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1 /*\r
2 (c) 2010 Perttu Ahola <celeron55@gmail.com>\r
3 \r
4 Minetest\r
5 \r
6 NOTE: VBO cannot be turned on for fast-changing stuff because there\r
7       is an apparanet memory leak in irrlicht when using it\r
8 \r
9 SUGGESTION: add a second lighting value to the MS nibble of param of\r
10         air to tell how bright the air node is when there is no sunlight.\r
11         When day changes to night, these two values can be interpolated.\r
12 TODO: Fix address to be ipv6 compatible\r
13 \r
14 TODO: ESC Pause mode in which the cursor is not kept at the center of window.\r
15 TODO: Stop player if focus of window is taken away (go to pause mode)\r
16 TODO: Optimize and fix makeFastFace or whatever it's called\r
17       - Face calculation is the source of CPU usage on the client\r
18 SUGGESTION: The client will calculate and send lighting changes and\r
19   the server will randomly check some of them and kick the client out\r
20   if it fails to calculate them right.\r
21   - Actually, it could just start ignoring them and calculate them\r
22     itself.\r
23 SUGGESTION: Combine MapBlock's face caches to so big pieces that VBO\r
24             gets used\r
25             - That is >500 vertices\r
26 \r
27 TODO: Better dungeons\r
28 TODO: There should be very slight natural caves also, starting from\r
29       only a straightened-up cliff\r
30 \r
31 TODO: Changing of block with mouse wheel or something\r
32 TODO: Menus\r
33 \r
34 TODO: Mobs\r
35       - Server:\r
36         - One single map container with ids as keys\r
37       - Client:\r
38             - ?\r
39 TODO: - Keep track of the place of the mob in the last few hundreth's\r
40         of a second - then, if a player hits it, take the value that is\r
41                 avg_rtt/2 before the moment the packet is received.\r
42 TODO: - Scripting\r
43 \r
44 SUGGESTION: Modify client to calculate single changes asynchronously\r
45 \r
46 TODO: Moving players more smoothly. Calculate moving animation from\r
47       data sent by server.\r
48 \r
49 TODO: There are some lighting-related todos and fixmes in\r
50       ServerMap::emergeBlock\r
51 \r
52 TODO: Make a dirt node and use it under water\r
53 \r
54 FIXME: When a new sector is generated, it may change the ground level\r
55        of it's and it's neighbors border that two blocks that are\r
56            above and below each other and that are generated before and\r
57            after the sector heightmap generation (order doesn't matter),\r
58            can have a small gap between each other at the border.\r
59 SUGGESTION: Use same technique for sector heightmaps as what we're\r
60             using for UnlimitedHeightmap? (getting all neighbors\r
61                         when generating)\r
62 \r
63 TODO: Set server to automatically find a good spawning place in some\r
64       place where there is water and land.\r
65           - Map to have a getWalkableNear(p)\r
66 \r
67 TODO: Transfer more blocks in a single packet\r
68 SUGG: A blockdata combiner class, to which blocks are added and at\r
69       destruction it sends all the stuff in as few packets as possible.\r
70 \r
71 TODO: If player is on ground, mainly fetch ground-level blocks\r
72 TODO: Fetch stuff mainly from the viewing direction\r
73 \r
74 TODO: Expose Connection's seqnums and ACKs to server and client.\r
75       - This enables saving many packets and making a faster connection\r
76           - This also enables server to check if client has received the\r
77             most recent block sent, for example.\r
78 \r
79 SUGG: Add a time value to the param of footstepped grass and check it\r
80       against a global timer when a block is accessed, to make old\r
81           steps fade away.\r
82 \r
83 FIXME: There still are *some* tiny glitches in lighting as seen from\r
84        the client side. The server calculates them right but sometimes\r
85            they don't get transferred properly.\r
86            - Server probably checks that a block is not sent, then continues\r
87            to sending it, then the emerge thread marks it as unsent and then\r
88            the sender sends the block as it was before emerging?\r
89 TODO: How about adding a "revision" field to MapBlocks?\r
90 \r
91 TODO: More fine-grained control of client's dumping of blocks from\r
92       memory\r
93 \r
94 TODO: Somehow prioritize the sending of blocks and combine the block\r
95       send queue lengths\r
96           - Take two blocks to be sent next from each client and assign\r
97             a priority value to them\r
98           - Priority is the same as distance from player\r
99           - Take the highest priority ones and send them. Send as many as\r
100             fits in the global send queue maximum length (sum of lengths\r
101                 of client queues)\r
102 TODO: Make the amount of blocks sending to client and the total\r
103           amount of blocks dynamically limited. Transferring blocks is the\r
104           main network eater of this system, so it is the one that has\r
105           to be throttled so that RTTs stay low.\r
106 FIXME: There is a bug that sometimes the EmergeThread bumps to\r
107        the client's emerge counter being already 0, and also the\r
108            sending queue size of the client can float to 1 or 2, which\r
109            stops the map from loading at all.\r
110            - A quick hack could be applied to ignore the error of\r
111              being at 0 and timing out old entries\r
112 SUGG: Make client send GOTBLOCKS before updating meshes\r
113 \r
114 TODO: Server to load starting inventory from disk\r
115 \r
116 NOTE: iostream.imbue(std::locale("C")) is very slow\r
117 NOTE: Global locale is now set at initialization\r
118 \r
119 TODO: PLayers to only be hidden when the client quits.\r
120 TODO: - Players to be saved on disk, with inventory\r
121 TODO: Players to be saved as text in map/players/<name>\r
122 \r
123 SUGGESTION: A map editing mode (similar to dedicated server mode)\r
124 \r
125 TODO: Maybe: Create a face calculation queue on the client that is\r
126       processed in a separate thread\r
127 TODO: Make client's mesh updates to happen in a thread similar to\r
128       server's EmergeThread.\r
129           - This is not really needed, mesh update is really fast\r
130           - Instead, the lighting update can be slow\r
131           - So, this todo is not really a todo. It is a not-todo.\r
132 SUGG: Make server to send all modified blocks after a node change\r
133       after all the stuff including lighting have been updated\r
134 \r
135 TODO: Make fetching sector's blocks more efficient when rendering\r
136       sectors that have very large amounts of blocks (on client)\r
137 \r
138 TODO: Make the video backend selectable\r
139 \r
140 TODO: A timestamp to blocks\r
141 \r
142 TODO: Client side:\r
143       - The server sends all active objects of the active blocks\r
144             at constant intervals. They should fit in a few packets.\r
145       - The client keeps track of what blocks at the moment are\r
146             having active objects in them.\r
147       - All blocks going in and out of the active buffer are recorded.\r
148             - For outgoing blocks, objects are removed from the blocks\r
149                   and from the scene\r
150             - For incoming blocks, objects are added to the blocks and\r
151                   to the scene.\r
152 \r
153 TODO: Server side:\r
154       - A "near blocks" buffer, in which some nearby blocks are stored.\r
155           - For all blocks in the buffer, objects are stepped(). This\r
156             means they are active.\r
157       - All blocks going in and out of the buffer are recorded.\r
158             - For outgoing blocks, a timestamp is written.\r
159             - For incoming blocks, the time difference is calculated and\r
160               objects are stepped according to it.\r
161 \r
162 TODO: Add config parameters for server's sending and generating distance\r
163 \r
164 TODO: Make amount of trees and other plants configurable\r
165       - Save to a metafile\r
166 \r
167 TODO: Copy the text of the last picked sign to inventory in creative\r
168       mode\r
169 \r
170 TODO: Untie client network operations from framerate\r
171 \r
172 TODO: Make a copy of close-range environment on client for showing\r
173       on screen, with minimal mutexes to slow the main loop down\r
174 \r
175 TODO: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
176       it by sending more stuff in a single packet.\r
177 \r
178 Doing now:\r
179 ======================================================================\r
180 \r
181 \r
182 ======================================================================\r
183 \r
184 */\r
185 \r
186 /*\r
187         Setting this to 1 enables a special camera mode that forces\r
188         the renderers to think that the camera statically points from\r
189         the starting place to a static direction.\r
190 \r
191         This allows one to move around with the player and see what\r
192         is actually drawn behind solid things etc.\r
193 */\r
194 #define FIELD_OF_VIEW_TEST 0\r
195 \r
196 #ifdef UNITTEST_DISABLE\r
197         #ifdef _WIN32\r
198                 #pragma message ("Disabling unit tests")\r
199         #else\r
200                 #warning "Disabling unit tests"\r
201         #endif\r
202         // Disable unit tests\r
203         #define ENABLE_TESTS 0\r
204 #else\r
205         // Enable unit tests\r
206         #define ENABLE_TESTS 1\r
207 #endif\r
208 \r
209 #ifdef _MSC_VER\r
210 #pragma comment(lib, "Irrlicht.lib")\r
211 #pragma comment(lib, "jthread.lib")\r
212 // This would get rid of the console window\r
213 //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
214 #endif\r
215 \r
216 #ifdef _WIN32\r
217         #define WIN32_LEAN_AND_MEAN\r
218         #include <windows.h>\r
219         #define sleep_ms(x) Sleep(x)\r
220 #else\r
221         #include <unistd.h>\r
222         #define sleep_ms(x) usleep(x*1000)\r
223 #endif\r
224 \r
225 #include <iostream>\r
226 #include <fstream>\r
227 #include <time.h>\r
228 #include <jmutexautolock.h>\r
229 #include "common_irrlicht.h"\r
230 #include "debug.h"\r
231 #include "map.h"\r
232 #include "player.h"\r
233 #include "main.h"\r
234 #include "test.h"\r
235 #include "environment.h"\r
236 #include "server.h"\r
237 #include "client.h"\r
238 #include "serialization.h"\r
239 #include "constants.h"\r
240 #include "strfnd.h"\r
241 #include "porting.h"\r
242 #include <locale.h>\r
243 \r
244 IrrlichtDevice *g_device = NULL;\r
245 \r
246 const char *g_material_filenames[MATERIALS_COUNT] =\r
247 {\r
248         "../data/stone.png",\r
249         "../data/grass.png",\r
250         "../data/water.png",\r
251         "../data/light.png",\r
252         "../data/tree.png",\r
253         "../data/leaves.png",\r
254         "../data/grass_footsteps.png",\r
255         "../data/mese.png"\r
256 };\r
257 \r
258 video::SMaterial g_materials[MATERIALS_COUNT];\r
259 //video::SMaterial g_mesh_materials[3];\r
260 \r
261 // All range-related stuff below is locked behind this\r
262 JMutex g_range_mutex;\r
263 \r
264 // Blocks are generated in this range from the player\r
265 // This is limited vertically to half by Client::fetchBlocks()\r
266 s16 g_forcedfetch_range_nodes = FORCEDFETCH_RANGE;\r
267 \r
268 // Blocks are viewed in this range from the player\r
269 s16 g_viewing_range_nodes = 60;\r
270 \r
271 // This is updated by the client's fetchBlocks routine\r
272 //s16 g_actual_viewing_range_nodes = VIEWING_RANGE_NODES_DEFAULT;\r
273 \r
274 // If true, the preceding value has no meaning and all blocks\r
275 // already existing in memory are drawn\r
276 bool g_viewing_range_all = false;\r
277 \r
278 // This is the freetime ratio imposed by the dynamic viewing\r
279 // range changing code.\r
280 // It is controlled by the main loop to the smallest value that\r
281 // inhibits glitches (dtime jitter) in the main loop.\r
282 //float g_freetime_ratio = FREETIME_RATIO_MAX;\r
283 \r
284 \r
285 /*\r
286         Settings.\r
287         These are loaded from the config file.\r
288 */\r
289 \r
290 std::string g_dedicated_server;\r
291 \r
292 // Client stuff\r
293 float g_wanted_fps = FPS_DEFAULT_WANTED;\r
294 float g_fps_max = FPS_DEFAULT_MAX;\r
295 s16 g_viewing_range_nodes_max = 300;\r
296 s16 g_viewing_range_nodes_min = 20;\r
297 std::string g_screenW;\r
298 std::string g_screenH;\r
299 std::string g_host_game;\r
300 std::string g_port;\r
