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1 /*
2 Minetest-c55
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation; either version 2 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 /*
21 =============================== NOTES ==============================
22 NOTE: Things starting with TODO are sometimes only suggestions.
23
24 NOTE: iostream.imbue(std::locale("C")) is very slow
25 NOTE: Global locale is now set at initialization
26
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the
28       hardware buffer (it is not freed automatically)
29
30 NOTE: A random to-do list saved here as documentation:
31 A list of "active blocks" in which stuff happens. (+=done)
32         + Add a never-resetted game timer to the server
33         + Add a timestamp value to blocks
34         + The simple rule: All blocks near some player are "active"
35         - Do stuff in real time in active blocks
36                 + Handle objects
37                 - Grow grass, delete leaves without a tree
38                 - Spawn some mobs based on some rules
39                 - Transform cobble to mossy cobble near water
40                 - Run a custom script
41                 - ...And all kinds of other dynamic stuff
42         + Keep track of when a block becomes active and becomes inactive
43         + When a block goes inactive:
44                 + Store objects statically to block
45                 + Store timer value as the timestamp
46         + When a block goes active:
47                 + Create active objects out of static objects
48                 - Simulate the results of what would have happened if it would have
49                   been active for all the time
50                         - Grow a lot of grass and so on
51         + Initially it is fine to send information about every active object
52           to every player. Eventually it should be modified to only send info
53           about the nearest ones.
54                 + This was left to be done by the old system and it sends only the
55                   nearest ones.
56
57 Vim conversion regexpes for moving to extended content type storage:
58 %s/\(\.\|->\)d \([!=]=\)/\1getContent() \2/g
59 %s/content_features(\([^.]*\)\.d)/content_features(\1)/g
60 %s/\(\.\|->\)d = \([^;]*\);/\1setContent(\2);/g
61 %s/\(getNodeNoExNoEmerge([^)]*)\)\.d/\1.getContent()/g
62 %s/\(getNodeNoExNoEmerge(.*)\)\.d/\1.getContent()/g
63 %s/\.d;/.getContent();/g
64 %s/\(content_liquid\|content_flowing_liquid\|make_liquid_flowing\|content_pointable\)(\([^.]*\).d)/\1(\2.getContent())/g
65 Other things to note:
66 - node.d = node.param0 (only in raw serialization; use getContent() otherwise)
67 - node.param = node.param1
68 - node.dir = node.param2
69 - content_walkable(node.d) etc should be changed to
70   content_features(node).walkable etc
71 - Also check for lines that store the result of getContent to a 8-bit
72   variable and fix them (result of getContent() must be stored in
73   content_t, which is 16-bit)
74
75 NOTE: Seeds in 1260:6c77e7dbfd29:
76 5721858502589302589:
77         Spawns you on a small sand island with a surface dungeon
78 2983455799928051958:
79         Enormous jungle + a surface dungeon at ~(250,0,0)
80
81 Old, wild and random suggestions that probably won't be done:
82 -------------------------------------------------------------
83
84 SUGG: If player is on ground, mainly fetch ground-level blocks
85
86 SUGG: Expose Connection's seqnums and ACKs to server and client.
87       - This enables saving many packets and making a faster connection
88           - This also enables server to check if client has received the
89             most recent block sent, for example.
90 SUGG: Add a sane bandwidth throttling system to Connection
91
92 SUGG: More fine-grained control of client's dumping of blocks from
93       memory
94           - ...What does this mean in the first place?
95
96 SUGG: A map editing mode (similar to dedicated server mode)
97
98 SUGG: Transfer more blocks in a single packet
99 SUGG: A blockdata combiner class, to which blocks are added and at
100       destruction it sends all the stuff in as few packets as possible.
101 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize
102       it by sending more stuff in a single packet.
103           - Add a packet queue to RemoteClient, from which packets will be
104             combined with object data packets
105                 - This is not exactly trivial: the object data packets are
106                   sometimes very big by themselves
107           - This might not give much network performance gain though.
108
109 SUGG: Precalculate lighting translation table at runtime (at startup)
110       - This is not doable because it is currently hand-made and not
111             based on some mathematical function.
112                 - Note: This has been changing lately
113
114 SUGG: A version number to blocks, which increments when the block is
115       modified (node add/remove, water update, lighting update)
116           - This can then be used to make sure the most recent version of
117             a block has been sent to client, for example
118
119 SUGG: Make the amount of blocks sending to client and the total
120           amount of blocks dynamically limited. Transferring blocks is the
121           main network eater of this system, so it is the one that has
122           to be throttled so that RTTs stay low.
123
124 SUGG: Meshes of blocks could be split into 6 meshes facing into
125       different directions and then only those drawn that need to be
126
127 SUGG: Background music based on cellular automata?
128       http://www.earslap.com/projectslab/otomata
129
130 SUGG: Simple light color information to air
131
132 SUGG: Server-side objects could be moved based on nodes to enable very
133       lightweight operation and simple AI
134         - Not practical; client would still need to show smooth movement.
135
136 SUGG: Make a system for pregenerating quick information for mapblocks, so
137           that the client can show them as cubes before they are actually sent
138           or even generated.
139
140 SUGG: Erosion simulation at map generation time
141     - This might be plausible if larger areas of map were pregenerated
142           without lighting (which is slow)
143         - Simulate water flows, which would carve out dirt fast and
144           then turn stone into gravel and sand and relocate it.
145         - How about relocating minerals, too? Coal and gold in
146           downstream sand and gravel would be kind of cool
147           - This would need a better way of handling minerals, mainly
148                 to have mineral content as a separate field. the first
149                 parameter field is free for this.
150         - Simulate rock falling from cliffs when water has removed
151           enough solid rock from the bottom
152
153 SUGG: For non-mapgen FarMesh: Add a per-sector database to store surface
154       stuff as simple flags/values
155       - Light?
156           - A building?
157           And at some point make the server send this data to the client too,
158           instead of referring to the noise functions
159           - Ground height
160           - Surface ground type
161           - Trees?
162
163 Gaming ideas:
164 -------------
165
166 - Aim for something like controlling a single dwarf in Dwarf Fortress
167 - The player could go faster by a crafting a boat, or riding an animal
168 - Random NPC traders. what else?
