(counter1 < 0.0)\r
797                         {\r
798                                 counter1 = 0.1*Rand(1, 40);\r
799                                 keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];\r
800                         }\r
801                 }\r
802                 {\r
803                         static float counter1 = 0;\r
804                         counter1 -= dtime;\r
805                         if(counter1 < 0.0)\r
806                         {\r
807                                 counter1 = 0.1*Rand(1, 40);\r
808                                 keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];\r
809                         }\r
810                 }\r
811                 {\r
812                         static float counter1 = 0;\r
813                         counter1 -= dtime;\r
814                         if(counter1 < 0.0)\r
815                         {\r
816                                 counter1 = 0.1*Rand(1, 20);\r
817                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
818                         }\r
819                 }\r
820                 {\r
821                         static float counter1 = 0;\r
822                         counter1 -= dtime;\r
823                         if(counter1 < 0.0)\r
824                         {\r
825                                 counter1 = 0.1*Rand(1, 30);\r
826                                 leftclicked = true;\r
827                         }\r
828                 }\r
829                 {\r
830                         static float counter1 = 0;\r
831                         counter1 -= dtime;\r
832                         if(counter1 < 0.0)\r
833                         {\r
834                                 counter1 = 0.1*Rand(1, 20);\r
835                                 rightclicked = true;\r
836                         }\r
837                 }\r
838                 mousepos += mousespeed;\r
839         }\r
840 \r
841         s32 Rand(s32 min, s32 max)\r
842         {\r
843                 return (rand()%(max-min+1))+min;\r
844         }\r
845 private:\r
846         bool keydown[KEY_KEY_CODES_COUNT];\r
847         v2s32 mousepos;\r
848         v2s32 mousespeed;\r
849         bool leftclicked;\r
850         bool rightclicked;\r
851 };\r
852 \r
853 void updateViewingRange(f32 frametime, Client *client)\r
854 {\r
855         // Range_all messes up frametime_avg\r
856         if(g_viewing_range_all == true)\r
857                 return;\r
858 \r
859         float wanted_fps = g_settings.getFloat("wanted_fps");\r
860         \r
861         // Initialize to the target value\r
862         static float frametime_avg = 1.0/wanted_fps;\r
863         frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
864 \r
865         static f32 counter = 0;\r
866         if(counter > 0){\r
867                 counter -= frametime;\r
868                 return;\r
869         }\r
870         //counter = 1.0; //seconds\r
871         counter = 0.5; //seconds\r
872 \r
873         //float freetime_ratio = 0.2;\r
874         //float freetime_ratio = 0.4;\r
875         float freetime_ratio = FREETIME_RATIO;\r
876 \r
877         float frametime_wanted = (1.0/(wanted_fps/(1.0-freetime_ratio)));\r
878 \r
879         float fraction = sqrt(frametime_avg / frametime_wanted);\r
880 \r
881         static bool fraction_is_good = false;\r
882         \r
883         float fraction_good_threshold = 0.1;\r
884         //float fraction_bad_threshold = 0.25;\r
885         float fraction_bad_threshold = 0.1;\r
886         float fraction_limit;\r
887         // Use high limit if fraction is good AND the fraction would\r
888         // lower the range. We want to keep the range fairly high.\r
889         if(fraction_is_good && fraction > 1.0)\r
890                 fraction_limit = fraction_bad_threshold;\r
891         else\r
892                 fraction_limit = fraction_good_threshold;\r
893 \r
894         if(fabs(fraction - 1.0) < fraction_limit)\r
895         {\r
896                 fraction_is_good = true;\r
897                 return;\r
898         }\r
899         else\r
900         {\r
901                 fraction_is_good = false;\r
902         }\r
903 \r
904         //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
905         //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
906         /*dstream<<"fetching="<<client->isFetchingBlocks()\r
907                         <<" faction = "<<fraction<<std::endl;*/\r
908 \r
909         JMutexAutoLock lock(g_range_mutex);\r
910         \r
911         s16 viewing_range_nodes_min = g_settings.getS16("viewing_range_nodes_min");\r
912         s16 viewing_range_nodes_max = g_settings.getS16("viewing_range_nodes_max");\r
913 \r
914         s16 n = (float)g_viewing_range_nodes / fraction;\r
915         if(n < viewing_range_nodes_min)\r
916                 n = viewing_range_nodes_min;\r
917         if(n > viewing_range_nodes_max)\r
918                 n = viewing_range_nodes_max;\r
919 \r
920         bool can_change = true;\r
921 \r
922         if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
923                 can_change = false;\r
924         \r
925         if(can_change)\r
926                 g_viewing_range_nodes = n;\r
927 \r
928         /*dstream<<"g_viewing_range_nodes = "\r
929                         <<g_viewing_range_nodes<<std::endl;*/\r
930 }\r
931 \r
932 class GUIQuickInventory : public IEventReceiver\r
933 {\r
934 public:\r
935         GUIQuickInventory(\r
936                         gui::IGUIEnvironment* env,\r
937                         gui::IGUIElement* parent,\r
938                         v2s32 pos,\r
939                         s32 itemcount,\r
940                         Inventory *inventory):\r
941                 m_itemcount(itemcount),\r
942                 m_inventory(inventory)\r
943         {\r
944                 core::rect<s32> imgsize(0,0,48,48);\r
945                 core::rect<s32> textsize(0,0,48,16);\r
946                 v2s32 spacing(0, 64);\r
947                 for(s32 i=0; i<m_itemcount; i++)\r
948                 {\r
949                         m_images.push_back(env->addImage(\r
950                                 imgsize + pos + spacing*i\r
951                         ));\r
952                         m_images[i]->setScaleImage(true);\r
953                         m_texts.push_back(env->addStaticText(\r
954                                 L"",\r
955                                 textsize + pos + spacing*i,\r
956                                 false, false\r
957                         ));\r
958                         m_texts[i]->setBackgroundColor(\r
959                                         video::SColor(128,0,0,0));\r
960                         m_texts[i]->setTextAlignment(\r
961                                         gui::EGUIA_CENTER,\r
962                                         gui::EGUIA_UPPERLEFT);\r
963                 }\r
964         }\r
965 \r
966         virtual bool OnEvent(const SEvent& event)\r
967         {\r
968                 return false;\r
969         }\r
970 \r
971         void setSelection(s32 i)\r
972         {\r
973                 m_selection = i;\r
974         }\r
975 \r
976         void update()\r
977         {\r
978                 s32 start = 0;\r
979 \r
980                 start = m_selection - m_itemcount / 2;\r
981 \r
982                 for(s32 i=0; i<m_itemcount; i++)\r
983                 {\r
984                         s32 j = i + start;\r
985 \r
986                         if(j > (s32)m_inventory->getSize() - 1)\r
987                                 j -= m_inventory->getSize();\r
988                         if(j < 0)\r
989                                 j += m_inventory->getSize();\r
990                         \r
991                         InventoryItem *item = m_inventory->getItem(j);\r
992                         // Null items\r
993                         if(item == NULL)\r
994                         {\r
995                                 m_images[i]->setImage(NULL);\r
996 \r
997                                 wchar_t t[10];\r
998                                 if(m_selection == j)\r
999                                         swprintf(t, 10, L"<-");\r
1000                                 else\r
1001                                         swprintf(t, 10, L"");\r
1002                                 m_texts[i]->setText(t);\r
1003 \r
1004                                 // The next ifs will segfault with a NULL pointer\r
1005                                 continue;\r
1006                         }\r
1007                         \r
1008                         \r
1009                         m_images[i]->setImage(item->getImage());\r
1010                         \r
1011                         wchar_t t[10];\r
1012                         if(m_selection == j)\r
1013                                 swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());\r
1014                         else\r
1015                                 swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());\r
1016                         m_texts[i]->setText(t);\r
1017                 }\r
1018         }\r
1019 \r
1020 private:\r
1021         s32 m_itemcount;\r
1022         core::array<gui::IGUIStaticText*> m_texts;\r
1023         core::array<gui::IGUIImage*> m_images;\r
1024         Inventory *m_inventory;\r
1025         s32 m_selection;\r
1026 };\r
1027 \r
1028 int main(int argc, char *argv[])\r
1029 {\r
1030         /*\r
