]> git.lizzy.rs Git - minetest.git/blob - src/main.cpp
Moved some mapnode content stuff from mapnode.{h,cpp} and digging property stuff...
[minetest.git] / src / main.cpp
1 /*\r
2 Minetest-c55\r
3 Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>\r
4 \r
5 This program is free software; you can redistribute it and/or modify\r
6 it under the terms of the GNU General Public License as published by\r
7 the Free Software Foundation; either version 2 of the License, or\r
8 (at your option) any later version.\r
9 \r
10 This program is distributed in the hope that it will be useful,\r
11 but WITHOUT ANY WARRANTY; without even the implied warranty of\r
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the\r
13 GNU General Public License for more details.\r
14 \r
15 You should have received a copy of the GNU General Public License along\r
16 with this program; if not, write to the Free Software Foundation, Inc.,\r
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.\r
18 */\r
19 \r
20 /*\r
21 =============================== NOTES ==============================\r
22 NOTE: Things starting with TODO are sometimes only suggestions.\r
23 \r
24 NOTE: iostream.imbue(std::locale("C")) is very slow\r
25 NOTE: Global locale is now set at initialization\r
26 \r
27 NOTE: If VBO (EHM_STATIC) is used, remember to explicitly free the\r
28       hardware buffer (it is not freed automatically)\r
29 \r
30 Old, wild and random suggestions that probably won't be done:\r
31 -------------------------------------------------------------\r
32 \r
33 SUGG: If player is on ground, mainly fetch ground-level blocks\r
34 \r
35 SUGG: Expose Connection's seqnums and ACKs to server and client.\r
36       - This enables saving many packets and making a faster connection\r
37           - This also enables server to check if client has received the\r
38             most recent block sent, for example.\r
39 SUGG: Add a sane bandwidth throttling system to Connection\r
40 \r
41 SUGG: More fine-grained control of client's dumping of blocks from\r
42       memory\r
43           - ...What does this mean in the first place?\r
44 \r
45 SUGG: A map editing mode (similar to dedicated server mode)\r
46 \r
47 SUGG: Transfer more blocks in a single packet\r
48 SUGG: A blockdata combiner class, to which blocks are added and at\r
49       destruction it sends all the stuff in as few packets as possible.\r
50 SUGG: Make a PACKET_COMBINED which contains many subpackets. Utilize\r
51       it by sending more stuff in a single packet.\r
52           - Add a packet queue to RemoteClient, from which packets will be\r
53             combined with object data packets\r
54                 - This is not exactly trivial: the object data packets are\r
55                   sometimes very big by themselves\r
56           - This might not give much network performance gain though.\r
57 \r
58 SUGG: Precalculate lighting translation table at runtime (at startup)\r
59       - This is not doable because it is currently hand-made and not\r
60             based on some mathematical function.\r
61                 - Note: This has been changing lately\r
62 \r
63 SUGG: A version number to blocks, which increments when the block is\r
64       modified (node add/remove, water update, lighting update)\r
65           - This can then be used to make sure the most recent version of\r
66             a block has been sent to client, for example\r
67 \r
68 SUGG: Make the amount of blocks sending to client and the total\r
69           amount of blocks dynamically limited. Transferring blocks is the\r
70           main network eater of this system, so it is the one that has\r
71           to be throttled so that RTTs stay low.\r
72 \r
73 SUGG: Meshes of blocks could be split into 6 meshes facing into\r
74       different directions and then only those drawn that need to be\r
75 \r
76 SUGG: Calculate lighting per vertex to get a lighting effect like in\r
77       bartwe's game\r
78 \r
79 SUGG: Background music based on cellular automata?\r
80       http://www.earslap.com/projectslab/otomata\r
81 \r
82 SUGG: Simple light color information to air\r
83 \r
84 SUGG: Server-side objects could be moved based on nodes to enable very\r
85       lightweight operation and simple AI\r
86         - Not practical; client would still need to show smooth movement.\r
87 \r
88 SUGG: Make a system for pregenerating quick information for mapblocks, so\r
89           that the client can show them as cubes before they are actually sent\r
90           or even generated.\r
91 \r
92 Gaming ideas:\r
93 -------------\r
94 \r
95 - Aim for something like controlling a single dwarf in Dwarf Fortress\r
96 - The player could go faster by a crafting a boat, or riding an animal\r
97 - Random NPC traders. what else?\r
98 \r
99 Game content:\r
100 -------------\r
101 \r
102 - When furnace is destroyed, move items to player's inventory\r
103 - Add lots of stuff\r
104 - Glass blocks\r
105 - Growing grass, decaying leaves\r
106         - This can be done in the active blocks I guess.\r
107         - Lots of stuff can be done in the active blocks.\r
108         - Uh, is there an active block list somewhere? I think not. Add it.\r
109 - Breaking weak structures\r
110         - This can probably be accomplished in the same way as grass\r
111 - Player health points\r
112         - When player dies, throw items on map (needs better item-on-map\r
113           implementation)\r
114 - Cobble to get mossy if near water\r
115 - More slots in furnace source list, so that multiple ingredients\r
116   are possible.\r
117 - Keys to chests?\r
118 \r
119 - The Treasure Guard; a big monster with a hammer\r
120         - The hammer does great damage, shakes the ground and removes a block\r
121         - You can drop on top of it, and have some time to attack there\r
122           before he shakes you off\r
123 \r
124 - Maybe the difficulty could come from monsters getting tougher in\r
125   far-away places, and the player starting to need something from\r
126   there when time goes by.\r
127   - The player would have some of that stuff at the beginning, and\r
128     would need new supplies of it when it runs out\r
129 \r
130 - A bomb\r
131 - A spread-items-on-map routine for the bomb, and for dying players\r
132 \r
133 - Fighting:\r
134   - Proper sword swing simulation\r
135   - Player should get damage from colliding to a wall at high speed\r
136 \r
137 Documentation:\r
138 --------------\r
139 \r
140 Build system / running:\r
141 -----------------------\r
142 \r
143 Networking and serialization:\r
144 -----------------------------\r
145 \r
146 SUGG: Fix address to be ipv6 compatible\r
147 \r
148 User Interface:\r
149 ---------------\r
150 \r
151 Graphics:\r
152 ---------\r
153 \r
154 SUGG: Combine MapBlock's face caches to so big pieces that VBO\r
155       can be used\r
156       - That is >500 vertices\r
157           - This is not easy; all the MapBlocks close to the player would\r
158             still need to be drawn separately and combining the blocks\r
159                 would have to happen in a background thread\r
160 \r
161 SUGG: Make fetching sector's blocks more efficient when rendering\r
162       sectors that have very large amounts of blocks (on client)\r
163           - Is this necessary at all?\r
164 \r
165 TODO: Flowing water animation\r
166 \r
167 SUGG: Draw cubes in inventory directly with 3D drawing commands, so that\r
168       animating them is easier.\r
169 \r
170 SUGG: Option for enabling proper alpha channel for textures\r
171 TODO: A setting for enabling bilinear filtering for textures\r
172 \r
173 TODO: Better control of draw_control.wanted_max_blocks\r
174 \r
175 TODO: Block mesh generator to tile properly on smooth lighting\r
176 \r
177 TODO: Further investigate the use of GPU lighting in addition to the\r
178       current one\r
179 \r
180 TODO: Quick drawing of huge distances according to heightmap has to be\r
181       tested once again.\r
182 \r
183 Configuration:\r
184 --------------\r
185 \r
186 Client:\r
187 -------\r
188 \r
189 TODO: Untie client network operations from framerate\r
190       - Needs some input queues or something\r
191           - This won't give much performance boost because calculating block\r
192             meshes takes so long\r
193 \r
194 SUGG: Make morning and evening transition more smooth and maybe shorter\r
195 \r