169
170 Game content:
171 -------------
172
173 - When furnace is destroyed, move items to player's inventory
174 - Add lots of stuff
175 - Glass blocks
176 - Growing grass, decaying leaves
177         - This can be done in the active blocks I guess.
178         - Lots of stuff can be done in the active blocks.
179         - Uh, is there an active block list somewhere? I think not. Add it.
180 - Breaking weak structures
181         - This can probably be accomplished in the same way as grass
182 - Player health points
183         - When player dies, throw items on map (needs better item-on-map
184           implementation)
185 - Cobble to get mossy if near water
186 - More slots in furnace source list, so that multiple ingredients
187   are possible.
188 - Keys to chests?
189
190 - The Treasure Guard; a big monster with a hammer
191         - The hammer does great damage, shakes the ground and removes a block
192         - You can drop on top of it, and have some time to attack there
193           before he shakes you off
194
195 - Maybe the difficulty could come from monsters getting tougher in
196   far-away places, and the player starting to need something from
197   there when time goes by.
198   - The player would have some of that stuff at the beginning, and
199     would need new supplies of it when it runs out
200
201 - A bomb
202 - A spread-items-on-map routine for the bomb, and for dying players
203
204 - Fighting:
205   - Proper sword swing simulation
206   - Player should get damage from colliding to a wall at high speed
207
208 Documentation:
209 --------------
210
211 Build system / running:
212 -----------------------
213
214 Networking and serialization:
215 -----------------------------
216
217 SUGG: Fix address to be ipv6 compatible
218
219 User Interface:
220 ---------------
221
222 Graphics:
223 ---------
224
225 SUGG: Combine MapBlock's face caches to so big pieces that VBO
226       can be used
227       - That is >500 vertices
228           - This is not easy; all the MapBlocks close to the player would
229             still need to be drawn separately and combining the blocks
230                 would have to happen in a background thread
231
232 SUGG: Make fetching sector's blocks more efficient when rendering
233       sectors that have very large amounts of blocks (on client)
234           - Is this necessary at all?
235
236 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that
237       animating them is easier.
238
239 SUGG: Option for enabling proper alpha channel for textures
240
241 TODO: Flowing water animation
242
243 TODO: A setting for enabling bilinear filtering for textures
244
245 TODO: Better control of draw_control.wanted_max_blocks
246
247 TODO: Further investigate the use of GPU lighting in addition to the
248       current one
249
250 TODO: Artificial (night) light could be more yellow colored than sunlight.
251       - This is technically doable.
252           - Also the actual colors of the textures could be made less colorful
253             in the dark but it's a bit more difficult.
254
255 SUGG: Somehow make the night less colorful
256
257 TODO: Occlusion culling
258       - At the same time, move some of the renderMap() block choosing code
259         to the same place as where the new culling happens.
260       - Shoot some rays per frame and when ready, make a new list of
261             blocks for usage of renderMap and give it a new pointer to it.
262
263 Configuration:
264 --------------
265
266 Client:
267 -------
268
269 TODO: Untie client network operations from framerate
270       - Needs some input queues or something
271           - This won't give much performance boost because calculating block
272             meshes takes so long
273
274 SUGG: Make morning and evening transition more smooth and maybe shorter
275
276 TODO: Don't update all meshes always on single node changes, but
277       check which ones should be updated
278           - implement Map::updateNodeMeshes() and the usage of it
279           - It will give almost always a 4x boost in mesh update performance.
280
281 - A weapon engine
282
283 - Tool/weapon visualization
284
285 FIXME: When disconnected to the menu, memory is not freed properly
286
287 TODO: Investigate how much the mesh generator thread gets used when
288       transferring map data
289
290 Server:
291 -------
292
293 SUGG: Make an option to the server to disable building and digging near
294       the starting position
295
296 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop
297
298 * Fix the problem with the server constantly saving one or a few
299   blocks? List the first saved block, maybe it explains.
300   - It is probably caused by oscillating water
301   - TODO: Investigate if this still happens (this is a very old one)
302 * Make a small history check to transformLiquids to detect and log
303   continuous oscillations, in such detail that they can be fixed.
304
305 FIXME: The new optimized map sending doesn't sometimes send enough blocks
306        from big caves and such
307 FIXME: Block send distance configuration does not take effect for some reason
308
309 Environment:
310 ------------
311
312 TODO: Add proper hooks to when adding and removing active blocks
313
314 TODO: Finish the ActiveBlockModifier stuff and use it for something
315
316 Objects:
317 --------
318
319 TODO: Get rid of MapBlockObjects and use only ActiveObjects
320         - Skipping the MapBlockObject data is nasty - there is no "total
321           length" stored; have to make a SkipMBOs function which contains
322           enough of the current code to skip them properly.
323
324 SUGG: MovingObject::move and Player::move are basically the same.
325       combine them.
326         - NOTE: This is a bit tricky because player has the sneaking ability
327         - NOTE: Player::move is more up-to-date.
328         - NOTE: There is a simple move implementation now in collision.{h,cpp}
329         - NOTE: MovingObject will be deleted (MapBlockObject)
330
331 TODO: Add a long step function to objects that is called with the time
332       difference when block activates
333
334 Map:
335 ----
336
337 TODO: Mineral and ground material properties
338       - This way mineral ground toughness can be calculated with just
339             some formula, as well as tool strengths. Sounds too.
340           - There are TODOs in appropriate files: material.h, content_mapnode.h
341
342 TODO: Flowing water to actually contain flow direction information
343       - There is a space for this - it just has to be implemented.
344
345 TODO: Consider smoothening cave floors after generating them
346
347 TODO: Fix make_tree, make_* to use seed-position-consistent pseudorandom
348           - delta also
349
350 Misc. stuff:
351 ------------
352 TODO: Make sure server handles removing grass when a block is placed (etc)
353       - The client should not do it by itself
354           - NOTE: I think nobody does it currently...
355 TODO: Block cube placement around player's head
356 TODO: Protocol version field
357 TODO: Think about using same bits for material for fences and doors, for
358           example
359 TODO: Move mineral to param2, increment map serialization version, add
360       conversion
361
362 SUGG: Restart irrlicht completely when coming back to main menu from game.
363         - This gets rid of everything that is stored in irrlicht's caches.