1031                 Low-level initialization\r
1032         */\r
1033 \r
1034         bool disable_stderr = false;\r
1035 #ifdef _WIN32\r
1036         disable_stderr = true;\r
1037 #endif\r
1038 \r
1039         // Initialize debug streams\r
1040         debugstreams_init(disable_stderr, DEBUGFILE);\r
1041         // Initialize debug stacks\r
1042         debug_stacks_init();\r
1043 \r
1044         DSTACK(__FUNCTION_NAME);\r
1045 \r
1046         try\r
1047         {\r
1048         \r
1049         /*\r
1050                 Parse command line\r
1051                 TODO\r
1052         */\r
1053         \r
1054         core::map<std::string, ValueSpec> allowed_options;\r
1055         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1056         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1057                         "Run server directly"));\r
1058         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1059                         "Load configuration from specified file"));\r
1060         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1061 \r
1062         Settings cmd_args;\r
1063         \r
1064         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1065 \r
1066         if(ret == false || cmd_args.getFlag("help"))\r
1067         {\r
1068                 dstream<<"Allowed options:"<<std::endl;\r
1069                 for(core::map<std::string, ValueSpec>::Iterator\r
1070                                 i = allowed_options.getIterator();\r
1071                                 i.atEnd() == false; i++)\r
1072                 {\r
1073                         dstream<<"  --"<<i.getNode()->getKey();\r
1074                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1075                         {\r
1076                         }\r
1077                         else\r
1078                         {\r
1079                                 dstream<<" <value>";\r
1080                         }\r
1081                         dstream<<std::endl;\r
1082 \r
1083                         if(i.getNode()->getValue().help != NULL)\r
1084                         {\r
1085                                 dstream<<"      "<<i.getNode()->getValue().help\r
1086                                                 <<std::endl;\r
1087                         }\r
1088                 }\r
1089 \r
1090                 return cmd_args.getFlag("help") ? 0 : 1;\r
1091         }\r
1092 \r
1093 \r
1094         /*\r
1095                 Basic initialization\r
1096         */\r
1097 \r
1098         // Initialize default settings\r
1099         set_default_settings();\r
1100         \r
1101         // Print startup message\r
1102         dstream<<DTIME<<"minetest-c55"\r
1103                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1104                         <<", ENABLE_TESTS="<<ENABLE_TESTS\r
1105                         <<std::endl;\r
1106         \r
1107         // Set locale. This is for forcing '.' as the decimal point.\r
1108         std::locale::global(std::locale("C"));\r
1109         // This enables printing all characters in bitmap font\r
1110         setlocale(LC_CTYPE, "en_US");\r
1111 \r
1112         // Initialize sockets\r
1113         sockets_init();\r
1114         atexit(sockets_cleanup);\r
1115         \r
1116         // Initialize timestamp mutex\r
1117         g_timestamp_mutex.Init();\r
1118 \r
1119         /*\r
1120                 Run unit tests\r
1121         */\r
1122         if(ENABLE_TESTS)\r
1123         {\r
1124                 run_tests();\r
1125         }\r
1126         \r
1127         /*\r
1128                 Initialization\r
1129         */\r
1130 \r
1131         /*\r
1132                 Read config file\r
1133         */\r
1134         \r
1135         // Path of configuration file in use\r
1136         std::string configpath = "";\r
1137         \r
1138         if(cmd_args.exists("config"))\r
1139         {\r
1140                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1141                 if(r == false)\r
1142                 {\r
1143                         dstream<<"Could not read configuration from \""\r
1144                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1145                         return 1;\r
1146                 }\r
1147                 configpath = cmd_args.get("config");\r
1148         }\r
1149         else\r
1150         {\r
1151                 const char *filenames[2] =\r
1152                 {\r
1153                         "../minetest.conf",\r
1154                         "../../minetest.conf"\r
1155                 };\r
1156 \r
1157                 for(u32 i=0; i<2; i++)\r
1158                 {\r
1159                         bool r = g_settings.readConfigFile(filenames[i]);\r
1160                         if(r)\r
1161                         {\r
1162                                 configpath = filenames[i];\r
1163                                 break;\r
1164                         }\r
1165                 }\r
1166         }\r
1167 \r
1168         // Initialize random seed\r
1169         srand(time(0));\r
1170 \r
1171         g_range_mutex.Init();\r
1172         assert(g_range_mutex.IsInitialized());\r
1173 \r
1174         // Read map parameters from settings\r
1175 \r
1176         HMParams hm_params;\r
1177         hm_params.blocksize = g_settings.getU16("heightmap_blocksize");\r
1178         hm_params.randmax = g_settings.get("height_randmax");\r
1179         hm_params.randfactor = g_settings.get("height_randfactor");\r
1180         hm_params.base = g_settings.get("height_base");\r
1181 \r
1182         MapParams map_params;\r
1183         map_params.plants_amount = g_settings.getFloat("plants_amount");\r
1184         map_params.ravines_amount = g_settings.getFloat("ravines_amount");\r
1185 \r
1186         /*\r
1187                 Ask some stuff\r
1188         */\r
1189 \r
1190         std::cout<<std::endl<<std::endl;\r
1191         \r
1192         std::cout\r
1193         <<"        .__               __                   __   "<<std::endl\r
1194         <<"  _____ |__| ____   _____/  |_  ____   _______/  |_ "<<std::endl\r
1195         <<" /     \\|  |/    \\_/ __ \\   __\\/ __ \\ /  ___/\\   __\\"<<std::endl\r
1196         <<"|  Y Y  \\  |   |  \\  ___/|  | \\  ___/ \\___ \\  |  |  "<<std::endl\r
1197         <<"|__|_|  /__|___|  /\\___  >__|  \\___  >____  > |__|  "<<std::endl\r
1198         <<"      \\/        \\/     \\/          \\/     \\/        "<<std::endl\r
1199         <<std::endl\r
1200         <<"Now with more waterish water!"\r
1201         <<std::endl;\r
1202 \r
1203         std::cout<<std::endl;\r
1204         char templine[100];\r
1205         \r
1206         // Port?\r
1207         u16 port = 30000;\r
1208         if(cmd_args.exists("port"))\r
1209         {\r
1210                 port = cmd_args.getU16("port");\r
1211         }\r
1212         else\r
1213         {\r
1214                 port = g_settings.getU16Ask("port", "Port", 30000);\r
1215                 std::cout<<"-> "<<port<<std::endl;\r
1216         }\r
1217         \r
1218         if(cmd_args.getFlag("server"))\r
1219         {\r
1220                 DSTACK("Dedicated server branch");\r
1221                 \r
1222                 std::cout<<std::endl;\r
1223                 std::cout<<"========================"<<std::endl;\r
1224                 std::cout<<"Running dedicated server"<<std::endl;\r
1225                 std::cout<<"========================"<<std::endl;\r
1226                 std::cout<<std::endl;\r
1227 \r
1228                 Server server("../map", hm_params, map_params);\r
1229                 server.start(port);\r
1230         \r
1231                 for(;;)\r
1232                 {\r
1233                         // This is kind of a hack but can be done like this\r
1234                         // because server.step() is very light\r
1235                         sleep_ms(30);\r
1236                         server.step(0.030);\r
1237 \r
1238                         static int counter = 0;\r
1239                         counter--;\r
1240                         if(counter <= 0)\r
1241                         {\r
1242                                 counter = 10;\r
1243 \r
1244                                 core::list<PlayerInfo> list = server.getPlayerInfo();\r
1245                                 core::list<PlayerInfo>::Iterator i;\r
1246                                 static u32 sum_old = 0;\r
1247                                 u32 sum = PIChecksum(list);\r
1248                                 if(sum != sum_old)\r
1249                                 {\r
1250                                         std::cout<<DTIME<<"Player info:"<<std::endl;\r
1251                                         for(i=list.begin(); i!=list.end(); i++)\r
1252                                         {\r
1253                                                 i->PrintLine(&std::cout);\r
1254                                         }\r
1255                                 }\r
1256                                 sum_old = sum;\r
1257                         }\r
1258                 }\r
1259 \r
1260                 return 0;\r
1261         }\r
1262 \r
1263         bool hosting = false;\r
1264         char connect_name[100] = "";\r
1265 \r
1266         std::cout<<"Address to connect to [empty = host a game]: ";\r
1267         if(g_settings.get("address") != "" && is_yes(g_settings.get("host_game")) == false)\r
1268         {\r
1269                 std::cout<<g_settings.get("address")<<std::endl;\r