196 TODO: Don't update all meshes always on single node changes, but\r
197       check which ones should be updated\r
198           - implement Map::updateNodeMeshes() and the usage of it\r
199           - It will give almost always a 4x boost in mesh update performance.\r
200 \r
201 - A weapon engine\r
202 \r
203 - Tool/weapon visualization\r
204 \r
205 FIXME: When disconnected to the menu, memory is not freed properly\r
206 \r
207 Server:\r
208 -------\r
209 \r
210 SUGG: Make an option to the server to disable building and digging near\r
211       the starting position\r
212 \r
213 FIXME: Server sometimes goes into some infinite PeerNotFoundException loop\r
214 \r
215 * Fix the problem with the server constantly saving one or a few\r
216   blocks? List the first saved block, maybe it explains.\r
217   - It is probably caused by oscillating water\r
218 * Make a small history check to transformLiquids to detect and log\r
219   continuous oscillations, in such detail that they can be fixed.\r
220 \r
221 FIXME: The new optimized map sending doesn't sometimes send enough blocks\r
222        from big caves and such\r
223 \r
224 * Take player's walking direction into account in GetNextBlocks\r
225 \r
226 TODO: Map saving should be done by EmergeThread\r
227 \r
228 SUGG: Map unloading based on sector reference is not very good, it keeps\r
229         unnecessary stuff in memory. I guess. Investigate this.\r
230 \r
231 TODO: FIXME: Make furnaces handle long step() times better; now a 10-day\r
232         dtime for a bunch of furnaces will take ages\r
233 \r
234 TODO: When block is placed and it has param_type==CPT_FACEDIR_SIMPLE, set\r
235       the direction accordingly.\r
236 \r
237 Environment:\r
238 ------------\r
239 \r
240 TODO: A list of "active blocks" in which stuff happens.\r
241         + Add a never-resetted game timer to the server\r
242         + Add a timestamp value to blocks\r
243         + The simple rule: All blocks near some player are "active"\r
244         - Do stuff in real time in active blocks\r
245                 + Handle objects\r
246                 TODO: Make proper hooks in here\r
247                 - Grow grass, delete leaves without a tree\r
248                 - Spawn some mobs based on some rules\r
249                 - Transform cobble to mossy cobble near water\r
250                 - Run a custom script\r
251                 - ...And all kinds of other dynamic stuff\r
252         + Keep track of when a block becomes active and becomes inactive\r
253         + When a block goes inactive:\r
254                 + Store objects statically to block\r
255                 + Store timer value as the timestamp\r
256         + When a block goes active:\r
257                 + Create active objects out of static objects\r
258                 TODO: Make proper hooks in here\r
259                 - Simulate the results of what would have happened if it would have\r
260                   been active for all the time\r
261                         - Grow a lot of grass and so on\r
262         + Initially it is fine to send information about every active object\r
263           to every player. Eventually it should be modified to only send info\r
264           about the nearest ones.\r
265                 + This was left to be done by the old system and it sends only the\r
266                   nearest ones.\r
267 \r
268 Objects:\r
269 --------\r
270 \r
271 TODO: Get rid of MapBlockObjects and use only ActiveObjects\r
272         - Skipping the MapBlockObject data is nasty - there is no "total\r
273           length" stored; have to make a SkipMBOs function which contains\r
274           enough of the current code to skip them properly.\r
275 \r
276 SUGG: MovingObject::move and Player::move are basically the same.\r
277       combine them.\r
278         - NOTE: Player::move is more up-to-date.\r
279         - NOTE: There is a simple move implementation now in collision.{h,cpp}\r
280         - NOTE: MovingObject will be deleted (MapBlockObject)\r
281 \r
282 TODO: Add a long step function to objects that is called with the time\r
283       difference when block activates\r
284 \r
285 Map:\r
286 ----\r
287 \r
288 TODO: Mineral and ground material properties\r
289       - This way mineral ground toughness can be calculated with just\r
290             some formula, as well as tool strengths\r
291 \r
292 TODO: Flowing water to actually contain flow direction information\r
293       - There is a space for this - it just has to be implemented.\r
294 \r
295 SUGG: Erosion simulation at map generation time\r
296         - Simulate water flows, which would carve out dirt fast and\r
297           then turn stone into gravel and sand and relocate it.\r
298         - How about relocating minerals, too? Coal and gold in\r
299           downstream sand and gravel would be kind of cool\r
300           - This would need a better way of handling minerals, mainly\r
301                 to have mineral content as a separate field. the first\r
302                 parameter field is free for this.\r
303         - Simulate rock falling from cliffs when water has removed\r
304           enough solid rock from the bottom\r
305 \r
306 SUGG: Try out the notch way of generating maps, that is, make bunches\r
307       of low-res 3d noise and interpolate linearly.\r
308 \r
309 Mapgen v2 (the current one):\r
310 * Possibly add some kind of erosion and other stuff\r
311 * Better water generation (spread it to underwater caverns but don't\r
312   fill dungeons that don't touch big water masses)\r
313 * When generating a chunk and the neighboring chunk doesn't have mud\r
314   and stuff yet and the ground is fairly flat, the mud will flow to\r
315   the other chunk making nasty straight walls when the other chunk\r
316   is generated. Fix it. Maybe just a special case if the ground is\r
317   flat?\r
318 * Consider not updating this one and make a good mainly block-based\r
319   generator\r
320 \r
321 SUGG: Make two "modified states", one that forces the block to be saved at\r
322         the next save event, and one that makes the block to be saved at exit\r
323         time.\r
324 \r
325 TODO: Add a not_fully_generated flag to MapBlock, which would be set for\r
326         blocks that contain eg. trees from neighboring generations but haven't\r
327         been generated itself. This is required for the future generator.\r
328 \r
329 Misc. stuff:\r
330 ------------\r
331 * Move digging property stuff from material.{h,cpp} to mapnode.cpp\r
332   - ...Or maybe move content_features to material.{h,cpp}?\r
333 \r
334 Making it more portable:\r
335 ------------------------\r
336  \r
337 Stuff to do before release:\r
338 ---------------------------\r
339 \r
340 Fixes to the current release:\r
341 -----------------------------\r
342 \r
343 Stuff to do after release:\r
344 ---------------------------\r
345 - Make sure server handles removing grass when a block is placed (etc)\r
346     - The client should not do it by itself\r
347 - Block cube placement around player's head\r
348 - Protocol version field\r
349 - Consider getting some textures from cisoun's texture pack\r
350         - Ask from Cisoun\r
351 - Make sure the fence implementation and data format is good\r
352         - Think about using same bits for material for fences and doors, for\r
353         example\r
354 - Finish the ActiveBlockModifier stuff and use it for something\r
355 - Move mineral to param2, increment map serialization version, add conversion\r
356 \r
357 ======================================================================\r
358 \r
359 */\r
360 \r
361 #ifdef NDEBUG\r
362         #ifdef _WIN32\r
363                 #pragma message ("Disabling unit tests")\r
364         #else\r
365                 #warning "Disabling unit tests"\r
366         #endif\r
367         // Disable unit tests\r
368         #define ENABLE_TESTS 0\r
369 #else\r
370         // Enable unit tests\r
371         #define ENABLE_TESTS 1\r
372 #endif\r
373 \r
374 #ifdef _MSC_VER\r
375         #pragma comment(lib, "Irrlicht.lib")\r
376         //#pragma comment(lib, "jthread.lib")\r
377         #pragma comment(lib, "zlibwapi.lib")\r
378         #pragma comment(lib, "Shell32.lib")\r
379         // This would get rid of the console window\r
380         //#pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")\r
381 #endif\r
382 \r
383 #include <iostream>\r
384 #include <fstream>\r