364         - This might be needed for texture pack selection in menu
365
366 TODO: Merge bahamada's audio stuff (clean patch available)
367
368 TODO: Move content_features to mapnode_content_features.{h,cpp} or so
369
370 TODO: Fix item use() stuff; dropping a stack of cooked rats and eating
371       it gives 3 hearts and consumes all the rats.
372
373 Making it more portable:
374 ------------------------
375  
376 Stuff to do before release:
377 ---------------------------
378
379 Fixes to the current release:
380 -----------------------------
381
382 Stuff to do after release:
383 ---------------------------
384
385 Doing currently:
386 ----------------
387
388 ======================================================================
389
390 */
391
392 #ifdef NDEBUG
393         #ifdef _WIN32
394                 #pragma message ("Disabling unit tests")
395         #else
396                 #warning "Disabling unit tests"
397         #endif
398         // Disable unit tests
399         #define ENABLE_TESTS 0
400 #else
401         // Enable unit tests
402         #define ENABLE_TESTS 1
403 #endif
404
405 #ifdef _MSC_VER
406         #pragma comment(lib, "Irrlicht.lib")
407         //#pragma comment(lib, "jthread.lib")
408         #pragma comment(lib, "zlibwapi.lib")
409         #pragma comment(lib, "Shell32.lib")
410         // This would get rid of the console window
411         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
412 #endif
413
414 #include <iostream>
415 #include <fstream>
416 #include <locale.h>
417 #include "main.h"
418 #include "common_irrlicht.h"
419 #include "debug.h"
420 #include "test.h"
421 #include "server.h"
422 #include "constants.h"
423 #include "porting.h"
424 #include "gettime.h"
425 #include "guiMessageMenu.h"
426 #include "filesys.h"
427 #include "config.h"
428 #include "guiMainMenu.h"
429 #include "mineral.h"
430 #include "materials.h"
431 #include "game.h"
432 #include "keycode.h"
433 #include "tile.h"
434
435 #include "gettext.h"
436
437 // This makes textures
438 ITextureSource *g_texturesource = NULL;
439
440 /*
441         Settings.
442         These are loaded from the config file.
443 */
444
445 Settings g_settings;
446 // This is located in defaultsettings.cpp
447 extern void set_default_settings();
448
449 // Global profiler
450 Profiler g_profiler;
451
452 /*
453         Random stuff
454 */
455
456 /*
457         GUI Stuff
458 */
459
460 gui::IGUIEnvironment* guienv = NULL;
461 gui::IGUIStaticText *guiroot = NULL;
462
463 MainMenuManager g_menumgr;
464
465 bool noMenuActive()
466 {
467         return (g_menumgr.menuCount() == 0);
468 }
469
470 // Passed to menus to allow disconnecting and exiting
471
472 MainGameCallback *g_gamecallback = NULL;
473
474 /*
475         Debug streams
476 */
477
478 // Connection
479 std::ostream *dout_con_ptr = &dummyout;
480 std::ostream *derr_con_ptr = &dstream_no_stderr;
481 //std::ostream *dout_con_ptr = &dstream_no_stderr;
482 //std::ostream *derr_con_ptr = &dstream_no_stderr;
483 //std::ostream *dout_con_ptr = &dstream;
484 //std::ostream *derr_con_ptr = &dstream;
485
486 // Server
487 std::ostream *dout_server_ptr = &dstream;
488 std::ostream *derr_server_ptr = &dstream;
489
490 // Client
491 std::ostream *dout_client_ptr = &dstream;
492 std::ostream *derr_client_ptr = &dstream;
493
494 /*
495         gettime.h implementation
496 */
497
498 // A small helper class
499 class TimeGetter
500 {
501 public:
502         virtual u32 getTime() = 0;
503 };
504
505 // A precise irrlicht one
506 class IrrlichtTimeGetter: public TimeGetter
507 {
508 public:
509         IrrlichtTimeGetter(IrrlichtDevice *device):
510                 m_device(device)
511         {}
512         u32 getTime()
513         {
514                 if(m_device == NULL)
515                         return 0;
516                 return m_device->getTimer()->getRealTime();
517         }
518 private:
519         IrrlichtDevice *m_device;
520 };
521 // Not so precise one which works without irrlicht
522 class SimpleTimeGetter: public TimeGetter
523 {
524 public:
525         u32 getTime()
526         {
527                 return porting::getTimeMs();
528         }
529 };
530
531 // A pointer to a global instance of the time getter
532 // TODO: why?
533 TimeGetter *g_timegetter = NULL;
534
535 u32 getTimeMs()
536 {
537         if(g_timegetter == NULL)
538                 return 0;
539         return g_timegetter->getTime();
540 }
541
542 /*
543         Event handler for Irrlicht
544
545         NOTE: Everything possible should be moved out from here,
546               probably to InputHandler and the_game
547 */
548
549 class MyEventReceiver : public IEventReceiver
550 {
551 public:
552         // This is the one method that we have to implement
553         virtual bool OnEvent(const SEvent& event)
554         {
555                 /*
556                         React to nothing here if a menu is active
557                 */
558                 if(noMenuActive() == false)
559                 {
560                         return false;
561                 }
562
563                 // Remember whether each key is down or up
564                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)
565                 {
566                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;
567
568                         if(event.KeyInput.PressedDown)
569                                 keyWasDown[event.KeyInput.Key] = true;
570                 }
571
572                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)
573                 {
574                         if(noMenuActive() == false)
575                         {
576                                 left_active = false;
577                                 middle_active = false;
578                                 right_active = false;
579                         }
580                         else
581                         {
582                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;
583                                 left_active = event.MouseInput.isLeftPressed();
584                                 middle_active = event.MouseInput.isMiddlePressed();
585                                 right_active = event.MouseInput.isRightPressed();
586
587                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)
588                                 {
589                                         leftclicked = true;
590                                 }
591                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)
592                                 {
593                                         rightclicked = true;
594                                 }
595                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
596                                 {
597                                         leftreleased = true;
598                                 }
599                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
600                                 {
601                                         rightreleased = true;
602                                 }
603                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)
604                                 {
605                                         mouse_wheel += event.MouseInput.Wheel;
606                                 }
607                         }
608                 }
609
610                 return false;
611         }
612
613         bool IsKeyDown(EKEY_CODE keyCode) const
614         {
615                 return keyIsDown[keyCode];
616         }
617         
618         // Checks whether a key was down and resets the state
619         bool WasKeyDown(EKEY_CODE keyCode)
620         {
621                 bool b = keyWasDown[keyCode];
622                 keyWasDown[keyCode] = false;
623                 return b;
624         }
625
626         s32 getMouseWheel()
627         {
628                 s32 a = mouse_wheel;
629                 mouse_wheel = 0;
630                 return a;
631         }
632
633         void clearInput()
634         {
635                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)
636                 {
637                         keyIsDown[i] = false;
638                         keyWasDown[i] = false;
639                 }
640                 
641                 leftclicked = false;
642                 rightclicked = false;
643                 leftreleased = false;
644                 rightreleased = false;
645
646                 left_active = false;
647                 middle_active = false;
648                 right_active = false;
649
650                 mouse_wheel = 0;
651         }
652
653         MyEventReceiver()
654         {
655                 clearInput();
656         }
657
658         bool leftclicked;
659         bool rightclicked;
660         bool leftreleased;
661         bool rightreleased;
662
663         bool left_active;
664         bool middle_active;
665         bool right_active;
666
667         s32 mouse_wheel;
668
669 private:
670         IrrlichtDevice *m_device;