1270                 snprintf(connect_name, 100, "%s", g_settings.get("address").c_str());\r
1271         }\r
1272         else\r
1273         {\r
1274                 std::cin.getline(connect_name, 100);\r
1275         }\r
1276         \r
1277         if(connect_name[0] == 0){\r
1278                 snprintf(connect_name, 100, "127.0.0.1");\r
1279                 hosting = true;\r
1280         }\r
1281         \r
1282         if(hosting)\r
1283                 std::cout<<"-> hosting"<<std::endl;\r
1284         else\r
1285                 std::cout<<"-> "<<connect_name<<std::endl;\r
1286         \r
1287         char playername[PLAYERNAME_SIZE] = "";\r
1288         if(g_settings.get("name") != "")\r
1289         {\r
1290                 snprintf(playername, PLAYERNAME_SIZE, "%s", g_settings.get("name").c_str());\r
1291         }\r
1292         else\r
1293         {\r
1294                 std::cout<<"Name of player: ";\r
1295                 std::cin.getline(playername, PLAYERNAME_SIZE);\r
1296         }\r
1297         std::cout<<"-> \""<<playername<<"\""<<std::endl;\r
1298 \r
1299         /*\r
1300                 Resolution selection\r
1301         */\r
1302 \r
1303         u16 screenW;\r
1304         u16 screenH;\r
1305         bool fullscreen = false;\r
1306         \r
1307         if(g_settings.get("screenW") != "" && g_settings.get("screenH") != "")\r
1308         {\r
1309                 screenW = atoi(g_settings.get("screenW").c_str());\r
1310                 screenH = atoi(g_settings.get("screenH").c_str());\r
1311         }\r
1312         else\r
1313         {\r
1314                 u16 resolutions[][3] = {\r
1315                         //W, H, fullscreen\r
1316                         {640,480, 0},\r
1317                         {800,600, 0},\r
1318                         {1024,768, 0},\r
1319                         {1280,1024, 0},\r
1320                         /*{640,480, 1},\r
1321                         {800,600, 1},\r
1322                         {1024,768, 1},\r
1323                         {1280,1024, 1},*/\r
1324                 };\r
1325 \r
1326                 u16 res_count = sizeof(resolutions)/sizeof(resolutions[0]);\r
1327                 \r
1328                 for(u16 i=0; i<res_count; i++)\r
1329                 {\r
1330                         std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
1331                                         <<resolutions[i][1];\r
1332                         if(resolutions[i][2])\r
1333                                 std::cout<<" fullscreen"<<std::endl;\r
1334                         else\r
1335                                 std::cout<<" windowed"<<std::endl;\r
1336                 }\r
1337                 std::cout<<"Select a window resolution number [empty = 2]: ";\r
1338                 std::cin.getline(templine, 100);\r
1339 \r
1340                 u16 r0;\r
1341                 if(templine[0] == 0)\r
1342                         r0 = 2;\r
1343                 else\r
1344                         r0 = atoi(templine);\r
1345 \r
1346                 if(r0 > res_count || r0 == 0)\r
1347                         r0 = 2;\r
1348                 \r
1349                 {\r
1350                         u16 i = r0-1;\r
1351                         std::cout<<"-> ";\r
1352                         std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
1353                                         <<resolutions[i][1];\r
1354                         if(resolutions[i][2])\r
1355                                 std::cout<<" fullscreen"<<std::endl;\r
1356                         else\r
1357                                 std::cout<<" windowed"<<std::endl;\r
1358                 }\r
1359 \r
1360                 screenW = resolutions[r0-1][0];\r
1361                 screenH = resolutions[r0-1][1];\r
1362                 fullscreen = resolutions[r0-1][2];\r
1363         }\r
1364 \r
1365         //\r
1366 \r
1367         MyEventReceiver receiver;\r
1368 \r
1369         video::E_DRIVER_TYPE driverType;\r
1370 \r
1371 #ifdef _WIN32\r
1372         //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work\r
1373         driverType = video::EDT_OPENGL;\r
1374 #else\r
1375         driverType = video::EDT_OPENGL;\r
1376 #endif\r
1377 \r
1378         // create device and exit if creation failed\r
1379 \r
1380         IrrlichtDevice *device;\r
1381         device = createDevice(driverType,\r
1382                         core::dimension2d<u32>(screenW, screenH),\r
1383                         16, fullscreen, false, false, &receiver);\r
1384         // With vsync\r
1385         /*device = createDevice(driverType,\r
1386                         core::dimension2d<u32>(screenW, screenH),\r
1387                         16, fullscreen, false, true, &receiver);*/\r
1388 \r
1389         if (device == 0)\r
1390                 return 1; // could not create selected driver.\r
1391 \r
1392         g_device = device;\r
1393         \r
1394         device->setResizable(true);\r
1395 \r
1396         if(g_settings.getBool("random_input"))\r
1397                 g_input = new RandomInputHandler();\r
1398         else\r
1399                 g_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         // These make the textures not to show at all\r
1407         //driver->setTextureCreationFlag(video::ETCF_ALWAYS_16_BIT);\r
1408         //driver->setTextureCreationFlag(video::ETCF_OPTIMIZED_FOR_SPEED );\r
1409 \r
1410         //driver->setMinHardwareBufferVertexCount(1);\r
1411 \r
1412         scene::ISceneManager* smgr = device->getSceneManager();\r
1413         \r
1414         // Pause menu\r
1415         guiPauseMenu pauseMenu(device, &receiver);\r
1416 \r
1417         gui::IGUIEnvironment* guienv = device->getGUIEnvironment();\r
1418         gui::IGUISkin* skin = guienv->getSkin();\r
1419         gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");\r
1420         if(font)\r
1421                 skin->setFont(font);\r
1422         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1423         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1424         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1425         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1426         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1427         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1428         \r
1429         const wchar_t *text = L"Loading and connecting...";\r
1430         core::vector2d<s32> center(screenW/2, screenH/2);\r
1431         core::dimension2d<u32> textd = font->getDimension(text);\r
1432         std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;\r
1433         // Have to add a bit to disable the text from word wrapping\r
1434         //core::vector2d<s32> textsize(textd.Width+4, textd.Height);\r
1435         core::vector2d<s32> textsize(300, textd.Height);\r
1436         core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
1437 \r
1438         gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
1439                         text, textrect, false, false);\r
1440         gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
1441 \r
1442         driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1443         guienv->drawAll();\r
1444         driver->endScene();\r
1445 \r
1446         /*\r
1447                 Preload some random textures that are used in threads\r
1448         */\r
1449         \r
1450         g_texturecache.set("torch", driver->getTexture("../data/torch.png"));\r
1451         g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png"));\r
1452         g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png"));\r
1453         \r
1454         /*\r
1455                 Load tile textures\r
1456         */\r
1457         for(s32 i=0; i<TILES_COUNT; i++)\r
1458         {\r
1459                 if(g_tile_texture_names[i] == NULL)\r
1460                         continue;\r
1461                 std::string name = g_tile_texture_names[i];\r
1462                 std::string filename;\r
1463                 filename += "../data/";\r
1464                 filename += name;\r
1465                 filename += ".png";\r
1466                 g_texturecache.set(name, driver->getTexture(filename.c_str()));\r
1467         }\r
1468 \r
1469         tile_materials_preload(g_texturecache);\r
1470 \r
1471         /*\r
1472                 Make a scope here for the client so that it gets removed\r
1473                 before the irrlicht device\r
1474         */\r
1475         {\r
1476 \r
1477         std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
1478         \r
1479         /*\r
1480                 Create server\r
1481         */\r
1482         SharedPtr<Server> server;\r
1483         if(hosting){\r
1484                 server = new Server("../map", hm_params, map_params);\r
1485                 server->start(port);\r
1486         }\r
1487         \r
1488         /*\r
1489                 Create client\r
1490         */\r
1491 \r
1492         Client client(device, playername);\r
1493         \r
1494         Address connect_address(0,0,0,0, port);\r
1495         try{\r
1496                 connect_address.Resolve(connect_name);\r
1497         }\r
1498         catch(ResolveError &e)\r
1499         {\r
1500                 std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
1501                 return 0;\r
1502         }\r
1503         \r
1504         std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