385 //#include <jmutexautolock.h>\r
386 #include <locale.h>\r
387 #include "main.h"\r
388 #include "common_irrlicht.h"\r
389 #include "debug.h"\r
390 //#include "map.h"\r
391 //#include "player.h"\r
392 #include "test.h"\r
393 #include "server.h"\r
394 //#include "client.h"\r
395 #include "constants.h"\r
396 #include "porting.h"\r
397 #include "gettime.h"\r
398 #include "guiMessageMenu.h"\r
399 #include "filesys.h"\r
400 #include "config.h"\r
401 #include "guiMainMenu.h"\r
402 #include "mineral.h"\r
403 //#include "noise.h"\r
404 //#include "tile.h"\r
405 #include "materials.h"\r
406 #include "game.h"\r
407 #include "keycode.h"\r
408 \r
409 // This makes textures\r
410 ITextureSource *g_texturesource = NULL;\r
411 \r
412 /*\r
413         Settings.\r
414         These are loaded from the config file.\r
415 */\r
416 \r
417 Settings g_settings;\r
418 // This is located in defaultsettings.cpp\r
419 extern void set_default_settings();\r
420 \r
421 // Global profiler\r
422 Profiler g_profiler;\r
423 \r
424 /*\r
425         Random stuff\r
426 */\r
427 \r
428 /*\r
429         GUI Stuff\r
430 */\r
431 \r
432 gui::IGUIEnvironment* guienv = NULL;\r
433 gui::IGUIStaticText *guiroot = NULL;\r
434 \r
435 MainMenuManager g_menumgr;\r
436 \r
437 bool noMenuActive()\r
438 {\r
439         return (g_menumgr.menuCount() == 0);\r
440 }\r
441 \r
442 // Passed to menus to allow disconnecting and exiting\r
443 \r
444 MainGameCallback *g_gamecallback = NULL;\r
445 \r
446 /*\r
447         Debug streams\r
448 */\r
449 \r
450 // Connection\r
451 std::ostream *dout_con_ptr = &dummyout;\r
452 std::ostream *derr_con_ptr = &dstream_no_stderr;\r
453 //std::ostream *dout_con_ptr = &dstream_no_stderr;\r
454 //std::ostream *derr_con_ptr = &dstream_no_stderr;\r
455 //std::ostream *dout_con_ptr = &dstream;\r
456 //std::ostream *derr_con_ptr = &dstream;\r
457 \r
458 // Server\r
459 std::ostream *dout_server_ptr = &dstream;\r
460 std::ostream *derr_server_ptr = &dstream;\r
461 \r
462 // Client\r
463 std::ostream *dout_client_ptr = &dstream;\r
464 std::ostream *derr_client_ptr = &dstream;\r
465 \r
466 /*\r
467         gettime.h implementation\r
468 */\r
469 \r
470 // A small helper class\r
471 class TimeGetter\r
472 {\r
473 public:\r
474         virtual u32 getTime() = 0;\r
475 };\r
476 \r
477 // A precise irrlicht one\r
478 class IrrlichtTimeGetter: public TimeGetter\r
479 {\r
480 public:\r
481         IrrlichtTimeGetter(IrrlichtDevice *device):\r
482                 m_device(device)\r
483         {}\r
484         u32 getTime()\r
485         {\r
486                 if(m_device == NULL)\r
487                         return 0;\r
488                 return m_device->getTimer()->getRealTime();\r
489         }\r
490 private:\r
491         IrrlichtDevice *m_device;\r
492 };\r
493 // Not so precise one which works without irrlicht\r
494 class SimpleTimeGetter: public TimeGetter\r
495 {\r
496 public:\r
497         u32 getTime()\r
498         {\r
499                 return porting::getTimeMs();\r
500         }\r
501 };\r
502 \r
503 // A pointer to a global instance of the time getter\r
504 // TODO: why?\r
505 TimeGetter *g_timegetter = NULL;\r
506 \r
507 u32 getTimeMs()\r
508 {\r
509         if(g_timegetter == NULL)\r
510                 return 0;\r
511         return g_timegetter->getTime();\r
512 }\r
513 \r
514 /*\r
515         Event handler for Irrlicht\r
516 \r
517         NOTE: Everything possible should be moved out from here,\r
518               probably to InputHandler and the_game\r
519 */\r
520 \r
521 class MyEventReceiver : public IEventReceiver\r
522 {\r
523 public:\r
524         // This is the one method that we have to implement\r
525         virtual bool OnEvent(const SEvent& event)\r
526         {\r
527                 /*\r
528                         React to nothing here if a menu is active\r
529                 */\r
530                 if(noMenuActive() == false)\r
531                 {\r
532                         return false;\r
533                 }\r
534 \r
535                 // Remember whether each key is down or up\r
536                 if(event.EventType == irr::EET_KEY_INPUT_EVENT)\r
537                 {\r
538                         keyIsDown[event.KeyInput.Key] = event.KeyInput.PressedDown;\r
539 \r
540                         if(event.KeyInput.PressedDown)\r
541                                 keyWasDown[event.KeyInput.Key] = true;\r
542                 }\r
543 \r
544                 if(event.EventType == irr::EET_MOUSE_INPUT_EVENT)\r
545                 {\r
546                         if(noMenuActive() == false)\r
547                         {\r
548                                 left_active = false;\r
549                                 middle_active = false;\r
550                                 right_active = false;\r
551                         }\r
552                         else\r
553                         {\r
554                                 //dstream<<"MyEventReceiver: mouse input"<<std::endl;\r
555                                 left_active = event.MouseInput.isLeftPressed();\r
556                                 middle_active = event.MouseInput.isMiddlePressed();\r
557                                 right_active = event.MouseInput.isRightPressed();\r
558 \r
559                                 if(event.MouseInput.Event == EMIE_LMOUSE_PRESSED_DOWN)\r
560                                 {\r
561                                         leftclicked = true;\r
562                                 }\r
563                                 if(event.MouseInput.Event == EMIE_RMOUSE_PRESSED_DOWN)\r
564                                 {\r
565                                         rightclicked = true;\r
566                                 }\r
567                                 if(event.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)\r
568                                 {\r
569                                         leftreleased = true;\r
570                                 }\r
571                                 if(event.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)\r
572                                 {\r
573                                         rightreleased = true;\r
574                                 }\r
575                                 if(event.MouseInput.Event == EMIE_MOUSE_WHEEL)\r
576                                 {\r
577                                         mouse_wheel += event.MouseInput.Wheel;\r
578                                 }\r
579                         }\r
580                 }\r
581 \r
582                 return false;\r
583         }\r
584 \r
585         bool IsKeyDown(EKEY_CODE keyCode) const\r
586         {\r
587                 return keyIsDown[keyCode];\r
588         }\r
589         \r
590         // Checks whether a key was down and resets the state\r
591         bool WasKeyDown(EKEY_CODE keyCode)\r
592         {\r
593                 bool b = keyWasDown[keyCode];\r
594                 keyWasDown[keyCode] = false;\r
595                 return b;\r
596         }\r
597 \r
598         s32 getMouseWheel()\r
599         {\r
600                 s32 a = mouse_wheel;\r
601                 mouse_wheel = 0;\r
602                 return a;\r
603         }\r
604 \r
605         void clearInput()\r
606         {\r
607                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; i++)\r
608                 {\r
609                         keyIsDown[i] = false;\r
610                         keyWasDown[i] = false;\r
611                 }\r
612                 \r
613                 leftclicked = false;\r
614                 rightclicked = false;\r
615                 leftreleased = false;\r
616                 rightreleased = false;\r
617 \r
618                 left_active = false;\r
619                 middle_active = false;\r
620                 right_active = false;\r
621 \r
622                 mouse_wheel = 0;\r
623         }\r
624 \r
625         MyEventReceiver()\r
626         {\r
627                 clearInput();\r
628         }\r
629 \r
630         bool leftclicked;\r
631         bool rightclicked;\r
632         bool leftreleased;\r
633         bool rightreleased;\r
634 \r
635         bool left_active;\r
636         bool middle_active;\r
637         bool right_active;\r
638 \r
639         s32 mouse_wheel;\r
640 \r
641 private:\r
642         IrrlichtDevice *m_device;\r
643         \r
644         // The current state of keys\r