671         
672         // The current state of keys
673         bool keyIsDown[KEY_KEY_CODES_COUNT];
674         // Whether a key has been pressed or not
675         bool keyWasDown[KEY_KEY_CODES_COUNT];
676 };
677
678 /*
679         Separated input handler
680 */
681
682 class RealInputHandler : public InputHandler
683 {
684 public:
685         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):
686                 m_device(device),
687                 m_receiver(receiver)
688         {
689         }
690         virtual bool isKeyDown(EKEY_CODE keyCode)
691         {
692                 return m_receiver->IsKeyDown(keyCode);
693         }
694         virtual bool wasKeyDown(EKEY_CODE keyCode)
695         {
696                 return m_receiver->WasKeyDown(keyCode);
697         }
698         virtual v2s32 getMousePos()
699         {
700                 return m_device->getCursorControl()->getPosition();
701         }
702         virtual void setMousePos(s32 x, s32 y)
703         {
704                 m_device->getCursorControl()->setPosition(x, y);
705         }
706
707         virtual bool getLeftState()
708         {
709                 return m_receiver->left_active;
710         }
711         virtual bool getRightState()
712         {
713                 return m_receiver->right_active;
714         }
715         
716         virtual bool getLeftClicked()
717         {
718                 return m_receiver->leftclicked;
719         }
720         virtual bool getRightClicked()
721         {
722                 return m_receiver->rightclicked;
723         }
724         virtual void resetLeftClicked()
725         {
726                 m_receiver->leftclicked = false;
727         }
728         virtual void resetRightClicked()
729         {
730                 m_receiver->rightclicked = false;
731         }
732
733         virtual bool getLeftReleased()
734         {
735                 return m_receiver->leftreleased;
736         }
737         virtual bool getRightReleased()
738         {
739                 return m_receiver->rightreleased;
740         }
741         virtual void resetLeftReleased()
742         {
743                 m_receiver->leftreleased = false;
744         }
745         virtual void resetRightReleased()
746         {
747                 m_receiver->rightreleased = false;
748         }
749
750         virtual s32 getMouseWheel()
751         {
752                 return m_receiver->getMouseWheel();
753         }
754
755         void clear()
756         {
757                 m_receiver->clearInput();
758         }
759 private:
760         IrrlichtDevice *m_device;
761         MyEventReceiver *m_receiver;
762 };
763
764 class RandomInputHandler : public InputHandler
765 {
766 public:
767         RandomInputHandler()
768         {
769                 leftdown = false;
770                 rightdown = false;
771                 leftclicked = false;
772                 rightclicked = false;
773                 leftreleased = false;
774                 rightreleased = false;
775                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)
776                         keydown[i] = false;
777         }
778         virtual bool isKeyDown(EKEY_CODE keyCode)
779         {
780                 return keydown[keyCode];
781         }
782         virtual bool wasKeyDown(EKEY_CODE keyCode)
783         {
784                 return false;
785         }
786         virtual v2s32 getMousePos()
787         {
788                 return mousepos;
789         }
790         virtual void setMousePos(s32 x, s32 y)
791         {
792                 mousepos = v2s32(x,y);
793         }
794
795         virtual bool getLeftState()
796         {
797                 return leftdown;
798         }
799         virtual bool getRightState()
800         {
801                 return rightdown;
802         }
803
804         virtual bool getLeftClicked()
805         {
806                 return leftclicked;
807         }
808         virtual bool getRightClicked()
809         {
810                 return rightclicked;
811         }
812         virtual void resetLeftClicked()
813         {
814                 leftclicked = false;
815         }
816         virtual void resetRightClicked()
817         {
818                 rightclicked = false;
819         }
820
821         virtual bool getLeftReleased()
822         {
823                 return leftreleased;
824         }
825         virtual bool getRightReleased()
826         {
827                 return rightreleased;
828         }
829         virtual void resetLeftReleased()
830         {
831                 leftreleased = false;
832         }
833         virtual void resetRightReleased()
834         {
835                 rightreleased = false;
836         }
837
838         virtual s32 getMouseWheel()
839         {
840                 return 0;
841         }
842
843         virtual void step(float dtime)
844         {
845                 {
846                         static float counter1 = 0;
847                         counter1 -= dtime;
848                         if(counter1 < 0.0)
849                         {
850                                 counter1 = 0.1*Rand(1, 40);
851                                 keydown[getKeySetting("keymap_jump")] =
852                                                 !keydown[getKeySetting("keymap_jump")];
853                         }
854                 }
855                 {
856                         static float counter1 = 0;
857                         counter1 -= dtime;
858                         if(counter1 < 0.0)
859                         {
860                                 counter1 = 0.1*Rand(1, 40);
861                                 keydown[getKeySetting("keymap_special1")] =
862                                                 !keydown[getKeySetting("keymap_special1")];
863                         }
864                 }
865                 {
866                         static float counter1 = 0;
867                         counter1 -= dtime;
868                         if(counter1 < 0.0)
869                         {
870                                 counter1 = 0.1*Rand(1, 40);
871                                 keydown[getKeySetting("keymap_forward")] =
872                                                 !keydown[getKeySetting("keymap_forward")];
873                         }
874                 }
875                 {
876                         static float counter1 = 0;
877                         counter1 -= dtime;
878                         if(counter1 < 0.0)
879                         {
880                                 counter1 = 0.1*Rand(1, 40);
881                                 keydown[getKeySetting("keymap_left")] =
882                                                 !keydown[getKeySetting("keymap_left")];
883                         }
884                 }
885                 {
886                         static float counter1 = 0;
887                         counter1 -= dtime;
888                         if(counter1 < 0.0)
889                         {
890                                 counter1 = 0.1*Rand(1, 20);
891                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));
892                         }
893                 }
894                 {
895                         static float counter1 = 0;
896                         counter1 -= dtime;
897                         if(counter1 < 0.0)
898                         {
899                                 counter1 = 0.1*Rand(1, 30);
900                                 leftdown = !leftdown;
901                                 if(leftdown)
902                                         leftclicked = true;
903                                 if(!leftdown)
904                                         leftreleased = true;
905                         }
906                 }
907                 {
908                         static float counter1 = 0;
909                         counter1 -= dtime;
910                         if(counter1 < 0.0)
911                         {
912                                 counter1 = 0.1*Rand(1, 15);
913                                 rightdown = !rightdown;
914                                 if(rightdown)
915                                         rightclicked = true;
916                                 if(!rightdown)
917                                         rightreleased = true;
918                         }
919                 }
920                 mousepos += mousespeed;
921         }
922
923         s32 Rand(s32 min, s32 max)
924         {
925                 return (myrand()%(max-min+1))+min;
926         }
927 private:
928         bool keydown[KEY_KEY_CODES_COUNT];
929         v2s32 mousepos;
930         v2s32 mousespeed;
931         bool leftdown;
932         bool rightdown;
933         bool leftclicked;
934         bool rightclicked;
935         bool leftreleased;
936         bool rightreleased;
937 };
938
939 // These are defined global so that they're not optimized too much.