1505         client.connect(connect_address);\r
1506         \r
1507         try{\r
1508                 while(client.connectedAndInitialized() == false)\r
1509                 {\r
1510                         client.step(0.1);\r
1511                         if(server != NULL){\r
1512                                 server->step(0.1);\r
1513                         }\r
1514                         sleep_ms(100);\r
1515                 }\r
1516         }\r
1517         catch(con::PeerNotFoundException &e)\r
1518         {\r
1519                 std::cout<<DTIME<<"Timed out."<<std::endl;\r
1520                 return 0;\r
1521         }\r
1522 \r
1523         /*\r
1524                 Create skybox\r
1525         */\r
1526         scene::ISceneNode* skybox;\r
1527         skybox = smgr->addSkyBoxSceneNode(\r
1528                 driver->getTexture("../data/skybox2.png"),\r
1529                 driver->getTexture("../data/skybox3.png"),\r
1530                 driver->getTexture("../data/skybox1.png"),\r
1531                 driver->getTexture("../data/skybox1.png"),\r
1532                 driver->getTexture("../data/skybox1.png"),\r
1533                 driver->getTexture("../data/skybox1.png"));\r
1534         \r
1535         /*\r
1536                 Create the camera node\r
1537         */\r
1538 \r
1539         scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(\r
1540                 0, // Camera parent\r
1541                 v3f(BS*100, BS*2, BS*100), // Look from\r
1542                 v3f(BS*100+1, BS*2, BS*100), // Look to\r
1543                 -1 // Camera ID\r
1544         );\r
1545 \r
1546         if(camera == NULL)\r
1547                 return 1;\r
1548         \r
1549         video::SColor skycolor = video::SColor(255,90,140,200);\r
1550 \r
1551         camera->setFOV(FOV_ANGLE);\r
1552 \r
1553         // Just so big a value that everything rendered is visible\r
1554         camera->setFarValue(100000*BS);\r
1555 \r
1556         /*//f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
1557         f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
1558         \r
1559         camera->setFarValue(range);\r
1560         \r
1561         driver->setFog(\r
1562                 skycolor,\r
1563                 video::EFT_FOG_LINEAR,\r
1564                 range*0.8,\r
1565                 range,\r
1566                 0.01,\r
1567                 false,\r
1568                 false\r
1569                 );*/\r
1570         \r
1571         f32 camera_yaw = 0; // "right/left"\r
1572         f32 camera_pitch = 0; // "up/down"\r
1573 \r
1574         /*\r
1575                 Move into game\r
1576         */\r
1577         \r
1578         gui_loadingtext->remove();\r
1579 \r
1580         pauseMenu.setVisible(true);\r
1581 \r
1582         /*\r
1583                 Add some gui stuff\r
1584         */\r
1585         \r
1586         // First line of debug text\r
1587         gui::IGUIStaticText *guitext = guienv->addStaticText(\r
1588                         L"Minetest-c55",\r
1589                         core::rect<s32>(5, 5, 795, 5+textsize.Y),\r
1590                         false, false);\r
1591         // Second line of debug text\r
1592         gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
1593                         L"",\r
1594                         core::rect<s32>(5, 5+(textsize.Y+5)*1, 795, (5+textsize.Y)*2),\r
1595                         false, false);\r
1596         \r
1597         // At the middle of the screen\r
1598         // Object infos are shown in this\r
1599         gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
1600                         L"test",\r
1601                         core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
1602                         false, false);\r
1603         \r
1604         // This is a copy of the inventory that the client's environment has\r
1605         Inventory local_inventory(PLAYER_INVENTORY_SIZE);\r
1606         \r
1607         GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
1608                         (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
1609         \r
1610         /*\r
1611                 Some statistics are collected in these\r
1612         */\r
1613         u32 drawtime = 0;\r
1614         u32 beginscenetime = 0;\r
1615         u32 scenetime = 0;\r
1616         u32 endscenetime = 0;\r
1617 \r
1618         /*\r
1619                 Text input system\r
1620         */\r
1621         \r
1622         struct TextDest\r
1623         {\r
1624                 virtual void sendText(std::string text) = 0;\r
1625         };\r
1626         \r
1627         struct TextDestSign : public TextDest\r
1628         {\r
1629                 TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
1630                 {\r
1631                         m_blockpos = blockpos;\r
1632                         m_id = id;\r
1633                         m_client = client;\r
1634                 }\r
1635                 void sendText(std::string text)\r
1636                 {\r
1637                         dstream<<"Changing text of a sign object: "\r
1638                                         <<text<<std::endl;\r
1639                         m_client->sendSignText(m_blockpos, m_id, text);\r
1640                 }\r
1641 \r
1642                 v3s16 m_blockpos;\r
1643                 s16 m_id;\r
1644                 Client *m_client;\r
1645         };\r
1646 \r
1647         TextDest *textbuf_dest = NULL;\r
1648         \r
1649         //gui::IGUIWindow* input_window = NULL;\r
1650         gui::IGUIStaticText* input_guitext = NULL;\r
1651 \r
1652         /*\r
1653                 Digging animation\r
1654         */\r
1655         //f32 \r
1656 \r
1657         /*\r
1658                 Main loop\r
1659         */\r
1660 \r
1661         bool first_loop_after_window_activation = true;\r
1662 \r
1663         // Time is in milliseconds\r
1664         // NOTE: getRealTime() without run()s causes strange problems in wine\r
1665         // NOTE: Have to call run() between calls of this to update the timer\r
1666         u32 lasttime = device->getTimer()->getTime();\r
1667 \r
1668         while(device->run())\r
1669         {\r
1670                 /*\r
1671                         Random calculations\r
1672                 */\r
1673                 v2u32 screensize = driver->getScreenSize();\r
1674                 core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
1675 \r
1676                 // Hilight boxes collected during the loop and displayed\r
1677                 core::list< core::aabbox3d<f32> > hilightboxes;\r
1678                 \r
1679                 // Info text\r
1680                 std::wstring infotext;\r
1681 \r
1682                 //TimeTaker //timer1("//timer1", device);\r
1683                 \r
1684                 // Time of frame without fps limit\r
1685                 float busytime;\r
1686                 u32 busytime_u32;\r
1687                 {\r
1688                         // not using getRealTime is necessary for wine\r
1689                         u32 time = device->getTimer()->getTime();\r
1690                         if(time > lasttime)\r
1691                                 busytime_u32 = time - lasttime;\r
1692                         else\r
1693                                 busytime_u32 = 0;\r
1694                         busytime = busytime_u32 / 1000.0;\r
1695                 }\r
1696 \r
1697                 //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;\r
1698         \r
1699                 // Absolutelu necessary for wine!\r
1700                 device->run();\r
1701 \r
1702                 /*\r
1703                         Viewing range\r
1704                 */\r
1705                 \r
1706                 //updateViewingRange(dtime, &client);\r
1707                 updateViewingRange(busytime, &client);\r
1708                 \r
1709                 /*\r
1710                         FPS limiter\r
1711                 */\r
1712 \r
1713                 {\r
1714                         float fps_max = g_settings.getFloat("fps_max");\r
1715                         u32 frametime_min = 1000./fps_max;\r
1716                         \r
1717                         if(busytime_u32 < frametime_min)\r
1718                         {\r
1719                                 u32 sleeptime = frametime_min - busytime_u32;\r
1720                                 device->sleep(sleeptime);\r
1721                         }\r
1722                 }\r
1723 \r
1724                 // Absolutelu necessary for wine!\r
1725                 device->run();\r
1726 \r
1727                 /*\r
1728                         Time difference calculation\r
1729                 */\r
1730                 f32 dtime; // in seconds\r
1731                 \r
1732                 u32 time = device->getTimer()->getTime();\r
1733                 if(time > lasttime)\r
1734                         dtime = (time - lasttime) / 1000.0;\r
1735                 else\r
1736                         dtime = 0;\r
1737                 lasttime = time;\r
1738 \r
1739                 /*\r
1740                         Time average and jitter calculation\r
1741                 */\r
1742 \r
1743                 static f32 dtime_avg1 = 0.0;\r
1744                 dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;\r
1745                 f32 dtime_jitter1 = dtime - dtime_avg1;\r
1746 \r
1747                 static f32 dtime_jitter1_max_sample = 0.0;\r