301 std::string g_address;\r
302 std::string g_name;\r
303 bool g_random_input = false;\r
304 float g_client_delete_unused_sectors_timeout = 1200;\r
305 \r
306 // Server stuff\r
307 bool g_creative_mode = false;\r
308 MapgenParams g_mapgen_params;\r
309 \r
310 /*\r
311         Random stuff\r
312 */\r
313 \r
314 //u16 g_selected_material = 0;\r
315 u16 g_selected_item = 0;\r
316 \r
317 bool g_esc_pressed = false;\r
318 \r
319 std::wstring g_text_buffer;\r
320 bool g_text_buffer_accepted = false;\r
321 \r
322 // When true, the mouse and keyboard are grabbed\r
323 bool g_game_focused = true;\r
324 \r
325 /*\r
326         Debug streams\r
327 */\r
328 \r
329 // Connection\r
330 std::ostream *dout_con_ptr = &dummyout;\r
331 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
332 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
333 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
334 //std::ostream *dout_con_ptr = &dstream;\r
335 //std::ostream *derr_con_ptr = &dstream;\r
336 \r
337 // Server\r
338 std::ostream *dout_server_ptr = &dstream;\r
339 std::ostream *derr_server_ptr = &dstream;\r
340 \r
341 // Client\r
342 std::ostream *dout_client_ptr = &dstream;\r
343 std::ostream *derr_client_ptr = &dstream;\r
344 \r
345 /*\r
346         Config stuff\r
347 */\r
348 \r
349 // Returns false on EOF\r
350 bool parseConfigObject(std::istream &is)\r
351 {\r
352         // float g_wanted_fps\r
353         // s16 g_viewing_range_nodes_max\r
354 \r
355         if(is.eof())\r
356                 return false;\r
357         \r
358         std::string line;\r
359         std::getline(is, line);\r
360         //dstream<<"got line: \""<<line<<"\""<<std::endl;\r
361 \r
362         std::string trimmedline = trim(line);\r
363         \r
364         // Ignore comments\r
365         if(trimmedline[0] == '#')\r
366                 return true;\r
367 \r
368         //dstream<<"trimmedline=\""<<trimmedline<<"\""<<std::endl;\r
369 \r
370         Strfnd sf(trim(line));\r
371 \r
372         std::string name = sf.next("=");\r
373         name = trim(name);\r
374 \r
375         if(name == "")\r
376                 return true;\r
377         \r
378         std::string value = sf.next("\n");\r
379         value = trim(value);\r
380 \r
381         dstream<<"Config name=\""<<name<<"\" value=\""\r
382                         <<value<<"\""<<std::endl;\r
383         \r
384         if(name == "dedicated_server")\r
385                 g_dedicated_server = value;\r
386         \r
387         // Client stuff\r
388         else if(name == "wanted_fps")\r
389         {\r
390                 g_wanted_fps = atof(value.c_str());\r
391         }\r
392         else if(name == "fps_max")\r
393         {\r
394                 g_fps_max = atof(value.c_str());\r
395         }\r
396         else if(name == "viewing_range_nodes_max")\r
397         {\r
398                 s32 v = atoi(value.c_str());\r
399                 if(v < 0)\r
400                         v = 0;\r
401                 if(v > 32767)\r
402                         v = 32767;\r
403                 g_viewing_range_nodes_max = v;\r
404         }\r
405         else if(name == "viewing_range_nodes_min")\r
406         {\r
407                 s32 v = atoi(value.c_str());\r
408                 if(v < 0)\r
409                         v = 0;\r
410                 if(v > 32767)\r
411                         v = 32767;\r
412                 g_viewing_range_nodes_min = v;\r
413         }\r
414         else if(name=="screenW")\r
415                 g_screenW = value;\r
416         else if(name=="screenH")\r
417                 g_screenH = value;\r
418         else if(name == "host_game")\r
419                 g_host_game = value;\r
420         else if(name == "port")\r
421                 g_port = value;\r
422         else if(name == "address")\r
423                 g_address = value;\r
424         else if(name == "name")\r
425                 g_name = value;\r
426         else if(name == "random_input")\r
427                 g_random_input = is_yes(value);\r
428         else if(name == "client_delete_unused_sectors_timeout")\r
429         {\r
430                 std::istringstream vis(value);\r
431                 //vis.imbue(std::locale("C"));\r
432                 vis>>g_client_delete_unused_sectors_timeout;\r
433         }\r
434         \r
435         // Server stuff\r
436         else if(name == "creative_mode")\r
437                 g_creative_mode = is_yes(value);\r
438         else if(name == "mapgen_heightmap_blocksize")\r
439         {\r
440                 s32 d = atoi(value.c_str());\r
441                 if(d > 0 && (d & (d-1)) == 0)\r
442                         g_mapgen_params.heightmap_blocksize = d;\r
443                 else\r
444                         dstream<<"Invalid value in config file: \""\r
445                                         <<line<<"\""<<std::endl;\r
446         }\r
447         else if(name == "mapgen_height_randmax")\r
448                 g_mapgen_params.height_randmax = value;\r
449         else if(name == "mapgen_height_randfactor")\r
450                 g_mapgen_params.height_randfactor = value;\r
451         else if(name == "mapgen_height_base")\r
452                 g_mapgen_params.height_base = value;\r
453         else if(name == "mapgen_plants_amount")\r
454                 g_mapgen_params.plants_amount = value;\r
455         \r
456         else\r
457         {\r
458                 dstream<<"Unknown option in config file: \""\r
459                                 <<line<<"\""<<std::endl;\r
460         }\r
461 \r
462         return true;\r
463 }\r
464 \r
465 // Returns true on success\r
466 bool readConfigFile(const char *filename)\r
467 {\r
468         std::ifstream is(filename);\r
469         if(is.good() == false)\r
470         {\r
471                 dstream<<DTIME<<"Error opening configuration file: "\r
472                                 <<filename<<std::endl;\r
473                 return false;\r
474         }\r
475 \r
476         dstream<<DTIME<<"Parsing configuration file: "\r
477                         <<filename<<std::endl;\r
478                         \r
479         while(parseConfigObject(is));\r
480         \r
481         return true;\r
482 }\r
483 \r
484 /*\r
485         Timestamp stuff\r
486 */\r
487 \r
488 JMutex g_timestamp_mutex;\r
489 //std::string g_timestamp;\r
490 \r
491 std::string getTimestamp()\r
492 {\r
493         if(g_timestamp_mutex.IsInitialized()==false)\r
494                 return "";\r
495         JMutexAutoLock lock(g_timestamp_mutex);\r
496         //return g_timestamp;\r
497         time_t t = time(NULL);\r
498         struct tm *tm = localtime(&t);\r
499         char cs[20];\r
500         strftime(cs, 20, "%H:%M:%S", tm);\r
501         return cs;\r
502 }\r
503 \r
504 class MyEventReceiver : public IEventReceiver\r
505 {\r
506 public:\r
507         // This is the one method that we have to implement\r
508         virtual bool OnEvent(const SEvent& event)\r
509         {\r
510                 // Remember whether each key is down or up\r
511                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
512                 {\r
513                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
514 \r
515                         if(event.KeyInput.PressedDown)\r
516                         {\r
517                                 //dstream<<"Pressed key: "<<(char)event.KeyInput.Key<<std::endl;\r
518                                 if(g_game_focused == false)\r
519                                 {\r
520                                         s16 key = event.KeyInput.Key;\r
521                                         if(key == irr::KEY_RETURN || key == irr::KEY_ESCAPE)\r
522                                         {\r
523                                                 g_text_buffer_accepted = true;\r
524                                         }\r
525                                         else if(key == irr::KEY_BACK)\r
526                                         {\r
527                                                 if(g_text_buffer.size() > 0)\r
528                                                         g_text_buffer = g_text_buffer.substr\r
529                                                                         (0, g_text_buffer.size()-1);\r
530                                         }\r
531                                         else\r
532                                         {\r
533                                                 wchar_t wc = event.KeyInput.Char;\r
534                                                 if(wc != 0)\r
535                                                         g_text_buffer += wc;\r
536                                         }\r
537                                 }\r
538                                 \r
539                                 if(event.KeyInput.Key == irr::KEY_ESCAPE)\r
540                                 {\r
541                                         if(g_game_focused == true)\r
542                                         {\r
543                                                 dstream<<DTIME<<"ESC pressed"<<std::endl;\r
544                                                 g_esc_pressed = true;\r
545                                         }\r
546                                 }\r
547 \r
548                                 // Material selection\r
549                                 if(event.KeyInput.Key == irr::KEY_KEY_F)\r
550                                 {\r
551                                         if(g_game_focused == true)\r
552                                         {\r
553                                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
554                                                         g_selected_item++;\r
555                                                 else\r
556                                                         g_selected_item = 0;\r
557                                                 dstream<<DTIME<<"Selected item: "\r
558                                                                 <<g_selected_item<<std::endl;\r
559                                         }\r
560                                 }\r
561 \r
562                                 // Viewing range selection\r
563                                 if(event.KeyInput.Key == irr::KEY_KEY_R\r
564                                                 && g_game_focused)\r
565                                 {\r
566                                         JMutexAutoLock lock(g_range_mutex);\r
567                                         if(g_viewing_range_all)\r
568                                         {\r
569                                                 g_viewing_range_all = false;\r
570                                                 dstream<<DTIME<<"Disabled full viewing range"<<std::endl;\r
571                                         }\r
572                                         else\r
573                                         {\r
574                                                 g_viewing_range_all = true;\r
575                                                 dstream<<DTIME<<"Enabled full viewing range"<<std::endl;\r
576                                         }\r
577                                 }\r
578                         }\r
579                 }\r
580 \r
581                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
582                 {\r
583                         if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
584                         {\r
585                                 leftclicked = true;\r
586                         }\r
587                         if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
588                         {\r
589                                 rightclicked = true;\r
590                         }\r
591                         if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
592                         {\r
593                                 /*dstream<<"event.MouseInput.Wheel="\r
594                                                 <<event.MouseInput.Wheel<<std::endl;*/\r
595                                 if(event.MouseInput.Wheel < 0)\r
596                                 {\r
597                                         if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
598                                                 g_selected_item++;\r
599                                         else\r
600                                                 g_selected_item = 0;\r
601                                 }\r