645         bool keyIsDown[KEY_KEY_CODES_COUNT];\r
646         // Whether a key has been pressed or not\r
647         bool keyWasDown[KEY_KEY_CODES_COUNT];\r
648 };\r
649 \r
650 /*\r
651         Separated input handler\r
652 */\r
653 \r
654 class RealInputHandler : public InputHandler\r
655 {\r
656 public:\r
657         RealInputHandler(IrrlichtDevice *device, MyEventReceiver *receiver):\r
658                 m_device(device),\r
659                 m_receiver(receiver)\r
660         {\r
661         }\r
662         virtual bool isKeyDown(EKEY_CODE keyCode)\r
663         {\r
664                 return m_receiver->IsKeyDown(keyCode);\r
665         }\r
666         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
667         {\r
668                 return m_receiver->WasKeyDown(keyCode);\r
669         }\r
670         virtual v2s32 getMousePos()\r
671         {\r
672                 return m_device->getCursorControl()->getPosition();\r
673         }\r
674         virtual void setMousePos(s32 x, s32 y)\r
675         {\r
676                 m_device->getCursorControl()->setPosition(x, y);\r
677         }\r
678 \r
679         virtual bool getLeftState()\r
680         {\r
681                 return m_receiver->left_active;\r
682         }\r
683         virtual bool getRightState()\r
684         {\r
685                 return m_receiver->right_active;\r
686         }\r
687         \r
688         virtual bool getLeftClicked()\r
689         {\r
690                 return m_receiver->leftclicked;\r
691         }\r
692         virtual bool getRightClicked()\r
693         {\r
694                 return m_receiver->rightclicked;\r
695         }\r
696         virtual void resetLeftClicked()\r
697         {\r
698                 m_receiver->leftclicked = false;\r
699         }\r
700         virtual void resetRightClicked()\r
701         {\r
702                 m_receiver->rightclicked = false;\r
703         }\r
704 \r
705         virtual bool getLeftReleased()\r
706         {\r
707                 return m_receiver->leftreleased;\r
708         }\r
709         virtual bool getRightReleased()\r
710         {\r
711                 return m_receiver->rightreleased;\r
712         }\r
713         virtual void resetLeftReleased()\r
714         {\r
715                 m_receiver->leftreleased = false;\r
716         }\r
717         virtual void resetRightReleased()\r
718         {\r
719                 m_receiver->rightreleased = false;\r
720         }\r
721 \r
722         virtual s32 getMouseWheel()\r
723         {\r
724                 return m_receiver->getMouseWheel();\r
725         }\r
726 \r
727         void clear()\r
728         {\r
729                 m_receiver->clearInput();\r
730         }\r
731 private:\r
732         IrrlichtDevice *m_device;\r
733         MyEventReceiver *m_receiver;\r
734 };\r
735 \r
736 class RandomInputHandler : public InputHandler\r
737 {\r
738 public:\r
739         RandomInputHandler()\r
740         {\r
741                 leftdown = false;\r
742                 rightdown = false;\r
743                 leftclicked = false;\r
744                 rightclicked = false;\r
745                 leftreleased = false;\r
746                 rightreleased = false;\r
747                 for(u32 i=0; i<KEY_KEY_CODES_COUNT; ++i)\r
748                         keydown[i] = false;\r
749         }\r
750         virtual bool isKeyDown(EKEY_CODE keyCode)\r
751         {\r
752                 return keydown[keyCode];\r
753         }\r
754         virtual bool wasKeyDown(EKEY_CODE keyCode)\r
755         {\r
756                 return false;\r
757         }\r
758         virtual v2s32 getMousePos()\r
759         {\r
760                 return mousepos;\r
761         }\r
762         virtual void setMousePos(s32 x, s32 y)\r
763         {\r
764                 mousepos = v2s32(x,y);\r
765         }\r
766 \r
767         virtual bool getLeftState()\r
768         {\r
769                 return leftdown;\r
770         }\r
771         virtual bool getRightState()\r
772         {\r
773                 return rightdown;\r
774         }\r
775 \r
776         virtual bool getLeftClicked()\r
777         {\r
778                 return leftclicked;\r
779         }\r
780         virtual bool getRightClicked()\r
781         {\r
782                 return rightclicked;\r
783         }\r
784         virtual void resetLeftClicked()\r
785         {\r
786                 leftclicked = false;\r
787         }\r
788         virtual void resetRightClicked()\r
789         {\r
790                 rightclicked = false;\r
791         }\r
792 \r
793         virtual bool getLeftReleased()\r
794         {\r
795                 return leftreleased;\r
796         }\r
797         virtual bool getRightReleased()\r
798         {\r
799                 return rightreleased;\r
800         }\r
801         virtual void resetLeftReleased()\r
802         {\r
803                 leftreleased = false;\r
804         }\r
805         virtual void resetRightReleased()\r
806         {\r
807                 rightreleased = false;\r
808         }\r
809 \r
810         virtual s32 getMouseWheel()\r
811         {\r
812                 return 0;\r
813         }\r
814 \r
815         virtual void step(float dtime)\r
816         {\r
817                 {\r
818                         static float counter1 = 0;\r
819                         counter1 -= dtime;\r
820                         if(counter1 < 0.0)\r
821                         {\r
822                                 counter1 = 0.1*Rand(1, 40);\r
823                                 keydown[getKeySetting("keymap_jump")] =\r
824                                                 !keydown[getKeySetting("keymap_jump")];\r
825                         }\r
826                 }\r
827                 {\r
828                         static float counter1 = 0;\r
829                         counter1 -= dtime;\r
830                         if(counter1 < 0.0)\r
831                         {\r
832                                 counter1 = 0.1*Rand(1, 40);\r
833                                 keydown[getKeySetting("keymap_special1")] =\r
834                                                 !keydown[getKeySetting("keymap_special1")];\r
835                         }\r
836                 }\r
837                 {\r
838                         static float counter1 = 0;\r
839                         counter1 -= dtime;\r
840                         if(counter1 < 0.0)\r
841                         {\r
842                                 counter1 = 0.1*Rand(1, 40);\r
843                                 keydown[getKeySetting("keymap_forward")] =\r
844                                                 !keydown[getKeySetting("keymap_forward")];\r
845                         }\r
846                 }\r
847                 {\r
848                         static float counter1 = 0;\r
849                         counter1 -= dtime;\r
850                         if(counter1 < 0.0)\r
851                         {\r
852                                 counter1 = 0.1*Rand(1, 40);\r
853                                 keydown[getKeySetting("keymap_left")] =\r
854                                                 !keydown[getKeySetting("keymap_left")];\r
855                         }\r
856                 }\r
857                 {\r
858                         static float counter1 = 0;\r
859                         counter1 -= dtime;\r
860                         if(counter1 < 0.0)\r
861                         {\r
862                                 counter1 = 0.1*Rand(1, 20);\r
863                                 mousespeed = v2s32(Rand(-20,20), Rand(-15,20));\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, 30);\r
872                                 leftdown = !leftdown;\r
873                                 if(leftdown)\r
874                                         leftclicked = true;\r
875                                 if(!leftdown)\r
876                                         leftreleased = true;\r
877                         }\r
878                 }\r
879                 {\r
880                         static float counter1 = 0;\r
881                         counter1 -= dtime;\r
882                         if(counter1 < 0.0)\r
883                         {\r
884                                 counter1 = 0.1*Rand(1, 15);\r
885                                 rightdown = !rightdown;\r