940 // Can't change them to volatile.
941 s16 temp16;
942 f32 tempf;
943 v3f tempv3f1;
944 v3f tempv3f2;
945 std::string tempstring;
946 std::string tempstring2;
947
948 void SpeedTests()
949 {
950         {
951                 dstream<<"The following test should take around 20ms."<<std::endl;
952                 TimeTaker timer("Testing std::string speed");
953                 const u32 jj = 10000;
954                 for(u32 j=0; j<jj; j++)
955                 {
956                         tempstring = "";
957                         tempstring2 = "";
958                         const u32 ii = 10;
959                         for(u32 i=0; i<ii; i++){
960                                 tempstring2 += "asd";
961                         }
962                         for(u32 i=0; i<ii+1; i++){
963                                 tempstring += "asd";
964                                 if(tempstring == tempstring2)
965                                         break;
966                         }
967                 }
968         }
969         
970         dstream<<"All of the following tests should take around 100ms each."
971                         <<std::endl;
972
973         {
974                 TimeTaker timer("Testing floating-point conversion speed");
975                 tempf = 0.001;
976                 for(u32 i=0; i<4000000; i++){
977                         temp16 += tempf;
978                         tempf += 0.001;
979                 }
980         }
981         
982         {
983                 TimeTaker timer("Testing floating-point vector speed");
984
985                 tempv3f1 = v3f(1,2,3);
986                 tempv3f2 = v3f(4,5,6);
987                 for(u32 i=0; i<10000000; i++){
988                         tempf += tempv3f1.dotProduct(tempv3f2);
989                         tempv3f2 += v3f(7,8,9);
990                 }
991         }
992
993         {
994                 TimeTaker timer("Testing core::map speed");
995                 
996                 core::map<v2s16, f32> map1;
997                 tempf = -324;
998                 const s16 ii=300;
999                 for(s16 y=0; y<ii; y++){
1000                         for(s16 x=0; x<ii; x++){
1001                                 map1.insert(v2s16(x,y), tempf);
1002                                 tempf += 1;
1003                         }
1004                 }
1005                 for(s16 y=ii-1; y>=0; y--){
1006                         for(s16 x=0; x<ii; x++){
1007                                 tempf = map1[v2s16(x,y)];
1008                         }
1009                 }
1010         }
1011
1012         {
1013                 dstream<<"Around 5000/ms should do well here."<<std::endl;
1014                 TimeTaker timer("Testing mutex speed");
1015                 
1016                 JMutex m;
1017                 m.Init();
1018                 u32 n = 0;
1019                 u32 i = 0;
1020                 do{
1021                         n += 10000;
1022                         for(; i<n; i++){
1023                                 m.Lock();
1024                                 m.Unlock();
1025                         }
1026                 }
1027                 // Do at least 10ms
1028                 while(timer.getTime() < 10);
1029
1030                 u32 dtime = timer.stop();
1031                 u32 per_ms = n / dtime;
1032                 std::cout<<"Done. "<<dtime<<"ms, "
1033                                 <<per_ms<<"/ms"<<std::endl;
1034         }
1035 }
1036
1037 void drawMenuBackground(video::IVideoDriver* driver)
1038 {
1039         core::dimension2d<u32> screensize = driver->getScreenSize();
1040                 
1041         video::ITexture *bgtexture =
1042                         driver->getTexture(getTexturePath("mud.png").c_str());
1043         if(bgtexture)
1044         {
1045                 s32 texturesize = 128;
1046                 s32 tiled_y = screensize.Height / texturesize + 1;
1047                 s32 tiled_x = screensize.Width / texturesize + 1;
1048                 
1049                 for(s32 y=0; y<tiled_y; y++)
1050                 for(s32 x=0; x<tiled_x; x++)
1051                 {
1052                         core::rect<s32> rect(0,0,texturesize,texturesize);
1053                         rect += v2s32(x*texturesize, y*texturesize);
1054                         driver->draw2DImage(bgtexture, rect,
1055                                 core::rect<s32>(core::position2d<s32>(0,0),
1056                                 core::dimension2di(bgtexture->getSize())),
1057                                 NULL, NULL, true);
1058                 }
1059         }
1060         
1061         video::ITexture *logotexture =
1062                         driver->getTexture(getTexturePath("menulogo.png").c_str());
1063         if(logotexture)
1064         {
1065                 v2s32 logosize(logotexture->getOriginalSize().Width,
1066                                 logotexture->getOriginalSize().Height);
1067                 logosize *= 4;
1068
1069                 video::SColor bgcolor(255,50,50,50);
1070                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,
1071                                 screensize.Width, screensize.Height);
1072                 driver->draw2DRectangle(bgcolor, bgrect, NULL);
1073
1074                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);
1075                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);
1076                 rect -= v2s32(logosize.X/2, 0);
1077                 driver->draw2DImage(logotexture, rect,
1078                         core::rect<s32>(core::position2d<s32>(0,0),
1079                         core::dimension2di(logotexture->getSize())),
1080                         NULL, NULL, true);
1081         }
1082 }
1083
1084 int main(int argc, char *argv[])
1085 {
1086         /*
1087                 Initialization
1088         */
1089
1090         // Set locale. This is for forcing '.' as the decimal point.