602                                 else if(event.MouseInput.Wheel > 0)\r
603                                 {\r
604                                         if(g_selected_item > 0)\r
605                                                 g_selected_item--;\r
606                                         else\r
607                                                 g_selected_item = PLAYER_INVENTORY_SIZE-1;\r
608                                 }\r
609                         }\r
610                 }\r
611 \r
612                 return false;\r
613         }\r
614 \r
615         // This is used to check whether a key is being held down\r
616         virtual bool IsKeyDown(EKEY_CODE keyCode) const\r
617         {\r
618                 return keyIsDown[keyCode];\r
619         }\r
620 \r
621         MyEventReceiver()\r
622         {\r
623                 for (u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
624                                 keyIsDown[i] = false;\r
625                 leftclicked = false;\r
626                 rightclicked = false;\r
627         }\r
628 \r
629         bool leftclicked;\r
630         bool rightclicked;\r
631 private:\r
632         // We use this array to store the current state of each key\r
633         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
634         //s32 mouseX;\r
635         //s32 mouseY;\r
636 };\r
637 \r
638 class InputHandler\r
639 {\r
640 public:\r
641         InputHandler()\r
642         {\r
643         }\r
644         virtual ~InputHandler()\r
645         {\r
646         }\r
647         virtual bool isKeyDown(EKEY_CODE keyCode) = 0;\r
648         virtual v2s32 getMousePos() = 0;\r
649         virtual void setMousePos(s32 x, s32 y) = 0;\r
650         virtual bool getLeftClicked() = 0;\r
651         virtual bool getRightClicked() = 0;\r
652         virtual void resetLeftClicked() = 0;\r
653         virtual void resetRightClicked() = 0;\r
654         \r
655         virtual void step(float dtime) {};\r
656 \r
657         virtual void clear() {};\r
658 };\r
659 \r
660 InputHandler *g_input = NULL;\r
661 \r
662 void focusGame()\r
663 {\r
664         g_input->clear();\r
665         g_game_focused = true;\r
666 }\r
667 \r
668 void unFocusGame()\r
669 {\r
670         g_game_focused = false;\r
671 }\r
672 \r
673 class RealInputHandler : public InputHandler\r
674 {\r
675 public:\r
676         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
677                 m_device(device),\r
678                 m_receiver(receiver)\r
679         {\r
680         }\r
681         virtual bool isKeyDown(EKEY_CODE keyCode)\r
682         {\r
683                 return m_receiver->IsKeyDown(keyCode);\r
684         }\r
685         virtual v2s32 getMousePos()\r
686         {\r
687                 return m_device->getCursorControl()->getPosition();\r
688         }\r
689         virtual void setMousePos(s32 x, s32 y)\r
690         {\r
691                 m_device->getCursorControl()->setPosition(x, y);\r
692         }\r
693 \r
694         virtual bool getLeftClicked()\r
695         {\r
696                 if(g_game_focused == false)\r
697                         return false;\r
698                 return m_receiver->leftclicked;\r
699         }\r
700         virtual bool getRightClicked()\r
701         {\r
702                 if(g_game_focused == false)\r
703                         return false;\r
704                 return m_receiver->rightclicked;\r
705         }\r
706         virtual void resetLeftClicked()\r
707         {\r
708                 m_receiver->leftclicked = false;\r
709         }\r
710         virtual void resetRightClicked()\r
711         {\r
712                 m_receiver->rightclicked = false;\r
713         }\r
714 \r
715         void clear()\r
716         {\r
717                 resetRightClicked();\r
718                 resetLeftClicked();\r
719         }\r
720 private:\r
721         IrrlichtDevice *m_device;\r
722         MyEventReceiver *m_receiver;\r
723 };\r
724 \r
725 class RandomInputHandler : public InputHandler\r
726 {\r
727 public:\r
728         RandomInputHandler()\r
729         {\r
730                 leftclicked = false;\r
731                 rightclicked = false;\r
732                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
733                         keydown[i] = false;\r
734         }\r
735         virtual bool isKeyDown(EKEY_CODE keyCode)\r
736         {\r
737                 return keydown[keyCode];\r
738         }\r
739         virtual v2s32 getMousePos()\r
740         {\r
741                 return mousepos;\r
742         }\r
743         virtual void setMousePos(s32 x, s32 y)\r
744         {\r
745                 mousepos = v2s32(x,y);\r
746         }\r
747 \r
748         virtual bool getLeftClicked()\r
749         {\r
750                 return leftclicked;\r
751         }\r
752         virtual bool getRightClicked()\r
753         {\r
754                 return rightclicked;\r
755         }\r
756         virtual void resetLeftClicked()\r
757         {\r
758                 leftclicked = false;\r
759         }\r
760         virtual void resetRightClicked()\r
761         {\r
762                 rightclicked = false;\r
763         }\r
764 \r
765         virtual void step(float dtime)\r
766         {\r
767                 {\r
768                         static float counter1 = 0;\r
769                         counter1 -= dtime;\r
770                         if(counter1 < 0.0)\r
771                         {\r
772                                 counter1 = 0.1*Rand(1,10);\r
773                                 /*if(g_selected_material < USEFUL_MATERIAL_COUNT-1)\r
774                                         g_selected_material++;\r
775                                 else\r
776                                         g_selected_material = 0;*/\r
777                                 if(g_selected_item < PLAYER_INVENTORY_SIZE-1)\r
778                                         g_selected_item++;\r
779                                 else\r
780                                         g_selected_item = 0;\r
781                         }\r
782                 }\r
783                 {\r
784                         static float counter1 = 0;\r
785                         counter1 -= dtime;\r
786                         if(counter1 < 0.0)\r
787                         {\r
788                                 counter1 = 0.1*Rand(1, 40);\r
789                                 keydown[irr::KEY_SPACE] = !keydown[irr::KEY_SPACE];\r
790                         }\r
791                 }\r
792                 {\r
793                         static float counter1 = 0;\r
794                         counter1 -= dtime;\r
795                         if(counter1 < 0.0)\r
796                         {\r
797                                 counter1 = 0.1*Rand(1, 40);\r
798                                 keydown[irr::KEY_KEY_2] = !keydown[irr::KEY_KEY_2];\r
799                         }\r
800                 }\r
801                 {\r
802                         static float counter1 = 0;\r
803                         counter1 -= dtime;\r
804                         if(counter1 < 0.0)\r
805                         {\r
806                                 counter1 = 0.1*Rand(1, 40);\r
807                                 keydown[irr::KEY_KEY_W] = !keydown[irr::KEY_KEY_W];\r
808                         }\r
809                 }\r
810                 {\r
811                         static float counter1 = 0;\r
812                         counter1 -= dtime;\r
813                         if(counter1 < 0.0)\r
814                         {\r
815                                 counter1 = 0.1*Rand(1, 40);\r
816                                 keydown[irr::KEY_KEY_A] = !keydown[irr::KEY_KEY_A];\r
817                         }\r
818                 }\r
819                 {\r
820                         static float counter1 = 0;\r
821                         counter1 -= dtime;\r
822                         if(counter1 < 0.0)\r
823                         {\r
824                                 counter1 = 0.1*Rand(1, 20);\r
825                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\r
826                         }\r
827                 }\r
828                 {\r
829                         static float counter1 = 0;\r
830                         counter1 -= dtime;\r
831                         if(counter1 < 0.0)\r
832                         {\r
833                                 counter1 = 0.1*Rand(1, 30);\r
834                                 leftclicked = true;\r
835                         }\r
836                 }\r
837                 {\r
838                         static float counter1 = 0;\r
839                         counter1 -= dtime;\r
840                         if(counter1 < 0.0)\r
841                         {\r
842                                 counter1 = 0.1*Rand(1, 20);\r
843                                 rightclicked = true;\r
844                         }\r
845                 }\r
846                 mousepos += mousespeed;\r
847         }\r
848 \r
849         s32 Rand(s32 min, s32 max)\r
850         {\r
851                 return (rand()%(max-min+1))+min;\r
852         }\r
853 private:\r
854         bool keydown[KEY_KEY_CODES_COUNT];\r
855         v2s32 mousepos;\r
856         v2s32 mousespeed;\r
857         bool leftclicked;\r
858         bool rightclicked;\r
859 };\r
860 \r
861 void updateViewingRange(f32 frametime, Client *client)\r
862 {\r
863         // Range_all messes up frametime_avg\r
864         if(g_viewing_range_all == true)\r
865                 return;\r
866         \r
867         // Initialize to the target value\r
868         static float frametime_avg = 1.0/g_wanted_fps;\r
869         frametime_avg = frametime_avg * 0.9 + frametime * 0.1;\r
870 \r
871         static f32 counter = 0;\r
872         if(counter > 0){\r
873                 counter -= frametime;\r
874                 return;\r
875         }\r
876         //counter = 1.0; //seconds\r
877         counter = 0.5; //seconds\r
878 \r
879         //float freetime_ratio = 0.2;\r
880         //float freetime_ratio = 0.4;\r
881         float freetime_ratio = FREETIME_RATIO;\r
882 \r
883         float frametime_wanted = (1.0/(g_wanted_fps/(1.0-freetime_ratio)));\r
884 \r
885         float fraction = sqrt(frametime_avg / frametime_wanted);\r
886 \r
887         static bool fraction_is_good = false;\r
888         \r
889         float fraction_good_threshold = 0.1;\r
890         float fraction_bad_threshold = 0.25;\r
891         float fraction_limit;\r
892         // Use high limit if fraction is good AND the fraction would\r
893         // lower the range. We want to keep the range fairly high.\r
894         if(fraction_is_good && fraction > 1.0)\r
895                 fraction_limit = fraction_bad_threshold;\r
896         else\r
897                 fraction_limit = fraction_good_threshold;\r
898 \r
899         if(fabs(fraction - 1.0) < fraction_limit)\r
900         {\r
901                 fraction_is_good = true;\r
902                 return;\r
903         }\r
904         else\r
905         {\r
906                 fraction_is_good = false;\r
907         }\r
908 \r
909         //dstream<<"frametime_avg="<<frametime_avg<<std::endl;\r
910         //dstream<<"frametime_wanted="<<frametime_wanted<<std::endl;\r
911         /*dstream<<"fetching="<<client->isFetchingBlocks()\r
912                         <<" faction = "<<fraction<<std::endl;*/\r
913 \r
914         JMutexAutoLock lock(g_range_mutex);\r
915         \r
916         s16 n = (float)g_viewing_range_nodes / fraction;\r
917         if(n < g_viewing_range_nodes_min)\r
918                 n = g_viewing_range_nodes_min;\r
919         if(n > g_viewing_range_nodes_max)\r
920                 n = g_viewing_range_nodes_max;\r
921 \r
922         bool can_change = true;\r
923 \r
924         if(client->isFetchingBlocks() == true && n > g_viewing_range_nodes)\r
925                 can_change = false;\r
926         \r
927         if(can_change)\r
928                 g_viewing_range_nodes = n;\r
929 \r
930         /*dstream<<"g_viewing_range_nodes = "\r
931                         <<g_viewing_range_nodes<<std::endl;*/\r
932 }\r
933 \r
934 class GUIQuickInventory : public IEventReceiver\r
935 {\r
936 public:\r
937         GUIQuickInventory(\r
938                         gui::IGUIEnvironment* env,\r
939                         gui::IGUIElement* parent,\r
940                         v2s32 pos,\r
941                         s32 itemcount,\r
942                         Inventory *inventory):\r