886                                 if(rightdown)\r
887                                         rightclicked = true;\r
888                                 if(!rightdown)\r
889                                         rightreleased = true;\r
890                         }\r
891                 }\r
892                 mousepos += mousespeed;\r
893         }\r
894 \r
895         s32 Rand(s32 min, s32 max)\r
896         {\r
897                 return (myrand()%(max-min+1))+min;\r
898         }\r
899 private:\r
900         bool keydown[KEY_KEY_CODES_COUNT];\r
901         v2s32 mousepos;\r
902         v2s32 mousespeed;\r
903         bool leftdown;\r
904         bool rightdown;\r
905         bool leftclicked;\r
906         bool rightclicked;\r
907         bool leftreleased;\r
908         bool rightreleased;\r
909 };\r
910 \r
911 // These are defined global so that they're not optimized too much.\r
912 // Can't change them to volatile.\r
913 s16 temp16;\r
914 f32 tempf;\r
915 v3f tempv3f1;\r
916 v3f tempv3f2;\r
917 std::string tempstring;\r
918 std::string tempstring2;\r
919 \r
920 void SpeedTests()\r
921 {\r
922         {\r
923                 dstream<<"The following test should take around 20ms."<<std::endl;\r
924                 TimeTaker timer("Testing std::string speed");\r
925                 const u32 jj = 10000;\r
926                 for(u32 j=0; j<jj; j++)\r
927                 {\r
928                         tempstring = "";\r
929                         tempstring2 = "";\r
930                         const u32 ii = 10;\r
931                         for(u32 i=0; i<ii; i++){\r
932                                 tempstring2 += "asd";\r
933                         }\r
934                         for(u32 i=0; i<ii+1; i++){\r
935                                 tempstring += "asd";\r
936                                 if(tempstring == tempstring2)\r
937                                         break;\r
938                         }\r
939                 }\r
940         }\r
941         \r
942         dstream<<"All of the following tests should take around 100ms each."\r
943                         <<std::endl;\r
944 \r
945         {\r
946                 TimeTaker timer("Testing floating-point conversion speed");\r
947                 tempf = 0.001;\r
948                 for(u32 i=0; i<4000000; i++){\r
949                         temp16 += tempf;\r
950                         tempf += 0.001;\r
951                 }\r
952         }\r
953         \r
954         {\r
955                 TimeTaker timer("Testing floating-point vector speed");\r
956 \r
957                 tempv3f1 = v3f(1,2,3);\r
958                 tempv3f2 = v3f(4,5,6);\r
959                 for(u32 i=0; i<10000000; i++){\r
960                         tempf += tempv3f1.dotProduct(tempv3f2);\r
961                         tempv3f2 += v3f(7,8,9);\r
962                 }\r
963         }\r
964 \r
965         {\r
966                 TimeTaker timer("Testing core::map speed");\r
967                 \r
968                 core::map<v2s16, f32> map1;\r
969                 tempf = -324;\r
970                 const s16 ii=300;\r
971                 for(s16 y=0; y<ii; y++){\r
972                         for(s16 x=0; x<ii; x++){\r
973                                 map1.insert(v2s16(x,y), tempf);\r
974                                 tempf += 1;\r
975                         }\r
976                 }\r
977                 for(s16 y=ii-1; y>=0; y--){\r
978                         for(s16 x=0; x<ii; x++){\r
979                                 tempf = map1[v2s16(x,y)];\r
980                         }\r
981                 }\r
982         }\r
983 \r
984         {\r
985                 dstream<<"Around 5000/ms should do well here."<<std::endl;\r
986                 TimeTaker timer("Testing mutex speed");\r
987                 \r
988                 JMutex m;\r
989                 m.Init();\r
990                 u32 n = 0;\r
991                 u32 i = 0;\r
992                 do{\r
993                         n += 10000;\r
994                         for(; i<n; i++){\r
995                                 m.Lock();\r
996                                 m.Unlock();\r
997                         }\r
998                 }\r
999                 // Do at least 10ms\r
1000                 while(timer.getTime() < 10);\r
1001 \r
1002                 u32 dtime = timer.stop();\r
1003                 u32 per_ms = n / dtime;\r
1004                 std::cout<<"Done. "<<dtime<<"ms, "\r
1005                                 <<per_ms<<"/ms"<<std::endl;\r
1006         }\r
1007 }\r
1008 \r
1009 void drawMenuBackground(video::IVideoDriver* driver)\r
1010 {\r
1011         core::dimension2d<u32> screensize = driver->getScreenSize();\r
1012                 \r
1013         video::ITexture *bgtexture =\r
1014                         driver->getTexture(getTexturePath("mud.png").c_str());\r
1015         if(bgtexture)\r
1016         {\r
1017                 s32 texturesize = 128;\r
1018                 s32 tiled_y = screensize.Height / texturesize + 1;\r
1019                 s32 tiled_x = screensize.Width / texturesize + 1;\r
1020                 \r
1021                 for(s32 y=0; y<tiled_y; y++)\r
1022                 for(s32 x=0; x<tiled_x; x++)\r
1023                 {\r
1024                         core::rect<s32> rect(0,0,texturesize,texturesize);\r
1025                         rect += v2s32(x*texturesize, y*texturesize);\r
1026                         driver->draw2DImage(bgtexture, rect,\r
1027                                 core::rect<s32>(core::position2d<s32>(0,0),\r
1028                                 core::dimension2di(bgtexture->getSize())),\r
1029                                 NULL, NULL, true);\r
1030                 }\r
1031         }\r
1032         \r
1033         video::ITexture *logotexture =\r
1034                         driver->getTexture(getTexturePath("menulogo.png").c_str());\r
1035         if(logotexture)\r
1036         {\r
1037                 v2s32 logosize(logotexture->getOriginalSize().Width,\r
1038                                 logotexture->getOriginalSize().Height);\r
1039                 logosize *= 4;\r
1040 \r
1041                 video::SColor bgcolor(255,50,50,50);\r
1042                 core::rect<s32> bgrect(0, screensize.Height-logosize.Y-20,\r
1043                                 screensize.Width, screensize.Height);\r
1044                 driver->draw2DRectangle(bgcolor, bgrect, NULL);\r
1045 \r
1046                 core::rect<s32> rect(0,0,logosize.X,logosize.Y);\r
1047                 rect += v2s32(screensize.Width/2,screensize.Height-10-logosize.Y);\r
1048                 rect -= v2s32(logosize.X/2, 0);\r
1049                 driver->draw2DImage(logotexture, rect,\r
1050                         core::rect<s32>(core::position2d<s32>(0,0),\r
1051                         core::dimension2di(logotexture->getSize())),\r
1052                         NULL, NULL, true);\r
1053         }\r
1054 }\r
1055 \r
1056 int main(int argc, char *argv[])\r
1057 {\r
1058         /*\r
1059                 Initialization\r
1060         */\r
1061 \r
1062         // Set locale. This is for forcing '.' as the decimal point.\r
1063         std::locale::global(std::locale("C"));\r
1064         // This enables printing all characters in bitmap font\r
1065         setlocale(LC_CTYPE, "en_US");\r
1066 \r
1067         /*\r
1068                 Parse command line\r
1069         */\r
1070         \r
1071         // List all allowed options\r
1072         core::map<std::string, ValueSpec> allowed_options;\r
1073         allowed_options.insert("help", ValueSpec(VALUETYPE_FLAG));\r
1074         allowed_options.insert("server", ValueSpec(VALUETYPE_FLAG,\r
1075                         "Run server directly"));\r
1076         allowed_options.insert("config", ValueSpec(VALUETYPE_STRING,\r
1077                         "Load configuration from specified file"));\r
1078         allowed_options.insert("port", ValueSpec(VALUETYPE_STRING));\r
1079         allowed_options.insert("address", ValueSpec(VALUETYPE_STRING));\r
1080         allowed_options.insert("random-input", ValueSpec(VALUETYPE_FLAG));\r
1081         allowed_options.insert("disable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1082         allowed_options.insert("enable-unittests", ValueSpec(VALUETYPE_FLAG));\r
1083         allowed_options.insert("map-dir", ValueSpec(VALUETYPE_STRING));\r
1084 #ifdef _WIN32\r