1091         std::locale::global(std::locale("C"));
1092         // This enables printing all characters in bitmap font
1093         setlocale(LC_CTYPE, "en_US");
1094
1095         /*
1096                 Parse command line
1097         */
1098         
1099         // List all allowed options
1100         core::map<std::string, ValueSpec> allowed_options;
1101         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));
1102         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,
1103                         "Run server directly"));
1104         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,
1105                         "Load configuration from specified file"));
1106         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));
1107         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));
1108         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));
1109         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));
1110         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));
1111         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));
1112 #ifdef _WIN32
1113         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));
1114 #endif
1115         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));
1116
1117         Settings cmd_args;
1118         
1119         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);
1120
1121         if(ret == false || cmd_args.getFlag("help"))
1122         {
1123                 dstream<<"Allowed options:"<<std::endl;
1124                 for(core::map<std::string, ValueSpec>::Iterator
1125                                 i = allowed_options.getIterator();
1126                                 i.atEnd() == false; i++)
1127                 {
1128                         dstream<<"  --"<<i.getNode()->getKey();
1129                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)
1130                         {
1131                         }
1132                         else
1133                         {
1134                                 dstream<<" <value>";
1135                         }
1136                         dstream<<std::endl;
1137
1138                         if(i.getNode()->getValue().help != NULL)
1139                         {
1140                                 dstream<<"      "<<i.getNode()->getValue().help
1141                                                 <<std::endl;
1142                         }
1143                 }
1144
1145                 return cmd_args.getFlag("help") ? 0 : 1;
1146         }
1147         
1148         /*
1149                 Low-level initialization
1150         */
1151
1152         bool disable_stderr = false;
1153 #ifdef _WIN32
1154         if(cmd_args.getFlag("dstream-on-stderr") == false)
1155                 disable_stderr = true;
1156 #endif
1157
1158         porting::signal_handler_init();
1159         bool &kill = *porting::signal_handler_killstatus();
1160         
1161         // Initialize porting::path_data and porting::path_userdata
1162         porting::initializePaths();
1163
1164         // Create user data directory
1165         fs::CreateDir(porting::path_userdata);
1166
1167 #ifdef USE_GETTEXT
1168         setlocale(LC_MESSAGES, "");
1169         bindtextdomain("minetest", (porting::path_userdata+"/locale").c_str());
1170         textdomain("minetest");
1171 #endif
1172         
1173         // Initialize debug streams
1174 #ifdef RUN_IN_PLACE
1175         std::string debugfile = DEBUGFILE;
1176 #else
1177         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;
1178 #endif
1179         debugstreams_init(disable_stderr, debugfile.c_str());
1180         // Initialize debug stacks
1181         debug_stacks_init();
1182
1183         DSTACK(__FUNCTION_NAME);
1184
1185         // Init material properties table
1186         //initializeMaterialProperties();
1187
1188         // Debug handler
1189         BEGIN_DEBUG_EXCEPTION_HANDLER
1190
1191         // Print startup message
1192         dstream<<DTIME<<"minetest-c55"
1193                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST
1194                         <<", "<<BUILD_INFO
1195                         <<std::endl;
1196         
1197         /*
1198                 Basic initialization
1199         */
1200
1201         // Initialize default settings
1202         set_default_settings();
1203         
1204         // Initialize sockets
1205         sockets_init();
1206         atexit(sockets_cleanup);
1207         
1208         /*
1209                 Read config file
1210         */
1211         
1212         // Path of configuration file in use
1213         std::string configpath = "";
1214         
1215         if(cmd_args.exists("config"))
1216         {
1217                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());
1218                 if(r == false)
1219                 {
1220                         dstream<<"Could not read configuration from \""
1221                                         <<cmd_args.get("config")<<"\""<<std::endl;
1222                         return 1;
1223                 }
1224                 configpath = cmd_args.get("config");
1225         }
1226         else
1227         {
1228                 core::array<std::string> filenames;
1229                 filenames.push_back(porting::path_userdata + "/minetest.conf");
1230 #ifdef RUN_IN_PLACE
1231                 filenames.push_back(porting::path_userdata + "/../minetest.conf");
1232 #endif
1233
1234                 for(u32 i=0; i<filenames.size(); i++)
1235                 {
1236                         bool r = g_settings.readConfigFile(filenames[i].c_str());
1237                         if(r)
1238                         {
1239                                 configpath = filenames[i];
1240                                 break;
1241                         }
1242                 }
1243                 
1244                 // If no path found, use the first one (menu creates the file)
1245                 if(configpath == "")
1246                         configpath = filenames[0];
1247         }
1248
1249         // Initialize random seed
1250         srand(time(0));
1251         mysrand(time(0));
1252
1253         /*
1254                 Pre-initialize some stuff with a dummy irrlicht wrapper.
1255
1256                 These are needed for unit tests at least.
1257         */
1258         
1259         // Initial call with g_texturesource not set.