943                 m_itemcount(itemcount),\r
944                 m_inventory(inventory)\r
945         {\r
946                 core::rect<s32> imgsize(0,0,48,48);\r
947                 core::rect<s32> textsize(0,0,48,16);\r
948                 v2s32 spacing(0, 64);\r
949                 for(s32 i=0; i<m_itemcount; i++)\r
950                 {\r
951                         m_images.push_back(env->addImage(\r
952                                 imgsize + pos + spacing*i\r
953                         ));\r
954                         m_images[i]->setScaleImage(true);\r
955                         m_texts.push_back(env->addStaticText(\r
956                                 L"",\r
957                                 textsize + pos + spacing*i,\r
958                                 false, false\r
959                         ));\r
960                         m_texts[i]->setBackgroundColor(\r
961                                         video::SColor(128,0,0,0));\r
962                         m_texts[i]->setTextAlignment(\r
963                                         gui::EGUIA_CENTER,\r
964                                         gui::EGUIA_UPPERLEFT);\r
965                 }\r
966         }\r
967 \r
968         virtual bool OnEvent(const SEvent& event)\r
969         {\r
970                 return false;\r
971         }\r
972 \r
973         void setSelection(s32 i)\r
974         {\r
975                 m_selection = i;\r
976         }\r
977 \r
978         void update()\r
979         {\r
980                 s32 start = 0;\r
981 \r
982                 start = m_selection - m_itemcount / 2;\r
983 \r
984                 for(s32 i=0; i<m_itemcount; i++)\r
985                 {\r
986                         s32 j = i + start;\r
987 \r
988                         if(j > (s32)m_inventory->getSize() - 1)\r
989                                 j -= m_inventory->getSize();\r
990                         if(j < 0)\r
991                                 j += m_inventory->getSize();\r
992                         \r
993                         InventoryItem *item = m_inventory->getItem(j);\r
994                         // Null items\r
995                         if(item == NULL)\r
996                         {\r
997                                 m_images[i]->setImage(NULL);\r
998 \r
999                                 wchar_t t[10];\r
1000                                 if(m_selection == j)\r
1001                                         swprintf(t, 10, L"<-");\r
1002                                 else\r
1003                                         swprintf(t, 10, L"");\r
1004                                 m_texts[i]->setText(t);\r
1005 \r
1006                                 // The next ifs will segfault with a NULL pointer\r
1007                                 continue;\r
1008                         }\r
1009                         \r
1010                         \r
1011                         m_images[i]->setImage(item->getImage());\r
1012                         \r
1013                         wchar_t t[10];\r
1014                         if(m_selection == j)\r
1015                                 swprintf(t, 10, SWPRINTF_CHARSTRING L" <-", item->getText().c_str());\r
1016                         else\r
1017                                 swprintf(t, 10, SWPRINTF_CHARSTRING, item->getText().c_str());\r
1018                         m_texts[i]->setText(t);\r
1019                 }\r
1020         }\r
1021 \r
1022 private:\r
1023         s32 m_itemcount;\r
1024         core::array<gui::IGUIStaticText*> m_texts;\r
1025         core::array<gui::IGUIImage*> m_images;\r
1026         Inventory *m_inventory;\r
1027         s32 m_selection;\r
1028 };\r
1029 \r
1030 int main(int argc, char *argv[])\r
1031 {\r
1032         /*\r
1033                 Low-level initialization\r
1034         */\r
1035 \r
1036         bool disable_stderr = false;\r
1037 #ifdef _WIN32\r
1038         disable_stderr = true;\r
1039 #endif\r
1040 \r
1041         debugstreams_init(disable_stderr, DEBUGFILE);\r
1042         debug_stacks_init();\r
1043 \r
1044 \r
1045         DSTACK(__FUNCTION_NAME);\r
1046 \r
1047         try\r
1048         {\r
1049         \r
1050         /*\r
1051                 Basic initialization\r
1052         */\r
1053 \r
1054         dstream<<DTIME<<"minetest-c55"\r
1055                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1056                         <<", ENABLE_TESTS="<<ENABLE_TESTS\r
1057                         <<std::endl;\r
1058         \r
1059         // Set locale. This is for forcing '.' as the decimal point.\r
1060         std::locale::global(std::locale("C"));\r
1061         // This enables printing all characters in bitmap font\r
1062         setlocale(LC_CTYPE, "en_US");\r
1063 \r
1064         // Initialize sockets\r
1065         sockets_init();\r
1066         atexit(sockets_cleanup);\r
1067         \r
1068         // Initialize timestamp mutex\r
1069         g_timestamp_mutex.Init();\r
1070 \r
1071         /*\r
1072                 Run unit tests\r
1073         */\r
1074         if(ENABLE_TESTS)\r
1075         {\r
1076                 run_tests();\r
1077         }\r
1078         \r
1079         /*\r
1080                 Initialization\r
1081         */\r
1082 \r
1083         // Read config file\r
1084         \r
1085         if(argc >= 2)\r
1086         {\r
1087                 readConfigFile(argv[1]);\r
1088         }\r
1089         else\r
1090         {\r
1091                 const char *filenames[2] =\r
1092                 {\r
1093                         "../minetest.conf",\r
1094                         "../../minetest.conf"\r
1095                 };\r
1096 \r
1097                 for(u32 i=0; i<2; i++)\r
1098                 {\r
1099                         bool r = readConfigFile(filenames[i]);\r
1100                         if(r)\r
1101                                 break;\r
1102                 }\r
1103         }\r
1104 \r
1105         // Initialize random seed\r
1106         srand(time(0));\r
1107 \r
1108         g_range_mutex.Init();\r
1109         assert(g_range_mutex.IsInitialized());\r
1110 \r
1111         /*\r
1112                 Ask some stuff\r
1113         */\r
1114 \r
1115         std::cout<<std::endl<<std::endl;\r
1116         char templine[100];\r
1117         \r
1118         std::cout<<"Dedicated server? [y = yes]: ";\r
1119         if(g_dedicated_server != "")\r
1120         {\r
1121                 std::cout<<g_dedicated_server<<std::endl;\r
1122                 snprintf(templine, 100, "%s", g_dedicated_server.c_str());\r
1123         }\r
1124         else\r
1125         {\r
1126                 std::cin.getline(templine, 100);\r
1127         }\r
1128 \r
1129         bool dedicated = false;\r
1130         if(templine[0] == 'y')\r
1131                 dedicated = true;\r
1132         if(dedicated)\r
1133                 std::cout<<"-> yes"<<std::endl;\r
1134         else\r
1135                 std::cout<<"-> no"<<std::endl;\r
1136         \r
1137         std::cout<<"Port [empty=30000]: ";\r
1138         if(g_port != "")\r
1139         {\r
1140                 std::cout<<g_port<<std::endl;\r
1141                 snprintf(templine, 100, "%s", g_port.c_str());\r
1142         }\r
1143         else\r
1144         {\r
1145                 std::cin.getline(templine, 100);\r
1146         }\r
1147         unsigned short port;\r
1148         if(templine[0] == 0)\r
1149                 port = 30000;\r
1150         else\r
1151                 port = atoi(templine);\r
1152         std::cout<<"-> "<<port<<std::endl;\r
1153         \r
1154         if(dedicated)\r
1155         {\r
1156                 DSTACK("Dedicated server branch");\r
1157                 \r
1158                 std::cout<<std::endl;\r
1159                 std::cout<<"========================"<<std::endl;\r
1160                 std::cout<<"Running dedicated server"<<std::endl;\r
1161                 std::cout<<"========================"<<std::endl;\r
1162                 std::cout<<std::endl;\r
1163 \r
1164                 Server server("../map", g_creative_mode, g_mapgen_params);\r
1165                 server.start(port);\r
1166         \r
1167                 for(;;)\r
1168                 {\r
1169                         // This is kind of a hack but can be done like this\r
1170                         // because server.step() is very light\r
1171                         sleep_ms(100);\r
1172                         server.step(0.1);\r
1173 \r
1174                         static int counter = 0;\r
1175                         counter--;\r
1176                         if(counter <= 0)\r
1177                         {\r
1178                                 counter = 10;\r
1179 \r
1180                                 core::list<PlayerInfo> list = server.getPlayerInfo();\r
1181                                 core::list<PlayerInfo>::Iterator i;\r
1182                                 static u32 sum_old = 0;\r
1183                                 u32 sum = PIChecksum(list);\r
1184                                 if(sum != sum_old)\r
1185                                 {\r
1186                                         std::cout<<DTIME<<"Player info:"<<std::endl;\r
1187                                         for(i=list.begin(); i!=list.end(); i++)\r
1188                                         {\r
1189                                                 i->PrintLine(&std::cout);\r
1190                                         }\r
1191                                 }\r
1192                                 sum_old = sum;\r
1193                         }\r
1194                 }\r
1195 \r
1196                 return 0;\r
1197         }\r
1198 \r
1199         bool hosting = false;\r
1200         char connect_name[100] = "";\r
1201 \r
1202         std::cout<<"Address to connect to [empty = host a game]: ";\r
1203         if(g_address != "" && is_yes(g_host_game) == false)\r
1204         {\r
1205                 std::cout<<g_address<<std::endl;\r
1206                 snprintf(connect_name, 100, "%s", g_address.c_str());\r
1207         }\r
1208         else\r
1209         {\r
1210                 std::cin.getline(connect_name, 100);\r
1211         }\r
1212         \r
1213         if(connect_name[0] == 0){\r
1214                 snprintf(connect_name, 100, "127.0.0.1");\r
1215                 hosting = true;\r
1216         }\r
1217         \r
1218         if(hosting)\r
1219                 std::cout<<"-> hosting"<<std::endl;\r
1220         else\r
1221                 std::cout<<"-> "<<connect_name<<std::endl;\r
1222         \r
1223         char playername[PLAYERNAME_SIZE] = "";\r
1224         if(g_name != "")\r
1225         {\r
1226                 snprintf(playername, PLAYERNAME_SIZE, "%s", g_name.c_str());\r
1227         }\r
1228         else\r
1229         {\r
1230                 std::cout<<"Name of player: ";\r
1231                 std::cin.getline(playername, PLAYERNAME_SIZE);\r
1232         }\r
1233         std::cout<<"-> \""<<playername<<"\""<<std::endl;\r
1234 \r
1235         /*\r
1236                 Resolution selection\r
1237         */\r
1238 \r
1239         u16 screenW;\r
1240         u16 screenH;\r
1241         bool fullscreen = false;\r
1242         \r
1243         if(g_screenW != "" && g_screenH != "")\r
1244         {\r
1245                 screenW = atoi(g_screenW.c_str());\r
1246                 screenH = atoi(g_screenH.c_str());\r
1247         }\r
1248         else\r
1249         {\r
1250                 u16 resolutions[][3] = {\r
1251                         //W, H, fullscreen\r
1252                         {640,480, 0},\r
1253                         {800,600, 0},\r
1254                         {1024,768, 0},\r
1255                         {1280,1024, 0},\r
1256                         /*{640,480, 1},\r
1257                         {800,600, 1},\r
1258                         {1024,768, 1},\r
1259                         {1280,1024, 1},*/\r
1260                 };\r
1261 \r
1262                 u16 res_count = sizeof(resolutions)/sizeof(resolutions[0]);\r
1263                 \r
1264                 for(u16 i=0; i<res_count; i++)\r
1265                 {\r
1266                         std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
1267                                         <<resolutions[i][1];\r
1268                         if(resolutions[i][2])\r
1269                                 std::cout<<" fullscreen"<<std::endl;\r
1270                         else\r
1271                                 std::cout<<" windowed"<<std::endl;\r
1272                 }\r