1748                 static f32 dtime_jitter1_max_fraction = 0.0;\r
1749                 {\r
1750                         static f32 jitter1_max = 0.0;\r
1751                         static f32 counter = 0.0;\r
1752                         if(dtime_jitter1 > jitter1_max)\r
1753                                 jitter1_max = dtime_jitter1;\r
1754                         counter += dtime;\r
1755                         if(counter > 0.0)\r
1756                         {\r
1757                                 counter -= 3.0;\r
1758                                 dtime_jitter1_max_sample = jitter1_max;\r
1759                                 dtime_jitter1_max_fraction\r
1760                                                 = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
1761                                 jitter1_max = 0.0;\r
1762                                 \r
1763                                 /*\r
1764                                         Control freetime ratio\r
1765                                 */\r
1766                                 /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\r
1767                                 {\r
1768                                         if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
1769                                                 g_freetime_ratio += 0.01;\r
1770                                 }\r
1771                                 else\r
1772                                 {\r
1773                                         if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
1774                                                 g_freetime_ratio -= 0.01;\r
1775                                 }*/\r
1776                         }\r
1777                 }\r
1778                 \r
1779                 /*\r
1780                         Busytime average and jitter calculation\r
1781                 */\r
1782 \r
1783                 static f32 busytime_avg1 = 0.0;\r
1784                 busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;\r
1785                 f32 busytime_jitter1 = busytime - busytime_avg1;\r
1786                 \r
1787                 static f32 busytime_jitter1_max_sample = 0.0;\r
1788                 static f32 busytime_jitter1_min_sample = 0.0;\r
1789                 {\r
1790                         static f32 jitter1_max = 0.0;\r
1791                         static f32 jitter1_min = 0.0;\r
1792                         static f32 counter = 0.0;\r
1793                         if(busytime_jitter1 > jitter1_max)\r
1794                                 jitter1_max = busytime_jitter1;\r
1795                         if(busytime_jitter1 < jitter1_min)\r
1796                                 jitter1_min = busytime_jitter1;\r
1797                         counter += dtime;\r
1798                         if(counter > 0.0){\r
1799                                 counter -= 3.0;\r
1800                                 busytime_jitter1_max_sample = jitter1_max;\r
1801                                 busytime_jitter1_min_sample = jitter1_min;\r
1802                                 jitter1_max = 0.0;\r
1803                                 jitter1_min = 0.0;\r
1804                         }\r
1805                 }\r
1806                 \r
1807                 /*\r
1808                         Debug info for client\r
1809                 */\r
1810                 {\r
1811                         static float counter = 0.0;\r
1812                         counter -= dtime;\r
1813                         if(counter < 0)\r
1814                         {\r
1815                                 counter = 30.0;\r
1816                                 client.printDebugInfo(std::cout);\r
1817                         }\r
1818                 }\r
1819 \r
1820                 /*\r
1821                         Input handler step()\r
1822                 */\r
1823                 g_input->step(dtime);\r
1824 \r
1825                 /*\r
1826                         Special keys\r
1827                 */\r
1828                 /*if(g_esc_pressed)\r
1829                 {\r
1830                         break;\r
1831                 }*/\r
1832 \r
1833                 /*\r
1834                         Player speed control\r
1835                 */\r
1836                 \r
1837                 if(g_game_focused)\r
1838                 {\r
1839                         /*bool a_up,\r
1840                         bool a_down,\r
1841                         bool a_left,\r
1842                         bool a_right,\r
1843                         bool a_jump,\r
1844                         bool a_superspeed,\r
1845                         float a_pitch,\r
1846                         float a_yaw*/\r
1847                         PlayerControl control(\r
1848                                 g_input->isKeyDown(irr::KEY_KEY_W),\r
1849                                 g_input->isKeyDown(irr::KEY_KEY_S),\r
1850                                 g_input->isKeyDown(irr::KEY_KEY_A),\r
1851                                 g_input->isKeyDown(irr::KEY_KEY_D),\r
1852                                 g_input->isKeyDown(irr::KEY_SPACE),\r
1853                                 g_input->isKeyDown(irr::KEY_KEY_2),\r
1854                                 camera_pitch,\r
1855                                 camera_yaw\r
1856                         );\r
1857                         client.setPlayerControl(control);\r
1858                 }\r
1859                 else\r
1860                 {\r
1861                         // Set every key to inactive\r
1862                         PlayerControl control;\r
1863                         client.setPlayerControl(control);\r
1864                 }\r
1865 \r
1866                 //timer1.stop();\r
1867                 /*\r
1868                         Process environment\r
1869                 */\r
1870                 \r
1871                 {\r
1872                         //TimeTaker timer("client.step(dtime)", device);\r
1873                         client.step(dtime);\r
1874                         //client.step(dtime_avg1);\r
1875                 }\r
1876 \r
1877                 if(server != NULL)\r
1878                 {\r
1879                         //TimeTaker timer("server->step(dtime)", device);\r
1880                         server->step(dtime);\r
1881                 }\r
1882 \r
1883                 v3f player_position = client.getPlayerPosition();\r
1884                 \r
1885                 //TimeTaker //timer2("//timer2", device);\r
1886 \r
1887                 /*\r
1888                         Mouse and camera control\r
1889                 */\r
1890                 \r
1891                 if(device->isWindowActive() && g_game_focused && !pauseMenu.isVisible())\r
1892                 {\r
1893                         device->getCursorControl()->setVisible(false);\r
1894 \r
1895                         if(first_loop_after_window_activation){\r
1896                                 //std::cout<<"window active, first loop"<<std::endl;\r
1897                                 first_loop_after_window_activation = false;\r
1898                         }\r
1899                         else{\r
1900                                 s32 dx = g_input->getMousePos().X - displaycenter.X;\r
1901                                 s32 dy = g_input->getMousePos().Y - displaycenter.Y;\r
1902                                 //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
1903                                 camera_yaw -= dx*0.2;\r
1904                                 camera_pitch += dy*0.2;\r
1905                                 if(camera_pitch < -89.5) camera_pitch = -89.5;\r
1906                                 if(camera_pitch > 89.5) camera_pitch = 89.5;\r
1907                         }\r
1908                         g_input->setMousePos(displaycenter.X, displaycenter.Y);\r
1909                 }\r
1910                 else{\r
1911                         device->getCursorControl()->setVisible(true);\r
1912 \r
1913                         //std::cout<<"window inactive"<<std::endl;\r
1914                         first_loop_after_window_activation = true;\r
1915                 }\r
1916 \r
1917                 camera_yaw = wrapDegrees(camera_yaw);\r
1918                 camera_pitch = wrapDegrees(camera_pitch);\r
1919                 \r
1920                 v3f camera_direction = v3f(0,0,1);\r
1921                 camera_direction.rotateYZBy(camera_pitch);\r
1922                 camera_direction.rotateXZBy(camera_yaw);\r
1923 \r
1924                 v3f camera_position =\r
1925                                 player_position + v3f(0, BS+BS/2, 0);\r
1926 \r
1927                 camera->setPosition(camera_position);\r
1928                 // *100.0 helps in large map coordinates\r
1929                 camera->setTarget(camera_position + camera_direction * 100.0);\r
1930 \r
1931                 if(FIELD_OF_VIEW_TEST){\r
1932                         //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));\r
1933                         client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
1934                 }\r
1935                 else{\r
1936                         //client.m_env.getMap().updateCamera(camera_position, camera_direction);\r
1937                         //TimeTaker timer("client.updateCamera", device);\r
1938                         client.updateCamera(camera_position, camera_direction);\r
1939                 }\r