1085         allowed_options.insert("dstream-on-stderr", ValueSpec(VALUETYPE_FLAG));\r
1086 #endif\r
1087         allowed_options.insert("speedtests", ValueSpec(VALUETYPE_FLAG));\r
1088 \r
1089         Settings cmd_args;\r
1090         \r
1091         bool ret = cmd_args.parseCommandLine(argc, argv, allowed_options);\r
1092 \r
1093         if(ret == false || cmd_args.getFlag("help"))\r
1094         {\r
1095                 dstream<<"Allowed options:"<<std::endl;\r
1096                 for(core::map<std::string, ValueSpec>::Iterator\r
1097                                 i = allowed_options.getIterator();\r
1098                                 i.atEnd() == false; i++)\r
1099                 {\r
1100                         dstream<<"  --"<<i.getNode()->getKey();\r
1101                         if(i.getNode()->getValue().type == VALUETYPE_FLAG)\r
1102                         {\r
1103                         }\r
1104                         else\r
1105                         {\r
1106                                 dstream<<" <value>";\r
1107                         }\r
1108                         dstream<<std::endl;\r
1109 \r
1110                         if(i.getNode()->getValue().help != NULL)\r
1111                         {\r
1112                                 dstream<<"      "<<i.getNode()->getValue().help\r
1113                                                 <<std::endl;\r
1114                         }\r
1115                 }\r
1116 \r
1117                 return cmd_args.getFlag("help") ? 0 : 1;\r
1118         }\r
1119         \r
1120         /*\r
1121                 Low-level initialization\r
1122         */\r
1123 \r
1124         bool disable_stderr = false;\r
1125 #ifdef _WIN32\r
1126         if(cmd_args.getFlag("dstream-on-stderr") == false)\r
1127                 disable_stderr = true;\r
1128 #endif\r
1129 \r
1130         porting::signal_handler_init();\r
1131         bool &kill = *porting::signal_handler_killstatus();\r
1132         \r
1133         // Initialize porting::path_data and porting::path_userdata\r
1134         porting::initializePaths();\r
1135 \r
1136         // Initialize debug streams\r
1137 #ifdef RUN_IN_PLACE\r
1138         std::string debugfile = DEBUGFILE;\r
1139 #else\r
1140         std::string debugfile = porting::path_userdata+"/"+DEBUGFILE;\r
1141 #endif\r
1142         debugstreams_init(disable_stderr, debugfile.c_str());\r
1143         // Initialize debug stacks\r
1144         debug_stacks_init();\r
1145 \r
1146         DSTACK(__FUNCTION_NAME);\r
1147 \r
1148         // Create user data directory\r
1149         fs::CreateDir(porting::path_userdata);\r
1150         \r
1151         // Init material properties table\r
1152         //initializeMaterialProperties();\r
1153 \r
1154         // Debug handler\r
1155         BEGIN_DEBUG_EXCEPTION_HANDLER\r
1156 \r
1157         // Print startup message\r
1158         dstream<<DTIME<<"minetest-c55"\r
1159                         " with SER_FMT_VER_HIGHEST="<<(int)SER_FMT_VER_HIGHEST\r
1160                         <<", "<<BUILD_INFO\r
1161                         <<std::endl;\r
1162         \r
1163         /*\r
1164                 Basic initialization\r
1165         */\r
1166 \r
1167         // Initialize default settings\r
1168         set_default_settings();\r
1169         \r
1170         // Initialize sockets\r
1171         sockets_init();\r
1172         atexit(sockets_cleanup);\r
1173         \r
1174         /*\r
1175                 Read config file\r
1176         */\r
1177         \r
1178         // Path of configuration file in use\r
1179         std::string configpath = "";\r
1180         \r
1181         if(cmd_args.exists("config"))\r
1182         {\r
1183                 bool r = g_settings.readConfigFile(cmd_args.get("config").c_str());\r
1184                 if(r == false)\r
1185                 {\r
1186                         dstream<<"Could not read configuration from \""\r
1187                                         <<cmd_args.get("config")<<"\""<<std::endl;\r
1188                         return 1;\r
1189                 }\r
1190                 configpath = cmd_args.get("config");\r
1191         }\r
1192         else\r
1193         {\r
1194                 core::array<std::string> filenames;\r
1195                 filenames.push_back(porting::path_userdata + "/minetest.conf");\r
1196 #ifdef RUN_IN_PLACE\r
1197                 filenames.push_back(porting::path_userdata + "/../minetest.conf");\r
1198 #endif\r
1199 \r
1200                 for(u32 i=0; i<filenames.size(); i++)\r
1201                 {\r
1202                         bool r = g_settings.readConfigFile(filenames[i].c_str());\r
1203                         if(r)\r
1204                         {\r
1205                                 configpath = filenames[i];\r
1206                                 break;\r
1207                         }\r
1208                 }\r
1209                 \r
1210                 // If no path found, use the first one (menu creates the file)\r
1211                 if(configpath == "")\r
1212                         configpath = filenames[0];\r
1213         }\r
1214 \r
1215         // Initialize random seed\r
1216         srand(time(0));\r
1217         mysrand(time(0));\r
1218 \r
1219         /*\r
1220                 Pre-initialize some stuff with a dummy irrlicht wrapper.\r
1221 \r
1222                 These are needed for unit tests at least.\r
1223         */\r
1224         \r
1225         // Initial call with g_texturesource not set.\r
1226         init_mapnode();\r
1227 \r
1228         /*\r
1229                 Run unit tests\r
1230         */\r
1231 \r
1232         if((ENABLE_TESTS && cmd_args.getFlag("disable-unittests") == false)\r
1233                         || cmd_args.getFlag("enable-unittests") == true)\r
1234         {\r
1235                 run_tests();\r
1236         }\r
1237         \r
1238         /*for(s16 y=-100; y<100; y++)\r
1239         for(s16 x=-100; x<100; x++)\r
1240         {\r
1241                 std::cout<<noise2d_gradient((double)x/10,(double)y/10, 32415)<<std::endl;\r
1242         }\r
1243         return 0;*/\r
1244         \r
1245         /*\r
1246                 Game parameters\r
1247         */\r
1248 \r
1249         // Port\r
1250         u16 port = 30000;\r
1251         if(cmd_args.exists("port"))\r
1252                 port = cmd_args.getU16("port");\r
1253         else if(g_settings.exists("port"))\r
1254                 port = g_settings.getU16("port");\r
1255         if(port == 0)\r
1256                 port = 30000;\r
1257         \r
1258         // Map directory\r
1259         std::string map_dir = porting::path_userdata+"/world";\r
1260         if(cmd_args.exists("map-dir"))\r
1261                 map_dir = cmd_args.get("map-dir");\r
1262         else if(g_settings.exists("map-dir"))\r
1263                 map_dir = g_settings.get("map-dir");\r
1264         \r
1265         // Run dedicated server if asked to\r
1266         if(cmd_args.getFlag("server"))\r
1267         {\r
1268                 DSTACK("Dedicated server branch");\r
1269 \r
1270                 // Create time getter\r
1271                 g_timegetter = new SimpleTimeGetter();\r
1272                 \r
1273                 // Create server\r
1274                 Server server(map_dir.c_str());\r
1275                 server.start(port);\r
1276                 \r
1277                 // Run server\r
1278                 dedicated_server_loop(server, kill);\r
1279 \r
1280                 return 0;\r
1281         }\r
1282 \r
1283 \r
1284         /*\r
1285                 More parameters\r
1286         */\r
1287         \r
1288         // Address to connect to\r
1289         std::string address = "";\r
1290         \r
1291         if(cmd_args.exists("address"))\r
1292         {\r
1293                 address = cmd_args.get("address");\r
1294         }\r
1295         else\r
1296         {\r
1297                 address = g_settings.get("address");\r
1298         }\r
1299         \r
1300         std::string playername = g_settings.get("name");\r
1301 \r
1302         /*\r
1303                 Device initialization\r
1304         */\r
1305 \r
1306         // Resolution selection\r
1307         \r
1308         bool fullscreen = false;\r
1309         u16 screenW = g_settings.getU16("screenW");\r
1310         u16 screenH = g_settings.getU16("screenH");\r
1311 \r
1312         // Determine driver\r