1260         init_mapnode();
1261
1262         /*
1263                 Run unit tests
1264         */
1265
1266         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)
1267                         || cmd_args.getFlag("enable-unittests") == true)
1268         {
1269                 run_tests();
1270         }
1271         
1272         /*for(s16 y=-100; y<100; y++)
1273         for(s16 x=-100; x<100; x++)
1274         {
1275                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;
1276         }
1277         return 0;*/
1278         
1279         /*
1280                 Game parameters
1281         */
1282
1283         // Port
1284         u16 port = 30000;
1285         if(cmd_args.exists("port"))
1286                 port = cmd_args.getU16("port");
1287         else if(g_settings.exists("port"))
1288                 port = g_settings.getU16("port");
1289         if(port == 0)
1290                 port = 30000;
1291         
1292         // Map directory
1293         std::string map_dir = porting::path_userdata+"/world";
1294         if(cmd_args.exists("map-dir"))
1295                 map_dir = cmd_args.get("map-dir");
1296         else if(g_settings.exists("map-dir"))
1297                 map_dir = g_settings.get("map-dir");
1298         
1299         // Run dedicated server if asked to
1300         if(cmd_args.getFlag("server"))
1301         {
1302                 DSTACK("Dedicated server branch");
1303
1304                 // Create time getter
1305                 g_timegetter = new SimpleTimeGetter();
1306                 
1307                 // Create server
1308                 Server server(map_dir.c_str(), configpath);
1309                 server.start(port);
1310                 
1311                 // Run server
1312                 dedicated_server_loop(server, kill);
1313
1314                 return 0;
1315         }
1316
1317
1318         /*
1319                 More parameters
1320         */
1321         
1322         // Address to connect to
1323         std::string address = "";
1324         
1325         if(cmd_args.exists("address"))
1326         {
1327                 address = cmd_args.get("address");
1328         }
1329         else
1330         {
1331                 address = g_settings.get("address");
1332         }
1333         
1334         std::string playername = g_settings.get("name");
1335
1336         /*
1337                 Device initialization
1338         */
1339
1340         // Resolution selection
1341         
1342         bool fullscreen = false;
1343         u16 screenW = g_settings.getU16("screenW");
1344         u16 screenH = g_settings.getU16("screenH");
1345
1346         // Determine driver
1347
1348         video::E_DRIVER_TYPE driverType;
1349         
1350         std::string driverstring = g_settings.get("video_driver");
1351
1352         if(driverstring == "null")
1353                 driverType = video::EDT_NULL;
1354         else if(driverstring == "software")
1355                 driverType = video::EDT_SOFTWARE;
1356         else if(driverstring == "burningsvideo")
1357                 driverType = video::EDT_BURNINGSVIDEO;
1358         else if(driverstring == "direct3d8")
1359                 driverType = video::EDT_DIRECT3D8;
1360         else if(driverstring == "direct3d9")
1361                 driverType = video::EDT_DIRECT3D9;
1362         else if(driverstring == "opengl")
1363                 driverType = video::EDT_OPENGL;
1364         else
1365         {
1366                 dstream<<"WARNING: Invalid video_driver specified; defaulting "
1367                                 "to opengl"<<std::endl;
1368                 driverType = video::EDT_OPENGL;
1369         }
1370
1371         /*
1372                 Create device and exit if creation failed
1373         */
1374
1375         MyEventReceiver receiver;
1376
1377         IrrlichtDevice *device;
1378         device = createDevice(driverType,
1379                         core::dimension2d<u32>(screenW, screenH),
1380                         16, fullscreen, false, false, &receiver);
1381
1382         if (device == 0)
1383                 return 1; // could not create selected driver.
1384         
1385         // Set device in game parameters
1386         device = device;
1387
1388         // Set the window caption
1389         device->setWindowCaption(L"Minetest [Main Menu]");
1390         
1391         // Create time getter
1392         g_timegetter = new IrrlichtTimeGetter(device);
1393         
1394         // Create game callback for menus
1395         g_gamecallback = new MainGameCallback(device);
1396         
1397         // Create texture source
1398         g_texturesource = new TextureSource(device);
1399
1400         /*
1401                 Speed tests (done after irrlicht is loaded to get timer)
1402         */
1403         if(cmd_args.getFlag("speedtests"))
1404         {
1405                 dstream<<"Running speed tests"<<std::endl;
1406                 SpeedTests();
1407                 return 0;
1408         }
1409         
1410         device->setResizable(true);
1411
1412         bool random_input = g_settings.getBool("random_input")
1413                         || cmd_args.getFlag("random-input");
1414         InputHandler *input = NULL;
1415         if(random_input)
1416                 input = new RandomInputHandler();
1417         else
1418                 input = new RealInputHandler(device, &receiver);
1419         
1420         /*
1421                 Continue initialization
1422         */
1423
1424         //video::IVideoDriver* driver = device->getVideoDriver();
1425
1426         /*
1427                 This changes the minimum allowed number of vertices in a VBO.
1428                 Default is 500.
1429         */
1430         //driver->setMinHardwareBufferVertexCount(50);
1431
1432         scene::ISceneManager* smgr = device->getSceneManager();
1433
1434         guienv = device->getGUIEnvironment();
1435         gui::IGUISkin* skin = guienv->getSkin();
1436         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());
1437         if(font)
1438                 skin->setFont(font);
1439         else
1440                 dstream<<"WARNING: Font file was not found."
1441                                 " Using default font."<<std::endl;
1442         // If font was not found, this will get us one
1443         font = skin->getFont();
1444         assert(font);
1445         
1446         u32 text_height = font->getDimension(L"Hello, world!").Height;
1447         dstream<<"text_height="<<text_height<<std::endl;
1448
1449         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));
1450         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));
1451         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));
1452         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));
1453         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));
1454         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));
1455         
1456         /*
1457                 Preload some textures and stuff
1458         */
1459
1460         init_mapnode(); // Second call with g_texturesource set
1461         init_mineral();
1462
1463         /*
1464                 GUI stuff
1465         */
1466
1467         /*
1468                 If an error occurs, this is set to something and the
1469                 menu-game loop is restarted. It is then displayed before
1470                 the menu.
1471         */
1472         std::wstring error_message = L"";
1473
1474         // The password entered during the menu screen,
1475         std::string password;
1476
1477         /*
1478                 Menu-game loop
1479         */
1480         while(device->run() && kill == false)
1481         {
1482
1483                 // This is used for catching disconnects
1484                 try
1485                 {
1486
1487                         /*
1488                                 Clear everything from the GUIEnvironment
1489                         */
1490                         guienv->clear();
1491                         
1492                         /*
1493                                 We need some kind of a root node to be able to add
1494                                 custom gui elements directly on the screen.