1940                 \r
1941                 //timer2.stop();\r
1942                 //TimeTaker //timer3("//timer3", device);\r
1943 \r
1944                 /*\r
1945                         Calculate what block is the crosshair pointing to\r
1946                 */\r
1947                 \r
1948                 //u32 t1 = device->getTimer()->getRealTime();\r
1949                 \r
1950                 //f32 d = 4; // max. distance\r
1951                 f32 d = 4; // max. distance\r
1952                 core::line3d<f32> shootline(camera_position,\r
1953                                 camera_position + camera_direction * BS * (d+1));\r
1954 \r
1955                 MapBlockObject *selected_object = client.getSelectedObject\r
1956                                 (d*BS, camera_position, shootline);\r
1957 \r
1958                 if(selected_object != NULL)\r
1959                 {\r
1960                         //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
1961 \r
1962                         core::aabbox3d<f32> box_on_map\r
1963                                         = selected_object->getSelectionBoxOnMap();\r
1964 \r
1965                         hilightboxes.push_back(box_on_map);\r
1966 \r
1967                         infotext = narrow_to_wide(selected_object->infoText());\r
1968 \r
1969                         if(g_input->getLeftClicked())\r
1970                         {\r
1971                                 std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
1972                                 client.clickObject(0, selected_object->getBlock()->getPos(),\r
1973                                                 selected_object->getId(), g_selected_item);\r
1974                         }\r
1975                         else if(g_input->getRightClicked())\r
1976                         {\r
1977                                 std::cout<<DTIME<<"Right-clicked object"<<std::endl;\r
1978                                 /*\r
1979                                         Check if we want to modify the object ourselves\r
1980                                 */\r
1981                                 if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
1982                                 {\r
1983                                         dstream<<"Sign object right-clicked"<<std::endl;\r
1984 \r
1985                                         unFocusGame();\r
1986 \r
1987                                         input_guitext = guienv->addStaticText(L"",\r
1988                                                         core::rect<s32>(150,100,350,120),\r
1989                                                         true, // border?\r
1990                                                         false, // wordwrap?\r
1991                                                         NULL);\r
1992 \r
1993                                         input_guitext->setDrawBackground(true);\r
1994 \r
1995                                         g_text_buffer = L"";\r
1996                                         g_text_buffer_accepted = false;\r
1997                                         textbuf_dest = new TextDestSign(\r
1998                                                         selected_object->getBlock()->getPos(),\r
1999                                                         selected_object->getId(),\r
2000                                                         &client);\r
2001                                 }\r
2002                                 /*\r
2003                                         Otherwise pass the event to the server as-is\r
2004                                 */\r
2005                                 else\r
2006                                 {\r
2007                                         client.clickObject(1, selected_object->getBlock()->getPos(),\r
2008                                                         selected_object->getId(), g_selected_item);\r
2009                                 }\r
2010                         }\r
2011                 }\r
2012                 else // selected_object == NULL\r
2013                 {\r
2014 \r
2015                 /*\r
2016                         Find out which node we are pointing at\r
2017                 */\r
2018                 \r
2019                 bool nodefound = false;\r
2020                 v3s16 nodepos;\r
2021                 v3s16 neighbourpos;\r
2022                 core::aabbox3d<f32> nodefacebox;\r
2023                 f32 mindistance = BS * 1001;\r
2024                 \r
2025                 v3s16 pos_i = floatToInt(player_position);\r
2026 \r
2027                 /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
2028                                 <<std::endl;*/\r
2029 \r
2030                 s16 a = d;\r
2031                 s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);\r
2032                 s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);\r
2033                 s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);\r
2034                 s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);\r
2035                 s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
2036                 s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
2037                 \r
2038                 for(s16 y = ystart; y <= yend; y++)\r
2039                 for(s16 z = zstart; z <= zend; z++)\r
2040                 for(s16 x = xstart; x <= xend; x++)\r
2041                 {\r
2042                         MapNode n;\r
2043                         try\r
2044                         {\r
2045                                 n = client.getNode(v3s16(x,y,z));\r
2046                                 if(content_pointable(n.d) == false)\r
2047                                         continue;\r
2048                         }\r
2049                         catch(InvalidPositionException &e)\r
2050                         {\r
2051                                 continue;\r
2052                         }\r
2053 \r
2054                         v3s16 np(x,y,z);\r
2055                         v3f npf = intToFloat(np);\r
2056                         \r
2057                         f32 d = 0.01;\r
2058                         \r
2059                         v3s16 dirs[6] = {\r
2060                                 v3s16(0,0,1), // back\r
2061                                 v3s16(0,1,0), // top\r
2062                                 v3s16(1,0,0), // right\r
2063                                 v3s16(0,0,-1), // front\r
2064                                 v3s16(0,-1,0), // bottom\r
2065                                 v3s16(-1,0,0), // left\r
2066                         };\r
2067                         \r
2068                         /*\r
2069                                 Meta-objects\r
2070                         */\r
2071                         if(n.d == CONTENT_TORCH)\r
2072                         {\r
2073                                 v3s16 dir = unpackDir(n.dir);\r
2074                                 v3f dir_f = v3f(dir.X, dir.Y, dir.Z);\r
2075                                 dir_f *= BS/2 - BS/6 - BS/20;\r
2076                                 v3f cpf = npf + dir_f;\r
2077                                 f32 distance = (cpf - camera_position).getLength();\r
2078 \r
2079                                 core::aabbox3d<f32> box;\r
2080                                 \r
2081                                 // bottom\r
2082                                 if(dir == v3s16(0,-1,0))\r
2083                                 {\r
2084                                         box = core::aabbox3d<f32>(\r
2085                                                 npf - v3f(BS/6, BS/2, BS/6),\r
2086                                                 npf + v3f(BS/6, -BS/2+BS/3*2, BS/6)\r
2087                                         );\r
2088                                 }\r
2089                                 // top\r
2090                                 else if(dir == v3s16(0,1,0))\r
2091                                 {\r
2092                                         box = core::aabbox3d<f32>(\r
2093                                                 npf - v3f(BS/6, -BS/2+BS/3*2, BS/6),\r
2094                                                 npf + v3f(BS/6, BS/2, BS/6)\r
2095                                         );\r
2096                                 }\r
2097                                 // side\r
2098                                 else\r
2099                                 {\r
2100                                         box = core::aabbox3d<f32>(\r
2101                                                 cpf - v3f(BS/6, BS/3, BS/6),\r
2102                                                 cpf + v3f(BS/6, BS/3, BS/6)\r
2103                                         );\r
2104                                 }\r
2105 \r
2106                                 if(distance < mindistance)\r
2107                                 {\r
2108                                         if(box.intersectsWithLine(shootline))\r
2109                                         {\r
2110                                                 nodefound = true;\r
2111                                                 nodepos = np;\r
2112                                                 neighbourpos = np;\r
2113                                                 mindistance = distance;\r
2114                                                 nodefacebox = box;\r
2115                                         }\r