1313 \r
1314         video::E_DRIVER_TYPE driverType;\r
1315         \r
1316         std::string driverstring = g_settings.get("video_driver");\r
1317 \r
1318         if(driverstring == "null")\r
1319                 driverType = video::EDT_NULL;\r
1320         else if(driverstring == "software")\r
1321                 driverType = video::EDT_SOFTWARE;\r
1322         else if(driverstring == "burningsvideo")\r
1323                 driverType = video::EDT_BURNINGSVIDEO;\r
1324         else if(driverstring == "direct3d8")\r
1325                 driverType = video::EDT_DIRECT3D8;\r
1326         else if(driverstring == "direct3d9")\r
1327                 driverType = video::EDT_DIRECT3D9;\r
1328         else if(driverstring == "opengl")\r
1329                 driverType = video::EDT_OPENGL;\r
1330         else\r
1331         {\r
1332                 dstream<<"WARNING: Invalid video_driver specified; defaulting "\r
1333                                 "to opengl"<<std::endl;\r
1334                 driverType = video::EDT_OPENGL;\r
1335         }\r
1336 \r
1337         /*\r
1338                 Create device and exit if creation failed\r
1339         */\r
1340 \r
1341         MyEventReceiver receiver;\r
1342 \r
1343         IrrlichtDevice *device;\r
1344         device = createDevice(driverType,\r
1345                         core::dimension2d<u32>(screenW, screenH),\r
1346                         16, fullscreen, false, false, &receiver);\r
1347 \r
1348         if (device == 0)\r
1349                 return 1; // could not create selected driver.\r
1350         \r
1351         // Set device in game parameters\r
1352         device = device;\r
1353         \r
1354         // Create time getter\r
1355         g_timegetter = new IrrlichtTimeGetter(device);\r
1356         \r
1357         // Create game callback for menus\r
1358         g_gamecallback = new MainGameCallback(device);\r
1359         \r
1360         // Create texture source\r
1361         g_texturesource = new TextureSource(device);\r
1362 \r
1363         /*\r
1364                 Speed tests (done after irrlicht is loaded to get timer)\r
1365         */\r
1366         if(cmd_args.getFlag("speedtests"))\r
1367         {\r
1368                 dstream<<"Running speed tests"<<std::endl;\r
1369                 SpeedTests();\r
1370                 return 0;\r
1371         }\r
1372         \r
1373         device->setResizable(true);\r
1374 \r
1375         bool random_input = g_settings.getBool("random_input")\r
1376                         || cmd_args.getFlag("random-input");\r
1377         InputHandler *input = NULL;\r
1378         if(random_input)\r
1379                 input = new RandomInputHandler();\r
1380         else\r
1381                 input = new RealInputHandler(device, &receiver);\r
1382         \r
1383         /*\r
1384                 Continue initialization\r
1385         */\r
1386 \r
1387         //video::IVideoDriver* driver = device->getVideoDriver();\r
1388 \r
1389         /*\r
1390                 This changes the minimum allowed number of vertices in a VBO.\r
1391                 Default is 500.\r
1392         */\r
1393         //driver->setMinHardwareBufferVertexCount(50);\r
1394 \r
1395         scene::ISceneManager* smgr = device->getSceneManager();\r
1396 \r
1397         guienv = device->getGUIEnvironment();\r
1398         gui::IGUISkin* skin = guienv->getSkin();\r
1399         gui::IGUIFont* font = guienv->getFont(getTexturePath("fontlucida.png").c_str());\r
1400         if(font)\r
1401                 skin->setFont(font);\r
1402         else\r
1403                 dstream<<"WARNING: Font file was not found."\r
1404                                 " Using default font."<<std::endl;\r
1405         // If font was not found, this will get us one\r
1406         font = skin->getFont();\r
1407         assert(font);\r
1408         \r
1409         u32 text_height = font->getDimension(L"Hello, world!").Height;\r
1410         dstream<<"text_height="<<text_height<<std::endl;\r
1411 \r
1412         //skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,0,0,0));\r
1413         skin->setColor(gui::EGDC_BUTTON_TEXT, video::SColor(255,255,255,255));\r
1414         //skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(0,0,0,0));\r
1415         //skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(0,0,0,0));\r
1416         skin->setColor(gui::EGDC_3D_HIGH_LIGHT, video::SColor(255,0,0,0));\r
1417         skin->setColor(gui::EGDC_3D_SHADOW, video::SColor(255,0,0,0));\r
1418         \r
1419         /*\r
1420                 Preload some textures and stuff\r
1421         */\r
1422 \r
1423         init_mapnode(); // Second call with g_texturesource set\r
1424         init_mineral();\r
1425 \r
1426         /*\r
1427                 GUI stuff\r
1428         */\r
1429 \r
1430         /*\r
1431                 If an error occurs, this is set to something and the\r
1432                 menu-game loop is restarted. It is then displayed before\r
1433                 the menu.\r
1434         */\r
1435         std::wstring error_message = L"";\r
1436 \r
1437         // The password entered during the menu screen,\r
1438         std::string password;\r
1439 \r
1440         /*\r
1441                 Menu-game loop\r
1442         */\r
1443         while(device->run() && kill == false)\r
1444         {\r
1445 \r
1446                 // This is used for catching disconnects\r
1447                 try\r
1448                 {\r
1449 \r
1450                         /*\r
1451                                 Clear everything from the GUIEnvironment\r
1452                         */\r
1453                         guienv->clear();\r
1454                         \r
1455                         /*\r
1456                                 We need some kind of a root node to be able to add\r
1457                                 custom gui elements directly on the screen.\r
1458                                 Otherwise they won't be automatically drawn.\r
1459                         */\r
1460                         guiroot = guienv->addStaticText(L"",\r
1461                                         core::rect<s32>(0, 0, 10000, 10000));\r
1462                         \r
1463                         /*\r
1464                                 Out-of-game menu loop.\r
1465 \r
1466                                 Loop quits when menu returns proper parameters.\r
1467                         */\r
1468                         while(kill == false)\r
1469                         {\r
1470                                 // Cursor can be non-visible when coming from the game\r
1471                                 device->getCursorControl()->setVisible(true);\r
1472                                 // Some stuff are left to scene manager when coming from the game\r
1473                                 // (map at least?)\r
1474                                 smgr->clear();\r
1475                                 // Reset or hide the debug gui texts\r
1476                                 /*guitext->setText(L"Minetest-c55");\r
1477                                 guitext2->setVisible(false);\r
1478                                 guitext_info->setVisible(false);\r
1479                                 guitext_chat->setVisible(false);*/\r
1480                                 \r
1481                                 // Initialize menu data\r
1482                                 MainMenuData menudata;\r
1483                                 menudata.address = narrow_to_wide(address);\r
1484                                 menudata.name = narrow_to_wide(playername);\r
1485                                 menudata.port = narrow_to_wide(itos(port));\r
1486                                 menudata.fancy_trees = g_settings.getBool("new_style_leaves");\r
1487                                 menudata.smooth_lighting = g_settings.getBool("smooth_lighting");\r
1488                                 menudata.creative_mode = g_settings.getBool("creative_mode");\r
1489                                 menudata.enable_damage = g_settings.getBool("enable_damage");\r
1490 \r
1491                                 GUIMainMenu *menu =\r
1492                                                 new GUIMainMenu(guienv, guiroot, -1, \r
1493                                                         &g_menumgr, &menudata, g_gamecallback);\r
1494                                 menu->allowFocusRemoval(true);\r