1495                                 Otherwise they won't be automatically drawn.
1496                         */
1497                         guiroot = guienv->addStaticText(L"",
1498                                         core::rect<s32>(0, 0, 10000, 10000));
1499                         
1500                         /*
1501                                 Out-of-game menu loop.
1502
1503                                 Loop quits when menu returns proper parameters.
1504                         */
1505                         while(kill == false)
1506                         {
1507                                 // Cursor can be non-visible when coming from the game
1508                                 device->getCursorControl()->setVisible(true);
1509                                 // Some stuff are left to scene manager when coming from the game
1510                                 // (map at least?)
1511                                 smgr->clear();
1512                                 // Reset or hide the debug gui texts
1513                                 /*guitext->setText(L"Minetest-c55");
1514                                 guitext2->setVisible(false);
1515                                 guitext_info->setVisible(false);
1516                                 guitext_chat->setVisible(false);*/
1517                                 
1518                                 // Initialize menu data
1519                                 MainMenuData menudata;
1520                                 menudata.address = narrow_to_wide(address);
1521                                 menudata.name = narrow_to_wide(playername);
1522                                 menudata.port = narrow_to_wide(itos(port));
1523                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");
1524                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");
1525                                 menudata.creative_mode = g_settings.getBool("creative_mode");
1526                                 menudata.enable_damage = g_settings.getBool("enable_damage");
1527
1528                                 GUIMainMenu *menu =
1529                                                 new GUIMainMenu(guienv, guiroot, -1, 
1530                                                         &g_menumgr, &menudata, g_gamecallback);
1531                                 menu->allowFocusRemoval(true);
1532
1533                                 if(error_message != L"")
1534                                 {
1535                                         dstream<<"WARNING: error_message = "
1536                                                         <<wide_to_narrow(error_message)<<std::endl;
1537
1538                                         GUIMessageMenu *menu2 =
1539                                                         new GUIMessageMenu(guienv, guiroot, -1, 
1540                                                                 &g_menumgr, error_message.c_str());
1541                                         menu2->drop();
1542                                         error_message = L"";
1543                                 }
1544
1545                                 video::IVideoDriver* driver = device->getVideoDriver();
1546                                 
1547                                 dstream<<"Created main menu"<<std::endl;
1548
1549                                 while(device->run() && kill == false)
1550                                 {
1551                                         if(menu->getStatus() == true)
1552                                                 break;
1553
1554                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));
1555                                         driver->beginScene(true, true, video::SColor(255,128,128,128));
1556
1557                                         drawMenuBackground(driver);
1558
1559                                         guienv->drawAll();
1560                                         
1561                                         driver->endScene();
1562                                         
1563                                         // On some computers framerate doesn't seem to be
1564                                         // automatically limited
1565                                         sleep_ms(25);
1566                                 }
1567                                 
1568                                 // Break out of menu-game loop to shut down cleanly
1569                                 if(device->run() == false || kill == true)
1570                                         break;
1571                                 
1572                                 dstream<<"Dropping main menu"<<std::endl;
1573
1574                                 menu->drop();
1575                                 
1576                                 // Delete map if requested
1577                                 if(menudata.delete_map)
1578                                 {
1579                                         bool r = fs::RecursiveDeleteContent(map_dir);
1580                                         if(r == false)
1581                                                 error_message = L"Delete failed";
1582                                         continue;
1583                                 }
1584
1585                                 playername = wide_to_narrow(menudata.name);
1586
1587                                 password = translatePassword(playername, menudata.password);
1588
1589                                 //dstream<<"Main: password hash: '"<<password<<"'"<<std::endl;
1590
1591                                 address = wide_to_narrow(menudata.address);
1592                                 int newport = stoi(wide_to_narrow(menudata.port));
1593                                 if(newport != 0)
1594                                         port = newport;
1595                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));
1596                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));
1597                                 g_settings.set("creative_mode", itos(menudata.creative_mode));
1598                                 g_settings.set("enable_damage", itos(menudata.enable_damage));
1599                                 
1600                                 // NOTE: These are now checked server side; no need to do it
1601                                 //       here, so let's not do it here.
1602                                 /*// Check for valid parameters, restart menu if invalid.
1603                                 if(playername == "")
1604                                 {
1605                                         error_message = L"Name required.";
1606                                         continue;
1607                                 }
1608                                 // Check that name has only valid chars
1609                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)
1610                                 {
1611                                         error_message = L"Characters allowed: "
1612                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);
1613                                         continue;
1614                                 }*/
1615
1616                                 // Save settings
1617                                 g_settings.set("name", playername);
1618                                 g_settings.set("address", address);
1619                                 g_settings.set("port", itos(port));
1620                                 // Update configuration file
1621                                 if(configpath != "")
1622                                         g_settings.updateConfigFile(configpath.c_str());
1623                         
1624                                 // Continue to game
1625                                 break;
1626                         }
1627                         
1628                         // Break out of menu-game loop to shut down cleanly
1629                         if(device->run() == false)
1630                                 break;
1631                         
1632                         // Initialize mapnode again to enable changed graphics settings
1633                         init_mapnode();
1634
1635                         /*
1636                                 Run game
1637                         */
1638                         the_game(
1639                                 kill,
1640                                 random_input,
1641                                 input,
1642                                 device,
1643                                 font,
1644                                 map_dir,
1645                                 playername,
1646                                 password,
1647                                 address,
1648                                 port,
1649                                 error_message,
1650                                 configpath
1651                         );
1652
1653                 } //try
1654                 catch(con::PeerNotFoundException &e)
1655                 {
1656                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;
1657                         error_message = L"Connection error (timed out?)";
1658                 }
1659                 catch(SocketException &e)
1660                 {
1661                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;
1662                         error_message = L"Socket error (port already in use?)";
1663                 }
1664 #ifdef NDEBUG
1665                 catch(std::exception &e)
1666                 {
1667                         std::string narrow_message = "Some exception, what()=\"";
1668                         narrow_message += e.what();
1669                         narrow_message += "\"";
1670                         dstream<<DTIME<<narrow_message<<std::endl;
1671                         error_message = narrow_to_wide(narrow_message);
1672                 }
1673 #endif
1674
1675         } // Menu-game loop
1676         
1677         delete input;
1678
1679         /*
1680                 In the end, delete the Irrlicht device.
1681         */
1682         device->drop();
1683         
1684         END_DEBUG_EXCEPTION_HANDLER
1685         
1686         debugstreams_deinit();
1687         
1688         return 0;
1689 }
1690
1691 //END
1692