1273                 std::cout<<"Select a window resolution number [empty = 2]: ";\r
1274                 std::cin.getline(templine, 100);\r
1275 \r
1276                 u16 r0;\r
1277                 if(templine[0] == 0)\r
1278                         r0 = 2;\r
1279                 else\r
1280                         r0 = atoi(templine);\r
1281 \r
1282                 if(r0 > res_count || r0 == 0)\r
1283                         r0 = 2;\r
1284                 \r
1285                 {\r
1286                         u16 i = r0-1;\r
1287                         std::cout<<"-> ";\r
1288                         std::cout<<(i+1)<<": "<<resolutions[i][0]<<"x"\r
1289                                         <<resolutions[i][1];\r
1290                         if(resolutions[i][2])\r
1291                                 std::cout<<" fullscreen"<<std::endl;\r
1292                         else\r
1293                                 std::cout<<" windowed"<<std::endl;\r
1294                 }\r
1295 \r
1296                 screenW = resolutions[r0-1][0];\r
1297                 screenH = resolutions[r0-1][1];\r
1298                 fullscreen = resolutions[r0-1][2];\r
1299         }\r
1300 \r
1301         //\r
1302 \r
1303         MyEventReceiver receiver;\r
1304 \r
1305         video::E_DRIVER_TYPE driverType;\r
1306 \r
1307 #ifdef _WIN32\r
1308         //driverType = video::EDT_DIRECT3D9; // Doesn't seem to work\r
1309         driverType = video::EDT_OPENGL;\r
1310 #else\r
1311         driverType = video::EDT_OPENGL;\r
1312 #endif\r
1313 \r
1314         // create device and exit if creation failed\r
1315 \r
1316         IrrlichtDevice *device;\r
1317         device = createDevice(driverType,\r
1318                         core::dimension2d<u32>(screenW, screenH),\r
1319                         16, fullscreen, false, false, &receiver);\r
1320         // With vsync\r
1321         /*device = createDevice(driverType,\r
1322                         core::dimension2d<u32>(screenW, screenH),\r
1323                         16, fullscreen, false, true, &receiver);*/\r
1324 \r
1325         if (device == 0)\r
1326                 return 1; // could not create selected driver.\r
1327 \r
1328         g_device = device;\r
1329         \r
1330         device->setResizable(true);\r
1331 \r
1332         if(g_random_input)\r
1333                 g_input = new RandomInputHandler();\r
1334         else\r
1335                 g_input = new RealInputHandler(device, &receiver);\r
1336         \r
1337         /*\r
1338                 Continue initialization\r
1339         */\r
1340 \r
1341         video::IVideoDriver* driver = device->getVideoDriver();\r
1342         // These make the textures not to show at all\r
1343         //driver->setTextureCreationFlag(video::ETCF_ALWAYS_16_BIT);\r
1344         //driver->setTextureCreationFlag(video::ETCF_OPTIMIZED_FOR_SPEED );\r
1345 \r
1346         //driver->setMinHardwareBufferVertexCount(1);\r
1347 \r
1348         scene::ISceneManager* smgr = device->getSceneManager();\r
1349 \r
1350         gui::IGUIEnvironment* guienv = device->getGUIEnvironment();\r
1351         gui::IGUISkin* skin = guienv->getSkin();\r
1352         gui::IGUIFont* font = guienv->getFont("../data/fontlucida.png");\r
1353         if(font)\r
1354                 skin->setFont(font);\r
1355         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1356         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1357         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1358         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1359         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1360         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1361         \r
1362         const wchar_t *text = L"Loading and connecting...";\r
1363         core::vector2d<s32> center(screenW/2, screenH/2);\r
1364         core::dimension2d<u32> textd = font->getDimension(text);\r
1365         std::cout<<DTIME<<"Text w="<<textd.Width<<" h="<<textd.Height<<std::endl;\r
1366         // Have to add a bit to disable the text from word wrapping\r
1367         //core::vector2d<s32> textsize(textd.Width+4, textd.Height);\r
1368         core::vector2d<s32> textsize(300, textd.Height);\r
1369         core::rect<s32> textrect(center - textsize/2, center + textsize/2);\r
1370 \r
1371         gui::IGUIStaticText *gui_loadingtext = guienv->addStaticText(\r
1372                         text, textrect, false, false);\r
1373         gui_loadingtext->setTextAlignment(gui::EGUIA_CENTER, gui::EGUIA_UPPERLEFT);\r
1374 \r
1375         driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1376         guienv->drawAll();\r
1377         driver->endScene();\r
1378 \r
1379         /*\r
1380                 Initialize material array\r
1381         */\r
1382 \r
1383         //video::SMaterial g_materials[MATERIALS_COUNT];\r
1384         for(u16 i=0; i<MATERIALS_COUNT; i++)\r
1385         {\r
1386                 g_materials[i].Lighting = false;\r
1387                 g_materials[i].BackfaceCulling = false;\r
1388 \r
1389                 const char *filename = g_material_filenames[i];\r
1390                 if(filename != NULL){\r
1391                         video::ITexture *t = driver->getTexture(filename);\r
1392                         if(t == NULL){\r
1393                                 std::cout<<DTIME<<"Texture could not be loaded: \""\r
1394                                                 <<filename<<"\""<<std::endl;\r
1395                                 return 1;\r
1396                         }\r
1397                         g_materials[i].setTexture(0, driver->getTexture(filename));\r
1398                 }\r
1399                 //g_materials[i].setFlag(video::EMF_TEXTURE_WRAP, video::ETC_REPEAT);\r
1400                 g_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
1401                 //g_materials[i].setFlag(video::EMF_ANISOTROPIC_FILTER, false);\r
1402                 //g_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
1403                 if(i == MATERIAL_WATER)\r
1404                 {\r
1405                         g_materials[i].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;\r
1406                         //g_materials[i].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;\r
1407                 }\r
1408         }\r
1409 \r
1410         /*g_mesh_materials[0].setTexture(0, driver->getTexture("../data/water.png"));\r
1411         g_mesh_materials[1].setTexture(0, driver->getTexture("../data/grass.png"));\r
1412         g_mesh_materials[2].setTexture(0, driver->getTexture("../data/stone.png"));\r
1413         for(u32 i=0; i<3; i++)\r
1414         {\r
1415                 g_mesh_materials[i].Lighting = false;\r
1416                 g_mesh_materials[i].BackfaceCulling = false;\r
1417                 g_mesh_materials[i].setFlag(video::EMF_BILINEAR_FILTER, false);\r
1418                 g_mesh_materials[i].setFlag(video::EMF_FOG_ENABLE, true);\r
1419         }*/\r
1420 \r
1421         // Make a scope here for the client so that it gets removed\r
1422         // before the irrlicht device\r
1423         {\r
1424 \r
1425         std::cout<<DTIME<<"Creating server and client"<<std::endl;\r
1426         \r
1427         /*\r
1428                 Create server\r
1429         */\r
1430         SharedPtr<Server> server;\r
1431         if(hosting){\r
1432                 server = new Server("../map", g_creative_mode, g_mapgen_params);\r
1433                 server->start(port);\r
1434         }\r
1435         \r
1436         /*\r
1437                 Create client\r
1438         */\r
1439 \r
1440         // TODO: Get rid of the g_materials parameter or it's globalness\r
1441         Client client(device, g_materials,\r
1442                         g_client_delete_unused_sectors_timeout,\r
1443                         playername);\r
1444         \r
1445         Address connect_address(0,0,0,0, port);\r
1446         try{\r
1447                 connect_address.Resolve(connect_name);\r
1448         }\r
1449         catch(ResolveError &e)\r
1450         {\r
1451                 std::cout<<DTIME<<"Couldn't resolve address"<<std::endl;\r
1452                 return 0;\r
1453         }\r
1454         \r
1455         std::cout<<DTIME<<"Connecting to server..."<<std::endl;\r
1456         client.connect(connect_address);\r
1457         \r
1458         try{\r
1459                 while(client.connectedAndInitialized() == false)\r
1460                 {\r
1461                         client.step(0.1);\r
1462                         if(server != NULL){\r
1463                                 server->step(0.1);\r
1464                         }\r
1465                         sleep_ms(100);\r
1466                 }\r
1467         }\r
1468         catch(con::PeerNotFoundException &e)\r
1469         {\r
1470                 std::cout<<DTIME<<"Timed out."<<std::endl;\r
1471                 return 0;\r
1472         }\r
1473         \r
1474         /*\r
1475                 Create the camera node\r
1476         */\r
1477 \r
1478         scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(\r
1479                 0, // Camera parent\r
1480                 v3f(BS*100, BS*2, BS*100), // Look from\r
1481                 v3f(BS*100+1, BS*2, BS*100), // Look to\r
1482                 -1 // Camera ID\r
1483         );\r
1484 \r
1485         if(camera == NULL)\r
1486                 return 1;\r
1487         \r
1488         video::SColor skycolor = video::SColor(255,90,140,200);\r
1489 \r
1490         camera->setFOV(FOV_ANGLE);\r
1491 \r
1492         // Just so big a value that everything rendered is visible\r
1493         camera->setFarValue(100000*BS);\r
1494 \r
1495         /*//f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
1496         f32 range = BS*HEIGHTMAP_RANGE_NODES*0.9;\r
1497         \r
1498         camera->setFarValue(range);\r
1499         \r
1500         driver->setFog(\r
1501                 skycolor,\r
1502                 video::EFT_FOG_LINEAR,\r
1503                 range*0.8,\r
1504                 range,\r
1505                 0.01,\r
1506                 false,\r
1507                 false\r
1508                 );*/\r
1509         \r
1510         f32 camera_yaw = 0; // "right/left"\r
1511         f32 camera_pitch = 0; // "up/down"\r
1512         \r
1513         gui_loadingtext->remove();\r
1514 \r
1515         /*\r
1516                 Add some gui stuff\r
1517         */\r
1518         \r
1519         // First line of debug text\r
1520         gui::IGUIStaticText *guitext = guienv->addStaticText(\r
1521                         L"Minetest-c55",\r
1522                         core::rect<s32>(5, 5, 5+600, 5+textsize.Y),\r
1523                         false, false);\r
1524         // Second line of debug text\r
1525         gui::IGUIStaticText *guitext2 = guienv->addStaticText(\r
1526                         L"",\r
1527                         core::rect<s32>(5, 5+(textsize.Y+5)*1, 5+600, (5+textsize.Y)*2),\r
1528                         false, false);\r
1529         \r
1530         // At the middle of the screen\r
1531         // Object infos are shown in this\r
1532         gui::IGUIStaticText *guitext_info = guienv->addStaticText(\r
1533                         L"test",\r
1534                         core::rect<s32>(100, 70, 100+400, 70+(textsize.Y+5)),\r
1535                         false, false);\r
1536         \r
1537         // This is a copy of the inventory that the client's environment has\r
1538         Inventory local_inventory(PLAYER_INVENTORY_SIZE);\r
1539         \r
1540         GUIQuickInventory *quick_inventory = new GUIQuickInventory\r
1541                         (guienv, NULL, v2s32(10, 70), 5, &local_inventory);\r
1542         \r
1543         /*\r
1544                 Some statistics are collected in these\r
1545         */\r
1546         u32 drawtime = 0;\r
1547         u32 scenetime = 0;\r
1548         u32 endscenetime = 0;\r
1549 \r
1550         /*\r
1551                 Text input system\r
1552         */\r
1553         \r
1554         struct TextDest\r
1555         {\r
1556                 virtual void sendText(std::string text) = 0;\r
1557         };\r
1558         \r
1559         struct TextDestSign : public TextDest\r
1560         {\r
1561                 TextDestSign(v3s16 blockpos, s16 id, Client *client)\r
1562                 {\r
1563                         m_blockpos = blockpos;\r
1564                         m_id = id;\r
1565                         m_client = client;\r
1566                 }\r
1567                 void sendText(std::string text)\r
1568                 {\r