2116                                 }\r
2117                         }\r
2118                         /*\r
2119                                 Regular blocks\r
2120                         */\r
2121                         else\r
2122                         {\r
2123                                 for(u16 i=0; i<6; i++)\r
2124                                 {\r
2125                                         v3f dir_f = v3f(dirs[i].X,\r
2126                                                         dirs[i].Y, dirs[i].Z);\r
2127                                         v3f centerpoint = npf + dir_f * BS/2;\r
2128                                         f32 distance =\r
2129                                                         (centerpoint - camera_position).getLength();\r
2130                                         \r
2131                                         if(distance < mindistance)\r
2132                                         {\r
2133                                                 core::CMatrix4<f32> m;\r
2134                                                 m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
2135 \r
2136                                                 // This is the back face\r
2137                                                 v3f corners[2] = {\r
2138                                                         v3f(BS/2, BS/2, BS/2),\r
2139                                                         v3f(-BS/2, -BS/2, BS/2+d)\r
2140                                                 };\r
2141                                                 \r
2142                                                 for(u16 j=0; j<2; j++)\r
2143                                                 {\r
2144                                                         m.rotateVect(corners[j]);\r
2145                                                         corners[j] += npf;\r
2146                                                 }\r
2147 \r
2148                                                 core::aabbox3d<f32> facebox(corners[0]);\r
2149                                                 facebox.addInternalPoint(corners[1]);\r
2150 \r
2151                                                 if(facebox.intersectsWithLine(shootline))\r
2152                                                 {\r
2153                                                         nodefound = true;\r
2154                                                         nodepos = np;\r
2155                                                         neighbourpos = np + dirs[i];\r
2156                                                         mindistance = distance;\r
2157                                                         nodefacebox = facebox;\r
2158                                                 }\r
2159                                         } // if distance < mindistance\r
2160                                 } // for dirs\r
2161                         } // regular block\r
2162                 } // for coords\r
2163 \r
2164                 /*static v3s16 oldnodepos;\r
2165                 static bool oldnodefound = false;*/\r
2166 \r
2167                 if(nodefound)\r
2168                 {\r
2169                         //std::cout<<DTIME<<"nodefound == true"<<std::endl;\r
2170                         //std::cout<<DTIME<<"nodepos=("<<nodepos.X<<","<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
2171                         //std::cout<<DTIME<<"neighbourpos=("<<neighbourpos.X<<","<<neighbourpos.Y<<","<<neighbourpos.Z<<")"<<std::endl;\r
2172 \r
2173                         static v3s16 nodepos_old(-1,-1,-1);\r
2174                         if(nodepos != nodepos_old){\r
2175                                 std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
2176                                                 <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
2177                         }\r
2178 \r
2179                         hilightboxes.push_back(nodefacebox);\r
2180                         \r
2181                         //if(g_input->getLeftClicked())\r
2182                         if(g_input->getLeftClicked() ||\r
2183                                         (g_input->getLeftState() && nodepos != nodepos_old))\r
2184                         {\r
2185                                 std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
2186                                 client.pressGround(0, nodepos, neighbourpos, g_selected_item);\r
2187                         }\r
2188                         if(g_input->getRightClicked())\r
2189                         /*if(g_input->getRightClicked() ||\r
2190                                         (g_input->getRightState() && nodepos != nodepos_old))*/\r
2191                         {\r
2192                                 std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
2193                                 client.pressGround(1, nodepos, neighbourpos, g_selected_item);\r
2194                         }\r
2195                         \r
2196                         nodepos_old = nodepos;\r
2197                 }\r
2198                 else{\r
2199                         //std::cout<<DTIME<<"nodefound == false"<<std::endl;\r
2200                         //positiontextgui->setText(L"");\r
2201                 }\r
2202 \r
2203                 /*oldnodefound = nodefound;\r
2204                 oldnodepos = nodepos;*/\r
2205 \r
2206                 } // selected_object == NULL\r
2207                 \r
2208                 g_input->resetLeftClicked();\r
2209                 g_input->resetRightClicked();\r
2210                 \r
2211                 if(g_input->getLeftReleased())\r
2212                 {\r
2213                         std::cout<<DTIME<<"Left released"<<std::endl;\r
2214                         client.stopDigging();\r
2215                 }\r
2216                 if(g_input->getRightReleased())\r
2217                 {\r
2218                         //std::cout<<DTIME<<"Right released"<<std::endl;\r
2219                         // Nothing here\r
2220                 }\r
2221                 \r
2222                 g_input->resetLeftReleased();\r
2223                 g_input->resetRightReleased();\r
2224                 \r
2225                 /*\r
2226                         Calculate stuff for drawing\r
2227                 */\r
2228 \r
2229                 camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
2230 \r
2231                 /*f32 range = g_viewing_range_nodes * BS;\r
2232                 if(g_viewing_range_all)\r
2233                         range = 100000*BS;\r
2234 \r
2235                 driver->setFog(\r
2236                         skycolor,\r
2237                         video::EFT_FOG_LINEAR,\r
2238                         range*0.6,\r
2239                         range,\r
2240                         0.01,\r
2241                         false, // pixel fog\r
2242                         false // range fog\r
2243                         );*/\r
2244 \r
2245 \r
2246                 /*\r
2247                         Update gui stuff (0ms)\r
2248                 */\r
2249 \r
2250                 //TimeTaker guiupdatetimer("Gui updating", device);\r
2251                 \r
2252                 {\r
2253                         wchar_t temptext[150];\r
2254 \r
2255                         static float drawtime_avg = 0;\r
2256                         drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
2257                         static float beginscenetime_avg = 0;\r
2258                         beginscenetime_avg = beginscenetime_avg * 0.98 + (float)beginscenetime*0.02;\r
2259                         static float scenetime_avg = 0;\r
2260                         scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
2261                         static float endscenetime_avg = 0;\r
2262                         endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
2263                         \r
2264                         swprintf(temptext, 150, L"Minetest-c55 ("\r
2265                                         L"F: item=%i"\r
2266                                         L", R: range_all=%i"\r
2267                                         L")"\r
2268                                         L" drawtime=%.0f, beginscenetime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
2269                                         g_selected_item,\r
2270                                         g_viewing_range_all,\r
2271                                         drawtime_avg,\r
2272                                         beginscenetime_avg,\r
2273                                         scenetime_avg,\r
2274                                         endscenetime_avg\r
2275                                         );\r
2276                         \r
2277                         guitext->setText(temptext);\r
2278                 }\r
2279                 \r
2280                 {\r
2281                         wchar_t temptext[150];\r
2282                         swprintf(temptext, 150,\r
2283                                         L"(% .1f, % .1f, % .1f)"\r
2284                                         L" (% .3f < btime_jitter < % .3f"\r
2285                                         L", dtime_jitter = % .1f %%)",\r
2286                                         player_position.X/BS,\r
2287                                         player_position.Y/BS,\r