1495 \r
1496                                 if(error_message != L"")\r
1497                                 {\r
1498                                         dstream<<"WARNING: error_message = "\r
1499                                                         <<wide_to_narrow(error_message)<<std::endl;\r
1500 \r
1501                                         GUIMessageMenu *menu2 =\r
1502                                                         new GUIMessageMenu(guienv, guiroot, -1, \r
1503                                                                 &g_menumgr, error_message.c_str());\r
1504                                         menu2->drop();\r
1505                                         error_message = L"";\r
1506                                 }\r
1507 \r
1508                                 video::IVideoDriver* driver = device->getVideoDriver();\r
1509                                 \r
1510                                 dstream<<"Created main menu"<<std::endl;\r
1511 \r
1512                                 while(device->run() && kill == false)\r
1513                                 {\r
1514                                         if(menu->getStatus() == true)\r
1515                                                 break;\r
1516 \r
1517                                         //driver->beginScene(true, true, video::SColor(255,0,0,0));\r
1518                                         driver->beginScene(true, true, video::SColor(255,128,128,128));\r
1519 \r
1520                                         drawMenuBackground(driver);\r
1521 \r
1522                                         guienv->drawAll();\r
1523                                         \r
1524                                         driver->endScene();\r
1525                                         \r
1526                                         // On some computers framerate doesn't seem to be\r
1527                                         // automatically limited\r
1528                                         sleep_ms(25);\r
1529                                 }\r
1530                                 \r
1531                                 // Break out of menu-game loop to shut down cleanly\r
1532                                 if(device->run() == false || kill == true)\r
1533                                         break;\r
1534                                 \r
1535                                 dstream<<"Dropping main menu"<<std::endl;\r
1536 \r
1537                                 menu->drop();\r
1538                                 \r
1539                                 // Delete map if requested\r
1540                                 if(menudata.delete_map)\r
1541                                 {\r
1542                                         bool r = fs::RecursiveDeleteContent(map_dir);\r
1543                                         if(r == false)\r
1544                                                 error_message = L"Delete failed";\r
1545                                         continue;\r
1546                                 }\r
1547 \r
1548                                 playername = wide_to_narrow(menudata.name);\r
1549 \r
1550                                 password = translatePassword(playername, menudata.password);\r
1551 \r
1552                                 address = wide_to_narrow(menudata.address);\r
1553                                 int newport = stoi(wide_to_narrow(menudata.port));\r
1554                                 if(newport != 0)\r
1555                                         port = newport;\r
1556                                 g_settings.set("new_style_leaves", itos(menudata.fancy_trees));\r
1557                                 g_settings.set("smooth_lighting", itos(menudata.smooth_lighting));\r
1558                                 g_settings.set("creative_mode", itos(menudata.creative_mode));\r
1559                                 g_settings.set("enable_damage", itos(menudata.enable_damage));\r
1560                                 \r
1561                                 // NOTE: These are now checked server side; no need to do it\r
1562                                 //       here, so let's not do it here.\r
1563                                 /*// Check for valid parameters, restart menu if invalid.\r
1564                                 if(playername == "")\r
1565                                 {\r
1566                                         error_message = L"Name required.";\r
1567                                         continue;\r
1568                                 }\r
1569                                 // Check that name has only valid chars\r
1570                                 if(string_allowed(playername, PLAYERNAME_ALLOWED_CHARS)==false)\r
1571                                 {\r
1572                                         error_message = L"Characters allowed: "\r
1573                                                         +narrow_to_wide(PLAYERNAME_ALLOWED_CHARS);\r
1574                                         continue;\r
1575                                 }*/\r
1576 \r
1577                                 // Save settings\r
1578                                 g_settings.set("name", playername);\r
1579                                 g_settings.set("address", address);\r
1580                                 g_settings.set("port", itos(port));\r
1581                                 // Update configuration file\r
1582                                 if(configpath != "")\r
1583                                         g_settings.updateConfigFile(configpath.c_str());\r
1584                         \r
1585                                 // Continue to game\r
1586                                 break;\r
1587                         }\r
1588                         \r
1589                         // Break out of menu-game loop to shut down cleanly\r
1590                         if(device->run() == false)\r
1591                                 break;\r
1592                         \r
1593                         // Initialize mapnode again to enable changed graphics settings\r
1594                         init_mapnode();\r
1595 \r
1596                         /*\r
1597                                 Run game\r
1598                         */\r
1599                         the_game(\r
1600                                 kill,\r
1601                                 random_input,\r
1602                                 input,\r
1603                                 device,\r
1604                                 font,\r
1605                                 map_dir,\r
1606                                 playername,\r
1607                                 password,\r
1608                                 address,\r
1609                                 port,\r
1610                                 error_message\r
1611                         );\r
1612 \r
1613                 } //try\r
1614                 catch(con::PeerNotFoundException &e)\r
1615                 {\r
1616                         dstream<<DTIME<<"Connection error (timed out?)"<<std::endl;\r
1617                         error_message = L"Connection error (timed out?)";\r
1618                 }\r
1619                 catch(SocketException &e)\r
1620                 {\r
1621                         dstream<<DTIME<<"Socket error (port already in use?)"<<std::endl;\r
1622                         error_message = L"Socket error (port already in use?)";\r
1623                 }\r
1624 #ifdef NDEBUG\r
1625                 catch(std::exception &e)\r
1626                 {\r
1627                         std::string narrow_message = "Some exception, what()=\"";\r
1628                         narrow_message += e.what();\r
1629                         narrow_message += "\"";\r
1630                         dstream<<DTIME<<narrow_message<<std::endl;\r
1631                         error_message = narrow_to_wide(narrow_message);\r
1632                 }\r
1633 #endif\r
1634 \r
1635         } // Menu-game loop\r
1636         \r
1637         delete input;\r
1638 \r
1639         /*\r
1640                 In the end, delete the Irrlicht device.\r
1641         */\r
1642         device->drop();\r
1643         \r
1644         END_DEBUG_EXCEPTION_HANDLER\r
1645         \r
1646         debugstreams_deinit();\r
1647         \r
1648         return 0;\r
1649 }\r
1650 \r
1651 //END\r