1569                         dstream<<"Changing text of a sign object: "\r
1570                                         <<text<<std::endl;\r
1571                         m_client->sendSignText(m_blockpos, m_id, text);\r
1572                 }\r
1573 \r
1574                 v3s16 m_blockpos;\r
1575                 s16 m_id;\r
1576                 Client *m_client;\r
1577         };\r
1578 \r
1579         TextDest *textbuf_dest = NULL;\r
1580         \r
1581         //gui::IGUIWindow* input_window = NULL;\r
1582         gui::IGUIStaticText* input_guitext = NULL;\r
1583 \r
1584         /*\r
1585                 Main loop\r
1586         */\r
1587 \r
1588         bool first_loop_after_window_activation = true;\r
1589 \r
1590         // Time is in milliseconds\r
1591         // NOTE: getRealTime() without run()s causes strange problems in wine\r
1592         // NOTE: Have to call run() between calls of this to update the timer\r
1593         u32 lasttime = device->getTimer()->getTime();\r
1594 \r
1595         while(device->run())\r
1596         {\r
1597                 // Hilight boxes collected during the loop and displayed\r
1598                 core::list< core::aabbox3d<f32> > hilightboxes;\r
1599                 \r
1600                 // Info text\r
1601                 std::wstring infotext;\r
1602 \r
1603                 //TimeTaker //timer1("//timer1", device);\r
1604                 \r
1605                 // Time of frame without fps limit\r
1606                 float busytime;\r
1607                 u32 busytime_u32;\r
1608                 {\r
1609                         // not using getRealTime is necessary for wine\r
1610                         u32 time = device->getTimer()->getTime();\r
1611                         if(time > lasttime)\r
1612                                 busytime_u32 = time - lasttime;\r
1613                         else\r
1614                                 busytime_u32 = 0;\r
1615                         busytime = busytime_u32 / 1000.0;\r
1616                 }\r
1617 \r
1618                 //std::cout<<"busytime_u32="<<busytime_u32<<std::endl;\r
1619         \r
1620                 // Absolutelu necessary for wine!\r
1621                 device->run();\r
1622 \r
1623                 /*\r
1624                         Viewing range\r
1625                 */\r
1626                 \r
1627                 //updateViewingRange(dtime, &client);\r
1628                 updateViewingRange(busytime, &client);\r
1629                 \r
1630                 /*\r
1631                         FPS limiter\r
1632                 */\r
1633 \r
1634                 {\r
1635                         float fps_max = g_fps_max;\r
1636                         u32 frametime_min = 1000./fps_max;\r
1637                         \r
1638                         if(busytime_u32 < frametime_min)\r
1639                         {\r
1640                                 u32 sleeptime = frametime_min - busytime_u32;\r
1641                                 device->sleep(sleeptime);\r
1642                         }\r
1643                 }\r
1644 \r
1645                 // Absolutelu necessary for wine!\r
1646                 device->run();\r
1647 \r
1648                 /*\r
1649                         Time difference calculation\r
1650                 */\r
1651                 f32 dtime; // in seconds\r
1652                 \r
1653                 u32 time = device->getTimer()->getTime();\r
1654                 if(time > lasttime)\r
1655                         dtime = (time - lasttime) / 1000.0;\r
1656                 else\r
1657                         dtime = 0;\r
1658                 lasttime = time;\r
1659 \r
1660                 /*\r
1661                         Time average and jitter calculation\r
1662                 */\r
1663 \r
1664                 static f32 dtime_avg1 = 0.0;\r
1665                 dtime_avg1 = dtime_avg1 * 0.98 + dtime * 0.02;\r
1666                 f32 dtime_jitter1 = dtime - dtime_avg1;\r
1667 \r
1668                 static f32 dtime_jitter1_max_sample = 0.0;\r
1669                 static f32 dtime_jitter1_max_fraction = 0.0;\r
1670                 {\r
1671                         static f32 jitter1_max = 0.0;\r
1672                         static f32 counter = 0.0;\r
1673                         if(dtime_jitter1 > jitter1_max)\r
1674                                 jitter1_max = dtime_jitter1;\r
1675                         counter += dtime;\r
1676                         if(counter > 0.0)\r
1677                         {\r
1678                                 counter -= 3.0;\r
1679                                 dtime_jitter1_max_sample = jitter1_max;\r
1680                                 dtime_jitter1_max_fraction\r
1681                                                 = dtime_jitter1_max_sample / (dtime_avg1+0.001);\r
1682                                 jitter1_max = 0.0;\r
1683                                 \r
1684                                 /*\r
1685                                         Control freetime ratio\r
1686                                 */\r
1687                                 /*if(dtime_jitter1_max_fraction > DTIME_JITTER_MAX_FRACTION)\r
1688                                 {\r
1689                                         if(g_freetime_ratio < FREETIME_RATIO_MAX)\r
1690                                                 g_freetime_ratio += 0.01;\r
1691                                 }\r
1692                                 else\r
1693                                 {\r
1694                                         if(g_freetime_ratio > FREETIME_RATIO_MIN)\r
1695                                                 g_freetime_ratio -= 0.01;\r
1696                                 }*/\r
1697                         }\r
1698                 }\r
1699                 \r
1700                 /*\r
1701                         Busytime average and jitter calculation\r
1702                 */\r
1703 \r
1704                 static f32 busytime_avg1 = 0.0;\r
1705                 busytime_avg1 = busytime_avg1 * 0.98 + busytime * 0.02;\r
1706                 f32 busytime_jitter1 = busytime - busytime_avg1;\r
1707                 \r
1708                 static f32 busytime_jitter1_max_sample = 0.0;\r
1709                 static f32 busytime_jitter1_min_sample = 0.0;\r
1710                 {\r
1711                         static f32 jitter1_max = 0.0;\r
1712                         static f32 jitter1_min = 0.0;\r
1713                         static f32 counter = 0.0;\r
1714                         if(busytime_jitter1 > jitter1_max)\r
1715                                 jitter1_max = busytime_jitter1;\r
1716                         if(busytime_jitter1 < jitter1_min)\r
1717                                 jitter1_min = busytime_jitter1;\r
1718                         counter += dtime;\r
1719                         if(counter > 0.0){\r
1720                                 counter -= 3.0;\r
1721                                 busytime_jitter1_max_sample = jitter1_max;\r
1722                                 busytime_jitter1_min_sample = jitter1_min;\r
1723                                 jitter1_max = 0.0;\r
1724                                 jitter1_min = 0.0;\r
1725                         }\r
1726                 }\r
1727                 \r
1728                 /*\r
1729                         Debug info for client\r
1730                 */\r
1731                 {\r
1732                         static float counter = 0.0;\r
1733                         counter -= dtime;\r
1734                         if(counter < 0)\r
1735                         {\r
1736                                 counter = 30.0;\r
1737                                 client.printDebugInfo(std::cout);\r
1738                         }\r
1739                 }\r
1740 \r
1741                 /*\r
1742                         Input handler step()\r
1743                 */\r
1744                 g_input->step(dtime);\r
1745 \r
1746                 /*\r
1747                         Special keys\r
1748                 */\r
1749                 if(g_esc_pressed)\r
1750                 {\r
1751                         break;\r
1752                 }\r
1753 \r
1754                 /*\r
1755                         Player speed control\r
1756                 */\r
1757                 \r
1758                 if(g_game_focused)\r
1759                 {\r
1760                         /*bool a_up,\r
1761                         bool a_down,\r
1762                         bool a_left,\r
1763                         bool a_right,\r
1764                         bool a_jump,\r
1765                         bool a_superspeed,\r
1766                         float a_pitch,\r
1767                         float a_yaw*/\r
1768                         PlayerControl control(\r
1769                                 g_input->isKeyDown(irr::KEY_KEY_W),\r
1770                                 g_input->isKeyDown(irr::KEY_KEY_S),\r
1771                                 g_input->isKeyDown(irr::KEY_KEY_A),\r
1772                                 g_input->isKeyDown(irr::KEY_KEY_D),\r
1773                                 g_input->isKeyDown(irr::KEY_SPACE),\r
1774                                 g_input->isKeyDown(irr::KEY_KEY_2),\r
1775                                 camera_pitch,\r
1776                                 camera_yaw\r
1777                         );\r
1778                         client.setPlayerControl(control);\r
1779                 }\r
1780                 else\r
1781                 {\r
1782                         // Set every key to inactive\r
1783                         PlayerControl control;\r
1784                         client.setPlayerControl(control);\r
1785                 }\r
1786 \r
1787                 //timer1.stop();\r
1788                 /*\r
1789                         Process environment\r
1790                 */\r
1791                 \r
1792                 {\r
1793                         //TimeTaker timer("client.step(dtime)", device);\r
1794                         client.step(dtime);\r
1795                         //client.step(dtime_avg1);\r
1796                 }\r
1797 \r
1798                 if(server != NULL)\r
1799                 {\r
1800                         //TimeTaker timer("server->step(dtime)", device);\r
1801                         server->step(dtime);\r
1802                 }\r
1803 \r
1804                 v3f player_position = client.getPlayerPosition();\r
1805                 \r
1806                 //TimeTaker //timer2("//timer2", device);\r
1807 \r
1808                 /*\r
1809                         Mouse and camera control\r
1810                 */\r
1811                 \r
1812                 if(device->isWindowActive() && g_game_focused)\r
1813                 {\r
1814                         device->getCursorControl()->setVisible(false);\r
1815 \r
1816                         if(first_loop_after_window_activation){\r
1817                                 //std::cout<<"window active, first loop"<<std::endl;\r
1818                                 first_loop_after_window_activation = false;\r
1819                         }\r
1820                         else{\r
1821                                 s32 dx = g_input->getMousePos().X - 320;\r
1822                                 s32 dy = g_input->getMousePos().Y - 240;\r
1823                                 //std::cout<<"window active, pos difference "<<dx<<","<<dy<<std::endl;\r
1824                                 camera_yaw -= dx*0.2;\r
1825                                 camera_pitch += dy*0.2;\r
1826                                 if(camera_pitch < -89.5) camera_pitch = -89.5;\r
1827                                 if(camera_pitch > 89.5) camera_pitch = 89.5;\r
1828                         }\r
1829                         g_input->setMousePos(320, 240);\r
1830                 }\r
1831                 else{\r
1832                         device->getCursorControl()->setVisible(true);\r
1833 \r
1834                         //std::cout<<"window inactive"<<std::endl;\r
1835                         first_loop_after_window_activation = true;\r
1836                 }\r
1837 \r
1838                 camera_yaw = wrapDegrees(camera_yaw);\r
1839                 camera_pitch = wrapDegrees(camera_pitch);\r
1840                 \r
1841                 v3f camera_direction = v3f(0,0,1);\r
1842                 camera_direction.rotateYZBy(camera_pitch);\r
1843                 camera_direction.rotateXZBy(camera_yaw);\r
1844 \r
1845                 v3f camera_position =\r