2288                                         player_position.Z/BS,\r
2289                                         busytime_jitter1_min_sample,\r
2290                                         busytime_jitter1_max_sample,\r
2291                                         dtime_jitter1_max_fraction * 100.0\r
2292                                         );\r
2293 \r
2294                         guitext2->setText(temptext);\r
2295                 }\r
2296                 \r
2297                 {\r
2298                         /*wchar_t temptext[100];\r
2299                         swprintf(temptext, 100,\r
2300                                         SWPRINTF_CHARSTRING,\r
2301                                         infotext.substr(0,99).c_str()\r
2302                                         );\r
2303 \r
2304                         guitext_info->setText(temptext);*/\r
2305 \r
2306                         guitext_info->setText(infotext.c_str());\r
2307                 }\r
2308 \r
2309                 /*\r
2310                         Inventory\r
2311                 */\r
2312                 \r
2313                 static u16 old_selected_item = 65535;\r
2314                 if(client.getLocalInventoryUpdated()\r
2315                                 || g_selected_item != old_selected_item)\r
2316                 {\r
2317                         old_selected_item = g_selected_item;\r
2318                         //std::cout<<"Updating local inventory"<<std::endl;\r
2319                         client.getLocalInventory(local_inventory);\r
2320                         quick_inventory->setSelection(g_selected_item);\r
2321                         quick_inventory->update();\r
2322                 }\r
2323 \r
2324                 if(input_guitext != NULL)\r
2325                 {\r
2326                         /*wchar_t temptext[100];\r
2327                         swprintf(temptext, 100,\r
2328                                         SWPRINTF_CHARSTRING,\r
2329                                         g_text_buffer.substr(0,99).c_str()\r
2330                                         );*/\r
2331                         input_guitext->setText(g_text_buffer.c_str());\r
2332                 }\r
2333 \r
2334                 /*\r
2335                         Text input stuff\r
2336                 */\r
2337                 if(input_guitext != NULL && g_text_buffer_accepted)\r
2338                 {\r
2339                         input_guitext->remove();\r
2340                         input_guitext = NULL;\r
2341                         \r
2342                         if(textbuf_dest != NULL)\r
2343                         {\r
2344                                 std::string text = wide_to_narrow(g_text_buffer);\r
2345                                 dstream<<"Sending text: "<<text<<std::endl;\r
2346                                 textbuf_dest->sendText(text);\r
2347                                 delete textbuf_dest;\r
2348                                 textbuf_dest = NULL;\r
2349                         }\r
2350 \r
2351                         focusGame();\r
2352                 }\r
2353 \r
2354                 //guiupdatetimer.stop();\r
2355 \r
2356                 /*\r
2357                         Drawing begins\r
2358                 */\r
2359 \r
2360                 TimeTaker drawtimer("Drawing", device);\r
2361 \r
2362                 /*\r
2363                         Background color is choosen based on whether the player is\r
2364                         much beyond the initial ground level\r
2365                 */\r
2366                 /*video::SColor bgcolor;\r
2367                 v3s16 p0 = Map::floatToInt(player_position);\r
2368                 // Does this make short random delays?\r
2369                 // NOTE: no need for this, sky doesn't show underground with\r
2370                 // enough range\r
2371                 bool is_underground = client.isNodeUnderground(p0);\r
2372                 //bool is_underground = false;\r
2373                 if(is_underground == false)\r
2374                         bgcolor = video::SColor(255,90,140,200);\r
2375                 else\r
2376                         bgcolor = video::SColor(255,0,0,0);*/\r
2377                         \r
2378                 //video::SColor bgcolor = video::SColor(255,90,140,200);\r
2379                 video::SColor bgcolor = skycolor;\r
2380                 \r
2381                 {\r
2382                 TimeTaker timer("beginScene", device);\r
2383                 //driver->beginScene(true, true, bgcolor);\r
2384                 driver->beginScene(false, true, bgcolor);\r
2385                 beginscenetime = timer.stop(true);\r
2386                 }\r
2387 \r
2388                 //timer3.stop();\r
2389                 \r
2390                 //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
2391                 \r
2392                 {\r
2393                 TimeTaker timer("smgr", device);\r
2394                 smgr->drawAll();\r
2395                 scenetime = timer.stop(true);\r
2396                 }\r
2397                 \r
2398                 {\r
2399                 //TimeTaker timer9("auxiliary drawings", device);\r
2400                 // 0ms\r
2401 \r
2402                 driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
2403                                 displaycenter + core::vector2d<s32>(10,0),\r
2404                                 video::SColor(255,255,255,255));\r
2405                 driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
2406                                 displaycenter + core::vector2d<s32>(0,10),\r
2407                                 video::SColor(255,255,255,255));\r
2408 \r
2409                 //timer9.stop();\r
2410                 //TimeTaker //timer10("//timer10", device);\r
2411                 \r
2412                 video::SMaterial m;\r
2413                 m.Thickness = 10;\r
2414                 m.Lighting = false;\r
2415                 driver->setMaterial(m);\r
2416 \r
2417                 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
2418 \r
2419                 for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
2420                                 i != hilightboxes.end(); i++)\r
2421                 {\r
2422                         /*std::cout<<"hilightbox min="\r
2423                                         <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"\r
2424                                         <<" max="\r
2425                                         <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"\r
2426                                         <<std::endl;*/\r
2427                         driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
2428                 }\r
2429 \r
2430                 }\r
2431 \r
2432                 //timer10.stop();\r
2433                 //TimeTaker //timer11("//timer11", device);\r
2434 \r
2435                 /*\r
2436                         Draw gui\r
2437                 */\r
2438                 // 0-1ms\r
2439                 guienv->drawAll();\r
2440                 \r
2441                 // End drawing\r
2442                 {\r
2443                 TimeTaker timer("endScene", device);\r
2444                 driver->endScene();\r
2445                 endscenetime = timer.stop(true);\r
2446                 }\r
2447 \r
2448                 drawtime = drawtimer.stop(true);\r
2449 \r
2450                 /*\r
2451                         Drawing ends\r
2452                 */\r
2453                 \r
2454                 static s16 lastFPS = 0;\r
2455                 //u16 fps = driver->getFPS();\r
2456                 u16 fps = (1.0/dtime_avg1);\r
2457 \r
2458                 if (lastFPS != fps)\r
2459                 {\r
2460                         core::stringw str = L"Minetest [";\r
2461                         str += driver->getName();\r
2462                         str += "] FPS:";\r
2463                         str += fps;\r
2464 \r
2465                         device->setWindowCaption(str.c_str());\r
2466                         lastFPS = fps;\r
2467                 }\r
2468                 \r
2469                 /*}\r
2470                 else\r
2471                         device->yield();*/\r
2472         }\r
2473 \r
2474         } // client is deleted at this point\r
2475         \r
2476         delete g_input;\r
2477 \r
2478         /*\r
2479                 In the end, delete the Irrlicht device.\r
2480         */\r
2481         device->drop();\r
2482         \r
2483         /*\r
2484                 Update configuration file\r
2485         */\r
2486         if(configpath != "")\r
2487         {\r
2488                 g_settings.updateConfigFile(configpath.c_str());\r
2489         }\r
2490 \r
2491         } //try\r
2492         catch(con::PeerNotFoundException &e)\r
2493         {\r
2494                 dstream<<DTIME<<"Connection timed out."<<std::endl;\r
2495         }\r
2496 #if CATCH_UNHANDLED_EXCEPTIONS\r
2497         /*\r
2498                 This is what has to be done in every thread to get suitable debug info\r
2499         */\r
2500         catch(std::exception &e)\r
2501         {\r
2502                 dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
2503                                 <<e.what()<<std::endl;\r
2504                 assert(0);\r
2505         }\r
2506 #endif\r
2507 \r
2508         debugstreams_deinit();\r
2509         \r
2510         return 0;\r
2511 }\r
2512 \r
2513 //END\r