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