1846                                 player_position + v3f(0, BS+BS/2, 0);\r
1847 \r
1848                 camera->setPosition(camera_position);\r
1849                 // *100.0 helps in large map coordinates\r
1850                 camera->setTarget(camera_position + camera_direction * 100.0);\r
1851 \r
1852                 if(FIELD_OF_VIEW_TEST){\r
1853                         //client.m_env.getMap().updateCamera(v3f(0,0,0), v3f(0,0,1));\r
1854                         client.updateCamera(v3f(0,0,0), v3f(0,0,1));\r
1855                 }\r
1856                 else{\r
1857                         //client.m_env.getMap().updateCamera(camera_position, camera_direction);\r
1858                         //TimeTaker timer("client.updateCamera", device);\r
1859                         client.updateCamera(camera_position, camera_direction);\r
1860                 }\r
1861                 \r
1862                 //timer2.stop();\r
1863                 //TimeTaker //timer3("//timer3", device);\r
1864 \r
1865                 /*\r
1866                         Calculate what block is the crosshair pointing to\r
1867                 */\r
1868                 \r
1869                 //u32 t1 = device->getTimer()->getRealTime();\r
1870                 \r
1871                 //f32 d = 4; // max. distance\r
1872                 f32 d = 4; // max. distance\r
1873                 core::line3d<f32> shootline(camera_position,\r
1874                                 camera_position + camera_direction * BS * (d+1));\r
1875 \r
1876                 MapBlockObject *selected_object = client.getSelectedObject\r
1877                                 (d*BS, camera_position, shootline);\r
1878 \r
1879                 if(selected_object != NULL)\r
1880                 {\r
1881                         //dstream<<"Client returned selected_object != NULL"<<std::endl;\r
1882 \r
1883                         core::aabbox3d<f32> box_on_map\r
1884                                         = selected_object->getSelectionBoxOnMap();\r
1885 \r
1886                         hilightboxes.push_back(box_on_map);\r
1887 \r
1888                         infotext = narrow_to_wide(selected_object->infoText());\r
1889 \r
1890                         if(g_input->getLeftClicked())\r
1891                         {\r
1892                                 std::cout<<DTIME<<"Left-clicked object"<<std::endl;\r
1893                                 client.clickObject(0, selected_object->getBlock()->getPos(),\r
1894                                                 selected_object->getId(), g_selected_item);\r
1895                         }\r
1896                         else if(g_input->getRightClicked())\r
1897                         {\r
1898                                 std::cout<<DTIME<<"Right-clicked object"<<std::endl;\r
1899                                 /*\r
1900                                         Check if we want to modify the object ourselves\r
1901                                 */\r
1902                                 if(selected_object->getTypeId() == MAPBLOCKOBJECT_TYPE_SIGN)\r
1903                                 {\r
1904                                         dstream<<"Sign object right-clicked"<<std::endl;\r
1905 \r
1906                                         unFocusGame();\r
1907 \r
1908                                         input_guitext = guienv->addStaticText(L"",\r
1909                                                         core::rect<s32>(150,100,350,120),\r
1910                                                         true, // border?\r
1911                                                         false, // wordwrap?\r
1912                                                         NULL);\r
1913 \r
1914                                         input_guitext->setDrawBackground(true);\r
1915 \r
1916                                         g_text_buffer = L"";\r
1917                                         g_text_buffer_accepted = false;\r
1918                                         textbuf_dest = new TextDestSign(\r
1919                                                         selected_object->getBlock()->getPos(),\r
1920                                                         selected_object->getId(),\r
1921                                                         &client);\r
1922                                 }\r
1923                                 /*\r
1924                                         Otherwise pass the event to the server as-is\r
1925                                 */\r
1926                                 else\r
1927                                 {\r
1928                                         client.clickObject(1, selected_object->getBlock()->getPos(),\r
1929                                                         selected_object->getId(), g_selected_item);\r
1930                                 }\r
1931                         }\r
1932                 }\r
1933                 else // selected_object == NULL\r
1934                 {\r
1935                 \r
1936                 bool nodefound = false;\r
1937                 v3s16 nodepos;\r
1938                 v3s16 neighbourpos;\r
1939                 core::aabbox3d<f32> nodefacebox;\r
1940                 f32 mindistance = BS * 1001;\r
1941                 \r
1942                 v3s16 pos_i = floatToInt(player_position);\r
1943 \r
1944                 /*std::cout<<"pos_i=("<<pos_i.X<<","<<pos_i.Y<<","<<pos_i.Z<<")"\r
1945                                 <<std::endl;*/\r
1946 \r
1947                 s16 a = d;\r
1948                 s16 ystart = pos_i.Y + 0 - (camera_direction.Y<0 ? a : 1);\r
1949                 s16 zstart = pos_i.Z - (camera_direction.Z<0 ? a : 1);\r
1950                 s16 xstart = pos_i.X - (camera_direction.X<0 ? a : 1);\r
1951                 s16 yend = pos_i.Y + 1 + (camera_direction.Y>0 ? a : 1);\r
1952                 s16 zend = pos_i.Z + (camera_direction.Z>0 ? a : 1);\r
1953                 s16 xend = pos_i.X + (camera_direction.X>0 ? a : 1);\r
1954                 \r
1955                 for(s16 y = ystart; y <= yend; y++){\r
1956                 for(s16 z = zstart; z <= zend; z++){\r
1957                 for(s16 x = xstart; x <= xend; x++)\r
1958                 {\r
1959                         try{\r
1960                                 if(client.getNode(v3s16(x,y,z)).d == MATERIAL_AIR){\r
1961                                         continue;\r
1962                                 }\r
1963                         }catch(InvalidPositionException &e){\r
1964                                 continue;\r
1965                         }\r
1966 \r
1967                         v3s16 np(x,y,z);\r
1968                         v3f npf = intToFloat(np);\r
1969                         \r
1970                         f32 d = 0.01;\r
1971                         \r
1972                         v3s16 directions[6] = {\r
1973                                 v3s16(0,0,1), // back\r
1974                                 v3s16(0,1,0), // top\r
1975                                 v3s16(1,0,0), // right\r
1976                                 v3s16(0,0,-1),\r
1977                                 v3s16(0,-1,0),\r
1978                                 v3s16(-1,0,0),\r
1979                         };\r
1980 \r
1981                         for(u16 i=0; i<6; i++){\r
1982                         //{u16 i=3;\r
1983                                 v3f dir_f = v3f(directions[i].X,\r
1984                                                 directions[i].Y, directions[i].Z);\r
1985                                 v3f centerpoint = npf + dir_f * BS/2;\r
1986                                 f32 distance =\r
1987                                                 (centerpoint - camera_position).getLength();\r
1988                                 \r
1989                                 if(distance < mindistance){\r
1990                                         //std::cout<<DTIME<<"for centerpoint=("<<centerpoint.X<<","<<centerpoint.Y<<","<<centerpoint.Z<<"): distance < mindistance"<<std::endl;\r
1991                                         //std::cout<<DTIME<<"npf=("<<npf.X<<","<<npf.Y<<","<<npf.Z<<")"<<std::endl;\r
1992                                         core::CMatrix4<f32> m;\r
1993                                         m.buildRotateFromTo(v3f(0,0,1), dir_f);\r
1994 \r
1995                                         // This is the back face\r
1996                                         v3f corners[2] = {\r
1997                                                 v3f(BS/2, BS/2, BS/2),\r
1998                                                 v3f(-BS/2, -BS/2, BS/2+d)\r
1999                                         };\r
2000                                         \r
2001                                         for(u16 j=0; j<2; j++){\r
2002                                                 m.rotateVect(corners[j]);\r
2003                                                 corners[j] += npf;\r
2004                                                 //std::cout<<DTIME<<"box corners["<<j<<"]: ("<<corners[j].X<<","<<corners[j].Y<<","<<corners[j].Z<<")"<<std::endl;\r
2005                                         }\r
2006 \r
2007                                         //core::aabbox3d<f32> facebox(corners[0],corners[1]);\r
2008                                         core::aabbox3d<f32> facebox(corners[0]);\r
2009                                         facebox.addInternalPoint(corners[1]);\r
2010 \r
2011                                         if(facebox.intersectsWithLine(shootline)){\r
2012                                                 nodefound = true;\r
2013                                                 nodepos = np;\r
2014                                                 neighbourpos = np + directions[i];\r
2015                                                 mindistance = distance;\r
2016                                                 nodefacebox = facebox;\r
2017                                         }\r
2018                                 }\r
2019                         }\r
2020                 }}}\r
2021 \r
2022                 if(nodefound)\r
2023                 {\r
2024                         //std::cout<<DTIME<<"nodefound == true"<<std::endl;\r
2025                         //std::cout<<DTIME<<"nodepos=("<<nodepos.X<<","<<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
2026                         //std::cout<<DTIME<<"neighbourpos=("<<neighbourpos.X<<","<<neighbourpos.Y<<","<<neighbourpos.Z<<")"<<std::endl;\r
2027 \r
2028                         static v3s16 nodepos_old(-1,-1,-1);\r
2029                         if(nodepos != nodepos_old){\r
2030                                 std::cout<<DTIME<<"Pointing at ("<<nodepos.X<<","\r
2031                                                 <<nodepos.Y<<","<<nodepos.Z<<")"<<std::endl;\r
2032                                 nodepos_old = nodepos;\r
2033 \r
2034                                 /*wchar_t positiontext[20];\r
2035                                 swprintf(positiontext, 20, L"(%i,%i,%i)",\r
2036                                                 nodepos.X, nodepos.Y, nodepos.Z);\r
2037                                 positiontextgui->setText(positiontext);*/\r
2038                         }\r
2039 \r
2040                         hilightboxes.push_back(nodefacebox);\r
2041                         \r
2042                         if(g_input->getLeftClicked())\r
2043                         {\r
2044                                 //std::cout<<DTIME<<"Removing node"<<std::endl;\r
2045                                 //client.removeNode(nodepos);\r
2046                                 std::cout<<DTIME<<"Ground left-clicked"<<std::endl;\r
2047                                 client.clickGround(0, nodepos, neighbourpos, g_selected_item);\r
2048                         }\r
2049                         if(g_input->getRightClicked())\r
2050                         {\r
2051                                 //std::cout<<DTIME<<"Placing node"<<std::endl;\r
2052                                 //client.addNodeFromInventory(neighbourpos, g_selected_item);\r
2053                                 std::cout<<DTIME<<"Ground right-clicked"<<std::endl;\r
2054                                 client.clickGround(1, nodepos, neighbourpos, g_selected_item);\r
2055                         }\r
2056                 }\r
2057                 else{\r
2058                         //std::cout<<DTIME<<"nodefound == false"<<std::endl;\r
2059                         //positiontextgui->setText(L"");\r
2060                 }\r
2061 \r
2062                 } // selected_object == NULL\r
2063                 \r
2064                 g_input->resetLeftClicked();\r
2065                 g_input->resetRightClicked();\r
2066                 \r
2067                 /*\r
2068                         Calculate stuff for drawing\r
2069                 */\r
2070 \r
2071                 v2u32 screensize = driver->getScreenSize();\r
2072                 core::vector2d<s32> displaycenter(screensize.X/2,screensize.Y/2);\r
2073 \r
2074                 camera->setAspectRatio((f32)screensize.X / (f32)screensize.Y);\r
2075 \r
2076                 /*\r
2077                         Update gui stuff (0ms)\r
2078                 */\r
2079 \r
2080                 //TimeTaker guiupdatetimer("Gui updating", device);\r
2081                 \r
2082                 {\r
2083                         wchar_t temptext[100];\r
2084 \r
2085                         static float drawtime_avg = 0;\r
2086                         drawtime_avg = drawtime_avg * 0.98 + (float)drawtime*0.02;\r
2087                         static float scenetime_avg = 0;\r
2088                         scenetime_avg = scenetime_avg * 0.98 + (float)scenetime*0.02;\r
2089                         static float endscenetime_avg = 0;\r
2090                         endscenetime_avg = endscenetime_avg * 0.98 + (float)endscenetime*0.02;\r
2091                         \r
2092                         swprintf(temptext, 100, L"Minetest-c55 ("\r
2093                                         L"F: item=%i"\r
2094                                         L", R: range_all=%i"\r
2095                                         L")"\r
2096                                         L" drawtime=%.0f, scenetime=%.0f, endscenetime=%.0f",\r
2097                                         g_selected_item,\r
2098                                         g_viewing_range_all,\r
2099                                         drawtime_avg,\r
2100                                         scenetime_avg,\r
2101                                         endscenetime_avg\r
2102                                         );\r
2103                         \r
2104                         guitext->setText(temptext);\r
2105                 }\r
2106                 \r
2107                 {\r
2108                         wchar_t temptext[100];\r
2109                         /*swprintf(temptext, 100,\r
2110                                         L"("\r
2111                                         L"% .3f < btime_jitter < % .3f"\r
2112                                         L", dtime_jitter = % .1f %%"\r
2113                                         //L", ftime_ratio = % .3f"\r
2114                                         L")",\r
2115                                         busytime_jitter1_min_sample,\r
2116                                         busytime_jitter1_max_sample,\r
2117                                         dtime_jitter1_max_fraction * 100.0\r
2118                                         //g_freetime_ratio\r
2119                                         );*/\r
2120                         swprintf(temptext, 100,\r
2121                                         L"(% .1f, % .1f, % .1f)"\r
2122                                         L" (% .3f < btime_jitter < % .3f"\r
2123                                         L", dtime_jitter = % .1f %%)",\r
2124                                         player_position.X/BS,\r
2125                                         player_position.Y/BS,\r
2126                                         player_position.Z/BS,\r
2127                                         busytime_jitter1_min_sample,\r
2128                                         busytime_jitter1_max_sample,\r
2129                                         dtime_jitter1_max_fraction * 100.0\r
2130                                         );\r
2131 \r
2132                         guitext2->setText(temptext);\r
2133                 }\r
2134                 \r
2135                 {\r
2136                         /*wchar_t temptext[100];\r
2137                         swprintf(temptext, 100,\r
2138                                         SWPRINTF_CHARSTRING,\r
2139                                         infotext.substr(0,99).c_str()\r
2140                                         );\r
2141 \r
2142                         guitext_info->setText(temptext);*/\r
2143 \r
2144                         guitext_info->setText(infotext.c_str());\r
2145                 }\r
2146 \r
2147                 /*\r
2148                         Inventory\r
2149                 */\r
2150                 \r
2151                 static u16 old_selected_item = 65535;\r
2152                 if(client.getLocalInventoryUpdated()\r
2153                                 || g_selected_item != old_selected_item)\r
2154                 {\r
2155                         old_selected_item = g_selected_item;\r
2156                         //std::cout<<"Updating local inventory"<<std::endl;\r
2157                         client.getLocalInventory(local_inventory);\r
2158                         quick_inventory->setSelection(g_selected_item);\r
2159                         quick_inventory->update();\r
2160                 }\r
2161 \r
2162                 if(input_guitext != NULL)\r
2163                 {\r
2164                         /*wchar_t temptext[100];\r
2165                         swprintf(temptext, 100,\r
2166                                         SWPRINTF_CHARSTRING,\r
2167                                         g_text_buffer.substr(0,99).c_str()\r
2168                                         );*/\r
2169                         input_guitext->setText(g_text_buffer.c_str());\r
2170                 }\r
2171 \r
2172                 /*\r
2173                         Text input stuff\r
2174                 */\r
2175                 if(input_guitext != NULL && g_text_buffer_accepted)\r
2176                 {\r
2177                         input_guitext->remove();\r
2178                         input_guitext = NULL;\r
2179                         \r
2180                         if(textbuf_dest != NULL)\r
2181                         {\r
2182                                 std::string text = wide_to_narrow(g_text_buffer);\r
2183                                 dstream<<"Sending text: "<<text<<std::endl;\r
2184                                 textbuf_dest->sendText(text);\r
2185                                 delete textbuf_dest;\r
2186                                 textbuf_dest = NULL;\r
2187                         }\r
2188 \r
2189                         focusGame();\r
2190                 }\r
2191 \r
2192                 //guiupdatetimer.stop();\r
2193 \r
2194                 /*\r
2195                         Drawing begins\r
2196                 */\r
2197 \r
2198                 TimeTaker drawtimer("Drawing", device);\r
2199 \r
2200                 /*\r
2201                         Background color is choosen based on whether the player is\r
2202                         much beyond the initial ground level\r
2203                 */\r
2204                 /*video::SColor bgcolor;\r
2205                 v3s16 p0 = Map::floatToInt(player_position);\r
2206                 // Does this make short random delays?\r
2207                 // NOTE: no need for this, sky doesn't show underground with\r
2208                 // enough range\r
2209                 bool is_underground = client.isNodeUnderground(p0);\r
2210                 //bool is_underground = false;\r
2211                 if(is_underground == false)\r
2212                         bgcolor = video::SColor(255,90,140,200);\r
2213                 else\r
2214                         bgcolor = video::SColor(255,0,0,0);*/\r
2215                         \r
2216                 //video::SColor bgcolor = video::SColor(255,90,140,200);\r
2217                 video::SColor bgcolor = skycolor;\r
2218                 \r
2219                 // 0ms\r
2220                 driver->beginScene(true, true, bgcolor);\r
2221 \r
2222                 //timer3.stop();\r
2223                 \r
2224                 //std::cout<<DTIME<<"smgr->drawAll()"<<std::endl;\r
2225                 \r
2226                 {\r
2227                 TimeTaker timer("smgr", device);\r
2228                 smgr->drawAll();\r
2229                 scenetime = timer.stop(true);\r
2230                 }\r
2231                 \r
2232                 {\r
2233                 //TimeTaker timer9("auxiliary drawings", device);\r
2234                 // 0ms\r
2235 \r
2236                 driver->draw2DLine(displaycenter - core::vector2d<s32>(10,0),\r
2237                                 displaycenter + core::vector2d<s32>(10,0),\r
2238                                 video::SColor(255,255,255,255));\r
2239                 driver->draw2DLine(displaycenter - core::vector2d<s32>(0,10),\r
2240                                 displaycenter + core::vector2d<s32>(0,10),\r
2241                                 video::SColor(255,255,255,255));\r
2242 \r
2243                 //timer9.stop();\r
2244                 //TimeTaker //timer10("//timer10", device);\r
2245                 \r
2246                 video::SMaterial m;\r
2247                 m.Thickness = 10;\r
2248                 m.Lighting = false;\r
2249                 driver->setMaterial(m);\r
2250 \r
2251                 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
2252 \r
2253                 for(core::list< core::aabbox3d<f32> >::Iterator i=hilightboxes.begin();\r
2254                                 i != hilightboxes.end(); i++)\r
2255                 {\r
2256                         /*std::cout<<"hilightbox min="\r
2257                                         <<"("<<i->MinEdge.X<<","<<i->MinEdge.Y<<","<<i->MinEdge.Z<<")"\r
2258                                         <<" max="\r
2259                                         <<"("<<i->MaxEdge.X<<","<<i->MaxEdge.Y<<","<<i->MaxEdge.Z<<")"\r
2260                                         <<std::endl;*/\r
2261                         driver->draw3DBox(*i, video::SColor(255,0,0,0));\r
2262                 }\r
2263 \r
2264                 }\r
2265 \r
2266                 //timer10.stop();\r
2267                 //TimeTaker //timer11("//timer11", device);\r
2268 \r
2269                 /*\r
2270                         Draw gui\r
2271                 */\r
2272                 // 0-1ms\r
2273                 guienv->drawAll();\r
2274                 \r
2275                 // End drawing\r
2276                 {\r
2277                 TimeTaker timer("endScene", device);\r
2278                 driver->endScene();\r
2279                 endscenetime = timer.stop(true);\r
2280                 }\r
2281 \r
2282                 drawtime = drawtimer.stop(true);\r
2283 \r
2284                 /*\r
2285                         Drawing ends\r
2286                 */\r
2287                 \r
2288                 static s16 lastFPS = 0;\r
2289                 //u16 fps = driver->getFPS();\r
2290                 u16 fps = (1.0/dtime_avg1);\r
2291 \r
2292                 if (lastFPS != fps)\r
2293                 {\r
2294                         core::stringw str = L"Minetest [";\r
2295                         str += driver->getName();\r
2296                         str += "] FPS:";\r
2297                         str += fps;\r
2298 \r
2299                         device->setWindowCaption(str.c_str());\r
2300                         lastFPS = fps;\r
2301                 }\r
2302                 \r
2303                 /*}\r
2304                 else\r
2305                         device->yield();*/\r
2306         }\r
2307 \r
2308         } // client is deleted at this point\r
2309         \r
2310         delete g_input;\r
2311 \r
2312         /*\r
2313         In the end, delete the Irrlicht device.\r
2314         */\r
2315         device->drop();\r
2316 \r
2317         } //try\r
2318         catch(con::PeerNotFoundException &e)\r
2319         {\r
2320                 dstream<<DTIME<<"Connection timed out."<<std::endl;\r
2321         }\r
2322 #if CATCH_EXCEPTIONS\r
2323         /*\r
2324                 This is what has to be done in every thread to get suitable debug info\r
2325         */\r
2326         catch(std::exception &e)\r
2327         {\r
2328                 dstream<<std::endl<<DTIME<<"An unhandled exception occurred: "\r
2329                                 <<e.what()<<std::endl;\r
2330                 assert(0);\r
2331         }\r
2332 #endif\r
2333 \r
2334         debugstreams_deinit();\r
2335         \r
2336         return 0;\r
2337 }\r
2338 \r
2339 //END\r